[{"name": "Black Horse Troop Demon Mount", "race": "Black Horse-Demon", "rank": 1, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha", "Mount"], "id": 195, "notes": "Ethilrist's servants, the black horse-demons obey his orders only.  They control their riders.  They eat their victims. *Trample downed foe only."}, {"name": "Boar, Jungle", "race": "Boar, wild", "rank": 1, "owner": "hkokko", "tags": ["Fantasy", "Jungle", "Monster island", "Teshnos"], "id": 468, "notes": "Small, easily scared, very loud squals, no effective attacks. Natives use it in addition to its tasty meat as a security feature in their villages Usually roams free. RQ pg 337. "}, {"name": "Human Angry Mob", "race": "Human", "rank": 1, "owner": "harkom", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 82, "notes": ""}, {"name": "Human Rabble", "race": "Human", "rank": 1, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 610, "notes": "***Total 5 Hitpoints***"}, {"name": "Human Underling", "race": "Human", "rank": 1, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 611, "notes": "***Total 5 Hitpoints***"}, {"name": "Kobold warrior", "race": "Human", "rank": 1, "owner": "skoll", "tags": ["Fantasy"], "id": 42, "notes": ""}, {"name": "Pavis Trollkin Rabble", "race": "Trollkin", "rank": 1, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha", "Uz"], "id": 119, "notes": ""}, {"name": "Praxian Sable Mount", "race": "Praxian Sable Antilope", "rank": 1, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha", "Mount"], "id": 204, "notes": ""}, {"name": "Primitive islander Carrier", "race": "Human", "rank": 1, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "Jungle", "Monster island"], "id": 472, "notes": ""}, {"name": "Primitive Islander Children", "race": "Human", "rank": 1, "owner": "hkokko", "tags": ["Fantasy", "Jungle", "Monster island"], "id": 469, "notes": "Abilities: Alone at Home, Really endearing. \nSome of the children have the Alone At Home skill to defend themselves. Takes even the most cold hearted person an Influence vs really endearing to take any heartless action. Any such will create an unremovable taint against the character. Treat as Intimidate but with cuteness instead of intimidation.  "}, {"name": "Primitive Islander Slave", "race": "Human", "rank": 1, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High mountains", "High plateau", "Jungle", "Monster island"], "id": 473, "notes": ""}, {"name": "Riding Horse", "race": "Horse", "rank": 1, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha", "Mount"], "id": 182, "notes": ""}, {"name": "Troll Riding Beetle", "race": "Giant Beetle", "rank": 1, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha", "Mount", "Uz"], "id": 139, "notes": ""}, {"name": "Trollkin Warrior", "race": "Trollkin", "rank": 1, "owner": "skoll", "tags": ["Fantasy", "Glorantha", "Uz"], "id": 55, "notes": ""}, {"name": "Zombie rabble", "race": "Zombie", "rank": 1, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "Glorantha", "Jungle", "Monster island", "Rq6", "Undead"], "id": 125, "notes": "***Total 4 Hitpoints***"}, {"name": "www.broo.info -- Feral Broo Outcast", "race": "Broo", "rank": 1, "owner": "touristupdatenola", "tags": ["Fantasy", "Glorantha", "Pamaltela"], "id": 665, "notes": "Outcast feral Goatkin surviving in the wilderness. Naked, armed with a sharpened wooden spear with a fire-hardened point and a knapped stone knife.  Disregard any chaotic features or malformations that change stats, hit locations or hit points."}, {"name": "CE:  Hatchling Scorpion Folk", "race": "Scorpion Man", "rank": 1, "owner": "touristupdatenola", "tags": ["Bagog", "Chaos", "Fantasy", "Glorantha"], "id": 669, "notes": "Tail with Toxic Stinger [Potency = CON x 5].  Resist (endurance).  Fail means CON HP to chest; Natural carapace provides 1 armour points protection; Movement Rate is 9; Notes...Part-grown Scorpion Folk, potentially dangerous if not treated with caution.  If attacked all nearby full-grown scorpion folk may grow fanatic and immediately attack if a willpower save is failed (or the mature scorpion folk may elect to fail if the GM so chooses)."}, {"name": "Fonritian Slave Rabble", "race": "Human", "rank": 1, "owner": "hkokko", "tags": ["Fantasy", "Fonrit", "Glorantha", "Pamaltela"], "id": 795, "notes": "Loincloth, breech cloth or wraparound skirt.  Considered a blue even if skin color is different. In Kareeshtu wear a turban. \n\n***Total 5 Hitpoints***\n(Rq6: Pg 164) Too incompetent to be able to use Special Effects\nAny damage taken they cease fighting. Damage <HP they flee yelling or cursing. Damage => HP they collapse clutching the wounded location and weeping or screaming in agony\nDmg => 2xHP  die in a spectacular and grotesque manner\n?1/3  of them dead or wounded, the rest  take flight "}, {"name": "Goblin Raider", "race": "Goblin", "rank": 1, "owner": "MarcusScipio", "tags": [], "id": 843, "notes": "Standing 60 to 120 cm, These nasty little monsters delight in swarming other humanoids which they then eat.Wearing Scraps of leather armour and wielding small weapons."}, {"name": "Artisan", "race": "Human", "rank": 1, "owner": "Arglindel", "tags": [], "id": 1464, "notes": ""}, {"name": "Peasant", "race": "Human", "rank": 1, "owner": "Arglindel", "tags": [], "id": 1465, "notes": ""}, {"name": "Doctor", "race": "Human", "rank": 1, "owner": "Arglindel", "tags": [], "id": 1467, "notes": ""}, {"name": "Eagle", "race": "Eagle, Giant", "rank": 1, "owner": "Pruneau", "tags": ["Fantasy", "Flying", "Genertela", "Glorantha", "High plateau", "Monster island", "Mountains", "Pamaltela"], "id": 1581, "notes": "Abilities: Diving Strike, Flying, Grappler (RQ6: PG 312-316) . MI pg 214"}, {"name": "Goblin, Runt", "race": "Goblin", "rank": 1, "owner": "SFLucid", "tags": [], "id": 1637, "notes": "Standing 60 to 120 cm, These nasty little monsters delight in swarming other humanoids which they then eat.\n\nGoblins primarily haunt the frontier lands where the military doesn't have a strong presence. Individually they are not very threatening and are considered the weakest of monsters. However, their numbers grow fairly quickly due to their ability to come into maturity at an accelerated rate, making them a rapidly increasing threat if not dealt with quickly.\n\nGoblins are commonly found in caves and rely on attacking or stealing from settlements to sustain themselves, including the raw flesh of sapient species. The place a group of goblins are living together in is referred to as a 'goblin nest'. Goblins are an all-male species, but possess the ability to breed with any race with the pregnancy always resulting in goblin children. Even within the span of one week, a single captive can be forced to birth several new goblins. As such, women are among what they take from settlements to use for breeding until their eventual deaths at the hands of their goblin captors.\n\nGoblins have an excellent sense of smell, especially when it comes to prey. They can even smell metal, making them dangerous to anyone wearing metal armor. They also have excellent night vision; if they detect any light in their nest, they know there are intruders.\n\nOccasionally a birthing of a larger, stronger and smarter goblin, a hobgoblin is smuggled off and a new nest is started with it as the leader. If found the fledgling will be surely killed out of fear of a challenge of leadership.    "}, {"name": "Broo Runt", "race": "Broo", "rank": 1, "owner": "SFLucid", "tags": [], "id": 2229, "notes": "Disease bearing chaos spawn. High probability for chaos features and disease. Divine evil inspired.\n\n***Potency of disease contraction is equal to Endurance***\n\nThese foul beings go by many regional and cultural names but are essentially the same thing: a chaos-warped combination of human and animal (goat, sheep, and antelope) that frequently carries disease, and lives only to reproduce, spread its diseases, and bring havoc and suffering to the untainted.\n\nChaos Hybrids have their own, loosely-knit, primitive cultures based on strength and cruelty. A leader of a pack (known as a Mur\u00adder) is always the strongest, fiercest, and most ruthless of the bunch, having secured his place through slaughtering any challengers. Given this mind-set and philosophy it is therefore unsurprising to find that Chaos Hybrids have utter contempt for all other sapient races seeing them as prey, a means to spread their contagion and to breed with.\n\nThe creatures worship the gods associated with their atrocities: those of murder, chaos, disease and blight. Most other sapient cultures shun them at best, and hunt them down with a view to extermination at worst.\n\nA Chaos Hybrid carries a disease (see the disease table below) which can be caught through close proximity to the creature (i.e., close combat engagement distances). Chaos Hybrid corpses remain contagious unless burned. The potency of the disease is always equal to the Chaos Hybrid\u2019s Endurance.\n\nThe diseases in the table are the most common, but  Chaos Hybrids have many dreadful contagions, especially  those who worship the spirits and gods of disease. Hybrid shamans go out of their way to locate virulent disease spirits in the Spirit World, bringing them back to deliberately infect an entire tribe."}, {"name": "Gloomkin Runt", "race": "Elemental", "rank": 1, "owner": "SFLucid", "tags": [], "id": 2232, "notes": "Nightsight\nEngulf 1 - on successful contact (regardless of damage), defender must make a opposed \"Athletics\" or Gloomkin binds. All skill suffer a level of difficulty. Upon binding the Gloomkin is \"consumed\". Bound characters suffer 1 damage on location per day per failed \"Endurance\" check.\nRequires bright light to dissipate or other magic removal means.  \n\nThese small shadowy outlined humanoids which are black in colour. They have eyeless sockets, glaring into the night, as if daylight. Their corpses burn in the sunlight."}, {"name": "Dwarven Miner", "race": "Dwarf", "rank": 1, "owner": "Ratfink", "tags": [], "id": 2828, "notes": "Dwarven miner in leather gambeson and cap."}, {"name": "Grayskin", "race": "Human", "rank": 1, "owner": "hkokko", "tags": ["Aig", "Chaos", "Dorastor", "Pamaltela"], "id": 2933, "notes": "Use rabble rules. "}, {"name": "Oasis People - Rabble", "race": "Human", "rank": 1, "owner": "hkokko", "tags": ["Glorantha", "Prax"], "id": 2979, "notes": "***Total 5 Hitpoints***"}, {"name": "City Gang Member (Rabble)", "race": "Human", "rank": 1, "owner": "hkokko", "tags": ["City"], "id": 3233, "notes": "***Total 5 Hitpoints***"}, {"name": "Rebel Peasant", "race": "Human", "rank": 1, "owner": "touristupdatenola", "tags": ["Cloud forest", "Fantasy", "Jungle", "Monster island"], "id": 3161, "notes": ""}, {"name": "City Gang Member (Underling)", "race": "Human", "rank": 1, "owner": "hkokko", "tags": ["City"], "id": 3234, "notes": "***Total 5 Hitpoints***"}, {"name": "Baboon Rabble", "race": "Giant Baboon", "rank": 1, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Rq6"], "id": 3408, "notes": "***Total 4 Hitpoints***"}, {"name": "Sedalpian Worker Rabble", "race": "Human", "rank": 1, "owner": "hkokko", "tags": ["Fantasy", "Fonrit", "Glorantha", "Pamaltela"], "id": 3457, "notes": "Sedalpian crowd is non-combatant and often vegetarian. They will not engage, but instead will flee conflict.\n***Total 5 Hitpoints***"}, {"name": "Orco menor, chusma (200)", "race": "Goblin", "rank": 1, "owner": "aljadroth", "tags": [], "id": 5297, "notes": "Pagina 369 rq6"}, {"name": "Human ruffian", "race": "Human", "rank": 1, "owner": "raleel", "tags": ["Fantasy"], "id": 3747, "notes": "(Rq6: Pg 164) If any damage, stop fighting. If damage is less than their Hit Points flee cursing or yelling in fear. If Damage equals or surpasses their hit points, collapse clutching the wounded location and weeping or screaming in agony. If double their hit points die in spectacular manner. When 1/3 is dead or wounded rest flee.  Too incompetent to use Special Effects"}, {"name": "Serpent People Warrior Rabble", "race": "Serpent People", "rank": 1, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High mountains", "High plateau", "Jungle", "Monster island"], "id": 3973, "notes": "Weapons see pg 177. \n***Total 5 Hitpoints***"}, {"name": "Elder Wilds Trollkin - Useless", "race": "Trollkin", "rank": 1, "owner": "thischarmingmanc", "tags": ["Glorantha", "Uz"], "id": 4283, "notes": ""}, {"name": "Assabian Servant", "race": "Human", "rank": 1, "owner": "bturner", "tags": ["Human", "Korantia", "Servant"], "id": 4302, "notes": ""}, {"name": "Troll Pack Beetle", "race": "Giant Beetle", "rank": 1, "owner": "thischarmingmanc", "tags": ["Fantasy", "Glorantha", "Mount", "Uz"], "id": 4317, "notes": ""}, {"name": "Elder Wilds Trollkin - Worker", "race": "Trollkin", "rank": 1, "owner": "thischarmingmanc", "tags": ["Glorantha", "Uz"], "id": 4330, "notes": ""}, {"name": "Contadino affamato", "race": "Human", "rank": 1, "owner": "malato", "tags": [], "id": 4363, "notes": "Una creatura indegna di vivere"}, {"name": "Contadino del maniero", "race": "Human", "rank": 1, "owner": "malato", "tags": [], "id": 4364, "notes": "Contadino che rappresenta una versione leggermente pi\u00f9 potente del morto di fame"}, {"name": "Kobold, male warrior", "race": "Human", "rank": 1, "owner": "Donesteban", "tags": ["Classic fantasy", "Monster"], "id": 4547, "notes": "Armor: -1 to Initiative. If equipped, new AP is 3  in adbomen/chest and head. The natural armor is already applied.\n\nAverage Lair: 60-600. Two thirds of this number will be male warriors. Kobold females and young are typically non combatants. Kobold lairs will also possess 2d10x10 eggs at any one time.\n\nTreasure Type: Ax2, (Y)\n\nAbilities:\n\nCold-blooded: The creature does not need to eat frequently. One meal a week is sufficient to keep it healthy and well fed, and gorging itself on a large amount of meat will remove the need to eat for a month. If the temperature in which reflexes become muted, suffering a penalty of -6 to Initiative and the loss of one Combat Action per Round, is when the reptile is exposed to temperatures below 60 degrees Fahrenheit (15 degrees Celsius). At 40 \u00b0F (4 \u00b0C) and below, cold-blooded creatures become completely torpid, entering a help- less catatonic state.\n\nInfravision: The creature sees into the infrared spectrum. The maximum distance is 18 metres (60 ft) unless specified otherwise. \n\nLight Sensitive: They suffer a 1 grade penalty to Combat Style, Evade, and Perception rolls that deal with vision when fighting in sunlight or its magical equivalent. They suffer no penalties when in torchlight or other forms of artificial lighting."}, {"name": "Kobold, male champion", "race": "Human", "rank": 1, "owner": "Donesteban", "tags": ["Classic fantasy", "Monster"], "id": 4548, "notes": "Armor: -3 to Initiative. If equipped, new AP is 3  all locations. The natural armor is already applied.\n\nAverage Lair: 60-600. Two thirds of this number will be male warriors. Kobold females and young are typically non combatants. Kobold lairs will also possess 2d10x10 eggs at any one time.\n\nTreasure Type: Ax2, (Y)\n\nAbilities:\n\nCold-blooded: The creature does not need to eat frequently. One meal a week is sufficient to keep it healthy and well fed, and gorging itself on a large amount of meat will remove the need to eat for a month. If the temperature in which reflexes become muted, suffering a penalty of -6 to Initiative and the loss of one Combat Action per Round, is when the reptile is exposed to temperatures below 60 degrees Fahrenheit (15 degrees Celsius). At 40 \u00b0F (4 \u00b0C) and below, cold-blooded creatures become completely torpid, entering a help- less catatonic state.\n\nInfravision: The creature sees into the infrared spectrum. The maximum distance is 18 metres (60 ft) unless specified otherwise. \n\nLight Sensitive: They suffer a 1 grade penalty to Combat Style, Evade, and Perception rolls that deal with vision when fighting in sunlight or its magical equivalent. They suffer no penalties when in torchlight or other forms of artificial lighting."}, {"name": "Kobold, male chieftain", "race": "Human", "rank": 1, "owner": "Donesteban", "tags": ["Classic fantasy", "Monster"], "id": 4549, "notes": "Armor: -2 to Initiative. If equipped, new AP is 4  in adbomen/chest and head. The natural armor is already applied.\n\nAverage Lair: 60-600. Two thirds of this number will be male warriors. Kobold females and young are typically non combatants. Kobold lairs will also possess 2d10x10 eggs at any one time.\n\nTreasure Type: Ax2, (Y)\n\nAbilities:\n\nCold-blooded: The creature does not need to eat frequently. One meal a week is sufficient to keep it healthy and well fed, and gorging itself on a large amount of meat will remove the need to eat for a month. If the temperature in which reflexes become muted, suffering a penalty of -6 to Initiative and the loss of one Combat Action per Round, is when the reptile is exposed to temperatures below 60 degrees Fahrenheit (15 degrees Celsius). At 40 \u00b0F (4 \u00b0C) and below, cold-blooded creatures become completely torpid, entering a help- less catatonic state.\n\nInfravision: The creature sees into the infrared spectrum. The maximum distance is 18 metres (60 ft) unless specified otherwise. \n\nLight Sensitive: They suffer a 1 grade penalty to Combat Style, Evade, and Perception rolls that deal with vision when fighting in sunlight or its magical equivalent. They suffer no penalties when in torchlight or other forms of artificial lighting."}, {"name": "Zombie, kobold warrior", "race": "Human", "rank": 1, "owner": "Donesteban", "tags": ["Classic fantasy", "Monster", "Undead"], "id": 4583, "notes": "Armor: -1 to Initiative. If equipped, new AP is 3  in adbomen/chest and head. The natural armor is already applied.\n\nTreasure Type: Ax2\n\nAbilities:\n\nInfravision: The creature sees into the infrared spectrum. The maximum distance is 18 metres (60 ft) unless specified otherwise. \n\nImmunity (Fear, Sleep, and Charm)\n\nIntensity 2\n\nUndead: The creature is immune to the consequences of both fatigue and severe injuries. Undead are thus immune to all the detrimental effects of Serious Wounds. Even Major Wounds do not incapacitate them, although they can still have locations severed or shattered as per normal. The head and chest location typically stores the magic that is animating the creature. Any location (and those contiguous to it) that is smashed or severed from the bound area ceases to function, but the remainder of the body can continue if it still has limbs with which to act. A Major Wound to the magic-infused location destroys the undead outright."}, {"name": "Arnd Cobblestone (Barrowmaze) ", "race": "Dwarf", "rank": 1, "owner": "Sorn1808", "tags": ["Classic fantasy", "Dwarven"], "id": 4703, "notes": "Abilities: Magic Resistance, Poison Resistance, Infravision, Tunnel Sense.\nHireling:\n\nHit Points = (CON + SIZ)/5 = 6\n\nOnce they receive two injuries, they cease fighting and if possible, withdraw cursing or yelling in fear.\nIf the damage equals or surpasses their Hit Points, they automatically fail the Endurance roll, suffering the effects of a Serious Wound in the location struck. \nIf the damage is double their Hit Points, they die in a gruesomely violent manner."}, {"name": "Guardsmen", "race": "Human", "rank": 1, "owner": "raleel", "tags": ["Classic fantasy", "Human", "Toee"], "id": 4798, "notes": "these troops are here on the promise of wealth from the charismatic Lareth"}, {"name": "Footman", "race": "Human", "rank": 1, "owner": "raleel", "tags": ["Classic fantasy", "Human", "Toee"], "id": 4914, "notes": "Rabble"}, {"name": "Crossbowman", "race": "Human", "rank": 1, "owner": "raleel", "tags": ["Classic fantasy", "Human", "Toee"], "id": 4915, "notes": "Rabble"}, {"name": "Archers", "race": "Human", "rank": 1, "owner": "raleel", "tags": ["Classic fantasy", "Human", "Toee"], "id": 4916, "notes": "Rabble"}, {"name": "Earth Temple Guard", "race": "Human", "rank": 1, "owner": "raleel", "tags": ["Classic fantasy", "Human", "Toee"], "id": 4917, "notes": "Rabble"}, {"name": "Water Temple Guard", "race": "Human", "rank": 1, "owner": "raleel", "tags": ["Classic fantasy", "Human", "Toee"], "id": 5049, "notes": "Rabble\n\nRank 1 Monks\nArtful Dodger: All monks of Rank 1 or higher automatically possess the Artful Dodger talent\ngranting fast reflexes and 1 extra Action\nPoint, which may only be used to Parry or\nEvade. This is an innate ability and cost no\nMagic Points to invoke. In addition, you may\nuse the Evade skill to dodge a melee attack\nwithout falling prone. Against a ranged attack,\nyou only end up prone if you fail the roll.\n\nCombat Proficiency: Being a master of\narmed and unarmed combat, monks gain\na further +5% to their Combat Style.\n\nUnarmed Prowess: All monks of Rank 1 or higher treat Unarmed\nblocks and parries as \u2018Medium\u2019 sized, enabling them to better defend\nthemselves from armed opponents."}, {"name": "Fire Temple Adherent", "race": "Human", "rank": 1, "owner": "raleel", "tags": ["Classic fantasy", "Human", "Toee"], "id": 5051, "notes": "# Rabble\n\nThese brigands have received special training from the fire temple in the use of their daggers and poisons. \n\nWhen in melee combat with their daggers, they make use a thief's __Backstab__ feature\n\nEach comes with a dozen metal core bolts, 2 of which are coated in __Cobra Venom__\n\n__Metal Core Bolts__ A metal rod cored into this bolt allows it to hit with much greater force. It may ignore 3 AP of mundane protection in exchange for a reduced range. All ranges are reduced by 33%.\n\n__Cobra Venom__\t\t\t\t\nPerhaps the quintessential venomous snake, a cobra\u2019s venom has several effects depending on its application. If injected via bite, the venom will inflict a burning pain shortly followed by respiratory difficulty which can lead to death. Even surviving a cobra bite comes at a terrible cost, the bitten area suffering permanent necrotic damage. If the venom is spat at the eyes instead of respiratory paralysis the venom can often inflict permanent blindness.\t\t\nApplication: Contact (eyes) or Injected\nPotency: 75\nResistance: Endurance\nOnset time: Instant if spat in eyes, 1d6+4 minutes if bitten \nDuration: 1d3+3 days\t\t\t\t\nConditions: If spat into the eyes both Agony and Blindness are instant, lasting the entire duration. Bitten victims also begin with Agony but can struggle along until 1d6+6 hours after the bite when Asphyxiation strikes, usually resulting in death, unless First Aid is successfully applied to keep the victim breathing. Survivors will then suffer Necrosis, losing 1 Hit Point per day from the location bitten, until the venom is somehow purged or it naturally ends.\n\n__Agony__  Victim is hindered by intense pain. Whether in a location or the entire body, any skill roll involving use of the affected area must also be less or equal to the character\u2019s Willpower, otherwise the attempt fails, and they moan or scream in pain. \n\n__Asphyxiation__ Victim suffers asphyxiation \u2013 he collapses incapacitated, unable to breathe. The rules for Asphyxiation, found on page 71, are used. Asphyxiation may be asthmatic in nature meaning the victim only suffers shortness of breath, or complete respiratory failure resulting in death. In the later case a victim can be kept alive by winning an opposed test of the First Aid skill against the Potency of the disease or poison."}, {"name": "City Guards, Mercenaries of Yemar", "race": "Human", "rank": 1, "owner": "raleel", "tags": ["Human", "Spider god's bride"], "id": 5076, "notes": "The mercenary men of Yemar are stone-faced killers, known for their callousness. They wear uniforms of red leather.\n\n__Possessions__: Leather armour, scimitar, heavy wooden shield, javelin, 1d8 sp.\n__Tactics__: The foreign city guards (grudgingly) do as they are told by their Khazistani officers. They summon help only if sorely outnumbered."}, {"name": "Guard-Captains of Zul-Bazzir", "race": "Human", "rank": 1, "owner": "raleel", "tags": ["Human", "Spider god's bride"], "id": 5077, "notes": "The guard-captains are powerful and broad-shouldered, hand-picked soldiers of the Khazistani army, clad in gleaming armour and gilded helmets. They are often assigned to guard duty in the palace and as officers on special missions, and are fiercely loyal to their noble superiors.\n\n\n\n__Possessions__: Chainmail, falchion, Khazistani Short bow.\n__Tactics__: The officers stand and fight as a matter of personal honour, and often refuse to summon help even if defeat seems imminent."}, {"name": "Disciples of Yot-Kamoth, Cultists from Lamra", "race": "Human", "rank": 1, "owner": "raleel", "tags": ["Human", "Spider god's bride"], "id": 5078, "notes": "The assassins sent after Yetara by the temple of the spider-god in Lamra are swarthy-skinned men, trained to move with feline grace and strike with the suddenness of a cobra. On missions, they are clad in close-fitting clothes and dark cloaks, but at all other times blend in by wearing regular clothes. Each cultist has a small black tarantula tattooed on his chest, identifying him as a member of the cult of Yot-Kamoth.\n\n__Possessions__: Stabbing dagger, light crossbow, 20 crossbow bolts, five doses of secret venom, superb quality thieves\u2019 tools, rope and grappling hook, 1d10 SP.\n__Tactics__: The cultists employ poisoned crossbow bolts from a distance. If opponents come close, they attempt to flank and sneak attack, with daggers likewise poison-tipped. Being fiercely loyal to the cult, and fearing the consequences of a failed mission, they fight to the death rather than surrendering to superior opponents. They reveal little or nothing if interrogated, even on the pain of death.\n\n__Notes__: These cultists are actually temple-assassins, trained to the rank of Adept. They do not use sorcery and gain a bonus of +10% to any climbing based tests due to their training in the temple of Yot-Kamoth.\n\n__Secret Venom__\n__Application__: Injected.\n__Onset Time__: 1D6 minutes.\n__Duration__: 1D4 Hours.\n__Resistance Time__: Hourly. The first Resistance roll must be made at the end of the Onset Time, then daily thereafter. Successfully resisting the poison means that the victim manages to stave off the effects and have woken up, yet they are still groggy from the poison.\nPotency: 40+15 (CON of Spider).\n__Resistance__: Endurance.\n__Conditions__: Unconscious. The victim becomes immediately lethargic on a failed Resistance roll and falls into a deep sleep. The victim may resist the effects hourly; if they succeed or the Duration expires they awake feeling nauseous, groggy and lethargic. They immediately gain a level of Fatigue in addition to any suffered previously.\n__Antidote__: Certain plant saps and berries can help stave off the poison\u2019s effects if consumed prior to being injected with the venom. Only magic can bring an unconscious Adventurer round from the deep sleep it induces."}, {"name": "German Soldat", "race": "Human", "rank": 1, "owner": "raleel", "tags": ["Pulp", "Ww2"], "id": 5611, "notes": "This is a fresh recruit, straight out of introductory training. He's hardly seen a lick of combat. He's probably filled with some zeal, but also easily broken. Likely will yell \"Mein Leben\" when they die."}, {"name": "Red Bokoblin", "race": "Goblin", "rank": 1, "owner": "ElderNoSpace", "tags": [], "id": 5620, "notes": "Standing 60 to 120 cm, These nasty little monsters delight in swarming other humanoids which they then eat. Also they are red."}, {"name": "Kingdom of War Warrior Society - Aspirant Warrior", "race": "Human", "rank": 1, "owner": "byrde1", "tags": ["Fronela", "Glorantha", "Kingdom of war"], "id": 5653, "notes": ""}, {"name": "'Pariah' Goblin", "race": "Goblin", "rank": 1, "owner": "skarza", "tags": [], "id": 6147, "notes": "Round-headed imps with snub noses and wide, grinning mouths, Goblins possess greenish, yellow skin and large grey eyes They average 4'4\" to 4'7\" in height. Mechanical devices appeal to the clever cruelty intrinsic to Goblins; they have invented many machines of torture as well as those useful in warfare and siege. Utility and strength mark most of their creations, but beauty eludes them.\n\nSkilled miners, Goblins enlarge their underground kingdoms by connecting nearby caverns with tunnels. Often an entire mountain range may be webbed by these passages, effectively detouring travelers to longer routes. Their average life span is 80 years. Goblins stay below ground by day, but night sees them swarming the lands in search of amusement. These wily creatures are deceptively strong.\n\nWhen creating a goblin, always calculate weight based on the Lithe or Medium frame. Treat the Height as being two SIZ points lower. For instance, an average SIZ 8 goblin would be 36 to 40 kg (71 to 90 lb.) if lithe frame, or 50 to 56 kg (106 to 120 lb) if medium. Their height would be between 131 to 140 cm (4\u20194\u2019 to 4\u20197\u2019).\n\n\"pariah\" goblins from outside the tribe who work the village mine but are not trusted to live in the regular caverns."}, {"name": "Acolyte (human apprentice mage)", "race": "Human", "rank": 1, "owner": "skarza", "tags": [], "id": 6153, "notes": "Each of the novices can deliver a mind assault that will cause a feeling of unease similar to, but less powerful than, a Fear spell. The spell causes hesitation on the part of the adventurers who fail to resist. They will delay several seconds (1 round) before attempting to initiate combat or a maneuver.\n\nmind assault\nopposed willpower roll but only if acolyte is successful in casting the 'spell' using willpower"}, {"name": "Medieval Bandit", "race": "Human", "rank": 1, "owner": "Daneaxe", "tags": [], "id": 6188, "notes": ""}, {"name": "Goblin Warrior", "race": "Goblin (Classic Fantasy)", "rank": 1, "owner": "Daneaxe", "tags": [], "id": 6193, "notes": ""}, {"name": "Celtic slave (Rabble)", "race": "Human", "rank": 1, "owner": "squidamort", "tags": [], "id": 6335, "notes": "h Rabble have little or no armour\nh Rabble are too incompetent to be able to use Special Effects\nh Rabble have Hit Points equal to one fifth (rounded up) of the\nCON+SIZ of an average member of that race\nh Once they receive any damage, they cease fighting\nh If the damage is less than their Hit Points they flee cursing or\nyelling in fear\nh If the damage equals or surpasses their Hit Points, they\ncollapse clutching the wounded location, and weeping or\nscreaming in agony\nh If the damage is double their Hit Points, they die in a spectacular\nand grotesque manner\nh Once one third of their number are dead or wounded, the\nrest of the rabble break and take flight"}, {"name": "Desperate Villager", "race": "Human", "rank": 1, "owner": "SFLucid", "tags": [], "id": 6340, "notes": ""}, {"name": "Bandit, Rabble", "race": "Human", "rank": 1, "owner": "SFLucid", "tags": [], "id": 7213, "notes": "Rabble Bandits fighting for scraps"}, {"name": "Human Guard, Recruit", "race": "Human", "rank": 1, "owner": "SFLucid", "tags": [], "id": 6343, "notes": "Fresh Recruits "}, {"name": "Heavy Infantry [Auredain]", "race": "Human", "rank": 1, "owner": "kilgs", "tags": ["Classic fantasy", "Human", "Toee"], "id": 6485, "notes": "Equivalent of Light Infantry"}, {"name": "Rubble Runner RQ2", "race": "Rubble runner", "rank": 1, "owner": "Gryphaea", "tags": ["Aig", "Fantasy", "Glorantha"], "id": 6513, "notes": "Usually hunts in packs of 12-30. Once it bites it hangs on and continues to bite. continue to roll to see if ti does a crit or a special"}, {"name": "Leech, Big", "race": "Leech, Giant", "rank": 1, "owner": "skarza", "tags": [], "id": 6525, "notes": "Can bypass all armour, unless fully sealed. Must succeed in an attack roll to latch onto prey. \n\nNote: size is 1, the size listed as its stat is the maximum fatigue levels it can drain. take 15 mins to drain 1 fatigue level.\n \nThe initial attack and follow up blood drain may not be noticed (perception roll vs stealth) until the character become substantially impeded. (tired or above)at which point it become obvious something is wrong, just not what is causing it.\n\nThe 'giant' leech,can grow to 450 mm (17.7 in) in length and 100 mm (3.9 in) in width. As adults, these leeches are a greyish-brown colour, as opposed to juveniles, which do not have a uniform colour, but rather, a noncontinuous stripe of colour, and patched colouring. The leech produces the anticoagulant protease hementin from its salivary glands. \n\nOnce bitten it will continue to drain blood until full or removed.\n\nThe use of fire or salt on a leech causes it to drop off, but it also cause it to vomit up its meal into the open wound which may cause an infection. risk is normal endurance roll.\n\nBest thing is to leave it till it is full and falls off. That might be fine for a regular leech but this is a big leech. Simply sliding a fingernail or blade under the anterior sucker and the leech will let go and take its 10cm long proboscis with it.\n\nUnlike the jawed leeches that bite using two or three rows of jaws(depending on the species) set in either a V for the two jawed leeches or an upside down Y fashion for the three jawed leeches, this particular leech has a hypodermic needle lying in wait inside its mouth. When prey comes within range they extend their proboscis like a spear. Once the leech is attached to the prey, the proboscis then functions much like a straw that releases anticoagulants and starts to suck up the blood at a surprising rate. (in game terms a 1/2 pint every 15 mins, with each 1/2 pint being 1 fatigue level).\nWhen removed the anticoagulants do not stop working and unless treated with a hard 1st aid roll, the victim will lose another fatigue level before the bleeding stops (per wound)"}, {"name": "Grannit", "race": "Ham Beetle", "rank": 1, "owner": "skarza", "tags": [], "id": 6680, "notes": "Scuttling around in the darkest caves, Grannits are surprisingly terocious little horrors. About the size of a coconut, they are covered in armadillo like rocky and bony armour that blend in well with their surroundings making a stationary one indistinguishable from the rocks around it. They often attack by suprize but can only bite the legs of victims, scuttling forward on 8 crablike legs. To compensate for their lack of physical strength they have a immensely powerful sideways beak-like jaws, and a mildly acidic bite that can help to break open any armour they sink their teeth into. They also work as a pack, trying to hamstring their prey so that can attack on mass.They can only hit the legs of standing opponents, roll 1D2 for left/right, but up to 3 can attack each leg.\n\nThe acid does 1d2 additional damage to armour first. In attacks they work to grip the leg, and then sunder the armour until it is removed. They then use hamstring (a variant of drop foe and trip) to bring the prey down to biting range.\n\nHamstring: Assuming the target suffers at least a minor wound from the bite, they are forced to make an Opposed Test of their Endurance against the attacker\u2019s hit roll. Failure indicates that the targets leg has become incapacitated and they are unable to continue standing.\n\nRecovery from incapacitation can be performed with a successful healing check Otherwise the incapacitation lasts for a period equal to one hour divided by the Healing Rate of the target, and the victim will be at half movement until fully healed."}, {"name": "Umathelan Warrior Underling", "race": "Human", "rank": 1, "owner": "hkokko", "tags": ["Prax", "Pregen", "Sartar"], "id": 6707, "notes": "***Total hit points = 5***"}, {"name": "Umathelan Entertainer Rabble", "race": "Human", "rank": 1, "owner": "hkokko", "tags": ["Pregen", "Sartar"], "id": 6710, "notes": "***Total hit points = 5***"}, {"name": "Umathelan Steward Rabble", "race": "Human", "rank": 1, "owner": "hkokko", "tags": ["Pregen", "Sartar"], "id": 6714, "notes": "***Total hit points = 5***"}, {"name": "monkey", "race": "Rabbit", "rank": 1, "owner": "skarza", "tags": [], "id": 6724, "notes": "Can use acrobatics to move through trees.\nany damage will cause them to flee if not killed or incapacitated as per rabble rules."}, {"name": "Rat Pack (huge)", "race": "Flock", "rank": 1, "owner": "skarza", "tags": [], "id": 6815, "notes": "Unlike insect swarms, these kinds of groups can inflict different types of injury rather than just poisonous stings. The size of the group determines the number of \u2018injuries\u2019 the mass delivers at the start of every Round. This damage is automatic and cannot be avoided if the group of creatures has engulfed the victim.\n\nEverywhere verminous rats thrive, there are dark tales told of hungry rat packs that can consume men and strip livestock to the bone in minutes. Although somewhat exaggerated, rats can pose dangers if encountered in sufficient numbers. Even if beaten off, rat bites often carry virulent diseases, which can be just as deadly. When attacking as a swarm, if the rolled number of injuries exceeds the victim\u2019s Armour Points, then each successful injury inflicts 1 Hit Point of damage. In addition, the victim is exposed to a disease.\n\nRat bite fever\nApplication: Injected\nPotency: 80\nResistance: Endurance\nOnset time: 1d8+2 days\nDuration: 1d3 weeks\nConditions: Disease manifests with the start of Fever, (which continues throughout), followed by Nausea and headaches(roll to see if effects daily) Within 2-4 days after fever onset, a Rash appears on the hands and feet. This rash is identified by flat, reddened areas with small bumps reducing CHA by 1d4 till cured. One or more joints then become swollen, red, or painful (difficulty is formidable to all skills).\n\nAntidote/Cure: Can be cured by the Healing skill up until the onset of rash, at which point the disease must be treated magically or run its course."}, {"name": " lesser Lugro (orc) slave", "race": "Goblin", "rank": 1, "owner": "skarza", "tags": [], "id": 7022, "notes": "These squat, grey-skinned humanoids have sharp yellowed fangs and yellow eyes that can see clearly in dark and smoky atmospheres. However, they are sensitive to ultraviolet light, which makes them less well able to see in daylight than humans (1 grade harder during day). Their lungs are very efficient at filtering and neutralising inhaled toxins, their porous body fat insulates their internal organs from extreme temperatures, and their cartilaginous bones have twice the strength of the human equivalent. Their alimentary canal and stomach are impervious to all non-corrosive poisons.Without a strong officer to command them will not engage in combat unless they outnumber an enemy two-to-one).\n\nlugro Slaves \u2013 There are pale-skinned slaves who constitute a sub-species of Mountain lugro that are specifically spawned by the Nadziranim  to work the mines. They have no free will and are not as aggressive as Mountain lugro. They are not susceptible to the effects of Gourgaz scent."}, {"name": "Brigand (Mounted)", "race": "Human", "rank": 1, "owner": "kilgs", "tags": ["Classic fantasy", "Human"], "id": 7409, "notes": "Brigands are violent thiefs who use force and intimidation to get what they want. "}, {"name": "Wolfs heads", "race": "Human", "rank": 1, "owner": "Vargrsen", "tags": ["Bandits"], "id": 7905, "notes": ""}, {"name": "drug addled rabble", "race": "Human", "rank": 1, "owner": "skarza", "tags": [], "id": 8517, "notes": "30+ people\n\nRabble have no armour\nRabble are too incompetent to be able to use Special Effects apart from any specified.\n(Bash, grip, impale bleed, choose location)\n\nRabble have Hit Points equal to one fifth (rounded up) of the CON+SIZ of an average member of that race (5 HP)\n\nOnce they receive any damage, they cease fighting. If the damage is less than their Hit Points they flee cursing or yelling in fear. If the damage equals or surpasses their Hit Points, they collapse clutching the wounded location, and weeping or\nscreaming in agony. If the damage is double their Hit Points, they die in a spectacular and grotesque manner\n\nOnce one third of their number (10) are dead or wounded, the rest of the rabble break and fight as individuals, when half are defeated they take flight\n\nAs a group they can do the following, attack in hand to hand or with ranged weaponry:\n\nIn hand to hand the rabble can kick, punch, stab and bite. A character can avoid the attack of the mob with a successful opposed brawn or Athletics roll. If successful the mob will attack them with a ranged attack as below. If not they must make an unopposed evade roll, with the following results:\n\nCritical: the character miraculously suffers no damage. They may regain their feet automatically if prone.\n\nSuccess: the character suffers 1d6 damage to a single Hit Location but if they remain conscious they can attempt to extract themselves from the attackers. They can also attempt to stand if prone as per the rules.\n\nFailure: the character suffers 2d6 damage to either the Head,Chest or Abdomen, and much roll (endurance)to avoid being rendered unconscious from crushing or being repeatedly battered.In either case they are knocked prone so therefore cannot escape the mob.\n\nFumble: the character suffers 3d6 damage to either the Head,Chest or Abdomen, and is immediately rendered unconscious from crushing or being repeatedly battered. They must roll (endurance)to avoid being trampled to death.\n\nrange\nThe rabble can unleash a fusillade of broken bottles and improvised projectiles as an action with no reload time. This attack takes the form of an area effect up to the range of 5/10/20. Standard Evade roll are applied as below. All creatures in the areas of effect are hit for:\n\nCritical: 1 x 1d4+1 (no special effect)\nSuccess:  2 x 1d4+1 (Suffer Pin Down, not opposed)\nfailure:  4 x 1d4+1 (suffer as above+ bleed)\nFumble:   6 x 1d4+1 (suffer as above+ maximum damage and bypass armour(1st roll only and first 2 strikes hit the same location)\n\nIf the same location is struck twice or more the damage is added together.\n\n"}, {"name": "Cerf", "race": "Horse", "rank": 1, "owner": "Yrkelia______________@yahoo.fr", "tags": ["Fantasy", "Glorantha", "Mount"], "id": 8582, "notes": "Le cerf attaque soit avec ses cornes, soit avec ses sabots. S'il utilise ses sabots, le d\u00e9fendeur, qui \u00e9choue \u00e0 se d\u00e9fendre, tombe et subit une attaque par pi\u00e9tinement."}, {"name": "Arab Slave Rabble", "race": "Human", "rank": 1, "owner": "Nigel_Clarke", "tags": [], "id": 8594, "notes": "Loincloth, breech cloth or wraparound skirt.  \n\n***Total 5 Hitpoints***\n(Rq6: Pg 164) Too incompetent to be able to use Special Effects\nAny damage taken they cease fighting. Damage <HP they flee yelling or cursing. Damage => HP they collapse clutching the wounded location and weeping or screaming in agony\nDmg => 2xHP  die in a spectacular and grotesque manner\n?1/3  of them dead or wounded, the rest  take flight "}, {"name": "Greek Slave Rabble", "race": "Human", "rank": 1, "owner": "Nigel_Clarke", "tags": [], "id": 8595, "notes": "Loincloth, breech cloth or wraparound skirt.  \n\n***Total 5 Hitpoints***\n(Rq6: Pg 164) Too incompetent to be able to use Special Effects\nAny damage taken they cease fighting. Damage <HP they flee yelling or cursing. Damage => HP they collapse clutching the wounded location and weeping or screaming in agony\nDmg => 2xHP  die in a spectacular and grotesque manner\n?1/3  of them dead or wounded, the rest  take flight "}, {"name": "Balkan Slave Rabble", "race": "Human", "rank": 1, "owner": "Nigel_Clarke", "tags": [], "id": 8596, "notes": "Loincloth, breech cloth or wraparound skirt.  \n\n***Total 5 Hitpoints***\n(Rq6: Pg 164) Too incompetent to be able to use Special Effects\nAny damage taken they cease fighting. Damage <HP they flee yelling or cursing. Damage => HP they collapse clutching the wounded location and weeping or screaming in agony\nDmg => 2xHP  die in a spectacular and grotesque manner\n?1/3  of them dead or wounded, the rest  take flight "}, {"name": "Cult rabble", "race": "Human", "rank": 1, "owner": "skarza", "tags": [], "id": 8722, "notes": "24 initiates\n\nRabble have little armour (soft leather)\nRabble are too incompetent to be able to use Special Effects apart from any specified. \n(can use impale and choose location)\n\nRabble have Hit Points equal to one fifth (rounded up) of the CON+SIZ of an average member of that race (5 HP)\n\nOnce they receive any damage, they cease fighting. If the damage is less than their Hit Points they flee cursing or yelling in fear. If the damage equals or surpasses their Hit Points, they collapse clutching the wounded location, and weeping or screaming in agony. If the damage is double their Hit Points, they die in a spectacular and grotesque manner\n\nOnce half of their number (12) are dead or wounded, the rest of the rabble break and fight as individuals ot the death or until the high priest stops them.\n\nAs a group they can do the following, attack in hand to hand or with ranged weaponry:\n\nIn hand to hand the rabble can kick, punch, stab and bite. A character can avoid the attack of the mob with a successful opposed brawn or Athletics roll. If successful the mob will attack them with a ranged attack as below. If not they must make an unopposed evade roll, with the following results:\n\nCritical: the character miraculously suffers no damage. They may regain their feet automatically if prone.\n\nSuccess: the character suffers 1d6+1+1d2 damage to a single Hit Location but if they remain conscious they can attempt to extract themselves from the attackers. They can also attempt to stand if prone as per the rules.\n\nFailure: the character suffers 2d6+1+1d2 damage to either the Head,Chest or Abdomen, and much roll (endurance)to avoid being rendered unconscious from crushing or being repeatedly battered.In either case they are knocked prone so therefore cannot escape the mob.\n\nFumble: the character suffers 3d6+1+1d2 damage to either the Head,Chest or Abdomen, and is immediately rendered unconscious from crushing or being repeatedly battered. They must roll (endurance)to avoid being trampled to death.\n\nrange\nThe rabble can unleash a fusillade of darts as an action with no reload time. This attack takes the form of an area effect up to the range of 5/10/20. Standard Evade roll are applied as below. All creatures in the areas of effect are hit for:\n\nCritical: 1 x 1d4+1d2 (no special effect)\nSuccess:  2 x 1d4+1d2 (Suffer Pin Down, not opposed)\nfailure:  4 x 1d4+1d2 (suffer as above+ bleed)\nFumble:   6 x 1d4+1d2 (suffer as above+ maximum damage and bypass armour(1st roll only and first 2 strikes hit the same location)\n\nIf the same location is struck twice or more the damage is added together.\n\n"}, {"name": "Medieval Footman", "race": "Human", "rank": 1, "owner": "Shlimazl", "tags": ["Human", "Perceforest", "Simpleborn"], "id": 9053, "notes": "Rabble"}, {"name": "Nazi Soldier", "race": "Human", "rank": 1, "owner": "jaum", "tags": ["Pulp"], "id": 9170, "notes": ""}, {"name": "Ankheg, Hatchling", "race": "Ant, Giant", "rank": 1, "owner": "SFLucid", "tags": [], "id": 10200, "notes": "Burrower - The creature is adept at tunnelling through the ground at its normal Movement rate. This is limited to soil and earth.\n\nDark Sight - Allows the creature to see normally in the complete absence of light.\n\nTremorsense - A monster with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures. Many burrowing creatures, such as ankhegs, have this special sense.\n\nLurkers in the Earth. The ankheg uses its powerful mandibles to dig winding tunnels deep beneath the ground. When it hunts, an ankheg burrows upward, waiting below the surface until its antennae detect movement from above. Then it bursts from the earth and seizes prey in its mandibles, crushing and grinding while it secretes acidic digestive enzymes. These enzymes help dissolve a victim for easy swallowing, but the ankheg can also squirt acid to take down foes.\n\nEngulfing - The creature has an orifice which can swallow targets whole. The maximum size of an engulfed victim is figured as half the creature\u2019s own SIZ, but may be less than this depending on the creature\u2019s physiology. When engulfed the victim suffers at least one damage roll based on the creature\u2019s bite attack before being swallowed \u2013 the time spent chewing depends on the creature and how sensitive its innards are. If still alive a swallowed victim will begin to suffocate, likely dying by asphyxiation before suffering any noticeable damage from stomach acid. Realistically, an engulfed victim lacks the mobility to move inside the digestive tract or the creature is so large that he will die long before he can cut its way out.(M2e p314)\n\nBane of Field and Forest - Although ankhegs receive a certain portion of their nutrients from the soil through which they burrow, they must supplement their diet with fresh meat. Pastures teeming with grazing livestock and forests rife with game are an ankheg\u2019s prime hunting grounds. Ankhegs are thus the bane of farmers and rangers everywhere.\n\nEarthen Tunnels - As it burrows through earth, the ankheg leaves a narrow, partially collapsed tunnel in its wake. In these tunnels, one might find the remnants of molted ankheg chitin, hatched ankheg eggs, or the grisly remains of ankheg victims, including coins or other treasures scattered during the creature\u2019s attack.\n\nAcid Spray (One use per 1 hr). The ankheg spits acid in a line that is 5m long and 3m wide, provided that it has no creature has been engulfed. Resolve as per strong acid (M2e p104), 1d4 damage for 1d2 rounds, applied to 1d3+3 random locations."}, {"name": "Orc, Toothless", "race": "Goblin", "rank": 1, "owner": "SFLucid", "tags": [], "id": 10205, "notes": "The Toothless are the Orc at the bottom of the social standing, routinely mugged of their fresh toothy currency. \n\nOrcs are large creatures with long arms and short legs, huge slabs of muscle move under tough green skin, and their jaws are lined with vicious fangs that jut out from their underbite. They have beady red eyes, a generally foul demeanor, and are naturally bald. \n\nNormally six feet tall, they are up to seven feet tall when stretched out of their characteristic stoop. They respect power and strength, and naturally tend towards becoming bigger and stronger as they rise through their society. While they lack the education of more advanced races, Orcs possess immense cunning and are quick learners, but rarely adopt new tactics to replace their fondness for close quarters brutality.\n\nThe Orcs have a physiology more akin to fungi than animal. The spontaneous physical division to the release of windblown spores days after death. Putting the creature under fire immediately after death, seems to be the only viable and economical method of control. \n\nNo matter where they are encountered or in what numbers, the Orcs are a deadly threat that will multiply exponentially if left unchecked. In a matter of weeks what began as a small raiding party can swell -- as if by some arcane alchemy -- into a roiling, anarchic horde bent upon war and destruction. \n"}, {"name": "Skeleton, Severely Decayed", "race": "Human", "rank": 1, "owner": "SFLucid", "tags": ["Classic fantasy", "Human", "Monster", "Undead"], "id": 10214, "notes": "Average Lair: Non-sapient undead do not create lairs, they are either created to serve some function, are the result of spontaneous animation in areas steeped in necromantic magic.\n\nBased on Classic Fantasy skeletons CF p259."}, {"name": "Dretch", "race": "Goblin", "rank": 1, "owner": "skarza", "tags": [], "id": 10221, "notes": "This creature\u2019s bloated frame shudders with each heaving step, yet despite its shape, the thing moves with surprising quickness.\n\nEven the lowest demons of the Abyss are dangerous and filled with a driving need to spread ruin and dismay. The lowly dretch is as hideous and foul as it is cruel, even if it lacks the strength and power to realize its need to brutalize others in its native realm. The lot of the dretch\u2019s existence is to serve more powerful demons as victims, and only the lucky few survive long enough to evolve.\n\nThe dretch is a favorite target for dabblers in Abyssal summonings to call forth. Relatively weak and easy to bully, dretches can often be pressured into long periods of servitude with only vague promises of the opportunity to vent their frustrations and anger on softer foes. Yet the prospective dretch-summoner would do well to remember that these demons are as craven and untrustworthy as they come. A dretch faced with a more powerful foe is only too eager to trade what it knows for its pitiful excuse for a life.\n\nUnlike most demons, a dretch\u2019s slovenly personality and disdain for prolonged physical labor rarely result in success. Advanced dretches are rare, but those who do find it within themselves to be more than they were at creation often become the pauper-kings of the Abyss, cruel and bitter in their rule over vermin, broken souls, mindless undead, and other dretches. Their empires are confined to abandoned stretches of sewers under backwater cities, unstable reaches of swampland avoided by more sensible minds, and other undesirable corners of the Abyss that even demons find uncomfortable or foul. Yet to the dretch lords, these realms are their empires, and they defend them with a pitiful tenacity.\n\nA dretch stands 4 feet tall and weighs 180 pounds. Dretches typically form from the souls of slothful, evil mortals\u2014yet it only takes a small fragment of a soul to trigger such a hideous birth. A single soul can often trigger the manifestation of a small army of dretches, and the sight of a horde of fresh-birthed dretches pulling free from the heaving protomatter of the Abyss is a nauseating and terrifying one indeed.\n\n\n1/day\u2014cause fear effect (standard WIL roll or be shaken (-1 step for i round), stinking aura 5' Radius(as fog cloud, but also END roll (unopposed each round or be nauseated for as long as in cloud +1d4+1 turns after), summon (1 dretch 35%)\n\nImmune to electricity and poison\nHave extra 2 AP vs fire, cold and acid.\nAlso reduce non cold iron or good damage by half after AP.\n\nMob pack attack: if 2 attack one opponent they gain +5 to attack rolls,if 3+ each one gets an advantage dice to attack as well."}, {"name": "Possessed Shrub or Vine", "race": "Possessed Plant, Small (Intens", "rank": 1, "owner": "SFLucid", "tags": ["Fantasy", "Monster island", "Plant"], "id": 10218, "notes": "Intensity 1. \n\nRecalculate action points using (INT+POW) and Strike rank using (INT+CHA) on M2e p12.  \n\nDamage inflicted is normally caused from bashing, lacerations or strangulation or a combination of several. With these limbs they can use the special effects of Bash, Bleed (if thorny), Disarm, Entangle, Grip, Stun, Sunder or Trip. \n"}, {"name": "Wolf, Pup", "race": "Wolf", "rank": 1, "owner": "SFLucid", "tags": [], "id": 10310, "notes": "Usually hunts in packs of 12-20. Prefers to select Grip and Choose location. \nGripped victim sustains biting damage every round.  Rq6 pg 396. \n\n~Modified to make them less useless~"}, {"name": "Centipede, Giant (2m)", "race": "Centipede, Giant", "rank": 1, "owner": "SFLucid", "tags": ["Cloud forest", "Fantasy", "Glorantha", "Jungle", "Monster island", "Pamaltela"], "id": 10323, "notes": "MI pg 205"}, {"name": "Spider Swarm (Small SIZ 1-5)", "race": "SFL - Insect Swarm", "rank": 1, "owner": "SFLucid", "tags": [], "id": 10861, "notes": "***Hitpoints*** = SIZ. \n***Note - only has SIZ Characteristic, the other Characteristics are for calculation purposes***\n\nThe normal characteristics for creatures are not applicable to swarms. Instead, only one characteristic is given: SIZ. This is used to gauge the volume of the swarm in comparison with an average human. A swarm of SIZ 6 is enough to engulf one half of the body. A swarm of 12 is enough to engulf the entire body. A swarm of SIZ 24 could engulf two opponents simultaneously.\n\n***Damage/Combat Action*** :\n***SIZ 1-5*** -> 1 Damage all locations, 1 CA\n***SIZ 6-11*** -> 1d2 Damage all locations, 2 CA\n***SIZ 12-18*** -> 1d3 Damage all locations, 3 CA \n***SIZ 19-25*** -> 1d4 Damage all locations, 4 CA \n***SIZ 26-33*** -> 1d6 Damage all locations, 5 CA\n\nRQ6 pg 365\n\nWorn armour initially counts against this damage, but is reduced by 1 point for each successful attack, as the insects begin to crawl inside gaps in the clothing.\n\nIt is almost impossible to kill a swarm: there are simply too many individuals. The only hope is to either outrun it or find a way of taking cover (water is not always an effective way of evading a swarm of insects, since they often wait about for the victim to surface). A swarm may decide to cease an attack if it collectively feels a threat has been neutralized: after 1d3 rounds of combat, make a Willpower roll for the swarm. If the roll is successful then the swarm abates its attacks and returns to its nest or previous activity.\n\nSwarms do not generate Special Effects and neither do they use Combat Actions to parry or evade unless attacked with an area affect assault. On the other hand a victim can use Evade to temporarily avoid a swarm. Otherwise they must flee, hide or seek cover. \n\nWhenever a character is stung by a swarm of poisonous insects, he may succumb to the increasing levels of venom introduced into his body. Keep track of the accumulating value of the damage suffered from each attack, which represents the growing toxicity of the venom. Every time the character experiences another attack, they must make an opposed roll of their Endurance versus the new level of toxicity. Failure means that they suffer the effects of the insect\u2019s venom."}, {"name": "Lamm\u2019s Lambs", "race": "Human", "rank": 1, "owner": "skarza", "tags": [], "id": 10992, "notes": "The orphans Gaedren \u201cemploys\u201d, known to his thugs as \u201cLamm\u2019s Lambs,\u201d theselittle charges are tough kids, made rough as leather byGaedren\u2019s quick hand and life on the street. They hate thecrime lord, but they fear him more than Asmodeus himself.The urchins infest the fishery, toiling away under the cruelministrations of Gaedren\u2019s fellow scumbags, with \u201cstreetduty\u201d\u2014when they\u2019re sent out to fleece and cut purses\u2014as a reward for good behavior.\n\nDuring Combat Typically an orphan spends the first turn of combat in shock and surprise, although once a few\nbattles have broken out in the fishery, feel free to have the orphans react more quickly. The orphans prefer to attack with the long pitchforks they use to load and unload fish, but they switch to knifes if anyone is able to get inside their reach.\n\nMorale An orphan who takes any damage attempts to flee, unless all of Gaedren\u2019s thugs are either dead or out of sight, in which case the orphan abandons the fishery entirely into the surrounding slums."}, {"name": "begger", "race": "Human", "rank": 1, "owner": "skarza", "tags": [], "id": 11027, "notes": "Beggars are the homeless and hopeless wretches that eke out a meager existence at the fringes of society in cities and towns. Some are once farmers, craftsmen, or other working folk stricken blind or lame, while others are orphans from birth, subsisting on alms and charity so long they have known nothing else.\n\nBeggars can serve as apprentice thieves and pickpockets (and not a few beggars supplement their begging this way). They might also be used as urchins, link boys, the inhabitants of a leper colony, or even cultists of a dark god of disease, thievery, or murder. \n\nAdding Skill Sleight creates a better pickpocket or thief.\nAdd +1 step backstab.\n\nBoon A beggar can watch a particular location or person in their city or town for 1 day and report back to the PC on what they observed.\n\nmany have filth fever\n\nEndurance\nHarsh conditions or long exertions do not easily tire you. You gain a +1 step bonus on the following checks and saves: Swim checks made to resist effects from exhaustion; END checks made to continue running; END checks made to avoid effects from a forced march; END checks made to hold your breath; END checks made to avoid damage from starvation or thirst; END saves made to avoid damage from hot or cold environments; and END saves made to resist damage from suffocation. You may sleep in flexible armour without becoming fatigued. Normal: A character without this feat who sleeps in flexible or heavier armour is fatigued the next day."}, {"name": "rioter", "race": "Human", "rank": 1, "owner": "skarza", "tags": [], "id": 11033, "notes": "During Combat Rioters attack the closest target unless an obvious well-to-do socialite is present, in which case a rioter focuses her attacks on the apparent noble.\n\nMorale A rioter flees combat as soon as they takes any lethal damage.\n\nToughness\nYou have enhanced physical stamina. You gain +1 hit points per location. \n"}, {"name": "Rat Pack (large)", "race": "Flock", "rank": 1, "owner": "skarza", "tags": [], "id": 11092, "notes": "A squirming, roiling mass of squeaking rats draws closer, teeth flashing and claws scratching everything in its path.\n\nEverywhere verminous rats thrive, there are dark tales told of hungry rat packs that can consume men and strip livestock to the bone in minutes. Although somewhat exaggerated, rats can pose dangers if encountered in sufficient numbers. Even if beaten off, rat bites often carry virulent diseases, which can be just as deadly. When attacking as a swarm, if the rolled number of injuries exceeds the victim\u2019s Armour Points, then each successful injury inflicts 1 Hit Point of damage. In addition, the victim is exposed to a disease, which is resolved after the combat is concluded.\n\nUnless there is some good reason, the collective can affect any and every Hit Location of a target who fails to Evade, Fly, or Swim clear (as applicable).\n\nMelee weapons are useless against a flock, horde, pack, or shoal since each blow can only kill an insignificant proportion of the entire group. Each individual creature is considered so minor that it possesses no characteristics; however, the collective has a total number of Hit Points, which must been defeated to disperse it. Of course, the characters must use melee weapons that can be swung at the group as a whole. Thrusting attacks are generally useless, as are most missile weapons. Area effect attacks capable of damaging a volume rather than a single target are typically best. Crushing attacks and brute strength can also be effective."}, {"name": "Rat Pack (Small)", "race": "Flock", "rank": 1, "owner": "skarza", "tags": [], "id": 11093, "notes": "A squirming, roiling mass of squeaking rats draws closer, teeth flashing and claws scratching everything in its path.\n\nEverywhere verminous rats thrive, there are dark tales told of hungry rat packs that can consume men and strip livestock to the bone in minutes. Although somewhat exaggerated, rats can pose dangers if encountered in sufficient numbers. Even if beaten off, rat bites often carry virulent diseases, which can be just as deadly. When attacking as a swarm, if the rolled number of injuries exceeds the victim\u2019s Armour Points, then each successful injury inflicts 1 Hit Point of damage. In addition, the victim is exposed to a disease, which is resolved after the combat is concluded.\n\nUnless there is some good reason, the collective can affect any and every Hit Location of a target who fails to Evade, Fly, or Swim clear (as applicable).\n\nMelee weapons are useless against a flock, horde, pack, or shoal since each blow can only kill an insignificant proportion of the entire group. Each individual creature is considered so minor that it possesses no characteristics; however, the collective has a total number of Hit Points, which must been defeated to disperse it. Of course, the characters must use melee weapons that can be swung at the group as a whole. Thrusting attacks are generally useless, as are most missile weapons. Area effect attacks capable of damaging a volume rather than a single target are typically best. Crushing attacks and brute strength can also be effective."}, {"name": "Rat Pack (Medium)", "race": "Flock", "rank": 1, "owner": "skarza", "tags": [], "id": 11094, "notes": "A squirming, roiling mass of squeaking rats draws closer, teeth flashing and claws scratching everything in its path.\n\nEverywhere verminous rats thrive, there are dark tales told of hungry rat packs that can consume men and strip livestock to the bone in minutes. Although somewhat exaggerated, rats can pose dangers if encountered in sufficient numbers. Even if beaten off, rat bites often carry virulent diseases, which can be just as deadly. When attacking as a swarm, if the rolled number of injuries exceeds the victim\u2019s Armour Points, then each successful injury inflicts 1 Hit Point of damage. In addition, the victim is exposed to a disease, which is resolved after the combat is concluded.\n\nUnless there is some good reason, the collective can affect any and every Hit Location of a target who fails to Evade, Fly, or Swim clear (as applicable).\n\nMelee weapons are useless against a flock, horde, pack, or shoal since each blow can only kill an insignificant proportion of the entire group. Each individual creature is considered so minor that it possesses no characteristics; however, the collective has a total number of Hit Points, which must been defeated to disperse it. Of course, the characters must use melee weapons that can be swung at the group as a whole. Thrusting attacks are generally useless, as are most missile weapons. Area effect attacks capable of damaging a volume rather than a single target are typically best. Crushing attacks and brute strength can also be effective."}, {"name": "Rat Pack (Enormous)", "race": "Flock", "rank": 1, "owner": "skarza", "tags": [], "id": 11095, "notes": "A squirming, roiling mass of squeaking rats draws closer, teeth flashing and claws scratching everything in its path.\n\nEverywhere verminous rats thrive, there are dark tales told of hungry rat packs that can consume men and strip livestock to the bone in minutes. Although somewhat exaggerated, rats can pose dangers if encountered in sufficient numbers. Even if beaten off, rat bites often carry virulent diseases, which can be just as deadly. When attacking as a swarm, if the rolled number of injuries exceeds the victim\u2019s Armour Points, then each successful injury inflicts 1 Hit Point of damage. In addition, the victim is exposed to a disease, which is resolved after the combat is concluded.\n\nUnless there is some good reason, the collective can affect any and every Hit Location of a target who fails to Evade, Fly, or Swim clear (as applicable).\n\nMelee weapons are useless against a flock, horde, pack, or shoal since each blow can only kill an insignificant proportion of the entire group. Each individual creature is considered so minor that it possesses no characteristics; however, the collective has a total number of Hit Points, which must been defeated to disperse it. Of course, the characters must use melee weapons that can be swung at the group as a whole. Thrusting attacks are generally useless, as are most missile weapons. Area effect attacks capable of damaging a volume rather than a single target are typically best. Crushing attacks and brute strength can also be effective."}, {"name": "Goblin Primitive", "race": "Goblin", "rank": 1, "owner": "Ralk", "tags": [], "id": 11535, "notes": "Standing 60 to 120 cm, these nasty little creatures are a blight upon the world."}, {"name": "diseased rabble", "race": "Human", "rank": 1, "owner": "skarza", "tags": [], "id": 11695, "notes": "30+ people\n\nRabble have no armour\nRabble are too incompetent to be able to use Special Effects apart from any specified.\n(Bash, grip, impale bleed, choose location)\n\nRabble have Hit Points equal to one fifth (rounded up) of the CON+SIZ of an average member of that race (5 HP)\n\nOnce they receive any damage, they cease fighting. If the damage is less than their Hit Points they flee cursing or yelling in fear. If the damage equals or surpasses their Hit Points, they collapse clutching the wounded location, and weeping or\nscreaming in agony. If the damage is double their Hit Points, they die in a spectacular and grotesque manner\n\nOnce one third of their number (10) are dead or wounded, the rest of the rabble break and fight as individuals, when half are defeated they take flight\n\nAs a group they can do the following, attack in hand to hand or with ranged weaponry:\n\nIn hand to hand the rabble can kick, punch, stab and bite. A character can avoid the attack of the mob with a successful opposed brawn or Athletics roll. If successful the mob will attack them with a ranged attack as below. If not they must make an unopposed evade roll, with the following results:\n\nCritical: the character miraculously suffers no damage. They may regain their feet automatically if prone.\n\nSuccess: the character suffers 1d6 damage to a single Hit Location but if they remain conscious they can attempt to extract themselves from the attackers. They can also attempt to stand if prone as per the rules.\n\nFailure: the character suffers 2d6 damage to either the Head,Chest or Abdomen, and much roll (endurance)to avoid being rendered unconscious from crushing or being repeatedly battered.In either case they are knocked prone so therefore cannot escape the mob.\n\nFumble: the character suffers 3d6 damage to either the Head,Chest or Abdomen, and is immediately rendered unconscious from crushing or being repeatedly battered. They must roll (endurance)to avoid being trampled to death.\n\nrange\nThe rabble can unleash a fusillade of broken bottles and improvised projectiles as an action with no reload time. This attack takes the form of an area effect up to the range of 5/10/20. Standard Evade roll are applied as below. All creatures in the areas of effect are hit for:\n\nCritical: 1 x 1d4+1 (no special effect)\nSuccess:  2 x 1d4+1 (Suffer Pin Down, not opposed)\nfailure:  4 x 1d4+1 (suffer as above+ bleed)\nFumble:   6 x 1d4+1 (suffer as above+ maximum damage and bypass armour(1st roll only and first 2 strikes hit the same location)\n\nIf the same location is struck twice or more the damage is added together.\n\nBlood Veil\t\nType: contact or injury\t\nPotency:80 (the first time ethnically Varisian humanoids, including human, half-elves, and half-orcs with Varisian parentage, are exposed to blood veil, each such character has a flat 5% chance that she is immune to the disease)\nOnset: 1 day\nFrequency:1/day\neffect: 1d4 CON damage and 1d4 CHA damage\nDescription: Blood veil is a deadly disease It is characterized at first by headaches, fatigue, coughing, and a characteristic red rash which spreads over the infected person's face. As the illness worsens, the rash develops into pox-like blisters which spread from the face to the neck and limbs, the cough worsens considerably, and lymph glands swell into painful buboes. In the final stages of blood veil, the blisters grow to the size of grapes, black patches are visible under the skin due to internal bleeding, and the victim coughs up blood. If left untreated, blood veil can kill the average human in about a week.\nCure: Magical cure only\n"}, {"name": "Nomads PoorTribesmen \"Kazindji\"", "race": "Human", "rank": 1, "owner": "Paulkwk", "tags": [], "id": 11732, "notes": "Mounted Combat - This allows rider to ignore the skill cap placed on \ncombat rolls by the Ride skill.\nSkirmishing - This style permits launching ranged attacks whilst at a run \n(but not whilst sprinting).\n\nNot all tribesmen were equipped equally and one foreign account mentions a Crimean army where half the tribesmen had bows and the rest were armed only with \u201csheep bones\u201d tied to sticks. The poorer tribesmen (kazindji) would have had poor quality horses, and cheaper (bows, flails, maces, spears) or improvised weapons (like the sheep bone thing), and no armour."}, {"name": "Kobold (Rank 1/4)", "race": "Human", "rank": 1, "owner": "Ludume", "tags": ["Classic fantasy imperative"], "id": 11850, "notes": "Abilities:\nCold Blooded: The kobold does not need to eat frequently. One meal a week is sufficient to keep it healthy and well fed, and gorging itself on a large amount of meat will remove the need to eat for a month. Conversely, when exposed to temperatures below 60 degrees Fahrenheit, its reflexes become muted, suffering a penalty of -6 to Initiative, and the loss of one Combat Action per round. Below 40 degrees Fahrenheit, cold-blooded creatures become completely torpid, entering a helpless catatonic statue.\n\nLight Sensitive: Those suffering from light sensitivity find all skill rolls in daylight one Difficulty Grade more difficult.\n\nArmor:\nLimbs 1 (Scaly hide)\nChest, Abdomen, Head 3 (Leather and scaly hide).\n\nBased on Classic Fantasy Imperative Kobold pg 144."}, {"name": "Untrained 1h melee", "race": "Human", "rank": 1, "owner": "AngryGorilla", "tags": ["Mythras core"], "id": 11968, "notes": ""}, {"name": "Untrained 1h melee (shielded)", "race": "Human", "rank": 1, "owner": "AngryGorilla", "tags": ["Mythras core"], "id": 11969, "notes": ""}, {"name": "Untrained 1h ranged", "race": "Human", "rank": 1, "owner": "AngryGorilla", "tags": ["Mythras core"], "id": 11970, "notes": ""}, {"name": "Untrained 1h ranged (shielded)", "race": "Human", "rank": 1, "owner": "AngryGorilla", "tags": ["Mythras core"], "id": 11971, "notes": ""}, {"name": "Untrained 2h melee", "race": "Human", "rank": 1, "owner": "AngryGorilla", "tags": ["Mythras core"], "id": 11972, "notes": ""}, {"name": "Village Jail Guard - Homebrew", "race": "Human", "rank": 1, "owner": "EddieJay212", "tags": ["Homebrew", "Human"], "id": 12053, "notes": "Villagers conscripted by the magistrate to guard the local lock-up."}, {"name": "Criminal, Goon", "race": "Human", "rank": 1, "owner": "edw888", "tags": [], "id": 12140, "notes": ""}, {"name": "Lesser Elemental Spirit", "race": "Spirit", "rank": 1, "owner": "edw888", "tags": [], "id": 12195, "notes": "Spirit abilities 1d3 + Intensity above 1"}, {"name": "Ork Worg Rider", "race": "Ork", "rank": 1, "owner": "Trooper1108", "tags": [], "id": 12250, "notes": "They wear hide armour\n\nSpecial Features \nRage:\n\nActivation: Orcs must make a Passion check against \"Rage\" to resist entering this state when specific triggers occur at GM discretion (such as critical injury, heavy provocation, or witnessing an ally's fall). The base difficulty starts at an easy level (e.g., 25%) and increases depending on the severity of each provocation. \n\nEffects During Rage: \n\nTemporary Armour Points: Orcs gain 2 additional passive armour points per hit location, signifying increased resilience and ability to withstand more damage in combat. \n\nEnhanced Physical Capabilities: Brawn and Endurance checks are performed with one difficulty grade easier. For example, if a task was originally 'Standard' difficulty, it becomes 'Easy' during rage. \n\nImpaired Cognitive Abilities: Intelligence-based and charisma based checks (insight, perception, Influence) are made with two difficulty grade harder. For instance, a 'Standard' difficulty task becomes 'Formidable' while the Orc is in a rage state. \n\nFriend or Foe Recognition Challenge: Each turn, Orcs must succeed in a Willpower check to avoid attacking the nearest entity. The base difficulty of this check is standard (e.g., 50% or as defined by the Orc\u2019s Willpower skill) and based on the duration of the rage. \n\nDuration and Cooldown: The rage lasts for 2-3 combat rounds. Orcs can try to extend the rage by making an Endurance or POW check each round. Following the end of rage, there is a cooldown period of 1 turn. \n\nPost-Rage Consequences: Exiting rage results in one level of exhaustion. If temporary hit points are the only thing keeping a hit location above 0, the Orc must make an Endurance check to avoid passing out. This represents the physical and mental toll of the intense exertion and emotional strain experienced during the rage."}, {"name": "Guard Cavalryman", "race": "Human", "rank": 1, "owner": "Trooper1108", "tags": [], "id": 12252, "notes": "Wears Brigantine"}, {"name": "Human Rabble Mob", "race": "Human", "rank": 1, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 12266, "notes": "***Total 5 Hitpoints***"}, {"name": "Black lotus puppet", "race": "Human", "rank": 1, "owner": "skarza", "tags": [], "id": 12321, "notes": "Pheromone controlled inmates and guards. Were ruined scraps of padded armour if any.\n\nMorale: A puppet collapses into a catatonic state as soon as they takes any lethal damage.\n \nSlow always cast as having rolled a 1 for initiative. Also too dull witted to cause special effects, but have normal HP."}, {"name": "Colono Cartagines", "race": "Human", "rank": 1, "owner": "Dexterreveu", "tags": ["Cartago", "Human", "Iberia libre"], "id": 12358, "notes": ""}, {"name": "Male Arabian Villager", "race": "Human", "rank": 1, "owner": "will_hardman", "tags": [], "id": 12658, "notes": ""}, {"name": "Chaos Cultist Rabble Mob", "race": "Human", "rank": 1, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 12924, "notes": "***Total 5 Hitpoints***"}, {"name": "Chaos Cultist Underling Mob", "race": "Human", "rank": 1, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 12935, "notes": "***Total 5 Hitpoints***"}, {"name": "Thug Rabble Mob", "race": "Human", "rank": 1, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 12939, "notes": "***Total 5 Hitpoints***"}, {"name": "Afadjanni Street Bravo- Rabble", "race": "Human", "rank": 1, "owner": "hkokko", "tags": ["Swordandsorcery"], "id": 12984, "notes": ""}, {"name": "Afadjanni Street Bravo- Underling", "race": "Human", "rank": 1, "owner": "hkokko", "tags": ["Swordandsorcery"], "id": 12985, "notes": ""}, {"name": "Goblin - Fantasy", "race": "Goblin", "rank": 1, "owner": "mythicsophie", "tags": [], "id": 13159, "notes": ""}, {"name": "Imp, Lesser", "race": "Draconian", "rank": 1, "owner": "Red", "tags": [], "id": 13409, "notes": ""}, {"name": "Broo, Weak", "race": "Broo", "rank": 2, "owner": "Pruneau", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 606, "notes": "Disease (POWx5 chance) RQ6 pg 114, Chaos Feature POWx3 1 Chaos Feature RQ6 pg 441-442.  Chaos unleashed combat style treat: If primary attack is parried broo gets a free heatbutt."}, {"name": "Ant Lion, Giant", "race": "Ant Lion, Giant", "rank": 2, "owner": "hkokko", "tags": ["Cloud forest", "Desert", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 510, "notes": "MI pg 195 Ambush Stealth vs Perception (with Camouflaged penalty). Success wins unopposed attack- if special effect takes Silent Attack to grap into its lair where only Small weapons can be used. "}, {"name": "Baboon Hunter", "race": "Giant Baboon", "rank": 2, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha"], "id": 170, "notes": ""}, {"name": "Backstreet Thug", "race": "Human", "rank": 2, "owner": "OldDawg", "tags": ["Fantasy"], "id": 266, "notes": "Useful for most kinds of civilized gang members or just random street toughs. Meant for settings where weapons carried in a town or city are limited."}, {"name": "Balazaring Hunter", "race": "Human", "rank": 2, "owner": "gloranphile", "tags": ["Fantasy", "Glorantha"], "id": 351, "notes": "Details on Gloranthan spells converted to RQ6 located here (http://goo.gl/Ew28rn). For the use of the Pet spell, a Balazaring will use a hunting dog."}, {"name": "Bar Waitress", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Fantasy"], "id": 446, "notes": ""}, {"name": "Barkeep", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Fantasy"], "id": 445, "notes": ""}, {"name": "Beggar", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Fantasy"], "id": 456, "notes": "Negative Armor points means missing limb"}, {"name": "Bison Nomad Hunter", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Prax"], "id": 383, "notes": "Swarthy, dark hair, beard, muscular"}, {"name": "Brown Bear", "race": "Bear", "rank": 2, "owner": "Pruneau", "tags": ["Fantasy"], "id": 313, "notes": "Abilities: Intimidate, Night Sight (RQ6: pg 312-316) RQ6 pg 336"}, {"name": "Dark Troll Warrior (Zorak Zoran Initiate)", "race": "Troll, Dark", "rank": 2, "owner": "skoll", "tags": ["Fantasy", "Glorantha", "Uz"], "id": 52, "notes": ""}, {"name": "Dragonewt - Scout", "race": "Dragonewt - Scout", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 315, "notes": "Reincarnation. Right Action skill - if Right Action roll succeeds must choose from the left side otherwise from right side. Personality traits: Aggression and Passivity.  Bravery and Cowardice.  Energy and Laziness.  Stubbornness and Docility. Dependability and Unreliability."}, {"name": "Quackjohn in travel attire", "race": "Duck", "rank": 2, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha"], "id": 123, "notes": "Excellent Swimmer."}, {"name": "Giant Spider", "race": "Giant Spider", "rank": 2, "owner": "skoll", "tags": ["Fantasy"], "id": 121, "notes": "spider notes"}, {"name": "Gorp, Medium", "race": "Gorp", "rank": 2, "owner": "Pruneau", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 229, "notes": "Engulfing (RQ6: pg 312-316) , Immune to normal weapons (Magic, Iron harm). Chaos Feature RQ6 pg 441-442. Engulfing causes corrosive damage."}, {"name": "Gremlin , Alchemical", "race": "Gremlin", "rank": 2, "owner": "hkokko", "tags": ["Aig", "Dwarven", "Fantasy", "Glorantha"], "id": 365, "notes": "Hard to hit target  on all attacks are Hard against gremlin. Dwarves key gremlins toward destroying certain targets. Packets of poisons, acids, mineral acids to spoil potions.  GB pg 21"}, {"name": "Grizzly Bear", "race": "Bear", "rank": 2, "owner": "Pruneau", "tags": ["Fantasy"], "id": 314, "notes": "Abilities: Intimidate, Night Sight (RQ6: pg 312-316) RQ6 pg 336"}, {"name": "Hadrosaur", "race": "Hadrosaur - Trachodon", "rank": 2, "owner": "hkokko", "tags": ["Dinosaur", "Fantasy", "Glorantha", "Prax"], "id": 219, "notes": "Monster Island pg 189,  Avoid fights, SC pg 106, BaB pg 51"}, {"name": "Herdman Carrier", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Mount", "Prax"], "id": 309, "notes": "\"Herdmen appear identical to humans, but are unintelligent, and have a digestive system adapted for eating grasses and other\ntough shrubs. They are herded by\nthe Morokanth and only a few stray families run wild in\nthe Wastes. The morokanth subsist upon the herdmen just as the other Praxians do from their herd beasts, eating their meat, drinking their milk, and using their hides and bones to make tools, clothing, and shelter. Herdmen are regularly sheared and their hair used to make twine and bindings."}, {"name": "Hoon, Young Adult", "race": "Hoon", "rank": 2, "owner": "hkokko", "tags": ["Errinoru", "Flying", "Fonrit", "Glorantha", "Mountains", "Pamaltela", "Umathela"], "id": 626, "notes": "GB pg 23-24  When spots prey flies low and flicks the tail with 1d4 tail darts from up to 40m towards single target - unlikely to run out of ammunition. Secondary attack if target withdraws to cover is drool on a tree - defoliates with 1 point acid so that can attack with darts. May also drool on heavily armored target "}, {"name": "Humakt Layperson", "race": "Human", "rank": 2, "owner": "gloranphile", "tags": ["Fantasy", "Glorantha"], "id": 414, "notes": "Details on Gloranthan spells converted to RQ6 located here (http://goo.gl/Ew28rn)."}, {"name": "Human Hun", "race": "Human", "rank": 2, "owner": "harkom", "tags": ["Fantasy"], "id": 51, "notes": ""}, {"name": "Hobgoblin warrior", "race": "Goblin", "rank": 2, "owner": "skarza", "tags": [], "id": 6718, "notes": "Armour: Tough hide, plus studded leather on head, chest and abdomen, and leather on arms and legs"}, {"name": "Human Saxon Pirate", "race": "Human", "rank": 2, "owner": "harkom", "tags": ["Fantasy"], "id": 49, "notes": ""}, {"name": "Human Saxon Raider", "race": "Human", "rank": 2, "owner": "harkom", "tags": ["Fantasy"], "id": 50, "notes": ""}, {"name": "Human Thief", "race": "Human", "rank": 2, "owner": "Marduk", "tags": ["Fantasy"], "id": 48, "notes": ""}, {"name": "Dringi (Free Jolanti)", "race": "Jolanti", "rank": 2, "owner": "hkokko", "tags": ["Aig", "Dwarven", "Glorantha"], "id": 3842, "notes": "Aig GB pg 26"}, {"name": "Lion, Cub", "race": "Lion", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Jolar", "Kothar", "Pamaltela", "Plains"], "id": 652, "notes": "RQ6 pg 369. Hunts in prides of 3-8. "}, {"name": "Lunar Slave (Sartarite tribesman)", "race": "Human", "rank": 2, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha", "Sartar"], "id": 209, "notes": ""}, {"name": "Lunar Wyvern Mount", "race": "Wyvern", "rank": 2, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha"], "id": 252, "notes": "Move while flying: 16.  Poisoned Sting Tail: POT = 50+CON, resist with endurance, immediate onset, d6 days - reroll daily, resist or suffer disabling agony causing skill difficulty +2.  Dark Sight.  Night Sight."}, {"name": "Mantithorn Cactus", "race": "Mantithorn Cactus", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Monster island", "Plant"], "id": 304, "notes": "Abilities: Area Attack(Spine Volley). MI pg 189, MI pg 244. Poisonous needles - needs to use Inject Venom special effect to effect. Infestation see MI pg 244 1d3 Characteristics dmg per day to STR;CON,DEX,INT"}, {"name": "Mule", "race": "Horse", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Mount"], "id": 427, "notes": ""}, {"name": "Nanaue (Sharkman) Scout", "race": "Nanaue - Shark Men", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Monster island", "Sea"], "id": 238, "notes": "In shark form: Aquatic, Blood Sense, Frenzy Blood"}, {"name": "Newtling Bachelors", "race": "Newtling Bachelors", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 210, "notes": "SC pg 124, BaB pg 45, 189"}, {"name": "Nilmerg ", "race": "Nilmerg", "rank": 2, "owner": "hkokko", "tags": ["Aig", "Dwarven", "Fantasy", "Glorantha"], "id": 366, "notes": "Nilmergs are tiny timid humanoids manufactured by dwarves to perform single tasks. Incapable of complex action they perform one task flawlessly but flee from threats unable to fight or attack. All attacks against nilmerg are at Hard (very hard to target) . Seldom seen outside dwarf dwellings. Made for special task GB pg 34 Magic Sense works with POW x 5 instead of Willpower"}, {"name": "Novice Broo", "race": "Broo", "rank": 2, "owner": "gloranphile", "tags": ["Fantasy", "Glorantha", "Pamaltela"], "id": 104, "notes": ""}, {"name": "Pack Horse", "race": "Horse", "rank": 2, "owner": "gloranphile", "tags": ["Fantasy"], "id": 435, "notes": "Typical pack horse used by adventurers. AP/HP of Hoof weapon is the same as for Leg."}, {"name": "Primitive Islander Dowager", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Jungle", "Monster island"], "id": 462, "notes": "MI pg 44 MI pg 22"}, {"name": "Primitive Islander Gatherer", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Jungle", "Monster island"], "id": 465, "notes": ""}, {"name": "Roaming Griffin", "race": "Griffin", "rank": 2, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha"], "id": 287, "notes": "Evades without going prone."}, {"name": "Runner, Hunter", "race": "Runner", "rank": 2, "owner": "hkokko", "tags": ["Aig", "Elf forest", "Errinoru", "Genertela", "Glorantha", "Pamaltela"], "id": 634, "notes": "Runners are small humanoid Aldryami commonly found dwelling in the outer branches leaves and twigs of trees inside bushes and clumps of lesser trees, resembling stunted ape-like plant creatures covered in a pelt of leaves related to bushes shrubs and creepers. Generally peaceful but quick to anger they flee intruders to alert other Aldryami or fight in screaming masses to overwhelm foes if directed, sometimes using their whipsticks to immobilize opponents GB pg 36. If they fight it will be mass attacks of screaming runners from the trees.  Whipstick wraps around and immobilizes location struck. Athletics vs Athletics to escape. Strangles on head hit unless hard armor. Poisonous darts. "}, {"name": "Sartar Bandit", "race": "Human", "rank": 2, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha", "Sartar"], "id": 177, "notes": ""}, {"name": "Sartar Caravan Guard", "race": "Human", "rank": 2, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha", "Sartar"], "id": 201, "notes": ""}, {"name": "Sartar Caravan Traders", "race": "Human", "rank": 2, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha", "Sartar"], "id": 200, "notes": ""}, {"name": "Scythanni (Sozganjio Swamp Goblin) Warrior", "race": "Scythanni (Sozganjio Swamp Gob", "rank": 2, "owner": "hkokko", "tags": ["Glorantha", "Pamaltela", "Sozganjio", "Swamp"], "id": 619, "notes": "STR is never more than 2*SIZ. GB pg 37-38, 20 Anaxial's Annex. The scythanni are the most common type of slorifing in the eastern swamps of Sozganjio, although they are despised by all of their neighbours for their dishonest natures. They are humanoid in shape, and about four feet tall, but with scrawny bodies and a matted black pelt on their torsos and the top of their heads. They have exaggerated features which even other slorifings find ugly, with long, pointed noses and elongated ears. They prefer Slor's magics of combat and confusion to those associated with plants, and are universally hostile to outsiders.\n\nScythanni always travel in groups of several dozen, and will mob intruders and try to overwhelm them with sheer weight of numbers. They are not especially brave, and will flee from any serious opposition."}, {"name": "Gwragedd Annwn (Lake Fairy)", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Faerie", "Fantasy"], "id": 11571, "notes": "Appearance: Beautiful woman with blue eyes and blonde hair or noble old man with a beard. Always in a white dress.\nHabitat: Dwells in underwater palaces within lakes.\nBehavior: Unpredictable. Can be benevolent, offering gifts and advice, or malevolent towards humans. Known to fall in love with mortals but can leave if marriage vows are broken.\n\nSource: Bestiaire Faerique"}, {"name": "Shadow Cat, Young", "race": "Shadow Cat", "rank": 2, "owner": "hkokko", "tags": ["Aig", "Sartar"], "id": 635, "notes": "GB pg 38 Prefers to select Grip and Choose location. Gripped victim sustains biting damage every round. Rq6 pg 396"}, {"name": "Storm Bull Layperson", "race": "Human", "rank": 2, "owner": "gloranphile", "tags": ["Fantasy", "Glorantha"], "id": 404, "notes": "Details on Gloranthan spells converted to RQ6 located here (http://goo.gl/Ew28rn)."}, {"name": "Whirlwish", "race": "Spirit", "rank": 2, "owner": "hkokko", "tags": ["Aig", "Fantasy", "Glorantha", "Prax"], "id": 377, "notes": "Abilities: Spirit Combat & Abrasion: automatically hits for 1d3 points of damage to every hit location. Grinds armor to dust. BaB pg 55 If not destroyed by spirit combat will recur in 24 hours."}, {"name": "Ham Beetle", "race": "Ham Beetle", "rank": 2, "owner": "hkokko", "tags": ["Genertela", "Insect", "Uz"], "id": 3038, "notes": "Herbivores. "}, {"name": "Yelmalio Layperson", "race": "Human", "rank": 2, "owner": "gloranphile", "tags": ["Fantasy", "Glorantha"], "id": 352, "notes": "Details on Gloranthan spells converted to RQ6 located here (http://goo.gl/Ew28rn)."}, {"name": "Peripatus, Giant", "race": "Peripatus, Giant", "rank": 2, "owner": "hkokko", "tags": ["Insect"], "id": 3065, "notes": "Fear fire. "}, {"name": "CE Scorpion Man Lay Member of Bagog", "race": "Scorpion Man", "rank": 2, "owner": "touristupdatenola", "tags": ["Bagog", "Chaos", "Fantasy", "Glorantha"], "id": 664, "notes": "Tail with Toxic Stinger [Potency = CON x 5].  Resist (endurance).  Fail means CON HP to chest; Natural carapace provides 3 armour points protection; Movement Rate is 8; Notes...Standard Scorpion Folk Worker/Fighter/Carcase Hijacker or Semi-Skilled Hunter."}, {"name": "www.broo.info; Diamonds 7; Ogre Lunar Merc", "race": "Ogre, Gloranthan", "rank": 2, "owner": "touristupdatenola", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 670, "notes": "An ogre, working as a soldier-for-pay in the Lunar Auxiliaries. 2d4 gold coins, 7d6 silver coins, 1d6 \u00d712 copper coins.  1 in 10 chance of gems."}, {"name": "Awakened Elf Bow Spirit", "race": "Spirit", "rank": 2, "owner": "hkokko", "tags": ["Elf forest", "Glorantha"], "id": 698, "notes": "Elf Bow spirit's POW can be used by the elf owning . "}, {"name": "Little Crimson Bats", "race": "Spirit", "rank": 2, "owner": "hkokko", "tags": ["Chaos", "Genertela", "Glorantha"], "id": 711, "notes": "Spritis for Crimson Bat Rune priests and Lords. Corporeal form is small red bat. If not fed in spirit combat every two weeks will attack the user. Little bats attack their opponents in spirit combat by landing oh their head and gripping hard with their claws. While doing that pulse red. Cults of Terror pg 76"}, {"name": "Snake, Local Poisonous", "race": "Snake, Poisonous", "rank": 2, "owner": "hkokko", "tags": ["Errinoru", "Fantasy", "Genertela", "Glorantha", "Pamaltela"], "id": 720, "notes": "POT 65 Onset time 1d3 rounds. "}, {"name": "Slave, untrained", "race": "Human", "rank": 2, "owner": "Pruneau", "tags": ["Fantasy"], "id": 724, "notes": ""}, {"name": "Dragonsnail Skeleton", "race": "One Headed Dragonsnail", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Undead"], "id": 747, "notes": ""}, {"name": "Giant Bloodgnat", "race": "Giant Wasp", "rank": 2, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Insect", "Marsh", "Sartar"], "id": 3031, "notes": "Chainmail, leather armor and helmets other than closed provide no protection. Gnat will bite once a day but there are hundred or more. Drastic Resolutions. "}, {"name": "Jelmre", "race": "Jelmre", "rank": 2, "owner": "hkokko", "tags": ["Errinoru", "Glorantha", "Pamaltela"], "id": 756, "notes": "GB pg 25-26 Use their own magic: Anger - increases strength by 50%. double all fatigue costs. Bravery = Fanaticism. Fear = Demoralize but double movement speed at no fatigue cost. Hatred (towards target) 1d6 to hitloc chosen by jelmre. Jelmre takes 1d3 to same location. Pity (towards target) - for every 1d3 jelmre takes on itself the opponent takes 1d6 as heals. Self-pity heals 1d3hp and suffers fatigue level loss. Stoicism. Ignores effect of pain such as incapacitation or the need of a roll to withdraw impaled weapon. All skills reduced by 10 percentiles while stoic."}, {"name": "Slime Deer", "race": "Slime Deer", "rank": 2, "owner": "hkokko", "tags": ["Chaos", "Genertela", "Glorantha"], "id": 781, "notes": "Small woodland deer turned to chaos - head is replaced by a boneless sac. Sc obtains sloshy mass. Turns eventually ordinary deer to slime deer. Squirts acid from the head sac once every 3 rounds. 1d6 acid damage to 1d3 location. "}, {"name": "Bolo Lizard Hunter", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Glorantha", "Prax"], "id": 782, "notes": "Pygmies. Small, dark-haired, dark eyed. They like to close with a weak enemy and fight with buckler and sword."}, {"name": "Zebra", "race": "Horse", "rank": 2, "owner": "hkokko", "tags": ["Glorantha", "Mount", "Pavis", "Prax"], "id": 785, "notes": ""}, {"name": "Teleos Hunter", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Glorantha", "Pamaltela", "Sea"], "id": 787, "notes": "Fight only in desperate straits - flee to the jungle if enemies appear. Skimpy island clothing. Very friendly to foreigners. See Teleos Appearance"}, {"name": "Fonritian Slave, Worker", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Fonrit", "Pamaltela"], "id": 794, "notes": "Loin cloth or wraparound skirt. "}, {"name": "Zombie Sailor", "race": "Zombie", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Undead"], "id": 814, "notes": ""}, {"name": "broo.info 'Tribal Broo' D", "race": "Broo", "rank": 2, "owner": "touristupdatenola", "tags": ["Fantasy", "Glorantha", "Pamaltela"], "id": 823, "notes": "Tribal Goatkin, permanent member of a tribe, of fairly low caste.  "}, {"name": "Goblin Raid Leader", "race": "Goblin", "rank": 2, "owner": "MarcusScipio", "tags": [], "id": 847, "notes": "The leader of a Goblin raiding party,usually larger and stronger then other goblins. Better armoured then others they also wield some basic magic to complement there fighting."}, {"name": "Goblin Mage", "race": "Goblin", "rank": 2, "owner": "MarcusScipio", "tags": [], "id": 848, "notes": "A Goblin that has lived long enough for it's corrupt body to display it's twisted nature. Though not has strong as some of it's brethren it is usually more clever and wields stronger magic"}, {"name": "War Galley", "race": "Ship", "rank": 2, "owner": "hkokko", "tags": ["Ship"], "id": 854, "notes": "Beam 6m Capacity 2 tons Draft .5m Crew: 50 rowers , 10 officers and sailors. SIZ = Length. DEX = Seaworthiness (Rq3 GM Book pg 32)"}, {"name": "Bireme", "race": "Ship", "rank": 2, "owner": "hkokko", "tags": ["Ship"], "id": 855, "notes": "Beam 3m Capacity 1 ton Draft 1m Crew: 60 rowers , 10 officers and sailors. 10 marines/archers SIZ = Length. DEX = Seaworthiness (Rq3 GM Book pg 32)"}, {"name": "Large Raft", "race": "Ship", "rank": 2, "owner": "hkokko", "tags": ["Ship"], "id": 856, "notes": "Beam 1.5m Capacity 4 tons Draft 1m Crew: 2 polemen SIZ = Length. DEX = Seaworthiness (Rq3 GM Book pg 32)"}, {"name": "Large Cog", "race": "Ship", "rank": 2, "owner": "hkokko", "tags": ["Ship"], "id": 857, "notes": "Beam 7m Capacity 75 tons Draft 3.5m \nCrew: 25 officers and sailors. \nSIZ = Length. DEX = Seaworthiness \n(Rq3 GM Book pg 32)"}, {"name": "Canoe", "race": "Ship", "rank": 2, "owner": "hkokko", "tags": ["Ship"], "id": 858, "notes": "Beam 0.6m Capacity .25 tons Draft 0.3m \nCrew: 1-2\nSIZ = Length. DEX = Seaworthiness \n(Rq3 GM Book pg 32)"}, {"name": "Large Longship", "race": "Ship", "rank": 2, "owner": "hkokko", "tags": ["Ship"], "id": 860, "notes": "Beam 6m Capacity 10 ton Draft 1m Crew: 50 rowers , up to 200 warriors. 14 marines/archers SIZ = Length. DEX = Seaworthiness (Rq3 GM Book pg 32)"}, {"name": "Knorr", "race": "Ship", "rank": 2, "owner": "hkokko", "tags": ["Ship"], "id": 861, "notes": "Beam 5m Capacity 15 tons Draft 1m \nCrew: 15 officers and sailors \nSIZ = Length. DEX = Seaworthiness (Rq3 GM Book pg 32)"}, {"name": "Kralorelan War Barge", "race": "Ship", "rank": 2, "owner": "hkokko", "tags": ["Ship"], "id": 862, "notes": "Beam 25m Capacity 200 tons Draft 4m \nCrew: 25 officers, 400 foot, 100 zombie rowers\nSIZ = Length. DEX = Seaworthiness (Rq3 GM Book pg 32)\nTOTRM Sea Special"}, {"name": "Haragalan Tall Ship", "race": "Ship", "rank": 2, "owner": "hkokko", "tags": ["Ship"], "id": 863, "notes": "Triangular sails which reach half way up the masts. Use only oars in battle. Beam 3m Capacity 1 tons Draft 3m \nCrew: 35 sailors, 8 officers, 15 holies, 10 servants. TOTRM Sea Special\nSIZ = Length. DEX = Seaworthiness (Rq3 GM Book pg 32)"}, {"name": "Elf Gallegas", "race": "Ship", "rank": 2, "owner": "hkokko", "tags": ["Ship"], "id": 864, "notes": "Single piece of wood\nBeam 5m Capacity 20 tons Draft 2.5m \nCrew: 65 sailors/marines, 10 officers, 15 gardeners. TOTRM Sea Special\nSIZ = Length. DEX = Seaworthiness (Rq3 GM Book pg 32)"}, {"name": "Kareeshtu Warsail", "race": "Ship", "rank": 2, "owner": "hkokko", "tags": ["Ship"], "id": 865, "notes": "Deep keels and special rigging, high prowed. \nBeam 6m Capacity 20 tons Draft 2m \nCrew: 20 sailors, 20 marines, 10 officers.\n. TOTRM Sea Special\nSIZ = Length. DEX = Seaworthiness (Rq3 GM Book pg 32)"}, {"name": "Dwarf Floating Castle", "race": "Ship", "rank": 2, "owner": "hkokko", "tags": ["Ship"], "id": 866, "notes": "Cement and reinforced metal. Ungainly. Topped by turrets fore and aft. Propelled by screws moved by slaves who run on conveyor belts. \nBeam 25m Capacity 350 tons Draft 12m \nCrew: 300 footmen, 50 sailors, 7 officers.\n. TOTRM Sea Special\nSIZ = Length. DEX = Seaworthiness (Rq3 GM Book pg 32)"}, {"name": "Maslo Catamaran", "race": "Ship", "rank": 2, "owner": "hkokko", "tags": ["Ship"], "id": 867, "notes": "\nBeam 25m Capacity 2 tons Draft 1m \nCrew: 100 rowers, 10 officers, 25 marines. \n. TOTRM Sea Special\nSIZ = Length. DEX = Seaworthiness (Rq3 GM Book pg 32)"}, {"name": "Waertagi Fastship", "race": "Ship", "rank": 2, "owner": "hkokko", "tags": ["Ship"], "id": 868, "notes": "Beam 2m Capacity 2 tons Draft 1m \nCrew: 50 warriors, 5 officers\n. TOTRM Sea Special\nSIZ = Length. DEX = Seaworthiness (Rq3 GM Book pg 32)"}, {"name": "Seki-Bune Pirate ship of Vormain", "race": "Ship", "rank": 2, "owner": "hkokko", "tags": ["Ship"], "id": 869, "notes": "Caravel built, two masts. Foremast square sail. Foremast has platforms for 10 archers. \nBeam 6m Capacity 100 tons Draft 2m \nCrew: 100 rpirates, 5 leaders, 1 Captain\n. TOTRM Issue 17\nSIZ = Length. DEX = Seaworthiness (Rq3 GM Book pg 32)"}, {"name": "Kobaya Support ship for pirate ships of Vormain", "race": "Ship", "rank": 2, "owner": "hkokko", "tags": ["Ship"], "id": 870, "notes": "Caravel built with collapsible lateen mast but move mostly with oars. Mast is used as a ladder to board enemy ships.  \nBeam 2m Capacity 5 tons Draft 2m \nCrew: 20 pirates, 1 leader\n. TOTRM Issue 17\nSIZ = Length. DEX = Seaworthiness (Rq3 GM Book pg 32)"}, {"name": "African Bush Men Nomads", "race": "Human", "rank": 2, "owner": "tzunder", "tags": [], "id": 880, "notes": ""}, {"name": "Shade: Darkness Elemental, 2 cubic meters", "race": "Elemental", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 921, "notes": " Immunity: Darkness, Vulnerable:Light. Only magical spells or weapons affect. Takes double damage from light. "}, {"name": "Seal", "race": "Seal", "rank": 2, "owner": "hkokko", "tags": ["Sea"], "id": 3053, "notes": ""}, {"name": "Shade: Darkness Elemental, 4 cubic meters", "race": "Elemental", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 923, "notes": " Immunity: Darkness, Vulnerable:Light. Only magical spells or weapons affect. Takes double damage from light. \n"}, {"name": "Shade: Darkness Elemental, 5 cubic meters", "race": "Elemental", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 924, "notes": "Immunity: Darkness, Vulnerable:Light.  Takes double damage from light. \n"}, {"name": "Shade: Darkness Elemental, 7 cubic meters", "race": "Elemental", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 925, "notes": " Immunity: Darkness, Vulnerable:Light.  Takes double damage from light. \n"}, {"name": "Shade: Darkness Elemental, 8 cubic meters", "race": "Elemental", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 926, "notes": "Abilities: Engulf, vulnerability, Immunity: Darkness, Vulnerable:Light. Only magical spells or weapons affect. Takes double damage from light. \nIf Engulf is not evaded then all hitlocs are damaged by same damage. If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn. Freeze opponent solid. "}, {"name": "Undine: Water Elemental, 1 cubic meters", "race": "Elemental", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 928, "notes": "Abilities: Engulf, vulnerability, Immunity: Water, Vulnerable: Fire. Only magical spells or weapons affect. Takes double damage from Fire. Immunity to serious and major wounds. \nIf Engulf is not evaded then all hitlocs are damaged by same damage. If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn. Undine can create currents, eddies and whirlpools, shoot high speed jets from afar etc. (RQ6: PG 312-316) pg 352"}, {"name": "Undine: Water Elemental, 2 cubic meters", "race": "Elemental", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 930, "notes": "Abilities: Engulf, vulnerability, Immunity: Water, Vulnerable: Fire. Only magical spells or weapons affect. Takes double damage from Fire. Immunity to serious and major wounds. \nIf Engulf is not evaded then all hitlocs are damaged by same damage. If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn. Undine can create currents, eddies and whirlpools, shoot high speed jets from afar etc. (RQ6: PG 312-316) Rq6 pg 352"}, {"name": "Undine: Water Elemental, 4 cubic meters", "race": "Elemental", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 932, "notes": "Abilities: Engulf, vulnerability, Immunity: Water, Vulnerable: Fire. Only magical spells or weapons affect. Takes double damage from Fire. Immunity to serious and major wounds. \nIf Engulf is not evaded then all hitlocs are damaged by same damage. If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn. Undine can create currents, eddies and whirlpools, shoot high speed jets from afar etc. (RQ6: PG 312-316) Rq6 pg 352"}, {"name": "Undine: Water Elemental, 5 cubic meters", "race": "Elemental", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 933, "notes": "Abilities: Engulf, vulnerability, Immunity: Water, Vulnerable: Fire. Only magical spells or weapons affect. Takes double damage from Fire. Immunity to serious and major wounds. \nIf Engulf is not evaded then all hitlocs are damaged by same damage. If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn. Undine can create currents, eddies and whirlpools, shoot high speed jets from afar etc. (RQ6: PG 312-316) Rq6 pg 352"}, {"name": "Undine: Water Elemental, 6 cubic meters", "race": "Elemental", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 934, "notes": "Abilities: Engulf, vulnerability, Immunity: Water, Vulnerable: Fire. Only magical spells or weapons affect. Takes double damage from Fire. Immunity to serious and major wounds. \nIf Engulf is not evaded then all hitlocs are damaged by same damage. If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn. Undine can create currents, eddies and whirlpools, shoot high speed jets from afar etc. (RQ6: PG 312-316) Rq6 pg 352"}, {"name": "Undine: Water Elemental, 7 cubic meters", "race": "Elemental", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 935, "notes": "Abilities: Engulf, vulnerability, Immunity: Water, Vulnerable: Fire. Only magical spells or weapons affect. Takes double damage from Fire. Immunity to serious and major wounds. \nIf Engulf is not evaded then all hitlocs are damaged by same damage. If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn. Undine can create currents, eddies and whirlpools, shoot high speed jets from afar etc. (RQ6: PG 312-316) Rq6 pg 352"}, {"name": "Undine: Water Elemental, 8 cubic meters", "race": "Elemental", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 936, "notes": "Abilities: Engulf, vulnerability, Immunity: Water, Vulnerable: Fire. Only magical spells or weapons affect. Takes double damage from Fire. Immunity to serious and major wounds. \nIf Engulf is not evaded then all hitlocs are damaged by same damage. If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn. Undine can create currents, eddies and whirlpools, shoot high speed jets from afar etc. (RQ6: PG 312-316) Rq6 pg 352"}, {"name": "Undine: Water Elemental, 9 cubic meters", "race": "Elemental", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 937, "notes": "Abilities: Engulf, vulnerability, Immunity: Water, Vulnerable: Fire. Only magical spells or weapons affect. Takes double damage from Fire. Immunity to serious and major wounds. \nIf Engulf is not evaded then all hitlocs are damaged by same damage. If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn. Undine can create currents, eddies and whirlpools, shoot high speed jets from afar etc. (RQ6: PG 312-316) Rq6 pg 352"}, {"name": "Gnome: Earth Elemental, 1 cubic meters", "race": "Elemental", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 938, "notes": "Abilities: Engulf, vulnerability, Immunity: Earth, Vulnerable:air. Only magical spells or weapons affect. Takes double damage from air \nIf Engulf is not evaded then all hitlocs are damaged by same damage. Armor does not protect against engulf damage.  If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn.  Can make tunnels, open pits or cause rockslides without effort. They inflict damage by bashing foes, throwing rocks or grinding them into pulp (RQ6: PG 312-316) pg 352"}, {"name": "Gnome: Earth Elemental, 2 cubic meters", "race": "Elemental", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 939, "notes": "Abilities: Engulf, vulnerability, Immunity: Earth, Vulnerable:air. Only magical spells or weapons affect. Takes double damage from air \nIf Engulf is not evaded then all hitlocs are damaged by same damage. If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn.  Can make tunnels, open pits or cause rockslides without effort. They inflict damage by bashing foes, throwing rocks or grinding them into pulp (RQ6: PG 312-316) pg 352"}, {"name": "Gnome: Earth Elemental, 4 cubic meters", "race": "Elemental", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 941, "notes": "Abilities: Engulf, vulnerability, Immunity: Earth, Vulnerable:air. Only magical spells or weapons affect. Takes double damage from air \nIf Engulf is not evaded then all hitlocs are damaged by same damage. If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn.  Can make tunnels, open pits or cause rockslides without effort. They inflict damage by bashing foes, throwing rocks or grinding them into pulp (RQ6: PG 312-316) pg 352"}, {"name": "Gnome: Earth Elemental, 5 cubic meters", "race": "Elemental", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 942, "notes": "Abilities: Engulf, vulnerability, Immunity: Earth, Vulnerable:air. Only magical spells or weapons affect. Takes double damage from air \nIf Engulf is not evaded then all hitlocs are damaged by same damage. If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn.  Can make tunnels, open pits or cause rockslides without effort. They inflict damage by bashing foes, throwing rocks or grinding them into pulp (RQ6: PG 312-316) pg 352"}, {"name": "Gnome: Earth Elemental, 6 cubic meters", "race": "Elemental", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 943, "notes": "Abilities: Engulf, vulnerability, Immunity: Earth, Vulnerable:air. Only magical spells or weapons affect. Takes double damage from air \nIf Engulf is not evaded then all hitlocs are damaged by same damage. If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn.  Can make tunnels, open pits or cause rockslides without effort. They inflict damage by bashing foes, throwing rocks or grinding them into pulp (RQ6: PG 312-316) pg 352"}, {"name": "Gnome: Earth Elemental, 7 cubic meters", "race": "Elemental", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 944, "notes": "Abilities: Engulf, vulnerability, Immunity: Earth, Vulnerable:air. Only magical spells or weapons affect. Takes double damage from air \nIf Engulf is not evaded then all hitlocs are damaged by same damage. If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn.  Can make tunnels, open pits or cause rockslides without effort. They inflict damage by bashing foes, throwing rocks or grinding them into pulp (RQ6: PG 312-316) pg 352"}, {"name": "Gnome: Earth Elemental, 8 cubic meters", "race": "Elemental", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 945, "notes": "Abilities: Engulf, vulnerability, Immunity: Earth, Vulnerable:air. Only magical spells or weapons affect. Takes double damage from air \nIf Engulf is not evaded then all hitlocs are damaged by same damage. If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn.  Can make tunnels, open pits or cause rockslides without effort. They inflict damage by bashing foes, throwing rocks or grinding them into pulp (RQ6: PG 312-316) pg 352"}, {"name": "Gnome: Earth Elemental, 9 cubic meters", "race": "Elemental", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 946, "notes": "Abilities: Engulf, vulnerability, Immunity: Earth, Vulnerable:air. Only magical spells or weapons affect. Takes double damage from air \nIf Engulf is not evaded then all hitlocs are damaged by same damage. If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn.  Can make tunnels, open pits or cause rockslides without effort. They inflict damage by bashing foes, throwing rocks or grinding them into pulp (RQ6: PG 312-316) pg 352"}, {"name": "Gnome: Earth Elemental, 10 cubic meters", "race": "Elemental", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 947, "notes": "Abilities: Engulf, vulnerability, Immunity: Earth, Vulnerable:air. Only magical spells or weapons affect. Takes double damage from air \nIf Engulf is not evaded then all hitlocs are damaged by same damage. If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn.  Can make tunnels, open pits or cause rockslides without effort. They inflict damage by bashing foes, throwing rocks or grinding them into pulp (RQ6: PG 312-316) pg 352"}, {"name": "Sylph: Air Elemental, 1 cubic meters", "race": "Elemental", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 948, "notes": "Abilities: Engulf, vulnerability, Immunity: Air, Vulnerable:Earth. Only magical spells or weapons affect. Takes double damage from earth \nIf Engulf is not evaded then all hitlocs are damaged by same damage. Armor does not protect against engulf damage.  If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn. \nCan create breezes, lift objects into air, toss or tumble foes, throw objects at them. \n\n (RQ6: PG 312-316) pg 352"}, {"name": "Sylph: Air Elemental, 2 cubic meters", "race": "Elemental", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 949, "notes": "Abilities: Engulf, vulnerability, Immunity: Air, Vulnerable:Earth. Only magical spells or weapons affect. Takes double damage from earth \nIf Engulf is not evaded then all hitlocs are damaged by same damage. Armor does not protect against engulf damage.  If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn. \nCan create breezes, lift objects into air, toss or tumble foes, throw objects at them. \n\n (RQ6: PG 312-316) pg 352"}, {"name": "Sylph: Air Elemental, 3 cubic meters", "race": "Elemental", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 950, "notes": "Abilities:  vulnerability, Immunity: Air, Vulnerable:Earth. Only magical spells or weapons affect. Takes double damage from earth \nIf Engulf is not evaded then all hitlocs are damaged by same damage. Armor does not protect against engulf damage.  If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn. \nCan create breezes, lift objects into air, toss or tumble foes, throw objects at them. \n\n (RQ6: PG 312-316) pg 352"}, {"name": "Sylph: Air Elemental, 4 cubic meters", "race": "Elemental", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 951, "notes": "Abilities: Engulf, vulnerability, Immunity: Air, Vulnerable:Earth. Only magical spells or weapons affect. Takes double damage from earth \nIf Engulf is not evaded then all hitlocs are damaged by same damage. Armor does not protect against engulf damage.  If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn. \nCan create breezes, lift objects into air, toss or tumble foes, throw objects at them. \n\n (RQ6: PG 312-316) pg 352"}, {"name": "Sylph: Air Elemental, 5 cubic meters", "race": "Elemental", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 952, "notes": "Abilities: Engulf, vulnerability, Immunity: Air, Vulnerable:Earth. Only magical spells or weapons affect. Takes double damage from earth \nIf Engulf is not evaded then all hitlocs are damaged by same damage. Armor does not protect against engulf damage.  If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn. \nCan create breezes, lift objects into air, toss or tumble foes, throw objects at them. \n\n (RQ6: PG 312-316) pg 352"}, {"name": "Sylph: Air Elemental, 6 cubic meters", "race": "Elemental", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 953, "notes": "Immunity: Air, Vulnerable:Earth. \n\nCan create breezes, lift objects into air, toss or tumble foes, throw objects at them. \n\nMythras pg 242"}, {"name": "Sylph: Air Elemental, 7 cubic meters", "race": "Elemental", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 954, "notes": "Abilities: Engulf, vulnerability, Immunity: Air, Vulnerable:Earth. Only magical spells or weapons affect. Takes double damage from earth \nIf Engulf is not evaded then all hitlocs are damaged by same damage. Armor does not protect against engulf damage.  If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn. \nCan create breezes, lift objects into air, toss or tumble foes, throw objects at them. \n\n (RQ6: PG 312-316) pg 352"}, {"name": "Sylph: Air Elemental, 8 cubic meters", "race": "Elemental", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 955, "notes": "Abilities: Engulf, vulnerability, Immunity: Air, Vulnerable:Earth. Only magical spells or weapons affect. Takes double damage from earth \nIf Engulf is not evaded then all hitlocs are damaged by same damage. Armor does not protect against engulf damage.  If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn. \nCan create breezes, lift objects into air, toss or tumble foes, throw objects at them. \n\n (RQ6: PG 312-316) pg 352"}, {"name": "Sylph: Air Elemental, 9 cubic meters", "race": "Elemental", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 956, "notes": "Abilities: Engulf, vulnerability, Immunity: Air, Vulnerable:Earth. Only magical spells or weapons affect. Takes double damage from earth \nIf Engulf is not evaded then all hitlocs are damaged by same damage. Armor does not protect against engulf damage.  If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn. \nCan create breezes, lift objects into air, toss or tumble foes, throw objects at them. \n\n (RQ6: PG 312-316) pg 352"}, {"name": "Sylph: Air Elemental, 10 cubic meters", "race": "Elemental", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 957, "notes": "Abilities: Engulf, vulnerability, Immunity: Air, Vulnerable:Earth. Only magical spells or weapons affect. Takes double damage from earth \nIf Engulf is not evaded then all hitlocs are damaged by same damage. Armor does not protect against engulf damage.  If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn. \nCan create breezes, lift objects into air, toss or tumble foes, throw objects at them. \n\n (RQ6: PG 312-316) pg 352"}, {"name": "Salamander: Fire Elemental, 1 cubic meters", "race": "Elemental", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 958, "notes": "Vulnerability: Water, Immunity: Fire Takes double damage from earth \n\nManipulate fire, spread and augment existing fire. Product heat and light. Lashing whips of fire, shooting out jets of flame and immolating victims RA pg 352\n\n (RQ6: PG 312-316) pg 352"}, {"name": "Salamander: Fire Elemental, 2 cubic meters", "race": "Elemental", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 959, "notes": "Abilities: Engulf, vulnerability, Immunity: Fire, Vulnerable:Water. Only magical spells or weapons affect. Takes double damage from earth \nIf Engulf is not evaded then all hitlocs are damaged by same damage. Armor does not protect against engulf damage.  If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn. \nManipulate fire, spread and augment existing fire. Product heat and light. Lashing whips of fire, shooting out jets of flame and immolating victims RA pg 352\n\n (RQ6: PG 312-316) pg 352"}, {"name": "Salamander: Fire Elemental, 4 cubic meters", "race": "Elemental", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 961, "notes": "Abilities: Engulf, vulnerability, Immunity: Fire, Vulnerable:Water. Only magical spells or weapons affect. Takes double damage from earth \nIf Engulf is not evaded then all hitlocs are damaged by same damage. Armor does not protect against engulf damage.  If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn. \nManipulate fire, spread and augment existing fire. Product heat and light. Lashing whips of fire, shooting out jets of flame and immolating victims RA pg 352\n\n (RQ6: PG 312-316) pg 352"}, {"name": "Salamander: Fire Elemental, 5 cubic meters", "race": "Elemental", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 962, "notes": "vulnerability, Immunity: Fire, Vulnerable:Water.  Takes double damage from earth \nIf Engulf is not evaded then all hitlocs are damaged by same damage. Armor does not protect against engulf damage.  If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn. \nManipulate fire, spread and augment existing fire. Product heat and light. Lashing whips of fire, shooting out jets of flame and immolating victims RA pg 352\n\n (RQ6: PG 312-316) pg 352"}, {"name": "Sali: Spirit of Fire, 5 cubic meters", "race": "Elemental", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 5331, "notes": "vulnerability, Immunity: Fire, Vulnerable:Water.  Takes double damage from earth \nIf Engulf is not evaded then all hitlocs are damaged by same damage. Armor does not protect against engulf damage.  If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn. \nManipulate fire, spread and augment existing fire. Product heat and light. Lashing whips of fire, shooting out jets of flame and immolating victims RA pg 352\n\n (RQ6: PG 312-316) pg 352"}, {"name": "Salamander: Fire Elemental, 6 cubic meters", "race": "Elemental", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 963, "notes": "Abilities: Engulf, vulnerability, Immunity: Fire, Vulnerable:Water. Only magical spells or weapons affect. Takes double damage from earth \nIf Engulf is not evaded then all hitlocs are damaged by same damage. Armor does not protect against engulf damage.  If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn. \nManipulate fire, spread and augment existing fire. Product heat and light. Lashing whips of fire, shooting out jets of flame and immolating victims RA pg 352\n\n (RQ6: PG 312-316) pg 352"}, {"name": "Salamander: Fire Elemental, 7 cubic meters", "race": "Elemental", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 964, "notes": "Abilities: Engulf, vulnerability, Immunity: Fire, Vulnerable:Water. Only magical spells or weapons affect. Takes double damage from earth \nIf Engulf is not evaded then all hitlocs are damaged by same damage. Armor does not protect against engulf damage.  If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn. \nManipulate fire, spread and augment existing fire. Product heat and light. Lashing whips of fire, shooting out jets of flame and immolating victims RA pg 352\n\n (RQ6: PG 312-316) pg 352"}, {"name": "Salamander: Fire Elemental, 8 cubic meters", "race": "Elemental", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 965, "notes": "Abilities: Engulf, vulnerability, Immunity: Fire, Vulnerable:Water. Only magical spells or weapons affect. Takes double damage from earth \nIf Engulf is not evaded then all hitlocs are damaged by same damage. Armor does not protect against engulf damage.  If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn. \nManipulate fire, spread and augment existing fire. Product heat and light. Lashing whips of fire, shooting out jets of flame and immolating victims RA pg 352\n\n (RQ6: PG 312-316) pg 352"}, {"name": "Salamander: Fire Elemental, 9 cubic meters", "race": "Elemental", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 966, "notes": "Abilities: Engulf, vulnerability, Immunity: Fire, Vulnerable:Water. Only magical spells or weapons affect. Takes double damage from earth \nIf Engulf is not evaded then all hitlocs are damaged by same damage. Armor does not protect against engulf damage.  If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn. \nManipulate fire, spread and augment existing fire. Product heat and light. Lashing whips of fire, shooting out jets of flame and immolating victims RA pg 352\n\n (RQ6: PG 312-316) pg 352"}, {"name": "Salamander: Fire Elemental, 10 cubic meters", "race": "Elemental", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 967, "notes": "Abilities: Engulf, vulnerability, Immunity: Fire, Vulnerable:Water. Only magical spells or weapons affect. Takes double damage from earth \nIf Engulf is not evaded then all hitlocs are damaged by same damage. Armor does not protect against engulf damage.  If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn. \nManipulate fire, spread and augment existing fire. Product heat and light. Lashing whips of fire, shooting out jets of flame and immolating victims RA pg 352\n\n (RQ6: PG 312-316) pg 352"}, {"name": "Darkness Spirit Intensity 1", "race": "Spirit", "rank": 2, "owner": "hkokko", "tags": ["Spirit"], "id": 972, "notes": "Can be 2 cubic meter elemental or act according to MI pg 402-403. "}, {"name": "Air Spirit Intensity 1", "race": "Spirit", "rank": 2, "owner": "hkokko", "tags": ["Spirit"], "id": 973, "notes": "Can be 2 cubic meter elemental or act according to MI pg 402-403. "}, {"name": "Water Spirit Intensity 1", "race": "Spirit", "rank": 2, "owner": "hkokko", "tags": ["Spirit"], "id": 974, "notes": "Can be 2 cubic meter elemental or act according to MI pg 402-403. "}, {"name": "Fire Spirit Intensity 1", "race": "Spirit", "rank": 2, "owner": "hkokko", "tags": ["Spirit"], "id": 975, "notes": "Can be 2 cubic meter elemental or act according to MI pg 402-403. "}, {"name": "Earth Spirit Intensity 1", "race": "Spirit", "rank": 2, "owner": "hkokko", "tags": ["Spirit"], "id": 976, "notes": "Can be 2 cubic meter elemental or act according to MI pg 402-403. "}, {"name": "Water Spirit Intensity 2", "race": "Spirit", "rank": 2, "owner": "hkokko", "tags": ["Spirit"], "id": 977, "notes": "Can be 4 cubic meter elemental or act according to MI pg 402-403. "}, {"name": "Water Spirit Intensity 3", "race": "Spirit", "rank": 2, "owner": "hkokko", "tags": ["Spirit"], "id": 978, "notes": "Can be 6 cubic meter elemental or act according to MI pg 402-403. "}, {"name": "Air Spirit Intensity 2", "race": "Spirit", "rank": 2, "owner": "hkokko", "tags": ["Spirit"], "id": 979, "notes": "Can be 4 cubic meter elemental or act according to MI pg 402-403. "}, {"name": "Air Spirit Intensity 3", "race": "Spirit", "rank": 2, "owner": "hkokko", "tags": ["Spirit"], "id": 980, "notes": "Can be 6 cubic meter elemental or act according to MI pg 402-403. "}, {"name": "Fire Spirit Intensity 3", "race": "Spirit", "rank": 2, "owner": "hkokko", "tags": ["Spirit"], "id": 982, "notes": "Can be 6 cubic meter elemental or act according to MI pg 402-403. "}, {"name": "www.broo.info -- Broo LM TM", "race": "Broo", "rank": 2, "owner": "touristupdatenola", "tags": ["Fantasy", "Glorantha"], "id": 1021, "notes": "Low-level goatskin, *but* still a member of a tribal group or band.  Some scavenged weapons, a little magic.  Low in caste, but vicious and potentially dangerous.  Disregard any chaotic features or malformations that change stats, hit locations or hit points."}, {"name": "Memovore (Amnesia Spirit)", "race": "Spirit", "rank": 2, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Pamaltela"], "id": 1022, "notes": "Abilities: (Aura of Confusion, Tap Memories, Induce Amnesia). \n***Tap Memories*** =  attacks in spirit combat: Spectral Combat vs random mental skill. If Memovore wins steals Spirit Damage worth of skill. If skill reduced to 0 - permanent amnesia and the Memovore departs. Also departs if gathers 40 points of skills. Rare magical abilities might be able to help heal a victim's broken mind Anaxial Roster pg 208. Can increase their magic skill by number of memory points stolen. \n\nAnyone attacking memovore will need to counter ***aura of Confusion***. If aura of confusion overcomes - take penalty to skill by one difficulty level. "}, {"name": "Quathil", "race": "Quathil", "rank": 2, "owner": "hkokko", "tags": ["Cloud forest", "High mountains", "Jungle", "Monster island"], "id": 1041, "notes": "Anything which punctures the flotation bladder will get the explosion. Abilities: Breathe Flame(3d6 Explode to every location in a CON radius), MI pg 262"}, {"name": "www.broo.info; Diamonds 6; Lunars", "race": "Human", "rank": 2, "owner": "touristupdatenola", "tags": ["Fantasy"], "id": 1055, "notes": "Lunar Imperial medium regular; auxiliaries with cured leather armour and basic weapons; they will have 3d2-1 gold, 3D6 silver, 10d6 copper (round up negatives to zero) in loot.  \n\nEquipment -- Armour & weapons & shield."}, {"name": "www.broo.info; Diamonds 9; Lunars", "race": "Human", "rank": 2, "owner": "touristupdatenola", "tags": ["Fantasy"], "id": 1059, "notes": "Lunar Imperial heavy regular with full armour and basic weapons; they will have 3d10-1 gold, 10D6 silver, 10d10 copper (round up negatives to zero) in loot.  \n\nEquipment -- Armour & weapons & shield."}, {"name": "www.broo.info; Diamonds 10; Lunars", "race": "Human", "rank": 2, "owner": "touristupdatenola", "tags": ["Fantasy"], "id": 1060, "notes": "Lunar Imperial female elite heavy regular; full armour and basic weapons; they will have 3d10-1 gold, 10D6 silver, 10d10 copper (round up negatives to zero) in loot.  \n\nEquipment -- Armour & weapons & shield."}, {"name": "www.broo.info; Hearts 5; Lunar ", "race": "Human", "rank": 2, "owner": "touristupdatenola", "tags": ["Fantasy"], "id": 1077, "notes": "Lunar Imperial light cavalry; auxiliaries with cured leather armour and basic weapons; they will have 3d3-5 gold, 3D10-6 silver, 10d6 copper (round up negatives to zero) in loot.  \n\nEquipment -- Armour; 20 arrows; Mounted Light Cavalry"}, {"name": "www.broo.info; Clubs, Trey; Lunars", "race": "Human", "rank": 2, "owner": "touristupdatenola", "tags": ["Fantasy"], "id": 1090, "notes": "Lunar Imperial light infantry; 2d4-3 gold, 3D6 silver, 10d2-10 copper (round up negatives to zero) in loot.  \n"}, {"name": "www.broo.info; Clubs, 6; Lunars", "race": "Human", "rank": 2, "owner": "touristupdatenola", "tags": ["Fantasy"], "id": 1094, "notes": "Lunar Imperial medium infantry; they will have 3x 1d10-6 gold, 8d6 silver, 10x d6-10 copper (round up negatives to zero)."}, {"name": "www.broo.info; Clubs, 7; Lunars", "race": "Human", "rank": 2, "owner": "touristupdatenola", "tags": ["Fantasy"], "id": 1124, "notes": "Lunar Imperial medium infantry; they will have 3x 1d10-6 gold, 8d6 silver, 10x d6-10 copper (round up negatives to zero)."}, {"name": "www.broo.info; Clubs, 10; Lunars", "race": "Human", "rank": 2, "owner": "touristupdatenola", "tags": ["Fantasy"], "id": 1095, "notes": "Imperial heavy infantry; 4x 1d6  gold, 5x D6 silver, 10x 1d4 copper (round up negatives to zero) in loot.  \n\nEquipment:  3x Hatchets"}, {"name": "www.broo.info; Clubs, Queen*; Lunars", "race": "Human", "rank": 2, "owner": "touristupdatenola", "tags": ["Fantasy"], "id": 1125, "notes": "Imperial heavy infantry; 4x 1d6  gold, 5x D6 silver, 10x 1d4 copper (round up negatives to zero) in loot.\n\nEach lunar hoplite is armed with two (2) spears."}, {"name": "www.broo.info; Clubs, 8; Lunars", "race": "Human", "rank": 2, "owner": "touristupdatenola", "tags": ["Fantasy"], "id": 1096, "notes": "Lunar Imperial heavy infantry; metal armour and they will have 3d6 gold, 5x D6 silver, 10x 1d8-10 copper (round up negatives to zero) in loot."}, {"name": "Drowned Sailor Zombie", "race": "Zombie", "rank": 2, "owner": "Col_D", "tags": [], "id": 1129, "notes": "Abilities: Undead (page 316). Immune to the effects of serious wounds. Major wounds do not incapacitate Rq6 pg 397\n\nThe corpse of a drowned sea traveller, risen from the dead as a water logged zombie. They retain enough basic instinct to use nearby driftwood and other beach detritus as simple weaponry and can be surprisingly effective with its use. Due to being swollen and bloated by the water, they have reduced movement speed but increased armour values."}, {"name": "Wild Hill Broo", "race": "Broo", "rank": 2, "owner": "Col_D", "tags": [], "id": 1130, "notes": "Wild Broo from the chaos haunted hills surrounding a civilised community."}, {"name": "Cattle, Cow", "race": "Cattle", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Mountains", "River", "Sartar"], "id": 1134, "notes": "Charge attack needs space"}, {"name": "Before Me: Sylph: Air Elemental, 1 cubic meters", "race": "Elemental", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1162, "notes": "Abilities: Engulf, vulnerability, Immunity: Air, Vulnerable:Earth. Only magical spells or weapons affect. Takes double damage from earth \nIf Engulf is not evaded then all hitlocs are damaged by same damage. Armor does not protect against engulf damage.  If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn. \nCan create breezes, lift objects into air, toss or tumble foes, throw objects at them. \n\n (RQ6: PG 312-316) pg 352"}, {"name": "Before Me: Hhu Ho - Air Spirit Intensity 1", "race": "Spirit", "rank": 2, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 1163, "notes": "Can be 2 cubic meter elemental or act according to MI pg 402-403. "}, {"name": "Oodaki Spirit Society - Spirit Worshipper", "race": "Spirit", "rank": 2, "owner": "hkokko", "tags": [], "id": 1238, "notes": ""}, {"name": "Varanri Spirit Society - Spirit Worshipper", "race": "Spirit", "rank": 2, "owner": "hkokko", "tags": [], "id": 1244, "notes": ""}, {"name": "Kumongi Spirit Society - Spirit Worshipper", "race": "Spirit", "rank": 2, "owner": "hkokko", "tags": [], "id": 1256, "notes": ""}, {"name": "Gamari Spirit Society - Spirit Worshipper", "race": "Spirit", "rank": 2, "owner": "hkokko", "tags": ["Spirit society"], "id": 1280, "notes": ""}, {"name": "Kamacuri Spirit Society - Spirit Worshipper", "race": "Spirit", "rank": 2, "owner": "hkokko", "tags": ["Spirit society"], "id": 1292, "notes": ""}, {"name": "Predator Spirit - Vampire Bat,  Giant", "race": "Bat,  Giant", "rank": 2, "owner": "hkokko", "tags": ["Cloud forest", "Jungle", "Monster island"], "id": 1303, "notes": "3 point predator spirit.  (RQ6: PG 312-316) Mania: Avoid Water. "}, {"name": "Ghidori Spirit Society - Spirit Worshipper", "race": "Spirit", "rank": 2, "owner": "hkokko", "tags": [], "id": 1307, "notes": ""}, {"name": "Anguri Spirit Society - Spirit Worshipper", "race": "Spirit", "rank": 2, "owner": "hkokko", "tags": ["Spirit society"], "id": 1318, "notes": ""}, {"name": "Gabari Spirit Society - Spirit Worshipper", "race": "Spirit", "rank": 2, "owner": "hkokko", "tags": [], "id": 1328, "notes": ""}, {"name": "Bison Nomad, Eiritha Spirit Worshipper", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Glorantha", "Prax"], "id": 1374, "notes": "Swarthy, dark hair"}, {"name": "Daka Fal Spirit Society - Spirit Worshipper", "race": "Spirit", "rank": 2, "owner": "hkokko", "tags": ["Glorantha"], "id": 1383, "notes": ""}, {"name": "Daka Fal Spirit Society - Shaman", "race": "Spirit", "rank": 2, "owner": "hkokko", "tags": ["Spirit society"], "id": 1384, "notes": ""}, {"name": "Bison Nomad, Daka Fal Spirit Worshipper", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Glorantha", "Prax"], "id": 1386, "notes": "Swarthy, dark hair, beard, muscular"}, {"name": "Rhino Nomad, Storm Bull Spirit Worshipper", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Glorantha", "Prax"], "id": 1422, "notes": ""}, {"name": "Rhino Nomad, Eiritha Spirit Worshipper", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Glorantha", "Prax"], "id": 1425, "notes": ""}, {"name": "broo.info 'Cannibal Herd-Man'", "race": "Broo", "rank": 2, "owner": "touristupdatenola", "tags": ["Fantasy", "Glorantha", "Pamaltela"], "id": 1430, "notes": "Blind, hunts by sound and smell."}, {"name": "Orc RQ6", "race": "Goblin", "rank": 2, "owner": "Arglindel", "tags": [], "id": 1432, "notes": ""}, {"name": "Dwarf ", "race": "Dwarf", "rank": 2, "owner": "Arglindel", "tags": [], "id": 1438, "notes": ""}, {"name": "Human road bandits", "race": "Human", "rank": 2, "owner": "Arglindel", "tags": [], "id": 1439, "notes": ""}, {"name": "Necromancer", "race": "Human", "rank": 2, "owner": "Arglindel", "tags": [], "id": 1440, "notes": ""}, {"name": "Corrupted Dire wolf", "race": "Wolf", "rank": 2, "owner": "Arglindel", "tags": [], "id": 1441, "notes": "Night Sight,Prefers to select Grip and Choose location. Gripped victim sustains biting damage every round. \nUndead."}, {"name": "Undead warrior", "race": "Zombie", "rank": 2, "owner": "Arglindel", "tags": [], "id": 1443, "notes": "Abilities: Undead (page 316). Immune to the effects of serious wounds. Major wounds do not incapacitate Rq6 pg 397\nOnly killed by major wound in head or chest."}, {"name": "Caballeros", "race": "Human", "rank": 2, "owner": "Arglindel", "tags": [], "id": 1444, "notes": "Ride combat"}, {"name": "Knight's horse", "race": "Horse", "rank": 2, "owner": "Arglindel", "tags": [], "id": 1445, "notes": "Trained for fight."}, {"name": "Pirat", "race": "Human", "rank": 2, "owner": "Arglindel", "tags": [], "id": 1446, "notes": "No penalties when fighting on unstable floor"}, {"name": "Pirat Captain", "race": "Human", "rank": 2, "owner": "Arglindel", "tags": [], "id": 1447, "notes": "No penalties when fighting on unstable floor"}, {"name": "Elf forest", "race": "Elf", "rank": 2, "owner": "Arglindel", "tags": [], "id": 1453, "notes": ""}, {"name": "City guard", "race": "Human", "rank": 2, "owner": "Arglindel", "tags": [], "id": 1455, "notes": ""}, {"name": "Merchant", "race": "Human", "rank": 2, "owner": "Arglindel", "tags": [], "id": 1466, "notes": ""}, {"name": "Drow", "race": "Elf", "rank": 2, "owner": "Arglindel", "tags": [], "id": 1513, "notes": "Darkness sight. One grade of dificulty when they fight with illumination."}, {"name": "Warrior  Drow", "race": "Elf", "rank": 2, "owner": "Arglindel", "tags": [], "id": 1514, "notes": "Darkness sight. One grade of dificulty when they fight with illumination."}, {"name": "Dire Wolf", "race": "Wolf", "rank": 2, "owner": "Arglindel", "tags": ["Fantasy"], "id": 1484, "notes": "Night Sight, (RQ6: pg 312-316) , Usually hunts in packs of 12-30. Prefers to select Grip and Choose location. Gripped victim sustains biting damage every round.  Rq6 pg 396"}, {"name": "Ghoul lvl2", "race": "Ghoul", "rank": 2, "owner": "Arglindel", "tags": [], "id": 1503, "notes": "Abilities: Undead, Death Sense, Regeneration (Rq6 page 316). Immune to the effects of serious wounds. Major wounds do not incapacitate. RQ6 pg 366\nIf a ghoul\u2019s bite penetrates armour the victim must make an unopposed Endurance roll to resist infection.\n"}, {"name": "Harpy lvl 2", "race": "Harpy", "rank": 2, "owner": "Arglindel", "tags": [], "id": 1504, "notes": "Abilities: Diving Attack, Flying (RQ6: pg 312-316) Rq6 pg 365-366"}, {"name": "Semi-orco Berserker", "race": "Human", "rank": 2, "owner": "Arglindel", "tags": [], "id": 1509, "notes": ""}, {"name": "Semi-elfo", "race": "Elf", "rank": 2, "owner": "Arglindel", "tags": [], "id": 1510, "notes": ""}, {"name": "Semi-elfo Cazador", "race": "Elf", "rank": 2, "owner": "Arglindel", "tags": [], "id": 1511, "notes": ""}, {"name": "Semi-orco ", "race": "Human", "rank": 2, "owner": "Arglindel", "tags": [], "id": 1512, "notes": ""}, {"name": "Lune: Lunar Elemental, 2 m3", "race": "Elemental", "rank": 2, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha", "Lunar"], "id": 1556, "notes": "Abilities: Engulf.  Only magical spells or weapons affect.  \nIf Engulf is not evaded then lose 1MP per turn. If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn.  Once per turn a lune can cast madness on a conscious entrapped victim.  Willpower resists: crit: no effect.  success: no effect on INT, INS are befuddled.  failure: Catatonia for 30-POW minutes.  fumble: Target loses 1d4 INT, and roll again."}, {"name": "Lune: Lunar Elemental, 4 m3", "race": "Elemental", "rank": 2, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha", "Lunar"], "id": 1557, "notes": "Abilities: Engulf.  Only magical spells or weapons affect.  \nIf Engulf is not evaded then lose 1MP per turn. If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn.  Once per turn a lune can cast madness on a conscious entrapped victim.  Willpower resists: crit: no effect.  success: no effect on INT, INS are befuddled.  failure: Catatonia for 30-POW minutes.  fumble: Target loses 1d4 INT, and roll again."}, {"name": "Lune: Lunar Elemental, 6 m3", "race": "Elemental", "rank": 2, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha", "Lunar"], "id": 1558, "notes": "Abilities: Engulf.  Only magical spells or weapons affect.  \nIf Engulf is not evaded then lose 1MP per turn. If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn.  Once per turn a lune can cast madness on a conscious entrapped victim.  Willpower resists: crit: no effect.  success: no effect on INT, INS are befuddled.  failure: Catatonia for 30-POW minutes.  fumble: Target loses 1d4 INT, and roll again."}, {"name": "Lune: Lunar Elemental, 8 m3", "race": "Elemental", "rank": 2, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha", "Lunar"], "id": 1559, "notes": "Abilities: Engulf.  Only magical spells or weapons affect.  \nIf Engulf is not evaded then lose 1MP per turn. If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn.  Once per turn a lune can cast madness on a conscious entrapped victim.  Willpower resists: crit: no effect.  success: no effect on INT, INS are befuddled.  failure: Catatonia for 30-POW minutes.  fumble: Target loses 1d4 INT, and roll again."}, {"name": "Newtling Zola Fel Cultist", "race": "Newtling", "rank": 2, "owner": "Pruneau", "tags": ["Prax", "Zola fel"], "id": 1588, "notes": "Hold Breath,Swimmer (RQ6: pg 312-316) , SC pg 124, BaB pg 45, 189"}, {"name": "Salamander: Fire Elemental 4 cubic meters", "race": "Elemental", "rank": 2, "owner": "skarza", "tags": [], "id": 6717, "notes": "Abilities: Engulf, vulnerability, Immunity: Fire, Vulnerable:Water. Only magical spells or weapons affect. Takes double damage from water \nIf Engulf is not evaded then all hitlocs are damaged by same damage. Armor does not protect against engulf damage.  If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn. \nManipulate fire, spread and augment existing fire. Product heat and light. Lashing whips of fire, shooting out jets of flame and immolating victims"}, {"name": "Hawk, Vrok", "race": "Eagle, Giant", "rank": 2, "owner": "hkokko", "tags": ["Balazar", "Fantasy", "Flying", "Genertela", "Glorantha", "Mountains", "Pamaltela", "Prax"], "id": 1606, "notes": ""}, {"name": "Afadjann Masarin - Initiate of Garangordos", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1685, "notes": ""}, {"name": "Afadjann Masarin - Initiate of Karkisso", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1688, "notes": ""}, {"name": "Circus - Fat Woman", "race": "Human", "rank": 2, "owner": "harkom", "tags": [], "id": 1704, "notes": "The circus fat woman is not a nimble combatant, but when she  grabs, she will sit on your chest for crushing damage 1d4. Unarmed for grabing, \"I will sit on you\" for damaging and pin.\nShe has to pass a brawn check, to get to act every turn spending an aciotn for this."}, {"name": "Kyrosian Bandit", "race": "Human", "rank": 2, "owner": "DCAnsell", "tags": ["Fantasy"], "id": 1951, "notes": ""}, {"name": "Chalana Arroy Initiate", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Glorantha"], "id": 1970, "notes": ""}, {"name": "Chalana Arroy Acolyte", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Prax", "Sartar"], "id": 1971, "notes": ""}, {"name": "Trollkin Skeleton", "race": "Trollkin", "rank": 2, "owner": "hkokko", "tags": ["Glorantha", "Undead"], "id": 2992, "notes": ""}, {"name": "Giant Honeybee", "race": "Giant Honeybee", "rank": 2, "owner": "hkokko", "tags": ["Insect", "Uz"], "id": 2046, "notes": "Tradetalk#7 Poison POT 50 vs Endurance"}, {"name": "Giant Moth", "race": "Giant Moth", "rank": 2, "owner": "hkokko", "tags": ["Insect", "Uz"], "id": 2047, "notes": ""}, {"name": "Goblin, Spearman", "race": "Goblin", "rank": 2, "owner": "SFLucid", "tags": [], "id": 2220, "notes": "Standing 60 to 120 cm, These nasty little monsters delight in swarming other humanoids which they then eat.\n\nGoblins primarily haunt the frontier lands where the military doesn't have a strong presence. Individually they are not very threatening and are considered the weakest of monsters. However, their numbers grow fairly quickly due to their ability to come into maturity at an accelerated rate, making them a rapidly increasing threat if not dealt with quickly.\n\nGoblins are commonly found in caves and rely on attacking or stealing from settlements to sustain themselves, including the raw flesh of sapient species. The place a group of goblins are living together in is referred to as a 'goblin nest'. Goblins are an all-male species, but possess the ability to breed with any race with the pregnancy always resulting in goblin children. Even within the span of one week, a single captive can be forced to birth several new goblins. As such, women are among what they take from settlements to use for breeding until their eventual deaths at the hands of their goblin captors.\n\nGoblins have an excellent sense of smell, especially when it comes to prey. They can even smell metal, making them dangerous to anyone wearing metal armor. They also have excellent night vision; if they detect any light in their nest, they know there are intruders.\n\nOccasionally a birthing of a larger, stronger and smarter goblin, a hobgoblin is smuggled off and a new nest is started with it as the leader. If found the fledgling will be surely killed out of fear of a challenge of leadership.    "}, {"name": "Broo", "race": "Broo", "rank": 2, "owner": "SFLucid", "tags": [], "id": 2230, "notes": "Disease bearing chaos spawn. High probability for chaos features and disease. Divine evil inspired.\n\n***Potency of disease contraction is equal to Endurance***\n\nThese foul beings go by many regional and cultural names but are essentially the same thing: a chaos-warped combination of human and animal (goat, sheep, and antelope) that frequently carries disease, and lives only to reproduce, spread its diseases, and bring havoc and suffering to the untainted.\n\nChaos Hybrids have their own, loosely-knit, primitive cultures based on strength and cruelty. A leader of a pack (known as a Mur\u00adder) is always the strongest, fiercest, and most ruthless of the bunch, having secured his place through slaughtering any challengers. Given this mind-set and philosophy it is therefore unsurprising to find that Chaos Hybrids have utter contempt for all other sapient races seeing them as prey, a means to spread their contagion and to breed with.\n\nThe creatures worship the gods associated with their atrocities: those of murder, chaos, disease and blight. Most other sapient cultures shun them at best, and hunt them down with a view to extermination at worst.\n\nA Chaos Hybrid carries a disease (see the disease table below) which can be caught through close proximity to the creature (i.e., close combat engagement distances). Chaos Hybrid corpses remain contagious unless burned. The potency of the disease is always equal to the Chaos Hybrid\u2019s Endurance.\n\nThe diseases in the table are the most common, but  Chaos Hybrids have many dreadful contagions, especially  those who worship the spirits and gods of disease. Hybrid shamans go out of their way to locate virulent disease spirits in the Spirit World, bringing them back to deliberately infect an entire tribe."}, {"name": "Gloomkin", "race": "Elemental", "rank": 2, "owner": "SFLucid", "tags": [], "id": 2233, "notes": "Nightsight\nEngulf 2 - on successful contact (regardless of damage), defender must make a opposed \"Athletics\" or Gloomkin binds. All skill suffer a level of difficulty. Upon binding the Gloomkin is \"consumed\". Bound characters suffer 1 damage on location per hour per failed \"Endurance\" check.\nRequires bright light to dissipate or other magic removal means.  \n\nIf they have more than one of similar size they inch together to fuse into a larger version decreasing the duration time.\n\nThese small shadowy outlined humanoids which are black in colour. They have eyeless sockets, glaring into the night, as if daylight. Their corpses burn in the sunlight."}, {"name": "Pujaleg Bat People Hunter", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "Jungle", "Monster island"], "id": 2309, "notes": "Blowgun has POT 70 poison"}, {"name": "Longship", "race": "Ship", "rank": 2, "owner": "hkokko", "tags": ["Ship"], "id": 2440, "notes": "Beam 6m Capacity 10 ton Draft 1m Crew: 50 rowers , up to 200 warriors. 14 marines/archers SIZ = Length. DEX = Seaworthiness (Rq3 GM Book pg 32)"}, {"name": "Beastman - Gors", "race": "Ogre, Gloranthan", "rank": 2, "owner": "WELK", "tags": [], "id": 2482, "notes": "Beastman, Gors"}, {"name": "Beastman - Ungors", "race": "Ogre, Gloranthan", "rank": 2, "owner": "WELK", "tags": [], "id": 2483, "notes": ""}, {"name": "Skeleton, Dwarf", "race": "Dwarf", "rank": 2, "owner": "JuanLuis", "tags": [], "id": 2499, "notes": ""}, {"name": "Skeleton, Dwarf", "race": "Skeleton", "rank": 2, "owner": "JuanLuis", "tags": [], "id": 2500, "notes": "Abilities: Undead  (Rq6 page 316). Immune to the effects of serious wounds. Reduce the damage dice of slashing/thrusting weapons by 1 die step against them and increase the damage of blunt weapons by 1 die step. Major wounds do not incapacitate, Rq6 pg 384"}, {"name": "Pteranodon", "race": "Pterodactyl", "rank": 2, "owner": "hkokko", "tags": ["Aig", "Dinosaur", "Flying", "Glorantha", "Tarien", "Umathela"], "id": 2511, "notes": "AiG Anaxial Annex. The pteranodons of Tarien are similar to pterodactyls, but much larger, with wingspans twenty feet across. They have large crests on their heads, which are brightly coloured in the males, and, unlike the pterodactyls, their beaks are toothless, like those of birds. Their fur is a light brown colour. Despite their large size, they only attack humans while defending their nests, and feed on large fish which they scoop from the seas with their pelican-like bills."}, {"name": "P'tunga", "race": "Horse", "rank": 2, "owner": "hkokko", "tags": ["Glorantha", "Jolar", "Kothar", "Pamaltela", "Plains"], "id": 2525, "notes": "Anaxial's Annex. The p'tunga is a horse-like animal common on the plains of central Pamaltela. In the God Time, the Viyorni brought true horses to the southern continent, but Pamalt and his tribe saw them for hulking mockeries of the p'tunga, and the clover of the plains turned against them, making them ill. Now, no true horses can survive for long in the Pamaltelan interior, although the native p'tungas live without difficulty.\n\nThe creatures are the size of a large deer, and have three hooved toes on each foot, but in other respects look much like typical horses. Their meat is somewhat stringy and tough, so that they are only rarely hunted by the local Doraddi and Veldang, although the local predators have no such compunction."}, {"name": "Mottled Condy", "race": "Horse", "rank": 2, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Jolar", "Jrustela", "Pamaltela", "Plains", "Umathela"], "id": 2526, "notes": "Anaxial's Annex. Condies are the commonest herbivores of Pamaltela. In general, they are slim, furry, creatures short legs with small hooves on each of their toes. The mottled condy is particularly widespread. It is about the size of a sheep, with a somewhat horse-like head and a long furred tail. They are a dull brown in colour, with irregular darker patches on their back and flanks. Condy meat is very tasty, so that they are amongst the favourite prey of Doraddi hunters, and form a large part of the diet of the local carnivores. Aleshmara created them as food for other creatures.\n\nMany other types of condy also exist, and at least a few species are known in every region of Pamaltela north of the Nargan desert. "}, {"name": "Newtling Trooper", "race": "Newtling", "rank": 2, "owner": "azrooh", "tags": [], "id": 3500, "notes": "Hold Breath,Swimmer (RQ6: pg 312-316) , SC pg 124, BaB pg 45, 189"}, {"name": "Rhea", "race": "Alicanto (Flightless Bird)", "rank": 2, "owner": "hkokko", "tags": ["Jolar", "Kothar", "Pamaltela", "Plains"], "id": 2534, "notes": "Anaxial's Annex. Rheas are large, flightless birds inhabiting the plains of southern Pamaltela. They are somewhat smaller than ostriches, and have a grey-brown plumage. Mama Rhea was a carefree spirit, who spurned her fellow birds to run across the ground, instead of flying through the air; she had numerous husbands, but used them only for fun, and never stayed with them for long. Now, female rheas live in small flocks of a half dozen or so birds; when they encounter a male they all mate with him, lay their eggs in a single nest and then run away, leaving him to incubate all their eggs and raise the resulting chicks on his own."}, {"name": "Odonatite (Timinit), Young Adult", "race": "Odonatite (Timinit)", "rank": 2, "owner": "hkokko", "tags": ["Islands", "Jrustela"], "id": 2559, "notes": "Anaxial's Annex. This is the largest of the many species of Ephemerae, or short-lived Timinits. They are born in the spring, but die in the winter after they lay their eggs for the following year. Odonatites resemble humanoid dragonflies, with tall, very slender bodies and a metallic sheen. They have brightly coloured chitin, differing from individual to individual and becoming darker as they age. They are generally friendly with most other species, most of whom they regard as immortal, unchanging deities. However, they themselves are solitary, and gather together only in mid-summer to mate.\n\nThe young, aquatic, nymphs resemble stingworms, and are non-sentient. Adults lay their eggs in fresh-water lakes. These hatch in Sacred Time, and then remain as water-breathing larvae for 10 weeks. The Odonatite only becomes self-aware when it sheds its nymphal skin in early Fireseason and emerges as an adult. It then has a mere 14-18 weeks to mate and to live out its entire sentient life before it dies of old age.\n\nLike most Ephemera, Odonatites have an ability to 'remember' things learnt or observed by their ancestors. This ability is not perfect, and extends back a limited number of generations (apply a -3 circumstance modifier per generation). Events witnessed only as a larva are vague and often difficult for the adult to interpret. Despite the imperfection of this ability, it does at least allow Ephemerae to retain their languages and culture down the years when none will ever see their parents or offspring.\n\nOdonatites are carnivorous, eating small fish, frogs and mammals, but they are harmless to other creatures unless provoked. Even then, their preferred tactic is to fly away as quickly and as nimbly as possible. Because of their huge, wrap-around eyes, they have a very wide angle of vision, and they are also able to turn their heads through 180 degrees, so that they can see behind their backs if necessary. This can make it difficult to chase them successfully."}, {"name": "Suleiyan Riders", "race": "Human", "rank": 2, "owner": "DCAnsell", "tags": [], "id": 2563, "notes": "These represent men who are loyal and ready to fight, but are not professional warriors, mostly drawn from hunters and herdsmen. They could be from any 'generic' nomad culture."}, {"name": "Orc Beserker", "race": "Goblin", "rank": 2, "owner": "locky09", "tags": [], "id": 2639, "notes": "All out Attack\n\t-During a fight if you use all your actions to attack and do not defend or react then you get an additional action point at the end of the round but must be used to attack.\n"}, {"name": "Some Random Personality", "race": "Human", "rank": 2, "owner": "hkokko", "tags": [], "id": 2652, "notes": "Quick way to have character personalities "}, {"name": "Troll, Dark - Zombie", "race": "Troll, Dark", "rank": 2, "owner": "Chlodoweg", "tags": ["Genertela", "Glorantha", "Uz"], "id": 2689, "notes": ""}, {"name": "Elder Wilds Trollkin - Hunter", "race": "Trollkin", "rank": 2, "owner": "thischarmingmanc", "tags": ["Glorantha", "Uz"], "id": 4285, "notes": ""}, {"name": "Elder Wilds Trollkin - Raider", "race": "Trollkin", "rank": 2, "owner": "thischarmingmanc", "tags": ["Glorantha", "Uz"], "id": 4286, "notes": ""}, {"name": "WQ Human", "race": "Human", "rank": 2, "owner": "Johnprime", "tags": [], "id": 2730, "notes": "Random human character for Wizard Quest campaign"}, {"name": "Deer", "race": "Bear", "rank": 2, "owner": "WELK", "tags": [], "id": 2731, "notes": ""}, {"name": "Dwarven Cave Scout", "race": "Dwarf", "rank": 2, "owner": "Ratfink", "tags": [], "id": 2799, "notes": "Dwarven scout wearing light padded cloths and cap."}, {"name": "Oasis People, Eiritha & Snake Spirit Worshipper", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Glorantha", "Prax"], "id": 2976, "notes": ""}, {"name": "Oasis People Farmer", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Glorantha", "Prax"], "id": 3004, "notes": ""}, {"name": "Nasobeme - Nosewalker", "race": "Nasobeme", "rank": 2, "owner": "hkokko", "tags": ["Glorantha"], "id": 3008, "notes": "Secrets Book pg 25. +1 Action point\n\nNasobemes stand just under five feet tall and bounce along on four inflatable noses that hiss and squeak with each step. Their balloon-like bodies sway as they lurch from cover to ambush prey with claws and a venomous tail. Though slow and noisy they hunt in packs and strike fiercely when cornered or protecting their young."}, {"name": "Cloud of Chaotic Gas", "race": "Gas Cloud", "rank": 2, "owner": "hkokko", "tags": ["Chaos", "Prax"], "id": 3027, "notes": "Visible as mist and has distinctive odor. Drifts towards sources of living POW. If gas is inhaled then use suffocation rules each round or mad and wanders off in random direction. If fumble then will wander towards the source of gas never to be seen again. Drastic Resolutions. "}, {"name": "Giant Fly", "race": "Giant Wasp", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Genertela", "Glorantha", "Insect", "Mount", "Sartar", "Uz"], "id": 3034, "notes": "Giant Flies can be used as mounts by trollkin. Always try to flee, if cannot then vomit once per hour. Drastic Resolutions. "}, {"name": "Shadow Satyrs", "race": "Broo", "rank": 2, "owner": "littlemute", "tags": [], "id": 3037, "notes": "Thulian Echoes conversion"}, {"name": "Wind Ram / Cloud Ram", "race": "Horse", "rank": 2, "owner": "hkokko", "tags": ["Dragon pass", "Fronela", "Glorantha", "Peloria", "Ralios", "Umathela", "Wenelia"], "id": 3059, "notes": "The favoured flock of Heler, cloud rams are magical rams spirits that can run through the sky without the aid of wings. They have exceptionally thick, fluffy coast, which resemble clouds \u2013 usually white, although a few are grey, black, or even blue. They can drum on thin air with their hooves, making a sound like thunder that travels for miles.\n\nDuring storms, cloud rams can direct lightning at their opponents, but they cannot create lightning in clear weather. Using this ability does not cost them\nmagic points; it is simply a part of what they are.\n\nSource: Anaxial's Manifest"}, {"name": "Spirit Wolf", "race": "Spirit", "rank": 2, "owner": "hkokko", "tags": ["Dorastor", "Sartar"], "id": 3063, "notes": "Telmori Spirit Wolf. Anaxial Roster. Boost Tracking. "}, {"name": "Giant Woodlouse", "race": "Giant Woodlouse", "rank": 2, "owner": "hkokko", "tags": ["Insect"], "id": 3066, "notes": "Drastic Resolutions. Can emit a stink when attacked. Endurance roll vs POT CONx5 or become overcome with nausea for 1d6 rounds"}, {"name": "Leech, Giant", "race": "Leech, Giant", "rank": 2, "owner": "hkokko", "tags": ["Animal"], "id": 3068, "notes": "Once bitten sucks until burned off. "}, {"name": "Rhea", "race": "Demi-Bird", "rank": 2, "owner": "hkokko", "tags": ["Pamaltela"], "id": 3072, "notes": "\"Rheas are large, flightless birds inhabiting the plains of southern Pamaltela. They are somewhat smaller than ostriches, and have a grey-brown plumage. Mama Rhea was a carefree spirit, who spurned her fellow birds to run across the ground, instead of flying through the air; she had numerous husbands, but used them only for fun, and never stayed with them for long. Now, female rheas live in small flocks of a half dozen or so birds; when they encounter a male they all mate with him, lay their eggs in a single nest and then run away, leaving him to incubate all their eggs and raise the resulting chicks on his own.\" Anaxial Annex"}, {"name": "Sea Horse", "race": "Sea Horse", "rank": 2, "owner": "hkokko", "tags": ["Glorantha", "Mount", "Sea"], "id": 3081, "notes": ""}, {"name": "Fighting Fungus (Voralan)", "race": "Fighting Fungus", "rank": 2, "owner": "hkokko", "tags": ["Flora", "Glorantha"], "id": 3114, "notes": "+2 Action Points. Gas Spore Cloud of Poison"}, {"name": "Trollkin Warrior - Runt", "race": "Trollkin", "rank": 2, "owner": "hkokko", "tags": ["Glorantha", "Uz"], "id": 3119, "notes": ""}, {"name": "Food Trollkin", "race": "Trollkin", "rank": 2, "owner": "hkokko", "tags": ["Glorantha", "Uz"], "id": 3120, "notes": ""}, {"name": "Korantine Bandit, poor", "race": "Human", "rank": 2, "owner": "Cedoc", "tags": ["Korantia"], "id": 3556, "notes": "This man is covered in dirty rags with shoddy weapons and an occasional piece of armor."}, {"name": "Food Trollkin (unarmed)", "race": "Trollkin", "rank": 2, "owner": "hkokko", "tags": ["Glorantha", "Uz"], "id": 3130, "notes": ""}, {"name": "Veralzi", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Chaos", "Glorantha"], "id": 3131, "notes": "From snake Pipe Hollow p 53. \"Pale, flabby, eyeless humanoids. Big ears and use sonar. Use no weapons but throwing stones\""}, {"name": "Feral Scorpion Man ", "race": "Scorpion Man", "rank": 2, "owner": "touristupdatenola", "tags": [], "id": 3160, "notes": "Chaotic feature chance POW x 1.  RQ6 pg 441-442.  Adhere."}, {"name": "Demon Warrior Toad, Minor Being", "race": "Toad, Cliff", "rank": 2, "owner": "hkokko", "tags": ["Demon", "Fantasy"], "id": 3197, "notes": "Toady Demon being"}, {"name": "Malia's Curse", "race": "Possessed Plant, Small (Intens", "rank": 2, "owner": "hkokko", "tags": ["Glorantha", "Plant", "Prax"], "id": 3208, "notes": "If a person touches while flower is in bloom and fails Endurance test sickness spirit attacks. The flower is a love charm giving +20 to Seduction and Influence rolls for 2d4 weeks while worn. One needs to cleanse it from sickness spirits first. TOTRM #15"}, {"name": "Leechplant", "race": "Possessed Plant, Small (Intens", "rank": 2, "owner": "hkokko", "tags": ["Chaos", "Glorantha", "Plant", "Prax"], "id": 3209, "notes": "Non descript small plant that causes exhaustion. For every hour spent near the plant - you gain a fatigue level. If more than an hour then make an endurance roll or fall asleep. TOTRM #15"}, {"name": "Tackymat", "race": "Possessed Plant, Small (Intens", "rank": 2, "owner": "hkokko", "tags": ["Plant", "Prax"], "id": 3211, "notes": "Appears harmless until attacked. Lore(Animals) would find it is not real animal dung. Once trod upon needs Evade roll at hard to be able to escape the acid. Acid damage is continuous until free. TOTRM"}, {"name": "Seed of Wakboth", "race": "Possessed Plant, Small (Intens", "rank": 2, "owner": "hkokko", "tags": ["Chaos", "Plant", "Prax"], "id": 3212, "notes": "Can be any plant. Grows at phenomenal trait. Taints eaters. Attracts chaotics from far - gifts them with 1d6 Chaos Feature if they manage to eat. TOTRM #8. Poisonous to non-chaotics POT 10+1d20 - if survives is permanently tainted by chaos and receives 1d6 Chaos Features"}, {"name": "Gas Mushroom ", "race": "Possessed Plant, Small (Intens", "rank": 2, "owner": "hkokko", "tags": ["Chaos", "Glorantha", "Plant", "Swamp"], "id": 3213, "notes": "Aquatic mushroom that gathers local toxic gases that it releases as a gas bubble occasionally. Endurance roll to hold breath if gas bubble bursts on touch - failure means poison attack TOTRM #19"}, {"name": "Zombie Reed", "race": "Possessed Plant, Small (Intens", "rank": 2, "owner": "hkokko", "tags": ["Chaos", "Glorantha", "Plant", "Swamp"], "id": 3214, "notes": "Reed mat which contains thousands of tiny tentacles that try to grasp anything walking across. Entangled one will lose 1d4 INT point per round until zero. Escape against the Brawn of the Zombie Reed patch. Vulnerable to fire. At zero INT turns to Zombie. If freed before zero INT returns one point per day. TOTRM #19. "}, {"name": "Sticky-whip", "race": "Possessed Plant, Small (Intens", "rank": 2, "owner": "hkokko", "tags": ["Chaos", "Glorantha", "Plant", "Swamp"], "id": 3215, "notes": "Can use vines to attack life form and capture it.  When a person comes within 10 meters of cluster of vines 1d3 vines will snap to capture. if hit will entangle. Each entanglement round will reduce fatigue by one level until cannot move. TOTRM #19. "}, {"name": "Kraken Weed - Small", "race": "Kraken Weed", "rank": 2, "owner": "hkokko", "tags": ["Pavis", "Sea"], "id": 3270, "notes": "Invisible to surface. Leaf tentacles will attack swimming targets - double chance to hit if target's swim roll is failed. Will drag down boats to bottom. Normal sized boat or craft 2d6 rounds to drag under. Will engulf targets and once under water will constrict.  Can reach 3 meters per 10 STR points. Big Rubble pg 81"}, {"name": "Chaos Warrior", "race": "Human", "rank": 2, "owner": "WELK", "tags": [], "id": 3273, "notes": ""}, {"name": "Serpent People Official", "race": "Serpent People", "rank": 2, "owner": "hkokko", "tags": [], "id": 3305, "notes": ""}, {"name": "Serpent People Crafter", "race": "Serpent People", "rank": 2, "owner": "hkokko", "tags": ["Monster island"], "id": 3306, "notes": ""}, {"name": "Serpent People Physician", "race": "Serpent People", "rank": 2, "owner": "hkokko", "tags": ["Monster island"], "id": 3307, "notes": ""}, {"name": "Novice Guard", "race": "Human", "rank": 2, "owner": "raleel", "tags": [], "id": 4257, "notes": ""}, {"name": "Forest's Guardian", "race": "Forest's Guardian", "rank": 2, "owner": "hkokko", "tags": ["Elf forest", "Forest", "Glorantha", "Plant"], "id": 3351, "notes": "The Forest's Guardian is a large, animal-like plant construct magically animated by the Great Tree of a given Aldryami Forest for purposes of self-defence in times of danger, typically to confront invaders. The Forest's Guardian will remain in the vicinity of the Great Tree to make sure it is unharmed.\n\n Sometimes, the Great Tree of an Aldryami Forest becomes mad. In this case, the Forest's Guardian may be created for nefarious, rather than defensive, purposes, and it may hunt down any sentient species it encounters, including elves, irrespective of their actual behaviour towards the Great Tree.\n\nDespite its size, the Forest's Guardian moves at incredible speed through the forest. Should the Guardian have ensnared one or more victims, then any damage to the Guardian may actually affect the ensnared victim.\nFor 1 victim, roll 1D20: on a roll of 1-2, the victim is hit; 3-20, the Guardian is hit.\nFor 2 victims, roll 1D20: on a roll of 1-2, the 1st victim is hit; on a roll of 3-4, the 2nd victim is hit; 5-20, the Guardian is hit.\nAnd so on... Timinits & Trolls: Forest's Guardian"}, {"name": "Exiger Men At Arms", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Glorantha", "Mari mountains", "Pamaltela"], "id": 3353, "notes": ""}, {"name": "Menial - Subject of Exiger", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Mari mountains", "Pamaltela"], "id": 3356, "notes": ""}, {"name": "Soldado Ageliano", "race": "Human", "rank": 2, "owner": "Arglindel", "tags": [], "id": 3392, "notes": ""}, {"name": "Se\u00f1or Ageliano", "race": "Human", "rank": 2, "owner": "Arglindel", "tags": [], "id": 3393, "notes": ""}, {"name": "B\u00e1rbaro Orsimer", "race": "Human", "rank": 2, "owner": "Arglindel", "tags": [], "id": 3394, "notes": ""}, {"name": "Hijo de Malacath", "race": "Human", "rank": 2, "owner": "Arglindel", "tags": [], "id": 3395, "notes": ""}, {"name": "Baboon Hunter,Young One", "race": "Giant Baboon", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Rq6"], "id": 3409, "notes": ""}, {"name": "Baboon Mother", "race": "Giant Baboon", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Rq6"], "id": 3410, "notes": ""}, {"name": "Vulnudaemon", "race": "Human", "rank": 2, "owner": "skarza", "tags": [], "id": 9039, "notes": "A bloody, tooth-filled mouth that looks almost like a horrific gash gasps in the neck of this pale, childlike horror.\n\nReduce all none good or silver damage by 5 after AP; \nImmune acid, death spell effects, disease, poison; \nResist cold, electricity, fire with 10 extra AP. \ntelepathy 100 ft.\n\nAura of Doom\nAs a free action, a vulnudaemon can radiate an aura of dread and hopelessness. Any creature within 30 feet of the vulnudaemon must succeed at a hard Will roll or become shaken for as long as it remains in the aura (only able to parry).\n\nPreferring to disguise themselves as mortals or other creatures, vulnudaemons rarely assume their true forms unless they are forced to do so or are in the presence of a greater daemon. When they do, they appear as partially coalescent clouds of bloody mist in the form of a ghostly, cloaked figure, perpetually dripping and reabsorbing a crimson trail. In Abaddon, they often pose as the hunted, hiding among them and killing them one by one, escalating the violence each time. On the Material Plane, vulnudaemons also dwell among their prey, insinuating themselves into settlements as traders or other mundane member of society. From there, the deaths spread. Such killing sprees are exceptional difficult to combat, as vulnudaemons frequently switch personae, adopting the lives and covers of their victims, confounding investigations before vanishing without a trace, leaving only fear and rumors in their wake.\n\nPersonification of Death: Murder.\n\nPreferred Sacrifice: A bound and helpless intelligent creature for the vulnudaemon to kill and impersonate.\n\nThese deceptive daemons personify death resulting from murder accented with betrayal. Most often formed from the souls of evil creatures killed by family or friends, vulnudaemons spread their insanity throughout the worlds by deceiving and killing all creatures they meet.\n\nVulnudaemons stalk their prey, infecting them with a sense of impending doom and watching their reactions, learning their responses before attacking and savoring their death. These daemons serve as excellent assassins, hiding in the shadows before debilitating their enemies, or striking from the protection of invisibility in order to deliver the killing blow. When facing stronger enemies, vulnudaemons seek to wear them down through a series of attacks, nicking at them and darting off, then repeating the process until their opponents bleed out.\n\nVulnudaemons often find themselves called to the Material Plane by cultists of deities associated with murder and assassination. These cultists often see vulnudaemons as sacred creatures favored by their deity, and rather than simply use the daemons as assassins, cultists often grant them a shocking degree of freedom to wander the region as they will, picking victims to fit their own agendas and murdering whomever they wish. Cultists who conjure vulnudaemons into the world usually take care to show the daemons a secret hand sign or other code that members of the cult can show them, lest the monsters decide to target one of the believers for an attack. Whether or not an accidentally targeted cultist has the time to flash her safety sign to the daemon should the creature attack her at a later date is, of course, another matter.\n\nVulnudaemons stand 3 feet tall and weigh 25 pounds.\n\n\nSpecial Attacks \nbleed\nany attacks with its shortsword is so precise that it causes an unopposed bleed attack (even if the special effect is not taken)\n\nsneak attack +1 shift\n\nSpell-Like Abilities Intensity 7\n\nConstant\u2014detect good, detect magic\n3/day\u2014blur, death knell, invisibility, Illusion, Greater\n1/day\u2014inflict critical wounds, summon (1d4 cacodaemons 40%)\n\n\nDeath Knell\nCasting Time 1 standard action\nComponents V, S\n\nEFFECT\nRange touch\ncast time: 1 action\nCost: 1 MP +1 per intensity\nTarget one living creature\nDuration Instant/10 min./I\n\nDESCRIPTION\nYou draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that is dying. If the subject fails its saving roll, it dies, and you gain 1d8 temporary hit points to all locations and a +4 bonus to Strength. Additionally, your effective caster level goes up by +1, improving spell effects dependent on caster level, spell costs and also provides +1 intensity to spells cast. This increase in effective caster level does not grant you access to more spells. These effects last for 10 minutes per intensity of spell.\n\nBlur\nRange touch\ncast time: 1 action\nCost: 1 MP +1 per intensity\nTarget  creature touched\nDuration 1 min./I.\nThe subject\u2019s outline appears blurred, shifting, and wavering. This distortion causes any attack attack roll to be one grade harder, and Choose Location may not be taken unless a critical is achieved.\nA see invisibility spell does not counteract the blur effect, but a true seeing spell does.\nOpponents that cannot see the subject ignore the spell\u2019s effect (though fighting an unseen opponent carries penalties of its own).\n"}, {"name": "Ophidian Theist", "race": "Lizardfolk Male", "rank": 2, "owner": "Maakso", "tags": [], "id": 3475, "notes": "Abilities: Cold Blooded, Night Sight. Ophidian venom has a Potency of 70%. A victim must win an opposed roll of his Endurance against the Potency of the venom else suffer the symptoms. (RQ6: pg 370-371)"}, {"name": "young centaur", "race": "Centaur", "rank": 2, "owner": "bearnt", "tags": [], "id": 3468, "notes": ""}, {"name": "Jackal", "race": "Dog", "rank": 2, "owner": "hkokko", "tags": ["Jolar", "Kothar", "Mythic babylon", "Wenelia"], "id": 3537, "notes": "Jackals are a similar size to foxes, with a coat of yellowish to black fur. They feed off carrion, scavenging the dead flesh that few other animals will touch, although they will sometimes eat rodents and small birds. Unlike wolves, they do not hunt in packs, although mated pairs often travel together. Pamalt tasked jackals with eating the flesh of the abandoned dead, lest their pollution bring Chaos near. They skulk about in the light before dawn and after dusk, knowing that the light of the sun abhors them, and that the night holds greater terrors."}, {"name": "Cyclops", "race": "Giant, 6 meter", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Islands", "Raw official"], "id": 3547, "notes": "RAW page 237. If a Cyclops is hit in the head, no matter how much damage is sustained, it must make an Endurance roll opposed by the attacker\u2019s combat roll. If the Cyclops fails in the roll it has been struck in the eye and all physical skills immediately become one grade harder. If it loses with a Fumble, it is rendered completely blind with all skills becoming three grades harder."}, {"name": "Wolf", "race": "Wolf", "rank": 2, "owner": "Cedoc", "tags": ["Korantia"], "id": 3574, "notes": "Usually hunts in packs of 12-30. Prefers to select Grip and Choose location. Gripped victim sustains biting damage every round. Rq6 pg 396."}, {"name": "Bright Eyes", "race": "Bright Eyes", "rank": 2, "owner": "hkokko", "tags": ["Glorantha"], "id": 3591, "notes": "Touch to chaotic feature causes damage, non chaotic creature takes an endurance roll. Failure causes horror attack and the target loses a round. In both cases Bright Eyes disappear"}, {"name": "Luxite: Light Elemental, 3 cubic meters", "race": "Elemental", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 5299, "notes": "Luxites are an example of 'elementals' not associated with a non-elemental substance. Instead, they form from celestial light, and may only be summoned where sunlight or bright starlight are present. Luxites summoned under starlight only, or in daylight when the sun is not directly visible, are half the normal size. Luxites are commonly summoned only by Dara Happan priests, and the most powerful (and intelligent) are angels which serve the celestial gods directly. A luxite appears as a patch of brilliant golden light, and pushes shadows before it.\n\nTo attack, they envelop their victim, and may use their Bright ability to blind any being trapped within them (Blindness (Herculean modifier) for the time of engulfing +  1d3 turns. Magical creatures of darkness, or undead, are particularly harmed by a luxite's light, and will take physical damage  from the being's brightness as per damage bonus of the elemental to all locations. Other, conscious, sentient beings are instead filled with a sense of awe and wonder, which may become so great that their heart bursts with the magnitude of the emotion - treat as spirit combat vs endurance - if lost then dead. \n\nAbilities: Immunity: Light, Vulnerable:Darkness (if no starlight). Only magical spells or weapons affect. Takes double damage from darkness if no starlight \nIf Engulf is not evaded then all hitlocs are damaged by same damage. Armor does not protect against engulf damage.  If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn. \nCan create breezes, lift objects into air, toss or tumble foes, throw objects at them. \n\n (RQ6: PG 312-316) pg 352 for elemental and Anaxial Annex"}, {"name": "French Cavalry", "race": "Human", "rank": 2, "owner": "littlemute", "tags": [], "id": 5887, "notes": "For Gencon Campaign"}, {"name": "Giant Sea Worm (Underdecker)", "race": "Snake, Giant", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Sea"], "id": 3732, "notes": "\"Normally it buries itself in sand or mud on the sea floor and then rises to attach itself to any moored or slow moving ship. See more details at  HIGV1 pg 225"}, {"name": "Hippocampi", "race": "Hippocampi", "rank": 2, "owner": "hkokko", "tags": ["Sea"], "id": 3734, "notes": "Steeds for Merfolk. Lancers can use Hippocampi's damage modifier in charges. A Hippocampi can stay underwater for an hour at a time. Lance only with Ludoch riding it. See more details at  HIGV1 pg 225-230"}, {"name": "Sea Witch Messenger", "race": "Merman with tentacles", "rank": 2, "owner": "Ratfink", "tags": [], "id": 3772, "notes": "Messenger of Shadow Ink and Tendril "}, {"name": "Guard from D&D to Mythras", "race": "Human", "rank": 2, "owner": "Donesteban", "tags": ["Classic fantasy", "Human"], "id": 3814, "notes": "Guards are militiamen in garrison duty, easily found in every place. "}, {"name": "Bandit/Pirate from D&D to Mythras", "race": "Human", "rank": 2, "owner": "Donesteban", "tags": ["Classic fantasy", "Human"], "id": 3808, "notes": "Bandits are violent thiefs who use force and intimidation to get what they want. "}, {"name": "Zombie of Strahd Von Zarovich (infected)", "race": "Zombie", "rank": 2, "owner": "Donesteban", "tags": ["Undead"], "id": 3819, "notes": "This powerful zombies are the Strahd's scourge to terrify and destroy the Barovians. If a creatures is damaged by the slam attack, must resist with endurance again a disease power of 50, instantaneous incubation. If become infected, feel only a little indisposition, but if dies infected, become a new zombie in 1d6 turns."}, {"name": "Dwerulan (Surutran)", "race": "Dwerulan", "rank": 2, "owner": "hkokko", "tags": ["Aig", "Pamaltela", "Sea"], "id": 3825, "notes": "Protoform of merman. Scaleless, smooth and slimy as an eel. Hybrid between human fetus and a tadpole. Quarter the size of real Dwerulan - attacks in numbers"}, {"name": "Dende - Boat Bird", "race": "Eagle, Giant", "rank": 2, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Peloria"], "id": 5344, "notes": "Dende are huge aquatic birds, similar to loons or mergansers, but unable to fly or walk. They have broad bodies, long necks, stubby wings used as paddles, and short legs at the rear of their bodies to propel them forward. Their tails are stumpy. Their feathers are a dark blue that shines in the sunlight when they are dry, and nearly all are comparatively short for their body size. They feed mostly on floating vegetable matter and weeds in shallow water, but supplement their diet with small fish and crustaceans.\n\nFew wild dende live on the Oslira River, for the Dendeninni people use most of them as boats; no one else has the knack of working with the huge birds. An adult dende is large enough to carry several people, a horse and a couple of people, or a pile of cargo, hence their common name.\n\nDende swim away from most predators. When panicked, they dive and wait until their attacker has left. -Glorantha.com "}, {"name": "Owl Moth, Familiar", "race": "Giant Moth", "rank": 2, "owner": "hkokko", "tags": ["Insect", "Uz"], "id": 5343, "notes": ""}, {"name": "Boar-Kin Scout", "race": "Human", "rank": 2, "owner": "Matt_E", "tags": ["Fantasy", "Rq6"], "id": 3894, "notes": "RQ6, p. 338:  A boar-headed human, akin to a minotaur or panthotaur, and a product of the gods of chaos.  Abilities:  Burrower, Chaos Tainted, FRENZY, INTIMIDATE (shortened here to save space).  Skills:  base + ~30 or 40 per RQ6, + Stealth & Track."}, {"name": "Boar-Kin Scout SHAMAN", "race": "Human", "rank": 2, "owner": "Matt_E", "tags": ["Fantasy", "Rq6"], "id": 3896, "notes": "Speaks to the Ancestor Spirits  RQ6, p. 338:  A boar-headed human, akin to a minotaur or panthotaur, and a product of the gods of chaos.  Abilities:  Burrower, Chaos Tainted, FRENZY, INTIMIDATE (shortened here to save space).  Skills:  base + ~30 or 40 per RQ6, + Stealth & Track."}, {"name": "Jahwar's Thugs", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Knife of the necromancer", "Spider god's bride"], "id": 3927, "notes": "(Rq6: Pg 164) If any damage, stop fighting. If damage is less than their Hit Points flee cursing or yelling in fear. If Damage equals or surpasses their hit points, collapse clutching the wounded location and weeping or screaming in agony. If double their hit points die in spectacular manner. When 1/3 is dead or wounded rest flee.  Too incompetent to use Special Effects"}, {"name": "Gloranthan Chaos Spirit - Lesser", "race": "Spirit", "rank": 2, "owner": "hkokko", "tags": ["Chaos", "Glorantha", "Spirit"], "id": 3948, "notes": ""}, {"name": "Gloranthan Chaos Spirit", "race": "Spirit", "rank": 2, "owner": "hkokko", "tags": ["Chaos", "Glorantha", "Spirit"], "id": 3949, "notes": ""}, {"name": "Gloranthan Chaos Curse Spirit (not exist)", "race": "Spirit", "rank": 2, "owner": "hkokko", "tags": ["Chaos", "Glorantha", "Spirit"], "id": 3957, "notes": ""}, {"name": "Disease Spirit - Lesser", "race": "Spirit", "rank": 2, "owner": "hkokko", "tags": ["Spirit"], "id": 3959, "notes": ""}, {"name": "Disease Spirit ", "race": "Spirit", "rank": 2, "owner": "hkokko", "tags": [], "id": 3960, "notes": ""}, {"name": "Death Curse Spirit - Lesser", "race": "Spirit", "rank": 2, "owner": "hkokko", "tags": ["Spirit"], "id": 3963, "notes": ""}, {"name": "Gloranthan Darkness Spirit - Lesser", "race": "Spirit", "rank": 2, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 3974, "notes": ""}, {"name": "Gloranthan Death Spell Spirit - Lesser", "race": "Spirit", "rank": 2, "owner": "hkokko", "tags": [], "id": 3979, "notes": ""}, {"name": "High Priest\u2019s Bodyguards", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Spider god's bride", "The eidolon of the ape"], "id": 3985, "notes": "Kosalan\nPossessions: Chainmail, great scimitar, white turban.\nDescription: These bearded and turbaned brutes carry large oriental swords, and have embroidered tunics over their glittering armour. Tactics: These skilled fighters employ powerful attacks, brutal charges, and martial savagery to good effect."}, {"name": "Temple Guards", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Spider god's bride", "The eidolon of the ape"], "id": 3989, "notes": "Possessions: Studded leather, buckler, kukri, keys to temple gate and temple entrance, 1d6 sp.\nDescription: Eastern warriors, with distinctive curved blades and colourful armour\nTactics: These guards are not part of the religious hierarchy of the cult. They are loyal to the temple as long as they get paid, but do not risk their lives unless they believe that failure will cause the cult to hunt them down."}, {"name": "Baboon", "race": "Chimpanzee", "rank": 2, "owner": "raleel", "tags": ["Forest", "Jungle"], "id": 3991, "notes": ""}, {"name": "Gloranthan Death's Blessing Spirit - Lesser", "race": "Spirit", "rank": 2, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 3995, "notes": ""}, {"name": "Gloranthan Death's Blessing Spirit - Major", "race": "Spirit", "rank": 2, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 3996, "notes": ""}, {"name": "Gloranthan Death Spell Spirit", "race": "Spirit", "rank": 2, "owner": "hkokko", "tags": [], "id": 4003, "notes": ""}, {"name": "Gloranthan Mastery Spirit - Lesser", "race": "Spirit", "rank": 2, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 4012, "notes": ""}, {"name": "Mastery Curse Spirit", "race": "Spirit", "rank": 2, "owner": "hkokko", "tags": [], "id": 4016, "notes": ""}, {"name": "Mastery Curse Spirit - Lesser", "race": "Spirit", "rank": 2, "owner": "hkokko", "tags": ["Spirit"], "id": 4017, "notes": ""}, {"name": "Gloranthan Blessing of the Mastery Spirit - Lesser", "race": "Spirit", "rank": 2, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 4020, "notes": ""}, {"name": "Gloranthan Blessing of the Mastery Spirit ", "race": "Spirit", "rank": 2, "owner": "hkokko", "tags": [], "id": 4021, "notes": ""}, {"name": "Adepts of the East, Cultists of Hanuman", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Spider god's bride", "The eidolon of the ape"], "id": 4038, "notes": "Possessions: Simple white robe, black turban, garrotte.\n\nDescription: Dressed in tight-fitting Eastern robes and adorned with white turbans, the cultists of Hanuman move stealthy like slithering\nserpents.\n\nTactics: The adepts use Athletics to surround opponents and grapple. They always attack in groups, beating one target into submission before moving on to the next. Unlucky victims may be subject to strangulation attacks.\n\nNotes: These cultist adepts gain +10% to all tests made when climbing or scaling surfaces. They are not magically inclined however and have no magical skills\n\nAny opposed rolls to escape from the Grip Special Effect or Grappling are one step harder. Unarmed Only."}, {"name": "Dragonewt - Scout - Unarmed", "race": "Dragonewt - Scout", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 4059, "notes": "Reincarnation. Right Action skill - if Right Action roll succeeds must choose from the left side otherwise from right side. Personality traits: Aggression and Passivity.  Bravery and Cowardice.  Energy and Laziness.  Stubbornness and Docility. Dependability and Unreliability."}, {"name": "Rhamphorhynchus Sorn", "race": "Pterodactyl", "rank": 2, "owner": "hkokko", "tags": ["East isles", "Flying", "Glorantha", "Monster island", "Sea"], "id": 4060, "notes": "Try to grapple and drop from altitude but only things half their size. "}, {"name": "Farmer, Orlanthi", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pavis"], "id": 4061, "notes": ""}, {"name": "Farmer, Yelmalio", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pavis"], "id": 4062, "notes": ""}, {"name": "Fisher, Zola Fel", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pavis"], "id": 4063, "notes": ""}, {"name": "The Keepers", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Knife of the necromancer", "Spider god's bride"], "id": 4069, "notes": "Possessions: Clothing, quarterstaff, 8 SP. There is a 30% chance that at least one of the priests will be carrying a small golden idol, this is\nworth 50 SP. They have ancient books with their sorcery within (Grimoires) hidden in the temple.\nDescription: Dressed in purple hooded robes, with white bone skull-masks, these priests may easily be mistaken for undead by the\nsuperstitious, and they may also use their spells to reinforce such beliefs.\nTactics: The Keepers prefer to stay out of melee, but if combat breaks out, they use their staves to best effect since they have received\ngood combat training as part of temple life. A few priests try to slip away and alert their superiors. They will use Palsy to hinder characters\nand if they can setup in advance, they will attempt to trick foes by pretending to be undead using their Phantom Sense magic."}, {"name": "Mudshark (Juvenile)", "race": "Crocodile", "rank": 2, "owner": "manfriday", "tags": ["Fantasy", "Genertela", "Glorantha", "Islands", "Jungle", "Monster island", "Pamaltela", "Rq6", "Sea", "Umathela"], "id": 4107, "notes": "Movement 3 on land 6 in water\nWhen in the water, mudsharks gain an extra action point"}, {"name": "Clutchweed", "race": "Possessed Large Tree", "rank": 2, "owner": "Brennall", "tags": [], "id": 4188, "notes": "A Brown / Green seaweed found in temperate waters that drags people down to the seabed. Where they are then held and crushed till they die. Victims are then slowly consumed by the Clutchweed patch.\n\nSometimes planted to guard undersea locations."}, {"name": "Bat God cultists", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Jewel of khadim bey", "Spider god's bride"], "id": 4195, "notes": "Possessions: Clothing, scimitar, 2 gp. One of these cultists carries a small ceramic red disc which functions as a Palsy spell. It affects a 20m radius and targets the Head location of all creatures who fail their Resistance tests. The disc is activated when blood is splattered upon the surface. The item is destroyed upon use.\n\nDescription: The cultists wear red robes, and black scarves that conceal the lower half of their faces.\n\nTactics: cultists attempt to surround enemies and stab them to death.\n\nDevelopment: The cultists attempt to capture and sacrifice \u2014 and eat \u2014 the Player Characters. They flee in all directions if more than three-quarters of their number is slain (the cultists are fearful of failing their grim god, but they are not mad \u2014 not yet, anyway). If the PCs are able to detect the cultists before they themselves are spotted, they may be able to sneak past the Brotherhood (as determined by a combination of Routine Stealth tests). Any characters sneaking out are sure to see the captives who are about to be sacrificed, and must determine if they want to risk their own lives to save the innocent."}, {"name": "Kozaki Raiders", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Spider god's bride"], "id": 4267, "notes": "Possessions: Clothing, scimitar, recurve bow, 20sp, horse"}, {"name": "Were-Jackal", "race": "Dog", "rank": 2, "owner": "hkokko", "tags": ["Jolar", "Kothar", "Lycanthrope", "Wenelia"], "id": 4225, "notes": "Jackals are a similar size to foxes, with a coat of yellowish to black fur. They feed off carrion, scavenging the dead flesh that few other animals will touch, although they will sometimes eat rodents and small birds. Unlike wolves, they do not hunt in packs, although mated pairs often travel together. Pamalt tasked jackals with eating the flesh of the abandoned dead, lest their pollution bring Chaos near. They skulk about in the light before dawn and after dusk, knowing that the light of the sun abhors them, and that the night holds greater terrors."}, {"name": "Morkesh Urban Commoner", "race": "Human", "rank": 2, "owner": "bturner", "tags": ["Assabia", "Human", "Korantia", "Morkesh"], "id": 4261, "notes": ""}, {"name": "Largil Hired Goon", "race": "Human", "rank": 2, "owner": "bturner", "tags": ["Assabia", "Human", "Korantia", "Morkesh"], "id": 4262, "notes": ""}, {"name": "Elf Civilian", "race": "Elf", "rank": 2, "owner": "jroth", "tags": [], "id": 4277, "notes": ""}, {"name": "Elf Ranger", "race": "Elf", "rank": 2, "owner": "jroth", "tags": [], "id": 4278, "notes": ""}, {"name": "Superior Hunter Trollkin - Elder Wilds", "race": "Trollkin", "rank": 2, "owner": "thischarmingmanc", "tags": ["Elder wilds", "Glorantha", "Uz"], "id": 4290, "notes": ""}, {"name": " Superior Warrior Trollkin - Tribe Gutuz, Elder Wi", "race": "Trollkin", "rank": 2, "owner": "thischarmingmanc", "tags": ["Glorantha", "Uz"], "id": 4289, "notes": ""}, {"name": "Yarasilban Militia", "race": "Human", "rank": 2, "owner": "bturner", "tags": ["Human", "Korantia", "Yarasilba"], "id": 4299, "notes": ""}, {"name": "Assabian Guard", "race": "Human", "rank": 2, "owner": "bturner", "tags": ["Assabia", "Human", "Korantia"], "id": 4303, "notes": ""}, {"name": "Elf Focus", "race": "Elf", "rank": 2, "owner": "jroth", "tags": [], "id": 4308, "notes": ""}, {"name": "Yarasilban Tough", "race": "Human", "rank": 2, "owner": "bturner", "tags": ["Human", "Korantia", "Yarasilba"], "id": 4311, "notes": ""}, {"name": "Cauldron Ghul", "race": "Human", "rank": 2, "owner": "bturner", "tags": ["Assabia", "Cauldron", "Ghul", "Korantia"], "id": 4325, "notes": "Ghuls are withered and twisted things. All ghuls are bound to the cauldron's magic. Anyone with the Discipline of Ra\u2019atuf skill may use it to compel a ghul's obedience. A ghul's shriveled skin provides 2 points of armor. Ghuls are Immune to fire and do not need to eat (though they still suffer under an unnatural hunger for the flesh and blood of the living). Cold will rot them - damage from cold is doubled, and ghuls desperately fear the frigid nights of the desert, wrapping themselves in rags to ward away its effects. A ghul sees flawlessly in darkness."}, {"name": "Ash Deer", "race": "Deer", "rank": 2, "owner": "bturner", "tags": ["Animal", "Korantia", "Saradian coast", "Yarasilba"], "id": 4331, "notes": "Ash deer are small with dense gray fur. Males' antlers are small and subdued. They are common along the plains and through the hills of the Saradian Coast. They tend to travel in small family groups, rarely gathering in great herds."}, {"name": "Troll, Cave - Young", "race": "Troll, Mountain", "rank": 2, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Mountains", "Uz"], "id": 4374, "notes": "Sunlight rune link RQ pg 390-391 "}, {"name": "Troll, Cave - Infant", "race": "Troll, Mountain", "rank": 2, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Mountains", "Uz"], "id": 4375, "notes": "Sunlight rune link RQ pg 390-391 "}, {"name": "Rannagul Hunter", "race": "Human", "rank": 2, "owner": "bturner", "tags": ["Hunter", "Korantia"], "id": 4397, "notes": ""}, {"name": "Milizie baltiche", "race": "Human", "rank": 2, "owner": "malato", "tags": [], "id": 4401, "notes": "Ausiliari lettoni od estoni dei cavalieri teutonici e livoniani\nportano una lancia lunga ed una pi\u00f9 corta da lanciare prima dello scontro, eventualmente\nse gli scontri di massa usano il morale, queste unit\u00e0 hanno morale -2 rispetto l'ordinario"}, {"name": "Xothique Desert Jackal", "race": "Dog", "rank": 2, "owner": "Bilharzia", "tags": ["Xothique"], "id": 4885, "notes": "Jackals are a similar size to foxes, with a coat of yellowish to black fur. They feed off carrion, scavenging the dead flesh that few other animals will touch, although they will sometimes eat rodents and small birds. Unlike wolves, they do not hunt in packs, although mated pairs often travel together. Pamalt tasked jackals with eating the flesh of the abandoned dead, lest their pollution bring Chaos near. They skulk about in the light before dawn and after dusk, knowing that the light of the sun abhors them, and that the night holds greater terrors."}, {"name": "Kintargo Dottari", "race": "Human", "rank": 2, "owner": "BirdMan", "tags": [], "id": 4474, "notes": ""}, {"name": "Zombie Guard from D&D to Mythras", "race": "Human", "rank": 2, "owner": "Donesteban", "tags": ["Classic fantasy", "Human"], "id": 5026, "notes": "This undead warrior serves his master in death as it did in life. Although clumsy as any zombie, some weapons and remains of armor make it more dangerous.\n\nAverage Lair: Non-sapient undead do not create lairs, they are either created to serve some function, are the result of spontaneous animation in areas steeped in necromantic magic.\n\nTreasure Type: Nil\n\nAbilities: \n\nImmunity (Fear, Sleep, and Charm)\n\nIntensity 1\n\nUndead: The creature is immune to the consequences of both fatigue and severe injuries. Undead are thus immune to all the detrimental effects of Serious Wounds. Even Major Wounds do not incapacitate them, although they can still have locations severed or shattered as per normal. The head and chest location typically stores the magic that is animating the creature. Any location (and those contiguous to it) that is smashed or severed from the bound area ceases to function, but the remainder of the body can continue if it still has limbs with which to act. A Major Wound to the magic-infused location destroys the undead outright."}, {"name": "Daughter of Fritillra - Butterfly of Loral", "race": "Butterfly, Giant", "rank": 2, "owner": "hkokko", "tags": ["Glorantha", "Monster island"], "id": 4504, "notes": "\"Daughters of Fritillra come in a bewildering variety of forms, ranging from normal-sized butterflies, hundreds of which can burst from a single 'egg', to large forms up to the size of an adult Human. All possess dangerous powers of some kind, such as harbouring disease spirits, a poisonous touch, or the ability to affect those who see them with emotion-affecting spells that render normal action impossible. A few are vampiric, draining physical or magical energy from anyone whose bare skin they can land upon. Appears harmless\"  tt#13"}, {"name": "Redbrand Ruffian (Lost Mine of Phandelver)", "race": "Human", "rank": 2, "owner": "Donesteban", "tags": ["Classic fantasy", "Human"], "id": 4524, "notes": "Redbrand ruffians are petty thugs and ruthless enforcers skilled at intimidation and violence. They work for money and have no scruples."}, {"name": "Goblin chieftain", "race": "Goblin", "rank": 2, "owner": "Donesteban", "tags": ["Classic fantasy", "Goblinoid", "Monster"], "id": 4511, "notes": "Average Lair: 120-1200. One third of this number will be male warriors. Goblin females and young are typically non-combatants.\n\nTreasure Type: B, (M)\n\nAbilities:\n\nInfravision: The creature sees into the infrared spectrum. The maximum distance is 18 metres (60 ft) unless specified otherwise. \n\nLight Sensitive: They suffer a 1 grade penalty to Combat Style, Evade, and Perception rolls that deal with vision when fighting in sunlight or its magical equivalent. They suffer no penalties when in torchlight or other forms of artificial lighting.\n\nGoblin SIZ represents mass, not height. When creating a goblin, always calculate weight based on the Lithe or Medium frame. Treat the Height as being two SIZ points lower."}, {"name": "Goblin male warrior", "race": "Goblin", "rank": 2, "owner": "Donesteban", "tags": ["Classic fantasy", "Goblinoid", "Monster"], "id": 4510, "notes": "Average Lair: 120-1200. One third of this number will be male warriors. Goblin females and young are typically non-combatants.\n\nTreasure Type: B, (M)\n\nAbilities:\n\nInfravision: The creature sees into the infrared spectrum. The maximum distance is 18 metres (60 ft) unless specified otherwise. \n\nLight Sensitive: They suffer a 1 grade penalty to Combat Style, Evade, and Perception rolls that deal with vision when fighting in sunlight or its magical equivalent. They suffer no penalties when in torchlight or other forms of artificial lighting.\n\nGoblin SIZ represents mass, not height. When creating a goblin, always calculate weight based on the Lithe or Medium frame. Treat the Height as being two SIZ points lower."}, {"name": "Owl Bear", "race": "Bear", "rank": 2, "owner": "Donesteban", "tags": ["Classic fantasy", "Monster"], "id": 4512, "notes": "Average Lair: 1\n\nTreasure Type: (M)\n\nAbilities: Intimidate, Night Sight (RQ6: pg 312-316) RQ6 pg 336"}, {"name": "Owl Bear cub", "race": "Bear", "rank": 2, "owner": "Donesteban", "tags": ["Classic fantasy", "Monster"], "id": 4513, "notes": "Average Lair: 1d6\n\nTreasure Type: (M)\n\nAbilities: Intimidate, Night Sight (RQ6: pg 312-316) RQ6 pg 336"}, {"name": "Orc", "race": "Goblin", "rank": 2, "owner": "Donesteban", "tags": ["Classic fantasy", "Goblinoid", "Monster"], "id": 4516, "notes": "Average Lair: Orc lairs vary in size from small forts and outposts containing 40-400 members, to huge cities built partially above and below ground and containing 2,000 to 20,000 individuals. The Treasure Type noted above assumes a typical dungeon lair of 10-100 orcs. Two thirds of this number will be male warriors.\n\nTreasure Type: B, (M, A, Cx10, D)\n\nAbilities:\n\nInfravision: The creature sees into the infrared spectrum. The maximum distance is 18 metres (60 ft) unless specified otherwise. \n\nLight Sensitive: They suffer a 1 grade penalty to Combat Style, Evade, and Perception rolls that deal with vision when fighting in sunlight or its magical equivalent. They suffer no penalties when in torchlight or other forms of artificial lighting."}, {"name": "Great Orc (Orog)", "race": "Goblin", "rank": 2, "owner": "Donesteban", "tags": ["Classic fantasy", "Goblinoid", "Monster"], "id": 4517, "notes": "Armor: -4 to Initiative. If equipped, new AP is 5 in both legs, 7 in adbomen/chest and 10 in head. The natural armor is already applied.\n\nAverage Lair: Orc lairs vary in size from small forts and outposts containing 40-400 members, to huge cities built partially above and below ground and containing 2,000 to 20,000 individuals. The Treasure Type noted above assumes a typical dungeon lair of 10-100 orcs. Two thirds of this number will be male warriors.  Orogs are rare and only 10% of orc lairs will have orogs present. In these cases, there will be roughly 10% of the combatant population. Therefore, an orc lair containing 90 orcs, of which 60 are male warriors, could possess up to 6 additional orogs (10% of the combatants).\n\nTreasure Type: B, (W, A, Cx2, D).\n\nAbilities:\n\nInfravision: The creature sees into the infrared spectrum. The maximum distance is 18 metres (60 ft) unless specified otherwise. \n\nLight Sensitive: They suffer a 1 grade penalty to Combat Style, Evade, and Perception rolls that deal with vision when fighting in sunlight or its magical equivalent. They suffer no penalties when in torchlight or other forms of artificial lighting."}, {"name": "Bugbear female non-combatant", "race": "Goblin", "rank": 2, "owner": "Donesteban", "tags": ["Classic fantasy", "Goblinoid", "Monster"], "id": 4519, "notes": "Average Lair: 10-80\n\nTreasure Type: (Bx4, M)\n\nAbilities:\n\nInfravision: The creature sees into the infrared spectrum. The maximum distance is 18 metres (60 ft) unless specified otherwise. "}, {"name": "Zombie, human", "race": "Human", "rank": 2, "owner": "Donesteban", "tags": ["Classic fantasy", "Human", "Monster", "Undead"], "id": 4522, "notes": "Average Lair: Non-sapient undead do not create lairs, they are either created to serve some function, are the result of spontaneous animation in areas steeped in necromantic magic.\n\nTreasure Type: Nil\n\nAbilities: \n\nImmunity (Fear, Sleep, and Charm)\n\nIntensity 2\n\nUndead: The creature is immune to the consequences of both fatigue and severe injuries. Undead are thus immune to all the detrimental effects of Serious Wounds. Even Major Wounds do not incapacitate them, although they can still have locations severed or shattered as per normal. The head and chest location typically stores the magic that is animating the creature. Any location (and those contiguous to it) that is smashed or severed from the bound area ceases to function, but the remainder of the body can continue if it still has limbs with which to act. A Major Wound to the magic-infused location destroys the undead outright."}, {"name": "Skeleton warrior, human", "race": "Human", "rank": 2, "owner": "Donesteban", "tags": ["Classic fantasy", "Human", "Monster", "Undead"], "id": 4523, "notes": "Average Lair: Non-sapient undead do not create lairs, they are either created to serve some function, are the result of spontaneous animation in areas steeped in necromantic magic.\n\nTreasure Type: Nil\n\nAbilities: \n\nImmunity (Fear, Sleep, and Charm)\n\nIntensity 1\n\nSkeletal: Blunt-trauma weapons increase their damage dice by one step when used against skeletons. Reduce the damage dice of slashing weapons by one step and thrusting weapons by two steps.\n\nUndead: The creature is immune to the consequences of both fatigue and severe injuries. Undead are thus immune to all the detrimental effects of Serious Wounds. Even Major Wounds do not incapacitate them, although they can still have locations severed or shattered as per normal. The head and chest location typically stores the magic that is animating the creature. Any location (and those contiguous to it) that is smashed or severed from the bound area ceases to function, but the remainder of the body can continue if it still has limbs with which to act. A Major Wound to the magic-infused location destroys the undead outright."}, {"name": "Hobgoblin, male warrior", "race": "Goblin", "rank": 2, "owner": "Donesteban", "tags": ["Classic fantasy", "Goblinoid", "Monster"], "id": 4525, "notes": "Armor: -2 to Initiative. If equipped, new AP is 3 in both legs and arms, 4 in adbomen/chest and head. The natural armor is already applied.\n\nAverage Lair: 90-900. One quarter of this number will be male warriors. Hobgoblin females and young are typically non-combatants.\n\nTreasure Type: B, Cx5, (M)\n\nAbilities:\n\nInfravision: The creature sees into the infrared spectrum. The maximum distance is 18 metres (60 ft) unless specified otherwise. \n\nTunnel Sense: Possess the ability to detect certain underground phenomena by succeeding at an Easy Perception skill roll. This Perception test may be further augmented by Lore (Mineral). Tunnel Sense may be used to detect stonework pits, deadfalls and traps, a slope or grade, approximate depth underground, new tunnel or passage construction, and shifting or sliding walls or rooms. The range of this detection is limited to 3 metres (10 feet)."}, {"name": "Aquatic Hobgoblin (Koolinth), male warrior", "race": "Goblin", "rank": 2, "owner": "Donesteban", "tags": ["Classic fantasy", "Goblinoid", "Monster"], "id": 4530, "notes": "Average Lair: 90-900. One quarter of this number will be male warriors. Hobgoblin females and young are typically non-combatants.\n\nTreasure Type: B, Cx5, (M)\n\nAbilities:\n\nAquatic: The creature breathes water rather than air. If taken out of water it begins to suffocate after its CON in minutes if remaining passive, or half that time if moving or fighting.\n\nInfravision: The creature sees into the infrared spectrum. The maximum distance is 18 metres (60 ft) unless specified otherwise. \n\nSwimmer: The creature automatically succeeds in everyday moving and manoeuvring whilst swimming, and need not roll their Swim skill unless attempting an unusually difficult task, such as swimming against a powerful tide or leaping up a waterfall. A swimmer may sub- stitute the Swim skill for Athletics and Evade rolls whilst in water.\n\nTunnel Sense: Possess the ability to detect certain underground phenomena by succeeding at an Easy Perception skill roll. This Perception test may be further augmented by Lore (Mineral). Tunnel Sense may be used to detect stonework pits, deadfalls and traps, a slope or grade, approximate depth underground, new tunnel or passage construction, and shifting or sliding walls or rooms. The range of this detection is limited to 3 metres (10 feet)."}, {"name": "Aquatic Hobgoblin (Koolinth), male leader", "race": "Goblin", "rank": 2, "owner": "Donesteban", "tags": ["Classic fantasy", "Goblinoid", "Monster"], "id": 4531, "notes": "Average Lair: 90-900. One quarter of this number will be male warriors. Hobgoblin females and young are typically non-combatants.\n\nTreasure Type: B, Cx5, (M)\n\nAbilities:\n\nAquatic: The creature breathes water rather than air. If taken out of water it begins to suffocate after its CON in minutes if remaining passive, or half that time if moving or fighting.\n\nInfravision: The creature sees into the infrared spectrum. The maximum distance is 18 metres (60 ft) unless specified otherwise. \n\nSwimmer: The creature automatically succeeds in everyday moving and manoeuvring whilst swimming, and need not roll their Swim skill unless attempting an unusually difficult task, such as swimming against a powerful tide or leaping up a waterfall. A swimmer may sub- stitute the Swim skill for Athletics and Evade rolls whilst in water.\n\nTunnel Sense: Possess the ability to detect certain underground phenomena by succeeding at an Easy Perception skill roll. This Perception test may be further augmented by Lore (Mineral). Tunnel Sense may be used to detect stonework pits, deadfalls and traps, a slope or grade, approximate depth underground, new tunnel or passage construction, and shifting or sliding walls or rooms. The range of this detection is limited to 3 metres (10 feet)."}, {"name": "Hill Giant, male warrior", "race": "Human", "rank": 2, "owner": "Donesteban", "tags": ["Classic fantasy", "Giant", "Monster"], "id": 4550, "notes": "Armor: -1 to Initiative. If equipped, new AP is 3 in adbomen/chest. The natural armor is already applied.\n\nAverage Lair: 9-18.Typically a hill giant clan will be 50% male combatants. The remaining members will be made up of 25% females and 25% young. The females are non-combatants. Roll for each young; 01-25: child with no combat ability and physical characteristics equal to those of a bugbear, 26-00: Juvenile with characteristics equal to that of an ogre.\n\nTreasure Type: (M, disregard any rolled magic items of an obvious nature.)\n\nAbilities: \n\nTrample: The creature is able to trample beings with a SIZ of half or less than its own, using its Athletics skill to attack. This inflicts dam- age equal to twice the creature\u2019s base Damage Modifier and increases the Size of the attack by one step. How and when trample is used depends on the circumstances. If immobile the creature may trample a prone opponent on its turn, but this costs an Action Point. If the trample is performed whist the creature is moving or charging over an opponent, then the trample is a Free Action."}, {"name": "Hill Giant, female", "race": "Human", "rank": 2, "owner": "Donesteban", "tags": ["Classic fantasy", "Giant", "Monster"], "id": 4551, "notes": "Armor: -1 to Initiative. If equipped, new AP is 3 in adbomen/chest. The natural armor is already applied.\n\nAverage Lair: 9-18.Typically a hill giant clan will be 50% male combatants. The remaining members will be made up of 25% females and 25% young. The females are non-combatants. Roll for each young; 01-25: child with no combat ability and physical characteristics equal to those of a bugbear, 26-00: Juvenile with characteristics equal to that of an ogre.\n\nTreasure Type: (M, disregard any rolled magic items of an obvious nature.)\n\nAbilities: \n\nTrample: The creature is able to trample beings with a SIZ of half or less than its own, using its Athletics skill to attack. This inflicts dam- age equal to twice the creature\u2019s base Damage Modifier and increases the Size of the attack by one step. How and when trample is used depends on the circumstances. If immobile the creature may trample a prone opponent on its turn, but this costs an Action Point. If the trample is performed whist the creature is moving or charging over an opponent, then the trample is a Free Action."}, {"name": "Hill Giant, male warrior of greater status", "race": "Human", "rank": 2, "owner": "Donesteban", "tags": ["Classic fantasy", "Giant", "Monster"], "id": 4552, "notes": "Armor: -3 to Initiative. If equipped, new AP is 3 in all locations. The natural armor is already applied.\n\nAverage Lair: 9-18.Typically a hill giant clan will be 50% male combatants. The remaining members will be made up of 25% females and 25% young. The females are non-combatants. Roll for each young; 01-25: child with no combat ability and physical characteristics equal to those of a bugbear, 26-00: Juvenile with characteristics equal to that of an ogre.\n\nTreasure Type: (M, disregard any rolled magic items of an obvious nature.)\n\nAbilities: \n\nTrample: The creature is able to trample beings with a SIZ of half or less than its own, using its Athletics skill to attack. This inflicts dam- age equal to twice the creature\u2019s base Damage Modifier and increases the Size of the attack by one step. How and when trample is used depends on the circumstances. If immobile the creature may trample a prone opponent on its turn, but this costs an Action Point. If the trample is performed whist the creature is moving or charging over an opponent, then the trample is a Free Action."}, {"name": "Lizardman", "race": "Lizardfolk Male", "rank": 2, "owner": "Donesteban", "tags": ["Classic fantasy", "Monster"], "id": 4615, "notes": "Average Lair: 15-150\n\nTreasure Type: (M)\n\nAbilities:\n\nCold-blooded: The creature does not need to eat frequently. One meal a week is sufficient to keep it healthy and well fed, and gorging itself on a large amount of meat will remove the need to eat for a month. If the temperature in which reflexes become muted, suffering a penalty of -6 to Initiative and the loss of one Combat Action per Round, is when the reptile is exposed to temperatures below 60 degrees Fahrenheit (15 degrees Celsius). At 40 \u00b0F (4 \u00b0C) and below, cold-blooded creatures become completely torpid, entering a help- less catatonic state.\n\nHold Breath: The creature can hold its breath for extended periods of time. If prepared and remaining fairly static the creature can hold its breath for a number of minutes equal to its CON. This period is halved if the creature is active, such as when swimming or fighting.\n\nNight Sight: Allows the creature to treat partial darkness as illuminated and darkness as partial darkness.\n\nSwimmer: The creature automatically succeeds in everyday moving and manoeuvring whilst swimming, and need not roll their Swim skill unless attempting an unusually difficult task, such as swimming against a powerful tide or leaping up a waterfall. A swimmer may substitute the Swim skill for Athletics and Evade rolls whilst in water."}, {"name": "Turgol, Bronze Dragon adult male", "race": "Dream Dragon", "rank": 2, "owner": "Donesteban", "tags": ["Classic fantasy", "Dragon", "Monster"], "id": 4620, "notes": "Treasure: P,D,E\n\nSpeak/Sleep: 60%/25%\n\nAbilities: Amphibious, Area Attack with Tail, Breathe lighting / repulsion, Cold Blooded, Dark Sight, Diving Strike, Engulfing, Flying, Formidable Natural Weapons, Immunity (Gasses and Lightning), Immunity (to their breath weapons), Swimmer, Terrifying, Trample (RQ6: pg 312-316) RQ6 pg 346 BaB pg 50\n\nCan cast Divine spells until rank 2, plus use Create Food and Water (3/day) and Polymorph Self (3/day), Wall of Fog (1/day), ESP (3/day)"}, {"name": "Lhamas, Bronze Dragon juvenile female", "race": "Dream Dragon", "rank": 2, "owner": "Donesteban", "tags": ["Classic fantasy", "Dragon", "Monster"], "id": 4621, "notes": "Treasure: P,D,E\n\nSpeak/Sleep: 60%/25%\n\nAbilities: Amphibious, Area Attack with Tail, Breathe lighting / repulsion, Cold Blooded, Dark Sight, Diving Strike, Engulfing, Flying, Formidable Natural Weapons, Immunity (Gasses and Lightning), Immunity (to their breath weapons), Swimmer, Terrifying, Trample (RQ6: pg 312-316) RQ6 pg 346 BaB pg 50\n\nCan cast Divine spells until rank 1, plus use Create Food and Water (3/day) and Polymorph Self (3/day), Wall of Fog (1/day)"}, {"name": "Zombie warrior, human", "race": "Human", "rank": 2, "owner": "Donesteban", "tags": ["Classic fantasy", "Human", "Monster", "Undead"], "id": 4628, "notes": "Average Lair: Non-sapient undead do not create lairs, they are either created to serve some function, are the result of spontaneous animation in areas steeped in necromantic magic.\n\nTreasure Type: Nil\n\nAbilities: \n\nImmunity (Fear, Sleep, and Charm)\n\nIntensity 2\n\nUndead: The creature is immune to the consequences of both fatigue and severe injuries. Undead are thus immune to all the detrimental effects of Serious Wounds. Even Major Wounds do not incapacitate them, although they can still have locations severed or shattered as per normal. The head and chest location typically stores the magic that is animating the creature. Any location (and those contiguous to it) that is smashed or severed from the bound area ceases to function, but the remainder of the body can continue if it still has limbs with which to act. A Major Wound to the magic-infused location destroys the undead outright."}, {"name": "Zombie knight, human", "race": "Human", "rank": 2, "owner": "Donesteban", "tags": ["Classic fantasy", "Human", "Monster", "Undead"], "id": 4629, "notes": "Average Lair: Non-sapient undead do not create lairs, they are either created to serve some function, are the result of spontaneous animation in areas steeped in necromantic magic.\n\nTreasure Type: Nil\n\nAbilities: \n\nImmunity (Fear, Sleep, and Charm)\n\nIntensity 2\n\nUndead: The creature is immune to the consequences of both fatigue and severe injuries. Undead are thus immune to all the detrimental effects of Serious Wounds. Even Major Wounds do not incapacitate them, although they can still have locations severed or shattered as per normal. The head and chest location typically stores the magic that is animating the creature. Any location (and those contiguous to it) that is smashed or severed from the bound area ceases to function, but the remainder of the body can continue if it still has limbs with which to act. A Major Wound to the magic-infused location destroys the undead outright."}, {"name": "Frogling (Barrowmaze)", "race": "Frogman", "rank": 2, "owner": "Sorn1808", "tags": ["Classic fantasy", "Marsh", "Monster", "Swamp"], "id": 4645, "notes": "Wears wooden armor on the chest and abdomen. Can use it's leaping ability once per combat. For every 4 Froglings there will be a subleader."}, {"name": "Frogling subleader (Barrowmaze)", "race": "Frogman", "rank": 2, "owner": "Sorn1808", "tags": ["Classic fantasy", "Marsh", "Monster", "Swamp"], "id": 4646, "notes": "Wears chain armor on the chest and abdomen.  Can use it's leaping ability once per combat."}, {"name": "Scorpion, Giant (Barrowmaze)", "race": "Scorpion, Giant", "rank": 2, "owner": "Sorn1808", "tags": ["Classic fantasy", "Insect", "Monster"], "id": 4647, "notes": "Venomous (RQ6: pg 312-316) Endurance vs Endurance or Agony on location (cannot use) RQ6 pg 382"}, {"name": "Frog, Giant (Barrowmaze)", "race": "Toad, Cliff", "rank": 2, "owner": "Sorn1808", "tags": ["Animal", "Classic fantasy"], "id": 4648, "notes": ""}, {"name": "Mongrelman (Barrowmaze)", "race": "Goblin", "rank": 2, "owner": "Sorn1808", "tags": ["Classic fantasy", "Monster"], "id": 4650, "notes": "Mongrelmen are abominable creatures that possess the blood and body parts of many different creatures. Mongrelmen are shunned by society and often retreat to subterranean caves or dungeons to eke out their existence. They are shy by nature (and experience) and often find themselves enslaved to a greater power. Mongrelmen live together in small groups where the largest and strongest serves as a chieftain.  They are adept at mimicry and can imitate any sound they have heard at will. They are also skilled at camouflage and prefer to hide, or lure opponents into traps, instead of engaging in direct combat.\n\nTheir language consists of a mixture of human, goblin, and orc words along with a mixture of animal sounds. Mongrelmen also include ambient environmental sounds in their language to allow them to communicate without giving away their position to others in a dungeon.\n\nArmor is pieced together from what they can find."}, {"name": "Tomb Robber (low-level) (Barrowmaze)", "race": "Human", "rank": 2, "owner": "Sorn1808", "tags": ["Classic fantasy", "Human"], "id": 4652, "notes": "The tomb-robbers found in the Barrowmaze are usually\nseedy criminals or desperate men looking to make a\nfew quick gold pieces by recovering grave goods from\nthe dungeon.  They typically wear leather armor."}, {"name": "Giant Rat (Barrowmaze)", "race": "Dog", "rank": 2, "owner": "Sorn1808", "tags": ["Classic fantasy", "Monster"], "id": 4653, "notes": "Giant rats are the most common creature encountered in caves, dungeons, and ruins, just after their smaller cousins.\n\nThe following characteristics detail a giant rat averaging 0.5 m to 1 m (2 to 3ft) in length, not counting a hairless pink tail as long as its body. The loss of its tail will not typically cause a Serious Wound, but will cause the rat flee the area."}, {"name": "Centipede, Giant (2 meter) (Barrowmaze)", "race": "Centipede, Giant", "rank": 2, "owner": "Sorn1808", "tags": ["Classic fantasy", "Fantasy", "Insect", "Jungle", "Monster island"], "id": 4657, "notes": "MI pg. 205\n\nSince centipedes constantly move and wriggle during combat using the \u2018Choose Location\u2019 special effect against them becomes a Critical Only, individual segments being difficult to target under such circumstances, unless the centipede immobilizes part of its body by using it to enwrap and crush a victim. Such grapples automatically inflict damage each subsequent action it devotes to squeezing a victim.\n\nDue to its segmented body and distributed nervous system, centipedes are immune to the effects of Serious Wounds. If it suffers a Major Wound to a segment and then fails its Endurance test, the centipede is severed at that location. At this point both halves will begin to writhe madly about, forcing nearby combatants to evacuate the area or suffer a non-grappling body crush attack each round. The fatally wounded creature will take a number of rounds equal to its CON to stop thrashing and finally die, but will no longer specifically target any individual in its death throes."}, {"name": "Ravenous Dead (Barrowmaze)", "race": "Human", "rank": 2, "owner": "Sorn1808", "tags": ["Classic fantasy", "Human", "Monster", "Undead"], "id": 4666, "notes": "Ravenous dead appear as regular zombies but have an insatiable desire to feed on the living. These undead abominations possess such an appetite that, upon wounding a humanoid opponent, the remaining zombies will converge in a pack to feed immediately on the victim. If PCs engage in combat with previous wounds, the ravenous dead will seek to target injured characters first. \n\nTreasure Type: Nil\n\nImmunity (Fear, Sleep, and Charm)\n\nIntensity 3\n\n"}, {"name": "Sapphire Skeleton (Barrowmaze)", "race": "Human", "rank": 2, "owner": "Sorn1808", "tags": ["Classic fantasy", "Human", "Monster", "Undead"], "id": 4667, "notes": "Sapphire skeletons are like normal skeletons in most respects. However, each has a large valuable sapphire embedded into its forehead. This jewel glows brightly when in combat. If a sapphire skeleton is reduced to zero hit points in it's head or chest, it draws itself back together in two rounds and is restored to full hit points.\n \nOnly the destruction of the jewel embedded in its forehead will destroy sapphire skeletons. The jewel has 2 armor points and 5 hit points.\n\nUpon destroying the sapphire, the jewel will break into valuable shards and chunks worth 100gp per skeleton.\n\nTreasure Type: Nil\n\nImmunity (Fear, Fire, Sleep, and Charm)\n\nIntensity 2"}, {"name": "Giant Crab Spider (Barrowmaze)", "race": "Giant Spider", "rank": 2, "owner": "Sorn1808", "tags": ["Classic fantasy", "Fantasy"], "id": 4668, "notes": "Spiders pinion prey with one or more of their legs before biting with their mandibles. Provided the bite penetrates any armour, it injects venom into the victim, which has a Potency equal to the spider\u2019s Endurance. Games Masters are free to develop their own poisons for particular species, but as a default use the following toxin. Once immobile the spider will wrap the victim in silk.\n\nSpider silk is incredibly strong and sticky: treat a silk binding or a strand of web as having 6 Armour Points and Hit Points equal to half the spider\u2019s SIZ. Touching an adhesive web glues the limb to the strand, unless the victim can win an opposed roll of their Brawn against the silk\u2019s stickiness (equal to the spider\u2019s Endurance). If this fails they remain fastened, unable to break free by strength alone. Attempting to cut free exposes the tool or weapon used to the same process.\n\nDespite popular belief, spider webs are not flammable, but a character might slowly burn their way through a web by using a flame to shrivel the strands (fire damage ignores the silk\u2019s Armour Points)."}, {"name": "Cedar Lion", "race": "Lion", "rank": 2, "owner": "bturner", "tags": ["Animal", "Korantia", "Saradian coast", "Yarasilba"], "id": 4674, "notes": "The cedar lions of the Saradian Coast are large predators. A full-grown male can reach 1.6 meters in length and mass 65 kg. They are excellent climbers and ambush hunters, as their normal prey are ash deer and small (usually juvenile) mountain sheep. Their mother Utunna is known to both the Rannaguls and the Korantines, but she is arrogant and will not treat with most mortals. She does owe fealty to Aasrad-Afan, who shields her children from the sight of both humans and animals.\nSpecial Abilities: Leaper, Night Sight (RQ6: pg 312-316)"}, {"name": "Cedar Lion - Chosen of Aasrad-Afan", "race": "Lion", "rank": 2, "owner": "bturner", "tags": ["Animal", "Korantia", "Saradian coast", "Yarasilba"], "id": 4675, "notes": "The cedar lions of the Saradian Coast are large predators. A full-grown male can reach 1.6 meters in length and mass 65 kg. They are excellent climbers and ambush hunters, as their normal prey are ash deer and small (usually juvenile) mountain sheep. Their mother Utunna is known to both the Rannaguls and the Korantines, but she is arrogant and will not treat with most mortals. She does owe fealty to Aasrad-Afan, who shields her children from the sight of both humans and animals.\nSome cedar lions are particularly blessed by Aasrad-Afan. These lions are able to use the theist Chameleon spell while within the territory of the Saradian Coast, using Willpower both for casting and to determine spell intensity. Lions chosen by Aasrad-Afan also have higher POW and Willpower. They use their own Magic Points to fuel the Chameleon effect. There are stories of tremendously old and powerful lions that have achieved powers well beyond these, including normal INT, exceptional physical characteristics, and various divine Gifts.\nSpecial Abilities: Leaper, Night Sight (RQ6: pg 312-316)"}, {"name": "Crimson-Tipped Condor", "race": "Crimson-Tipped Condor", "rank": 2, "owner": "bturner", "tags": ["Animal", "Korantia", "Saradian coast", "Yarasilba"], "id": 4679, "notes": "The crimson-tipped condor is a magnificent bird in flight, soaring high above the hills of the Saradian Coast. They are less magnificent on the ground, where they are large and ungainly. Full-grown crimson-tipped condors can have a wingspan of 3 meters. They are scavengers, though they are very opportunistic and will kill immature animals if they have the opportunity.\nAbilities: Flying, Scavenger (RQ6: PG 312-316)\nScavenger provides the ability to digest spoiled and rotten food."}, {"name": "Horde of Rats (Small) (Barrowmaze)", "race": "Flock", "rank": 2, "owner": "Sorn1808", "tags": ["Classic fantasy"], "id": 4680, "notes": "When attacking as a swarm, if the rolled number of injuries exceeds the victim\u2019s Armour Points, then each successful injury inflicts 1 Hit Point of damage. In addition, the victim is exposed to a disease (RQ pg. 112), which is resolved after the combat is concluded."}, {"name": "Saradian Hakaar", "race": "Dog", "rank": 2, "owner": "bturner", "tags": ["Animal", "Korantia", "Saradian coast", "Yarasilba"], "id": 4682, "notes": "The hakaar is a doglike scavenger. Packs of the beasts live not only in the Saradian Coast but north as far as Assabia and the Korazoon desert, and south to the edges of Rasputana. All hakaars are resilient survivors, but the hakaars of the Saradian Coast are exceptional examples. The Rannaguls know their father Affanour the Seeker well and learn lessons of survival from him. Saradian hakaars tend to be small. An average Saradian hakaar masses 15 to 20 kg. They are often found in large packs numbering up to 30 individuals. Lone hakaars can be dangerous \u2013 they may be maddened, diseased, or exiled from their pack."}, {"name": "Neb'Enakhet (Barrowmaze)", "race": "Lion", "rank": 2, "owner": "Sorn1808", "tags": ["Classic fantasy", "Fantasy", "Undead"], "id": 4683, "notes": "Immunity (Sleep, Paralysis, Charm, Hold, and Cold-based spells). Susceptible (Fire)\n\nIntensity 2\n\nNeb\u2019Enakhet are sacred, mummified cats placed in the tombs of the social elite. Neb\u2019Enakhet are highly intelligent, and will often work together using complex tactics to drive off would-be tomb-robbers. In addition to direct attacks, a group of four or more Neb\u2019Enakhet may howl and keen together, creating a hellish, cacophonous wail that has the effect of the Rank 3 wizard spell Fear.  Resist with Willpower vs. highest Willpower of the group of Neb'Enakhet. \n\nDespite their undead state, Neb\u2019Enakhet retain a fondness for nepeta cataria. The exact nature of the effect is subject to the Referee\u2019s discretion."}, {"name": "Mountain Sheep - Saradian", "race": "Mountain Sheep", "rank": 2, "owner": "bturner", "tags": ["Animal", "Korantia", "Saradian coast", "Yarasilba"], "id": 4689, "notes": "Sure-footed: Able to move at normal speed across broken and uneven terrain."}, {"name": "Issal serpent", "race": "Snake, Issal", "rank": 2, "owner": "bturner", "tags": ["Animal", "Korantia", "Saradian coast", "Yarasilba"], "id": 4686, "notes": "The issal is a small, fantastically venomous serpent. Issal and their hateful mother, the spirit Meffesh the Silent, range from Assabia and the southern parts of the Taskan Empire south to the Saradian Coast. The issal lurks in the fields, pastures and undergrowth, nurturing fierce hatred within its belly, waiting to unleash its venom upon an unwary farmer. The creatures will attack goats with the same malice that they hold for goatherds.\nAbilities: Cold blooded,Venomous (RQ6: pg 312-316) Inject Venom Maneuver RQ6 pg 316. POT equal to Endurance skill+30, resisted by Endurance. Initial effect is Agony, onset 1d6 rounds. Secondary effect Death, onset 1d6 minutes. Victim may roll to resist both the initial and secondary effects. Secondary effect will not happen if the victim resists the initial effect."}, {"name": "Necromancer of Set (Kelmok) (Barrowmaze)", "race": "Human", "rank": 2, "owner": "Sorn1808", "tags": ["Classic fantasy", "Human"], "id": 4692, "notes": "Necromancers are a faction of magic-users who have occupied a portion of Barrowmaze in the service of Set. They wear black hooded robes with skull or half-skull masks over their face. Senior necromancers stitch bones onto their robes and wear jackal headdresses.\n\nKelmok wears a half-skull mask and bones are stitched onto his black robes. One of the skeletons serves as his torch-bearer. He will use his skeletons as a barrier and throw his Sleep spell as soon as possible. He is a fanatical follower of Set and will not surrender.\n\nHe carries his spellbook and a pouch with 13gp.\n\nRank 1 Wizard\n\nSpells: (Various Cantrips), Affect Normal Fires, Charm Being, Detect Magic, Disc of Burden, Magic Missile, Sleep\n\nSleep (Enchantment (Charm) \nCost: 3, +1/additional Intensity \nArea: 3 m (10 ft) Radius\nCasting Time: 1 Action \nDuration: 5 Minutes/Intensity \nRange: 18 m (60 ft) \nResist: Willpower\n\nThis spell causes a magical slumber to fall upon one living creature per level of Intensity in a circular area 3 metres (10 feet) in radius. \nThe spell\u2019s area of effect is centred at a point in space or on the ground and the closest creature is allowed to resist first, then the next closest, etc. Where two or more fall at equal distance, randomly determine who is affected. Each creature is allowed a roll to resist and if one is successful, another must try until a total equal to the spell\u2019s Intensity have been affected, or no more creatures occupy the area of effect. Creatures in a heightened state of alertness, or actually in combat when the spell is cast, find the roll to resist 1 grade easier. \nWhile sleeping, affected creatures are helpless and normal noise will not faze them, but they can be shaken or slapped awake. Any attack, assuming it isn\u2019t fatal, will also cause them to awaken. Attempting to awaken a creature takes 1 Combat Round.\n\nMagic Missile (Evocation) \nCost: 3, +1/additional Intensity \nArea: 1-5 Targets \nCasting Time: 1 Action \nDuration: Instant \nRange: 30 m (100 ft)/Intensity \nResist: See below\n\nWhen this spell is cast one or more missiles of magical energy dart forth from the magic-user\u2019s fingertips and strike a target. The maximum number of missiles that may be generated is equal to the spell caster\u2019s rank. \nA Magic Missile will strike unerringly, even if the target is in melee combat or has partial cover. These missiles may not be evaded; however, an opponent in total cover cannot be targeted with this spell. The Shield spell will automatically deflect Magic Missiles assuming the target is aware and/or facing the caster. Magic missiles do 1d6+1 points of damage and ignore all worn non-magical armour. Magic armour may apply only the magic bonus, while a creature\u2019s natural armour offers full protection. They cause no damage to inanimate objects such as doors, locks, etc."}, {"name": "Fossil Skeleton (Barrowmaze)", "race": "Human", "rank": 2, "owner": "Sorn1808", "tags": ["Classic fantasy", "Human", "Monster", "Undead"], "id": 4694, "notes": "Fossil skeletons are often found in deep subterranean passages where limestone or mineralized water was in constant contact with bones. \nFossilized skeletons are effectively made of rock and are harder to destroy than regular skeletons. In some instances the fossilization process has been induced deliberately.\n\nTreasure Type: Nil\n\nImmunity (Fear, Fire, Sleep, and Charm)\n\nIntensity 2"}, {"name": "Cave Fisher (Barrowmaze)", "race": "Crab, Giant", "rank": 2, "owner": "Sorn1808", "tags": ["Classic fantasy", "Fantasy"], "id": 4696, "notes": "Cave fishers are large (for an insect; 5' long) insect like creatures that hide high up in dark caves waiting to shoot passers-by with their sticky filament. They may also shoot the filament across a path and wait for victims to walk into it. They have a complex biological winch built into their bodies to control the filament. Its ledge or small cave will be scattered with the bones of victims and a few of these may have had treasure.\n\nFilament: The Perception roll to see the filament is one grade harder than would be normal for the conditions (Ex. in a well lit area it would be a Hard check, and in the dim light of a dungeon it would be Herculean), and then only within 10 ft. It has a powerful adhesive that can only be released by strong alcohol or the creature's own blood. It can only be severed by +1 or better edged weapons. An opponent may walk into it, or may be hit with it (the cave fisher attacks with its filament as per it's combat style.) Once attached, the cave fisher may reel in a foe of up to 400 lbs at 15' per round. When a foe is reeled in, it strikes with its front two pincers. Its other legs can anchor it in place with the same adhesive as the filament. It takes 1 round to reel in its filament without a victim.\n\nCave Fisher filament is incredibly strong and sticky: treat a strand of filament as having 6 Armour Points and Hit Points equal to half the cave fisher\u2019s SIZ. Touching an adhesive filament glues the limb to the strand, unless the victim can win an opposed roll of their Brawn against the filament\u2019s Stickiness (equal to the cave fisher\u2019s Endurance). If this fails they remain fastened, unable to break free by strength alone. Attempting to cut free exposes the tool or weapon used to the same process."}, {"name": "Beetle Swarm (Barrowmaze)", "race": "Insect Swarm", "rank": 2, "owner": "Sorn1808", "tags": ["Classic fantasy", "Insect", "Monster island"], "id": 4704, "notes": "It is almost impossible to kill a swarm: there are simply too many individuals. The only hope\nis to either outrun it or find a way of taking cover (water is not always an effective way of evading\na swarm of insects, since they often wait about for the victim to surface). A swarm may decide to\ncease an attack if it collectively feels a threat has been neutralized: after 1d3 rounds of combat,\nmake a Willpower roll for the swarm. If the roll is successful then the swarm abates its attacks\nand returns to its nest or previous activity.\nA swarm can be harmed if an attack \u2013 magical or mundane \u2013 which inflicts area damage can\nbe directed at the swarm, engulfing at least 75% of it. In such cases the swarm has a number of\nHit Points equal to its SIZ, and any damage reduces the size of the swarm commensurately.\nThe normal characteristics for creatures are not applicable to swarms. Instead, only one char-\nacteristic is given: SIZ. This is used to gauge the volume of the swarm in comparison with an\naverage human. A swarm of SIZ 6 is enough to engulf one half of the body. A swarm of 12 is\nenough to engulf the entire body. A swarm of SIZ 24 could engulf two opponents simultane-\nously. The potency of the attack is based on SIZ, as follows:\n\n***Hitpoints*** = SIZ\n \n***Damage***\nSIZ/Damage/CA\n1-5/ 1 / 1 \n6-11/ 1d2 / 2\n12-18/ 1d3 / 3\n19-25/ 1d4 / 4\n26-33/ 1d6 / 5\n\nThe damage from stings and bites are applied simultaneously to every location covered by\nthe swarm. Worn armour initially counts against this damage, but is reduced by 1 point for each\nsuccessful attack, as the insects begin to crawl inside gaps in the clothing. For example, a victim\nwearing brigandine armour who stumbles into a swarm of SIZ 6, will be immune to the swarm\u2019s\nfirst three attacks but eventually the insects will find a way in. Normal clothing provides no pro-\ntection, unless especially thick \u2013 for example winter wear.\nSwarms do not generate Special Effects and neither do they use Combat Actions to parry or\nevade unless attacked with an area affect assault. On the other hand a victim can use Evade to\ntemporarily avoid a swarm. Otherwise they must flee, hide or seek cover. Swarms fly at a base\nMovement Rate of 4, but can augment this rate by using their Athletics skill.\n\nRQ6 pg 365"}, {"name": "Dragon Beetle", "race": "Giant Beetle", "rank": 2, "owner": "Cabaiomonte", "tags": [], "id": 4948, "notes": "Beetle under the effects of a draconic tapdole influence.\n1d3 random locations gain special draconic scales covering for 4AP instead of 3\nBreathe flame 1d3, once a day"}, {"name": "Skeleton knight, human", "race": "Human", "rank": 2, "owner": "Donesteban", "tags": ["Classic fantasy", "Human", "Monster", "Undead"], "id": 4746, "notes": "Average Lair: Non-sapient undead do not create lairs, they are either created to serve some function, are the result of spontaneous animation in areas steeped in necromantic magic.\n\nTreasure Type: Nil\n\nAbilities: \n\nImmunity (Fear, Sleep, and Charm)\n\nIntensity 1\n\nSkeletal: Blunt-trauma weapons increase their damage dice by one step when used against skeletons. Reduce the damage dice of slashing weapons by one step and thrusting weapons by two steps.\n\nUndead: The creature is immune to the consequences of both fatigue and severe injuries. Undead are thus immune to all the detrimental effects of Serious Wounds. Even Major Wounds do not incapacitate them, although they can still have locations severed or shattered as per normal. The head and chest location typically stores the magic that is animating the creature. Any location (and those contiguous to it) that is smashed or severed from the bound area ceases to function, but the remainder of the body can continue if it still has limbs with which to act. A Major Wound to the magic-infused location destroys the undead outright."}, {"name": "Man-At-Arms", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Classic fantasy", "Human"], "id": 4787, "notes": "Men-At-Arms are Men... with arms... they fight for money.\n\nMany times they are wearing leather armor."}, {"name": "Leader of Brigands", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Classic fantasy", "Human", "Toee"], "id": 4788, "notes": "Brigands are violent thiefs who use force and intimidation to get what they want. "}, {"name": "Aide of Brigands", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Classic fantasy", "Human", "Toee"], "id": 4789, "notes": "Brigands are violent thiefs who use force and intimidation to get what they want. "}, {"name": "Giant Rat", "race": "Dog", "rank": 2, "owner": "raleel", "tags": ["Classic fantasy", "Monster", "Toee"], "id": 4790, "notes": "Giant rats are the most common creature encountered in caves, dungeons, and ruins, just after their smaller cousins.\n\nThe following characteristics detail a giant rat averaging 0.5 m to 1 m (2 to 3ft) in length, not counting a hairless pink tail as long as its body. The loss of its tail will not typically cause a Serious Wound, but will cause the rat flee the area."}, {"name": "Giant Spider", "race": "Giant Spider", "rank": 2, "owner": "raleel", "tags": ["A0", "Classic fantasy", "Danger at darkshelf quarry", "Fantasy", "Toee"], "id": 4792, "notes": "Spiders pinion prey with one or more of their legs before biting with their mandibles. Provided the bite penetrates any armour, it injects venom into the victim, which has a Potency equal to the spider\u2019s Endurance. Games Masters are free to develop their own poisons for particular species, but as a default use the following toxin. Once immobile the spider will wrap the victim in silk.\n\nSpider silk is incredibly strong and sticky: treat a silk binding or a strand of web as having 6 Armour Points and Hit Points equal to half the spider\u2019s SIZ. Touching an adhesive web glues the limb to the strand, unless the victim can win an opposed roll of their Brawn against the silk\u2019s stickiness (equal to the spider\u2019s Endurance). If this fails they remain fastened, unable to break free by strength alone. Attempting to cut free exposes the tool or weapon used to the same process.\n\nDespite popular belief, spider webs are not flammable, but a character might slowly burn their way through a web by using a flame to shrivel the strands (fire damage ignores the silk\u2019s Armour Points)."}, {"name": "Zombie", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["A0", "Classic fantasy", "Danger at darkshelf quarry", "Human", "Monster", "Toee", "Undead"], "id": 4793, "notes": "Average Lair: Non-sapient undead do not create lairs, they are either created to serve some function, are the result of spontaneous animation in areas steeped in necromantic magic.\n\nTreasure Type: Nil\n\nAbilities: \n\nImmunity (Fear, Sleep, and Charm)\n\nIntensity 2\n\nUndead: The creature is immune to the consequences of both fatigue and severe injuries. Undead are thus immune to all the detrimental effects of Serious Wounds. Even Major Wounds do not incapacitate them, although they can still have locations severed or shattered as per normal. The head and chest location typically stores the magic that is animating the creature. Any location (and those contiguous to it) that is smashed or severed from the bound area ceases to function, but the remainder of the body can continue if it still has limbs with which to act. A Major Wound to the magic-infused location destroys the undead outright."}, {"name": "Lieutenant", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Classic fantasy", "Human", "Toee"], "id": 4800, "notes": "Guards are militiamen in garrison duty, easily found in every place. "}, {"name": "Giant Raven", "race": "Giant Raven", "rank": 2, "owner": "raleel", "tags": ["Animal", "Classic fantasy", "Toee"], "id": 4913, "notes": "Abilities: Diving Strike, Flying"}, {"name": "Sergeant (T1-4, Broken Tower)", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Classic fantasy", "Human"], "id": 4918, "notes": ""}, {"name": "Civilized Warrior (Javelin Style)", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Meeros"], "id": 8659, "notes": "Holds 4 javelins"}, {"name": "Gelatinous Mass", "race": "Gelatinous Mass", "rank": 2, "owner": "raleel", "tags": ["Classic fantasy"], "id": 4941, "notes": "Gelatinous masses are difficult to see, requiring a Perception roll to notice a mobile specimen, while an idle mass is 1 grade of difficulty harder. \n\nThey are immune to Paralysation, Electricity, Hold, Fear, Polymorph, and Sleep-based attacks. However, fire and blows from cutting and crushing weapons have their normal effects while pierc- ing weapons do minimum damage. If a mass fails a Resistance Roll against a cold-based spell or attack, it is slowed 50% (1 Action Point every other Round) and inflicts only 1d2 points of digestive damage.\n\n\nParalytic Slime\nThe mass attacks by moving into its victim and touching it with its coating of anesthetising slime, which acts as a contact paralytic poison. Unless a target is somehow sealed from all outside environments, this highly viscous slime will seep through clothing and armour with ease, paralysing the victim.\n\nApplication: Contact \nPotency: 80 \nResistance: Endurance \nOnset time: Instantaneous \nDuration: 3d6 Rounds\n\nConditions: A victim that fails an Opposed Resistance Roll comparing their Endurance vs. the Potency of the slime is paralysed for 3d6 Rounds. At the beginning of the next Round, the cube may expend 1 Action Point to absorb its prey, pulling it within and secreting fluids to digest its victim. An ally can attempt to pull the victim free of the cube before this transpires with a successfully Opposed Brawn roll. Once absorbed, further Action Points are not required to continue the digestive process. Armour will protect for a number of Rounds equal to its Armour Points, after which the fluids have seeped in and begin to digest the wearer. These digestive fluids are treated as strong acid, doing 1d4 points of damage every Round, though they have no effect on non-organic material. In addition, those caught in the mass suffer the effects detailed in Asphyxiation, Drowning, and Suffocation in Mythras.\n\nAntidote/Cure: None, short of pulling the victim free of the cube."}, {"name": "Ettin", "race": "Ettin", "rank": 2, "owner": "raleel", "tags": ["Classic fantasy"], "id": 4951, "notes": "Ettin are common in many fantasy games. This one is based on the Classic Fantasy Ettin"}, {"name": "Harpy", "race": "Harpy (Classic Fantasy)", "rank": 2, "owner": "raleel", "tags": ["Classic fantasy"], "id": 4953, "notes": "Abilities: Diving Attack, Flying (RQ6: pg 312-316) Rq6 pg 365-366\n\nHarpies can sing. Anyone who fails an opposed Willpower roll against the Harpy's sing must move towards the harpy.\n\nWhen a harpy uses a claw to attack, it may Charm as a Special Effect. The target must make a Willpower roll against the harpy's original attack roll. If they fail, the target is subject to a Charm Being spell."}, {"name": "Skeleton warrior, gnoll", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Classic fantasy", "Monster", "Undead"], "id": 4957, "notes": "Average Lair: Non-sapient undead do not create lairs, they are either created to serve some function, are the result of spontaneous animation in areas steeped in necromantic magic.\n\nTreasure Type: Nil\n\nAbilities: \n\nImmunity (Fear, Sleep, and Charm)\n\nIntensity 4\n\nSkeletal: Blunt-trauma weapons increase their damage dice by one step when used against skeletons. Reduce the damage dice of slashing weapons by one step and thrusting weapons by two steps.\n\nUndead: The creature is immune to the consequences of both fatigue and severe injuries. Undead are thus immune to all the detrimental effects of Serious Wounds. Even Major Wounds do not incapacitate them, although they can still have locations severed or shattered as per normal. The head and chest location typically stores the magic that is animating the creature. Any location (and those contiguous to it) that is smashed or severed from the bound area ceases to function, but the remainder of the body can continue if it still has limbs with which to act. A Major Wound to the magic-infused location destroys the undead outright."}, {"name": "Elasmotherium", "race": "Rhino", "rank": 2, "owner": "raleel", "tags": ["Fantasy", "Monster island"], "id": 5008, "notes": "Elasmotherium (\"Thin Plate Beast\"), also known as the Giant Rhinoceros or Giant Siberian Unicorn, is an extinct genus of rhinoceros endemic to Eurasia during the Late Pliocene through the Pleistocene, documented from 2.6 Ma to as late as 29,000 years ago in the Late Pleistocene.\n\nThree species are recognized. The best known, E. sibiricum, was the size of a mammoth and is thought to have borne a large, thick horn on its forehead. Theories about the function of this horn include defense, attracting mates, driving away competitors, sweeping snow from the grass in winter and digging for water and plant roots.[citation needed] \n\nLike all rhinoceroses, elasmotheres were herbivorous. Unlike any others, its high-crowned molars were ever-growing. Its legs were longer than those of other rhinos and were adapted for galloping, giving it a horse-like gait.. \n\nCharge attack needs space BaB pg 53. AR pg 74"}, {"name": "Wererat", "race": "Werewolf (Wolf form)", "rank": 2, "owner": "Gryphaea", "tags": [], "id": 5011, "notes": "Lycanthropy, Burrower, Immunity to normal weapons. Only magic or silver weapons damage, Night Sight, (RQ6: pg 312-316) Regeneration"}, {"name": "Gardmore Abbey: Orc reaver", "race": "Goblin", "rank": 2, "owner": "Donesteban", "tags": ["Classic fantasy", "Gardmore abbey", "Goblinoid", "Monster"], "id": 5027, "notes": "Orc reavers are the most common type of orc warrior. They carry out assaults with the aim of stealing and abducting, or simply to quench their thirst for blood.\n\nTreasure Type: B, (M, A, Cx10, D)\n\nAbilities:\n\nInfravision: The creature sees into the infrared spectrum. The maximum distance is 18 metres (60 ft) unless specified otherwise. \n\nLight Sensitive: They suffer a 1 grade penalty to Combat Style, Evade, and Perception rolls that deal with vision when fighting in sunlight or its magical equivalent. They suffer no penalties when in torchlight or other forms of artificial lighting."}, {"name": "Gardmore Abbey: Orc archer", "race": "Goblin", "rank": 2, "owner": "Donesteban", "tags": ["Classic fantasy", "Gardmore abbey", "Goblinoid", "Monster"], "id": 5028, "notes": "Orc archers are more astute than most of their race, though not much. They simply consider it fun to kill with arrows as well.\n\nTreasure Type: B, (M, A, Cx10, D)\n\nAbilities:\n\nInfravision: The creature sees into the infrared spectrum. The maximum distance is 18 metres (60 ft) unless specified otherwise. \n\nLight Sensitive: They suffer a 1 grade penalty to Combat Style, Evade, and Perception rolls that deal with vision when fighting in sunlight or its magical equivalent. They suffer no penalties when in torchlight or other forms of artificial lighting."}, {"name": "Gardmore Abbey: Orc rampager", "race": "Goblin", "rank": 2, "owner": "Donesteban", "tags": ["Classic fantasy", "Gardmore abbey", "Goblinoid", "Monster"], "id": 5029, "notes": "Orc rampagers re especially large and unpleasant orcs, who especially enjoy brutality and violence. They enjoy some authority among their own, and they do not tolerate any challenge from those whom they consider inferior.\n\nTreasure Type: B, (M, A, Cx10, D)\n\nAbilities:\n\nInfravision: The creature sees into the infrared spectrum. The maximum distance is 18 metres (60 ft) unless specified otherwise. \n\nLight Sensitive: They suffer a 1 grade penalty to Combat Style, Evade, and Perception rolls that deal with vision when fighting in sunlight or its magical equivalent. They suffer no penalties when in torchlight or other forms of artificial lighting."}, {"name": "Gardmore Abbey: Orc shaman", "race": "Goblin", "rank": 2, "owner": "Donesteban", "tags": ["Classic fantasy", "Gardmore abbey", "Goblinoid", "Monster"], "id": 5030, "notes": "These orcs serve as priests and counselors in the brutal Orc society, generating respect and fear through the use of magic.\n\nThe orc shaman has the following spells memorized: Level I: Cure Minor Wounds (Reversible) pg165, Cause Fear pg 168.\n\nTreasure Type: B, (M, A, Cx10, D)\n\nAbilities:\n\nInfravision: The creature sees into the infrared spectrum. The maximum distance is 18 metres (60 ft) unless specified otherwise. \n\nLight Sensitive: They suffer a 1 grade penalty to Combat Style, Evade, and Perception rolls that deal with vision when fighting in sunlight or its magical equivalent. They suffer no penalties when in torchlight or other forms of artificial lighting."}, {"name": "Gardmore Abbey: Orc pummeler", "race": "Goblin", "rank": 2, "owner": "Donesteban", "tags": ["Classic fantasy", "Gardmore abbey", "Goblinoid", "Monster"], "id": 5031, "notes": "Orc pummelers are elite orc warriors, better equipped and trained than their peers. They have conquered a privileged place among their own and act as bodyguards of the chieftain, whose position they frequently wish to usurp.\n\nTreasure Type: B, (M, A, Cx10, D)\n\nAbilities:\n\nInfravision: The creature sees into the infrared spectrum. The maximum distance is 18 metres (60 ft) unless specified otherwise. \n\nLight Sensitive: They suffer a 1 grade penalty to Combat Style, Evade, and Perception rolls that deal with vision when fighting in sunlight or its magical equivalent. They suffer no penalties when in torchlight or other forms of artificial lighting."}, {"name": "Gardmore Abbey: Orc chieftain", "race": "Goblin", "rank": 2, "owner": "Donesteban", "tags": ["Classic fantasy", "Gardmore abbey", "Goblinoid", "Monster"], "id": 5032, "notes": "The orc chieftains are tribal chiefs who have ascended to a position of power thanks to a combination of savage warrior and wily wit. They always want to increase their power and wealth through plunder and plunder, thus attracting more and more orcs under their command.\n\nTreasure Type: C, (M, A, Cx10, D)\n\nAbilities:\n\nInfravision: The creature sees into the infrared spectrum. The maximum distance is 18 metres (60 ft) unless specified otherwise. \n\nLight Sensitive: They suffer a 1 grade penalty to Combat Style, Evade, and Perception rolls that deal with vision when fighting in sunlight or its magical equivalent. They suffer no penalties when in torchlight or other forms of artificial lighting."}, {"name": "Thug from D&D to Mythras", "race": "Human", "rank": 2, "owner": "Donesteban", "tags": ["Classic fantasy", "Human"], "id": 5037, "notes": "PACK TACTICS. The thug have +25% in attack rolls against a creature if at least one ofthe thug's allies is within 1.5m (5 feet) of the creature and the ally isn't incapacitated.\n\nThugs are rent abusers who engage in intimidation and violence as their profession. "}, {"name": "Bandit/Pirate captain from D&D to Mythras", "race": "Human", "rank": 2, "owner": "Donesteban", "tags": ["Classic fantasy", "Human"], "id": 5039, "notes": "Of capricious personality and behavior generally violent, these captains lead with iron hand bands of despicable delinquents."}, {"name": "Dragon Wolf", "race": "Wolf", "rank": 2, "owner": "Cabaiomonte", "tags": [], "id": 5043, "notes": "Wolf under the effect of the presence of a dragon tapdole. lone wolf exilied from his pack\nNight Sight, (RQ6: pg 312-316), Prefers to select Grip and Choose location. Gripped victim sustains biting damage every round. Rq6 pg 396.\nBreathe flame 1d2.\n3 armor points on 1d3 random locations.\nLeaping attack"}, {"name": "Lecherous Worshippers", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Spider god's bride", "The daughters of rahma"], "id": 5061, "notes": "Armed with clubs, staves and daggers. Dressed in loose-fitting robes, these are common men of Yaatana, attracted to the Moon-Garden by the promise of participation in sensuous \u201cfertility rites\u201d.\n\n__Possessions__: Dun-colored robes, club, 1d3 sp.\n__Tactics__: This is a formidable mob which fights to protect the priestesses, benefiting from heavy numbers and fanaticism."}, {"name": "Thieves guild thugs", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Spider god's bride"], "id": 5065, "notes": "Possessions: Leather armour, weapons 1d8 sp.\n\nTactics: These thugs tend to bully from a position of strength, and run when outmatched. "}, {"name": "Scurvy Pirates", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Spider god's bride"], "id": 5066, "notes": "Possessions: weapons, 1d8 sp.\n\nTactics: These pirates are a bit more seasoned than your average thief, having been under the harsh discipline of a captain "}, {"name": "Leprous Beggar-Thieves of Zul-Bazzir", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Spider god's bride"], "id": 5075, "notes": "Clad in rags, these beggar-thieves are the dregs of society in Zul-Bazzir. Their dark bronze skin is severely wrinkled from sun exposure, and their dirty faces show only a few good teeth left. Simply by being exposed to them for more than a few minutes, the player characters risk being infected with a life-threatening disease.\n\n__Possessions__: Dagger, filthy ragged cloak and clothes, (30% chance of 1d3 SP).\n__Tactics__: These thieves work in groups, mingling with and harassing the party, begging for coins, while using their Sleight skills to steal the PCs\u2019 possessions. They generally avoid combat, seeking to flee and disappear into nearby buildings or crowds, but if cornered, they gang up on a single opponent, hoping to kill them quickly.\n\n__Disease__: Filth Fever\n__Application__: Contact\n__Onset Time__: 1D6 hours\n__Duration__: 1D6+3 weeks\n__Resistance Time__: Weekly. The first Resistance roll must be made at the end of the Onset Time, then weekly thereafter. Successfully resisting the disease allows the Adventurer to avoid suffering the Conditions until the next roll must be made. Victims of Filth Fever may appear to recover only to suffer a relapse later.\n__Potency__: 55+CON of carrier (11).\n__Resistance__: Endurance.\n__Conditions__: Fever. If the Resistance roll fails then the victim suffers the next Condition, which is Maiming. If another Resistance roll is failed then the victim collapses into a coma, finally a third Resistance roll is made to avoid the ultimate Condition: Death. \n__Antidote/Cure__: Cure Disease spells and certain kinds of forbidden alchemy. It is an extremely virulent disease and spreads like wildfire through the beggar community.\n\n__Maiming__:Victim suffers a permanent loss of 1 Hit Point in the location(s) affected, due to necrosis of the injured tissue."}, {"name": "Ork Boy ", "race": "Goblin", "rank": 2, "owner": "Wkoppen", "tags": ["40k", "Ork"], "id": 5085, "notes": "The standard variety of Orks. Deceptively simple-minded, they are ferocious in large numbers. \nMost wear some kind of cobbled together armor (2 body and abdomen, -2 Ini) "}, {"name": "Street Thug of Kavn", "race": "Human", "rank": 2, "owner": "Zac", "tags": [], "id": 11658, "notes": ""}, {"name": "Purple Worm", "race": "Snake, Giant", "rank": 2, "owner": "gloranphile", "tags": [], "id": 5103, "notes": "Abilities: Earth Sense"}, {"name": "Batrachian", "race": "Batrachians", "rank": 2, "owner": "raleel", "tags": ["Fantasy"], "id": 5114, "notes": "Anthropomorphic toads\n\nBatrachian venom is secreted from glands located along their warty backs. Batrachian warriors rub the tips of their Maduvu or blowgun darts in the venom for added injury. \n\n__Application__: Injected or Ingested\n__Potency__: 48 (Batrachian Endurance)\n__Resistance__: Endurance\n__Onset Time__: 1d3+1 Combat Rounds\n__Duration__: 1d2+4 hours\n__Conditions__: suffers dizziness and heart palpitations. These conditions result in a penalty of one Difficulty Grade to any attempted Skill, due to lack of concentration and coordination.\n\n\n__Maduvu__\n![Maduvu](https://s-media-cache-ak0.pinimg.com/736x/63/87/37/6387377ac1e531371dbfaf887a887810.jpg)\nA wavy-bladed dagger carved from the spiral horn of some monstrous beast. Its purpose is more of an assassination weapon, since the horn blade tends to break off in the wound, preventing healing from occurring until it is surgically removed. In addition the porous horn is an ideal method of injecting poisons into the victim.\n\n__Tepoztopilli__\n![Tepoztopilli](http://gigalol.pl/zasoby/arts/images/2013-09-05/1378391492_5.jpg)\nA two handed cross between a spear and a halberd, with an edge formed from obsidian flakes similar to Maquahuitl."}, {"name": "Batrachian (Average)", "race": "Batrachians", "rank": 2, "owner": "raleel", "tags": ["Fantasy"], "id": 5115, "notes": "Anthropomorphic toads\n\nBatrachian venom is secreted from glands located along their warty backs. Batrachian warriors rub the tips of their Maduvu or blowgun darts in the venom for added injury. \n\n__Application__: Injected or Ingested\n__Potency__: 48 (Batrachian Endurance)\n__Resistance__: Endurance\n__Onset Time__: 1d3+1 Combat Rounds\n__Duration__: 1d2+4 hours\n__Conditions__: suffers dizziness and heart palpitations. These conditions result in a penalty of one Difficulty Grade to any attempted Skill, due to lack of concentration and coordination.\n\n\n__Maduvu__\n![Maduvu](https://s-media-cache-ak0.pinimg.com/736x/63/87/37/6387377ac1e531371dbfaf887a887810.jpg)\nA wavy-bladed dagger carved from the spiral horn of some monstrous beast. Its purpose is more of an assassination weapon, since the horn blade tends to break off in the wound, preventing healing from occurring until it is surgically removed. In addition the porous horn is an ideal method of injecting poisons into the victim.\n\n__Tepoztopilli__\n![Tepoztopilli](http://gigalol.pl/zasoby/arts/images/2013-09-05/1378391492_5.jpg)\nA two handed cross between a spear and a halberd, with an edge formed from obsidian flakes similar to Maquahuitl."}, {"name": "Meatsheet", "race": "Meatsheet", "rank": 2, "owner": "raleel", "tags": [], "id": 5117, "notes": "  Bred by the Ophidians as a foodsource, meatsheets are horrible, vat-grown mutations based on human bodies. They lack sapience and are driven by the simple appetite of hunger, even though they are incredibly long-lived.\n  They move via a series of rapid convulsions rather like the bodily contortions of a centipede.\n  Meatsheets attack by rearing up and seizing a random location with their several small, sharp-toothed mouths. Digestive juices are then regurgitated to break down tissue into a slop that the meatsheet is capable of processing, much in the manner certain insects feed. Treat juices as weak acid, causing 1d4 points of corrosive damage. The acid is capable of eating through metal armour, bypassing its Armour Points and in inflicting damage directly to Hit Points.\n  Breaking free of a meatsheet attack requires a Brawn roll opposed by the meatsheet's Combat Style."}, {"name": "Child of She", "race": "Child of She", "rank": 2, "owner": "raleel", "tags": [], "id": 5118, "notes": ""}, {"name": "She Who Dwells Beneath", "race": "Child of She", "rank": 2, "owner": "raleel", "tags": [], "id": 5119, "notes": ""}, {"name": "Giant Mosquito", "race": "Giant Mosquito", "rank": 2, "owner": "skarza", "tags": [], "id": 5223, "notes": "Blood-sucking insects that inhabit woodlands, marshlands and bogs, giant mosquitoes breed wherever there is standing water and are attracted by carbon dioxide \u2013 the exhaled breath of breathing creatures. Mosquitoes are, in general,nectar feeders and only the females require blood to stimulate egg production. However the giant variety, unable to gain enough sustenance from the small amounts of nectar normal sized plants produce, compared to the giant mosquitoes\u2019 size, have adapted to rely on blood.\n\nGiant mosquitoes are the size of a cat and the high pitched buzzing of their wings provides an early warning of an attack. They are most active at dawn and dusk, preferring to lie dormant during the day \u2013 but they will attack if disturbed. A single giant mosquito can drink a number of Hit Points\u2019 worth of blood equal to its SIZ x2 before being satiated. However, it is not necessarily blood loss that is the killer. To drain blood the mosquito injects anti-coagulant saliva into its prey, and, at the levels a giant mosquito uses, this can overwhelm a bite victim after the mosquito has taken it fill.\n\nGiant mosquitoes can penetrate up to two points of armour with their needle-sharp proboscis, so clothing is no guarantee of protection against a bite, although uncovered areas are targeted first and the creature can use the inject venom special effect to latch onto armoured foes. On a successful attack the mosquito drains blood every Combat Action that it remains attached to the victim, beginning on the same CA it makes its first attack. It does not need to make any attack roll to continue draining blood and it will not actively defend; however if swatted or attacked in an attempt to remove it, it is allowed an Athletics roll to remain attached and continue draining blood. This costs it a Combat Action. \n\nThe giant mosquito\u2019s bite ignores the first two points of armour. On a successful bite it immediately draws a number of Hit Points of blood equal to its bite damage but once it has drunk an amount equal to its SIZ x2, it is satiated and leaves the host.\n\nHowever the anti-coagulant pumped into a host can have a severe effect. The victim must make an Endurance roll, vs 80 potency, 1D6+1 minutes after a successful bite. If the roll fails the anti-coagulant causes the bitten location to swell, itch and ache copiously, inflicting a further 1D3 damage and rendering it useless for a number of days equal to the damage sustained. If the location bitten is the chest or head, the airway can become restricted causing the victim to lose consciousness if the Hit Points for the location fall to 0 or below."}, {"name": "Poisonbloom Runner, Hunter", "race": "Runner", "rank": 2, "owner": "hkokko", "tags": ["Aig", "Elf forest", "Errinoru", "Genertela", "Glorantha", "Pamaltela"], "id": 5253, "notes": "GB pg 36. If they fight it will be mass attacks of screaming runners from the trees.  Whipstick wraps around and immobilizes location struck. Athletics vs Athletics to escape. Strangles on head hit unless hard armor. Poisonous darts.  HiG V1-5 - Poisonous breath on closest opponent. "}, {"name": "Guardia joven de ciudad (250)", "race": "Human", "rank": 2, "owner": "aljadroth", "tags": [], "id": 5307, "notes": ""}, {"name": "Acolyte, Dragon Queen", "race": "Human", "rank": 2, "owner": "ShawnLStroud", "tags": ["Faerun", "Fantasy", "Hoard"], "id": 5308, "notes": "Basic cultist of the Dragon Queen.  Newly initiated, with requisite Folk magic but no direct connection to their dread lord."}, {"name": "Breeze Umbroli", "race": "Elemental", "rank": 2, "owner": "hkokko", "tags": ["Elemental", "Flyer", "Glorantha"], "id": 5318, "notes": "Umbroli are living winds. When summoned, an umbroli isolates \nitself from the general winds of the area. It manifests first as a consciousness in the wind, and so is visible only by its effects (or to magical senses). \nWhen they act, umbroli act as wind. Thus, an umbroli can blow a cloak into a foe\u2019s eyes, hold back water or waves, fill a ship\u2019s sails, or blow out a fire. An umbroli can attack in this manner with its Thrown Debris ability as if it were a Ranged Combat attack. The narrator may apply an edge to this attack depending on the objects or materials in the local area (such as sand).\nIn this form, an umbroli can focus its winds to move and lift objects. This \nconcentrates their strength to affect a single object, but still disrupts loose items in the area. Umbroli can carry man-sized objects, but to do so they must manifest near-hurricane strength winds.\nUmbroli initially appear as winds, but some can form a visible and semi- physical body. When an umbroli takes this form, all of the winds around them become still, because they form the body. Since most umbroli take this form only to appear in front of their worshipper or summoner, and so have already torn up the area with their wind.\n\nInvisible - visible only thru its actions - Formidable for anybody to attack. Move constantly. - Anaxial's Roster\n\n"}, {"name": "Elk", "race": "Deer", "rank": 2, "owner": "hkokko", "tags": ["Animal", "Maniria", "Ralios", "Seshnela"], "id": 5324, "notes": ""}, {"name": "Red Deer", "race": "Deer", "rank": 2, "owner": "hkokko", "tags": ["Animal", "Fronela", "Maniria", "Ralios", "Seshnela"], "id": 5328, "notes": "The red deer is relatively large (about four feet at the shoulder), and thus is prized by hunters."}, {"name": "Veredthi: Spirit of Water, 5 cubic meters", "race": "Elemental", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 5336, "notes": "Immunity: Water, Vulnerable: Fire. Only magical spells or weapons affect. Takes double damage from Fire. Immunity to serious and major wounds. \nIf Engulf is not evaded then all hitlocs are damaged by same damage. If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn. Undine can create currents, eddies and whirlpools, shoot high speed jets from afar etc. (RQ6: PG 312-316) Rq6 pg 352"}, {"name": "Jerendal, Shell Deer", "race": "Deer", "rank": 2, "owner": "hkokko", "tags": ["Animal", "Peloria"], "id": 5346, "notes": "Humans call the jerendal \u2018shell deer\u2019 because of the segmented armor (like barding) that encases their backs and flanks. They are large, solidly built deer a little smaller than elk. They have brown fur, with black markings on their faces; their armor is a burnished, golden brown marked with paler splotches. They were an important food source for the miserable humans of Saird and Peloria that survived the terror of the Darkness. They are sacred creatures now, never hunted by humans.\nMale jerendal have antlers, like all deer, but theirs vibrate and ring when- ever Chaos comes near. People occasionally find the antlers, but jerendal never shed their antlers, so such finds are rare.\nSmall herds survived thanks to their armor, great speed, and a diet tailored to the era, which let them eat fungi. They are rare now due to the scarcity of their preferred food since the Dawn. - Anaxial Roster\n\nTheir antlers will start to vibrate when anything with Chaos Aura or Chaos Feature draws nearby. The ability stays for months after antlers are cut away. \n"}, {"name": "Centaur Skeleton", "race": "Centaur", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Sartar"], "id": 5348, "notes": ""}, {"name": "Nightgaunt", "race": "Iqari", "rank": 2, "owner": "hkokko", "tags": ["Cthulhu", "Flyer", "Genertela", "Glorantha", "Monster island", "Mountains", "Pamaltela"], "id": 5355, "notes": "Nightgaunts serve a being of darkness or sorceror. Batlike wings and a barbed tail but blank expanse instead of face. Two nightgaunts are capable of carrying a being of 21 SIZ. Tactics: group of nightgaunts ambush and disarm a fore and then lift him and deposit on a desolate spot. If victim struggles too much then nightgaunts will drop him. Nightgaunts will tickle a struggling victim - Endurance roll or immobilized for 1d6 rounds. "}, {"name": "Esqueleto humano", "race": "Skeleton", "rank": 2, "owner": "aljadroth", "tags": [], "id": 5367, "notes": "Abilities: Undead  (Rq6 page 316). Immune to the effects of serious wounds. Reduce the damage dice of slashing/thrusting weapons by 1 die step against them and increase the damage of blunt weapons by 1 die step. Major wounds do not incapacitate, Rq6 pg 384"}, {"name": "Sartar Warrior Hill Clan Levy Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Glorantha", "Prax", "Pregen", "Sartar"], "id": 5385, "notes": ""}, {"name": "Sartar Warrior Loyal Housecarl Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Prax", "Pregen", "Sartar"], "id": 5386, "notes": ""}, {"name": "Sartar Hunter Alynx Brother Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Glorantha", "Prax", "Pregen", "Sartar"], "id": 5387, "notes": ""}, {"name": "Pavis Thief Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pavis", "Pregen"], "id": 5391, "notes": ""}, {"name": "Pavis Merchant Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pavis", "Pregen"], "id": 5392, "notes": ""}, {"name": "Sartar Priest Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pavis", "Pregen", "Sartar"], "id": 5393, "notes": ""}, {"name": "Contadino Prussiano incazzato", "race": "Human", "rank": 2, "owner": "malato", "tags": [], "id": 5394, "notes": "Da soli fanno ridere i polli, ma quando i contadini si uniscono parte la jacquerie"}, {"name": "Elf Bandit", "race": "Elf", "rank": 2, "owner": "ShawnLStroud", "tags": ["Faerun", "Fantasy", "Hoard"], "id": 5402, "notes": ""}, {"name": "Wound Spirit", "race": "Spirit", "rank": 2, "owner": "hkokko", "tags": ["Spirit"], "id": 5427, "notes": "When possessing they possess one of the wounds of the target and prevent that from healing. Attacks the open wound's normal hit points (instead of POW etc) - when reduced to zero then enters the wound and prevents it from being recovered (it can be healed) All healing attempts need to overcome the spirit POW. Treat disease does not help. -DrasticResolutions"}, {"name": "Destixin - Lunar Flamingo - Red Form", "race": "Eagle, Giant", "rank": 2, "owner": "hkokko", "tags": ["Lunar", "Peloria"], "id": 5448, "notes": "Destixins are large birds, with long legs and necks and sickle-shaped beaks.  They are sentient, and can work powerful magic. They share in the wisdom of Lunar sages, and can automatically sense whether or not a person is a member of any Lunar religion.\nThe appearance and demeanor of destixins change over the course of the Lunar cycle. While the area of the Moon on which they live is red, destixins are bril- liant pink, their feathers almost luminous. They are peaceful, and eat small fish and water plants.\n\nLunar magicians and heroes occasionally call them to the surface world, but they rarely stay long except in Glamour, where some nest.\" \n\nTactics: Red destixins avoid conflict when they can, but if threatened will project feelings of peaceful harmony. This Aura of Serenity \u201cattacks\u201d against a being\u2019s best combat skill, which can be augmented by abilities reflecting willpower or aggression, at the narrator\u2019s option. If the destixin is victorious, their opponent will remain non-violent as long as it remains nearby.\n\n\nSource: Anaxial's Manifest"}, {"name": "Sedrali Dog Man - Male Warrior", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Glorantha", "Ralios"], "id": 5451, "notes": "\"The sedrali are native to the forests of Ralios. They are unusual among beast-men in that males and females have different forms. Both sexes appear to be part human and part dog, however, and are the same size. The dog portion of a sedrali is similar to a greyhound. They have always been rare, and almost never leave the forest. They are friendly to elves, so there could be more of them in the Ralian forests than humans realize. Tactics: If they are able, ambush before battle, throw spears on the first two rounds, then close to attack with their spears. If they cannot use Ambush they will attack in a howling charge.  They typically fight until half of their members are defeated, then withdraw. \" -Anaxial's Roster\n\nSource: Anaxial's Manifest\n\n"}, {"name": "Nomad Bison Herder Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Prax", "Pregen"], "id": 5453, "notes": ""}, {"name": "Nomad Impala Herder Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Prax", "Pregen"], "id": 5454, "notes": ""}, {"name": "Zebra Herder Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Prax", "Pregen"], "id": 5455, "notes": ""}, {"name": "Nomad Rhino Herder Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Prax", "Pregen"], "id": 5456, "notes": ""}, {"name": "Nomad High Llama Herder Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Prax", "Pregen"], "id": 5457, "notes": ""}, {"name": "Nomad Pol Joni Horse Herder Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Prax", "Pregen"], "id": 5458, "notes": ""}, {"name": "Nomad Bison Warrior Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Glorantha", "Prax", "Pregen"], "id": 5459, "notes": ""}, {"name": "Nomad Rhino Warrior Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Glorantha", "Prax", "Pregen"], "id": 5460, "notes": ""}, {"name": "Nomad High Llama Warrior Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Glorantha", "Prax", "Pregen"], "id": 5461, "notes": ""}, {"name": "Nomad Impala Warrior Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Glorantha", "Prax", "Pregen"], "id": 5462, "notes": ""}, {"name": "Zebra Warrior Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Glorantha", "Prax", "Pregen"], "id": 5463, "notes": ""}, {"name": "Primitive Hunter Genertela Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Hsunchen", "Pregen"], "id": 5465, "notes": ""}, {"name": "Nomad Pol Joni Horse  Warrior Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Glorantha", "Prax", "Pregen"], "id": 5464, "notes": ""}, {"name": "Primitive Warrior Genertela Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Balazar", "Pregen"], "id": 5466, "notes": ""}, {"name": "Undead Dragonewt - Scout", "race": "Dragonewt - Scout", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 5471, "notes": "Right Action skill - if Right Action roll succeeds must choose from the left side otherwise from right side. Personality traits: Aggression and Passivity.  Bravery and Cowardice.  Energy and Laziness.  Stubbornness and Docility. Dependability and Unreliability."}, {"name": "Kobold Raider, Novice", "race": "Kobold", "rank": 2, "owner": "ShawnLStroud", "tags": ["Faerun", "Fantasy", "Hoard"], "id": 5476, "notes": "Abilities:  Cold-blooded, Infravision, Light Sensitive\nArmor:  Scaly Hide (1) "}, {"name": "Raider, Novice", "race": "Human", "rank": 2, "owner": "ShawnLStroud", "tags": ["Faerun", "Fantasy", "Hoard"], "id": 5475, "notes": "Bandits and Mercenaries\n * Poorly trained; no discipline and very little morale."}, {"name": "Balazaring Primitive Hunter Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Balazar", "Pregen"], "id": 5488, "notes": ""}, {"name": "Balazaring Primitive Warrior Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Balazar", "Pregen"], "id": 5489, "notes": ""}, {"name": "Balazaring Primitive Ranger Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Balazar", "Pregen"], "id": 5490, "notes": ""}, {"name": "Zistori (Blue Caste) Sorcerer Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": [], "id": 5491, "notes": ""}, {"name": "Horali (Red Caste) Warrior Bodyguard Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pregen"], "id": 5492, "notes": ""}, {"name": "Esrolian Merchant Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Esrolia", "Pregen"], "id": 5494, "notes": ""}, {"name": "Esrolian Entertainer Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Esrolia", "Pregen"], "id": 5495, "notes": ""}, {"name": "Esrolian Courtier Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Esrolia", "Pregen"], "id": 5496, "notes": ""}, {"name": "Esrolian Procurator Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pregen"], "id": 5497, "notes": ""}, {"name": "Esrolian Scholar (Annalist) Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Esrolia", "Pregen"], "id": 5498, "notes": ""}, {"name": "Esrolian Spy Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Esrolia", "Pregen"], "id": 5500, "notes": "Pregen starting character done with basic rules. "}, {"name": "Esrolian Physician Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Esrolia", "Pregen"], "id": 5501, "notes": ""}, {"name": "Esrolian Priest Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Esrolia", "Pregen"], "id": 5502, "notes": ""}, {"name": "Esrolian Shaman Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Esrolia", "Pregen"], "id": 5503, "notes": ""}, {"name": "Esrolian Tomb Robber Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Esrolia", "Pregen"], "id": 5504, "notes": ""}, {"name": "Esrolian Bodyguard Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Esrolia", "Pregen"], "id": 5505, "notes": ""}, {"name": "Esrolian Herbalist Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Esrolia", "Pregen"], "id": 5507, "notes": ""}, {"name": "Esrolian Bounty Hunter Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Esrolia", "Pregen"], "id": 5508, "notes": ""}, {"name": "Esrolian Sailor Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Esrolia", "Pregen"], "id": 5509, "notes": ""}, {"name": "Esrolian Horse Whisperer Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Esrolia", "Pregen"], "id": 5510, "notes": ""}, {"name": "Esrolian Herder Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Esrolia", "Pregen"], "id": 5511, "notes": ""}, {"name": "Esrolian Forester Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Esrolia", "Pregen"], "id": 5512, "notes": ""}, {"name": "Sartar Skald Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pregen", "Sartar"], "id": 5514, "notes": ""}, {"name": "Sartar Healer Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pregen", "Sartar"], "id": 5515, "notes": ""}, {"name": "Sartar Outlaw Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pregen", "Sartar"], "id": 5516, "notes": ""}, {"name": "Sartar Hustler Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pregen", "Sartar"], "id": 5517, "notes": ""}, {"name": "Sartar Explorer Pregen ", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pregen", "Sartar"], "id": 5518, "notes": ""}, {"name": "Sartar Merchant Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pregen", "Sartar"], "id": 5520, "notes": ""}, {"name": "Sartar Herder Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pregen", "Sartar"], "id": 5521, "notes": ""}, {"name": "Sartar Bard Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pregen", "Sartar"], "id": 5522, "notes": ""}, {"name": "Sartar Brehon (Lawtalker) Pregen ", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pregen", "Sartar"], "id": 5523, "notes": ""}, {"name": "Sartar Shaman Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pregen", "Sartar"], "id": 5524, "notes": ""}, {"name": "Sartar Horse Breeder Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pregen", "Sartar"], "id": 5525, "notes": ""}, {"name": "Sartar Cottar Pregen ", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pregen", "Sartar"], "id": 5526, "notes": ""}, {"name": "Roman Senator Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pregen", "Roman"], "id": 5543, "notes": "Late republic. "}, {"name": "Roman Slave Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pregen", "Roman"], "id": 5544, "notes": "Late republic. "}, {"name": "IA Investigator ", "race": "Human", "rank": 2, "owner": "Wkoppen", "tags": ["Human", "Ia"], "id": 5530, "notes": "Rank and file investigators "}, {"name": "Roman Legionary Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pregen", "Roman"], "id": 5536, "notes": "Late republic. "}, {"name": "Roman Dilettante Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pregen", "Roman"], "id": 5537, "notes": "Late republic. "}, {"name": "Roman Merchant Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pregen", "Roman"], "id": 5538, "notes": "Late republic. "}, {"name": "Roman Street Thug Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pregen", "Roman"], "id": 5539, "notes": "Late republic. "}, {"name": "Roman Gladiator - Gaul Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pregen", "Roman"], "id": 5540, "notes": "Late republic. "}, {"name": "Roman Charioteer Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pregen", "Roman"], "id": 5541, "notes": "Late republic. "}, {"name": "Roman Bureaucrat Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pregen", "Roman"], "id": 5546, "notes": "Late republic. "}, {"name": "Roman Meretrix Pregen ", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pregen", "Roman"], "id": 5547, "notes": "Late republic. "}, {"name": "Roman Diviner Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pregen", "Roman"], "id": 5548, "notes": "Late republic. "}, {"name": "Roman Beggar Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pregen", "Roman"], "id": 5549, "notes": "Late republic. "}, {"name": "Roman Priest Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pregen", "Roman"], "id": 5551, "notes": "Late republic. "}, {"name": "Roman Actor Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pregen", "Roman"], "id": 5552, "notes": "Late republic. "}, {"name": "Roman Sorcerer Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pregen", "Roman"], "id": 5553, "notes": "Late republic. "}, {"name": "Roman Surgeon Pregen ", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pregen", "Roman"], "id": 5554, "notes": "Late republic. "}, {"name": "Roman Gladiator - Samnite Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pregen", "Roman"], "id": 5555, "notes": "Late republic. "}, {"name": "Roman Gladiator - Thracian Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pregen", "Roman"], "id": 5556, "notes": "Late republic. "}, {"name": "Roman Gladiator - Equus Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pregen", "Roman"], "id": 5557, "notes": "Late republic. "}, {"name": "Roman Gladiator - Retiarius Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pregen", "Roman"], "id": 5558, "notes": "Late republic. "}, {"name": "Roman Usurer Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pregen", "Roman"], "id": 5559, "notes": "Late republic. "}, {"name": "Roman Musician Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pregen", "Roman"], "id": 5560, "notes": "Late republic. "}, {"name": "Roman Labourer Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pregen", "Roman"], "id": 5561, "notes": "Late republic. "}, {"name": "Fonrit Conspirator Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Esrolia", "Pregen"], "id": 5563, "notes": "Cannot use the Voice (or harming spells) against Master without Loyalty check. Agimori"}, {"name": "Pavis Sage Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pavis", "Pregen"], "id": 5578, "notes": ""}, {"name": "Pavis Mercenary Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pavis", "Pregen"], "id": 5579, "notes": ""}, {"name": "Pavis Priest Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pavis", "Pregen"], "id": 5580, "notes": ""}, {"name": "Pavis Survivor Zebra Cavalry Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pavis", "Pregen"], "id": 5581, "notes": ""}, {"name": "Pavis Explorer Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pavis", "Pregen"], "id": 5582, "notes": ""}, {"name": "Pavis Stonemason Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pavis", "Pregen"], "id": 5583, "notes": ""}, {"name": "Fonrit Miner Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Fonrit", "Pregen"], "id": 5584, "notes": "Cannot use the Voice (or harming spells) against Master without Loyalty check. "}, {"name": "Fonrit Slave Soldier Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Fonrit", "Pregen"], "id": 5585, "notes": "Cannot use the Voice (or harming spells) against Master without Loyalty check. "}, {"name": "Fonrit Slave Soldier Agimori Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Fonrit", "Pregen"], "id": 5586, "notes": "Cannot use the Voice (or harming spells) against Master without Loyalty check. "}, {"name": "Fonrit Thief Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Fonrit", "Pregen"], "id": 5587, "notes": "Cannot use the Voice (or harming spells) against Master without Loyalty check. "}, {"name": "Fonrit Merchant Pregen ", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Fonrit", "Pregen"], "id": 5588, "notes": "Cannot use the Voice (or harming spells) against Master without Loyalty check. "}, {"name": "Fonrit Slavemaster Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Fonrit", "Pregen"], "id": 5589, "notes": "Cannot use the Voice (or harming spells) against Master without Loyalty check. "}, {"name": "Fonrit Spy Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Fonrit", "Pregen"], "id": 5590, "notes": "Cannot use the Voice (or harming spells) against Master without Loyalty check. "}, {"name": "Fonrit Harem Guard Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Fonrit", "Pregen"], "id": 5591, "notes": "Cannot use the Voice (or harming spells) against Master without Loyalty check. "}, {"name": "Fonrit Dancer Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Fonrit", "Pregen"], "id": 5592, "notes": "Cannot use the Voice (or harming spells) against Master without Loyalty check. "}, {"name": "Fonrit Storyteller Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Fonrit", "Pregen"], "id": 5594, "notes": "Cannot use the Voice (or harming spells) against Master without Loyalty check. "}, {"name": "Fonrit Mahout Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Fonrit", "Pregen"], "id": 5600, "notes": "Cannot use the Voice (or harming spells) against Master without Loyalty check. "}, {"name": "Pavis Riverfolk Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pavis", "Pregen"], "id": 5602, "notes": ""}, {"name": "Pavis Yelmalio Templar Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pavis", "Pregen"], "id": 5603, "notes": ""}, {"name": "Primitive Islander Hunter Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Monster island"], "id": 5614, "notes": "Blowgun has POT 70 poison"}, {"name": "Kingom of War Warrior Society - Vermin", "race": "Human", "rank": 2, "owner": "byrde1", "tags": ["Fronela", "Glorantha", "Kingdom of war"], "id": 5638, "notes": ""}, {"name": "Loskalm Army - Guardian of Loskalm", "race": "Human", "rank": 2, "owner": "byrde1", "tags": ["Fronela", "Glorantha", "Loskalm"], "id": 5648, "notes": ""}, {"name": "Kingom of War Warrior Society - Blindeye", "race": "Human", "rank": 2, "owner": "byrde1", "tags": ["Fronela", "Glorantha", "Kingdom of war"], "id": 5640, "notes": "A cult of blind archers that believe they must blind all of the world. They take in anyone who is willing but kill all those who do not. They can shoot with uncanny accuracy and deadly precision"}, {"name": "Pirata nubio (fijo)", "race": "Human", "rank": 2, "owner": "aljadroth", "tags": [], "id": 5646, "notes": ""}, {"name": "Kingdom of War Warrior Society - Blueskull Tribe", "race": "Human", "rank": 2, "owner": "byrde1", "tags": ["Fronela", "Glorantha", "Kingdom of war"], "id": 5654, "notes": ""}, {"name": "Kingdom of War Warrior Society - Spellmarred", "race": "Human", "rank": 2, "owner": "byrde1", "tags": ["Fronela", "Glorantha", "Kingdom of war"], "id": 5656, "notes": "Here once was a village that was completely destroyed by a local warlock cabal. The survivors of the ordeal were captured and were experimented on. The warlocks were trying to develop a way to make completely subservient soldiers that were highly resistant to magic. They succeeded in making them immune, but failed at making them subservient. They rebelled and eventually killed the warlocks. With the minds in shambles and their abilities having little use but fighting, the Spellmarred began raiding other villages to survive. "}, {"name": "Alynx Companion", "race": "Alynx", "rank": 2, "owner": "azrooh", "tags": [], "id": 5817, "notes": "The Alynx is the companion animal of the Orlanthi.\nAbilities: Camouflage, Night Sight (Mythras pg. 215-217)"}, {"name": "Hechizero Drown", "race": "Elf (Dark Sun)", "rank": 2, "owner": "aljadroth", "tags": [], "id": 5855, "notes": "-Un punto extra c\n- Suman +2 a su mr\n"}, {"name": "Guardia de la ciudad de Meeros", "race": "Human", "rank": 2, "owner": "aljadroth", "tags": [], "id": 5838, "notes": ""}, {"name": "Matones de la ciudad de Meeros", "race": "Human", "rank": 2, "owner": "aljadroth", "tags": [], "id": 5839, "notes": ""}, {"name": "Norker", "race": "Goblin (Classic Fantasy)", "rank": 2, "owner": "azrooh", "tags": ["Greyhawk"], "id": 5972, "notes": "Norkers are small but resilient humanoids related to goblins and hobgoblins. Despite their small stature, they are extremely hardy thanks to the bony exoskeletons that protect their muscular frames. Has Infravision."}, {"name": "'Minor' Giant Spider", "race": "Giant Spider", "rank": 2, "owner": "skarza", "tags": [], "id": 7516, "notes": "Giant spiders are huge predatory arachnids; the largest variety of eight-legged web-spinners. Minor Spiders are 1'-2' in diameter. Minor Spiders hunt and live in groups of between 2-20 and live almost exclusively in dark forests where they can spin their webs in the trees.\n\nThe origin of these creatures is certainly not a natural one. Despite their sizes, all types of creatures are related, the smaller versions probably being some sort of evil spawn of the Major Great Spiders, a bane upon the earth if there ever was one.\n\nGroups build their traps along commonly used tracks or trails, leaving an opening for their wandering prey. As the unwary traveler enters the insidious silk canyon, the spiders close off the approach. Then, the spiders close on their victim, injecting a Poison. This breaks the victim\u2019s innards down into a savory jelly that the spider simply sucks out of the imprisoned body."}, {"name": "Waloon Deserters -Camp Follower", "race": "Human", "rank": 2, "owner": "littlemute", "tags": [], "id": 5905, "notes": "Gencon Scenario "}, {"name": "Aroka", "race": "Dream Dragon", "rank": 2, "owner": "azrooh", "tags": [], "id": 5870, "notes": "Abilities: Area Attack with Tail, Breathe Flame, Cold Blooded, Dark Sight, Diving Strike, Engulfing, Flying, Formidable Natural Weapons, Immunity(Fire), Terrifying, Trample (RQ6: pg 312-316) RQ6 pg 346 BaB pg 50\n\nits eyes could paralyze any intelligent thing, its tongue could choke any physical thing, and its breath could destroy any spirit."}, {"name": "Flying Savras", "race": "Flying Savras", "rank": 2, "owner": "Cazacurdas", "tags": ["Fantasy", "Flying", "Mount", "Mountains"], "id": 6046, "notes": "Abilities: Flying(RQ6: pg 312-316)"}, {"name": "Pirate (Leather Armor)", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Classic fantasy", "Isle of dread"], "id": 6048, "notes": "These pirates raid coastal villages for slaves."}, {"name": "Pirate (Chain Armor)", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Classic fantasy", "Isle of dread"], "id": 6049, "notes": "These pirates raid coastal villages for slaves."}, {"name": "Rakasta", "race": "Rakasta", "rank": 2, "owner": "raleel", "tags": [], "id": 6052, "notes": "Rakasta are feline humanoids. They walk erect, but their heads and features are catlike, and their bodies are covered with soft, tawny fur.\n\nThe rakasta are a proud and barbaric race. They are fierce fighters who cover their natural claws with metal \"war claws\".\n\nCertain rakasta warriors ride sabretooth tigers. These tiger riders are considered to be the bravest and strongest, and only they can hold the respect of of the sabretooth tigers."}, {"name": "Tanaroa Native", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Classic fantasy", "Isle of dread"], "id": 6053, "notes": ""}, {"name": "Sahuagin Warrior", "race": "Sahuagin", "rank": 2, "owner": "raleel", "tags": ["Classic fantasy"], "id": 6054, "notes": ""}, {"name": "Orlanthi Fyrdman", "race": "Human", "rank": 2, "owner": "azrooh", "tags": [], "id": 6087, "notes": ""}, {"name": "Yarasilban Tenant Farmer", "race": "Human", "rank": 2, "owner": "bturner", "tags": ["Human", "Korantia", "Yarasilba"], "id": 6089, "notes": ""}, {"name": "Broukolak - man wolf", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Constantinople", "Fantasy"], "id": 6112, "notes": "They are usually born with some physical deformation, such as extra fingers, a full pelt of hair, or differently coloured eyes. These children become living broukolakes when they reach puberty, able to transform into a hideous man-wolf hybrid form whenever out of the sun\u2019s light. When in this form they are immune to nonmagical attacks except for weapons made of black hawthorn, double str and dex. Forced back into human form if more than half their body is exposed to sunlight."}, {"name": "Broukolak - Undead", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Constantinople", "Fantasy"], "id": 6113, "notes": "If broukolakes man wolf dead is not treated right they turn into undead in 40 days.   When in this form they are immune to nonmagical attacks except for weapons made of black hawthorn - which causes minimum damage, double str and dex. \n\nCan shapeshifter into broukolak man beast form and into an animate shadow. Shadow This form\ncannot cross areas of bright light, nor enter a light-tight room, but it can slip under doors and jump from shadow to shadow by withdrawing its Manifestation power and travel- ling as a spirit. Use the Statistics of a wraith (Mythras page 153), but can initiate Spirit Combat on any person wholly in partial or deeper darkness, and on a win will often possess the individual. Must consume blood once a week like a regular vampire, and can only recover spent Magic Points if this blood is human. Their Crave Blood Passion no longer increases with each blood meal.\n? Susceptibility to sunlight, suffering 1d6 Hit Points damage per round to each location it contacts.\n? An undead broukolak only suffers from the catatonic weak- ness of other vampires from sunset Friday to sunset Satur- day, they otherwise have no need for sleep although must still avoid the sun during the day."}, {"name": "Goblin warrior", "race": "Goblin", "rank": 2, "owner": "skarza", "tags": [], "id": 6137, "notes": "Round-headed imps with snub noses and wide, grinning mouths, Goblins possess greenish, yellow skin and large grey eyes They average 4'4\" to 4'7\" in height. Mechanical devices appeal to the clever cruelty intrinsic to Goblins; they have invented many machines of torture as well as those useful in warfare and siege. Utility and strength mark most of their creations, but beauty eludes them.\n\nSkilled miners, Goblins enlarge their underground kingdoms by connecting nearby caverns with tunnels. Often an entire mountain range may be webbed by these passages, effectively detouring travelers to longer routes. Their average life span is 80 years. Goblins stay below ground by day, but night sees them swarming the lands in search of amusement. These wily creatures are deceptively strong.\n\nWhen creating a goblin, always calculate weight based on the Lithe or Medium frame. Treat the Height as being two SIZ points lower. For instance, an average SIZ 8 goblin would be 36 to 40 kg (71 to 90 lb.) if lithe frame, or 50 to 56 kg (106 to 120 lb) if medium. Their height would be between 131 to 140 cm (4\u20194\u2019 to 4\u20197\u2019)."}, {"name": "Goblin Smith (Gorbla)", "race": "Goblin", "rank": 2, "owner": "skarza", "tags": [], "id": 6144, "notes": "Gorbla, a hobgoblin, is Chief of the Mine. He and his assistant, Gamy, share a room in the mines adjacent to the forging room. Gorba is a master craftsman who routinely produces +1 damage and/or + critical range to hit weapons, enhanced due to their fine make rather than magic.\n\nGorbla is a hobgoblin of great strength and physical prowess but he lacks any motivating ambition at this point in his life. He is no longer particularly aggressive, enjoying his craft more than killing. He is aware of the machinations of his assistant Garny but allows Garny to have his way more than he should.\n\nGorbla, despite his great strength, is most likely to negotiate rather than fight. He will, if necessary, fight very effectively with his hammer. Garny will come to Gorbla's aid if he can actually swing the fight in Gorbla's favor; otherwise he will attempt to hide."}, {"name": "Goblin smith assistant (Garny)", "race": "Goblin", "rank": 2, "owner": "skarza", "tags": [], "id": 6146, "notes": "Artful Dodger: The Artful Dodger talent requires you to be Unburdened (ENC less than STRx2), and wearing nothing more restrictive than light armour. You possess fast reflexes and gain 1 extra Action Point, which may only be used to Parry or Evade. In addition, you may use the Evade skill to dodge a melee attack without falling prone. Against a ranged attack, you only end up prone if you fail the roll.\n\nBackstab: Backstab allows a melee attacker to attempt to neutralize a victim from an advantageous position. Contrary to its name, the weapon does not have to be impaling, but only Small and Medium melee weapons can be used. Ranged attacks do not benefit from backstab. Because the attacker is typically able to strike without hindrance, like Surprise, the first attack on the target gains a bonus Special Effect if successful. In addition, the thief can shift their Damage Modifier by one step for every two Ranks they have in Thief or Thief-Acrobat. Therefore, a halfling thief with a -1d2 damage penalty will have no penalty at Rank 1, gain a +1d2 bonus at Rank 3, and gain a +1d4 at Rank 5. It is not necessary for the thief to gain surprise on her victim, however the attack must be made from outside the victim\u2019s field of vision. Therefore, many thieves will wait for an opponent to become engaged with an ally, then take advantage of the distraction to strike from behind.\n\nAgile: The thief gains superb reflexes. When calculating Initiative the character adds one tenth of his or her Athletics skill to the Initiative 1d10 roll. For example, a thief with Athletics 60% would calculate Initiative on her Initiative base, +1d10+6. \n\nClimb Walls: You are very good at climbing anything up to and including sheer surfaces. As long as you are Unburdened (ENC less than STRx2) and wearing nothing more restrictive than light armour, you may ignore 1 grade of difficulty to your Athletics roll when performing any attempt at climbing. In addition the Armour Penalty to Base Movement when climbing may be ignored. Hide in Shadows: You are a master of stealth and have perfected the art of hiding in shadows. As long as you can position yourself in an area enshrouded in shadow, all Perception rolls to spot you are 1 difficulty grade harder.\n\nGarny, Gorbla's assistant, is an goblin of unusual malevolence and cunning. Garny is not at all interested in remaining in the mine; he covets the chieftainship. He hopes to lure the present Chief into the mines in order to do away with him.\n\n+1 damage weapons"}, {"name": "Goblin guards", "race": "Goblin", "rank": 2, "owner": "skarza", "tags": [], "id": 6148, "notes": "Round-headed imps with snub noses and wide, grinning mouths, Goblins possess greenish, yellow skin and large grey eyes They average 4'4\" to 4'7\" in height. Mechanical devices appeal to the clever cruelty intrinsic to Goblins; they have invented many machines of torture as well as those useful in warfare and siege. Utility and strength mark most of their creations, but beauty eludes them.\n\nSkilled miners, Goblins enlarge their underground kingdoms by connecting nearby caverns with tunnels. Often an entire mountain range may be webbed by these passages, effectively detouring travelers to longer routes. Their average life span is 80 years. Goblins stay below ground by day, but night sees them swarming the lands in search of amusement. These wily creatures are deceptively strong.\n\nWhen creating a goblin, always calculate weight based on the Lithe or Medium frame. Treat the Height as being two SIZ points lower. For instance, an average SIZ 8 goblin would be 36 to 40 kg (71 to 90 lb.) if lithe frame, or 50 to 56 kg (106 to 120 lb) if medium. Their height would be between 131 to 140 cm (4\u20194\u2019 to 4\u20197\u2019).\n\n+1 AP armour, +1 damage weapons\n\nAct as the Chief's personal bodyguard when the Chief moves among the other goblins. Both are heavily rewarded for their loyal service. At the beginning of their service Shardakh gave both silver belts which formerly had been inlayed with hundreds of gems. (Shardakh had removed the gems when he gave them the belts.) Now he has one gem, always of more value than the previous one, added to the belts each month. Currently, each belt now has over a hundred gems, the least valuable worth 3 copper pieces and the most valuable worth 50 silver pieces. The total value of each belt surpasses 100 gold pieces."}, {"name": "Goblin spellcaster", "race": "Goblin", "rank": 2, "owner": "skarza", "tags": [], "id": 6150, "notes": "Round-headed imps with snub noses and wide, grinning mouths, Goblins possess greenish, yellow skin and large grey eyes They average 4'4\" to 4'7\" in height. Mechanical devices appeal to the clever cruelty intrinsic to Goblins; they have invented many machines of torture as well as those useful in warfare and siege. Utility and strength mark most of their creations, but beauty eludes them.\n\nSkilled miners, Goblins enlarge their underground kingdoms by connecting nearby caverns with tunnels. Often an entire mountain range may be webbed by these passages, effectively detouring travelers to longer routes. Their average life span is 80 years. Goblins stay below ground by day, but night sees them swarming the lands in search of amusement. These wily creatures are deceptively strong.\n\nWhen creating a goblin, always calculate weight based on the Lithe or Medium frame. Treat the Height as being two SIZ points lower. For instance, an average SIZ 8 goblin would be 36 to 40 kg (71 to 90 lb.) if lithe frame, or 50 to 56 kg (106 to 120 lb) if medium. Their height would be between 131 to 140 cm (4\u20194\u2019 to 4\u20197\u2019).\n\n4 AP is only if armour spell is cast."}, {"name": "War Wolf", "race": "Wolf", "rank": 2, "owner": "skarza", "tags": [], "id": 6163, "notes": "Often mistaken for wargs, war-wolves are huge dogs who had been bred and trained for combat. They are frequently employed in large numbers as trackers, scouts, or as a means of harassing enemy armies. Some are actually fielded as combat units. Others served as mounts for dark raiders and lords.\n\nThese creatures appeared to be just overlarge wolves. This was true, but war-wolves are bolder, more violent, and much more cunning. usually hunts in packs of 12-30.\n\nPrefers to select Grip and Choose location. Gripped victim sustains biting damage every round.  Rq6 pg 396"}, {"name": "Dire Wolf", "race": "Wolf", "rank": 2, "owner": "skarza", "tags": [], "id": 6167, "notes": "In most ways, the dire wolf resembled its smaller cousin, the common timber wolf. They are intelligent, social animals that live in family groups or small packs (2-11 and 10-60 members, respectively). Dire wolves mate for life, settle disputes among themselves with non-fatal duels, and cooperate among themselves in hunting. However, unlike common wolves, they have little or no fear of the peoples. They hunt Men, Elves, or Dwarves like any other prey.\n\nDire wolves weigh up to one hundred and fifty pounds, reach running speeds of up to thirty miles per hour, and leap up to six feet in the air with little effort. Possessing tremendous nightvision, they are more nocturnal than their smaller kin. \n\n\nUsually hunts in packs of 12-30. Prefers to select Grip and Choose location. Gripped victim sustains biting damage every round.  Rq6 pg 396"}, {"name": "Human Ranger (Theoren)", "race": "Human", "rank": 2, "owner": "skarza", "tags": [], "id": 6170, "notes": "Artful Dodger: The Artful Dodger talent requires you to be Unburdened (ENC less than STRx2), and wearing nothing more restrictive than light armour. You possess fast reflexes and gain 1 extra Action Point, which may only be used to Parry or Evade. In addition, you may use the Evade skill to dodge a melee attack without falling prone. Against a ranged attack, you only end up prone if you fail the roll.\n\nCombat Proficiency: Being a master of armed and unarmed combat, rangers gain a further +5% to their Combat Style.\n\nDual Weapon Specialisation: Choosing this specialisation grants the use of a weapon in each hand without penalty. The usual restriction that the offhand weapon must be shorter than the main weapon does not apply to you. Technically, this extra \u201cweapon\u201d may be a shield. When wielding two weapons, you gain an extra Action Point that may be used with the offhand weapon in the following ways:\n\nYou may use the extra Action Point to Parry 1 additional Attack.\nYou may use the extra Action Point to make 1 additional Attack. \n\nThis Bonus attack suffers no additional penalty and may achieve any Special Effect normally allowed the main hand weapon.\n\nRank 1\nSpecies Enemy: At Rank 1, and every rank thereafter, the ranger may choose a Species Enemy. Each additional species chosen after the first requires the expenditure of 2 Experience Rolls and 1 month of training.\n\nYou have dedicated yourself to fighting against a chosen enemy and know their habits, tactics, culture, and right where to hit them to cause maximum effect. You may simulate this by adding 20% of your oath to all skills that involve the designated species. This can include your Combat Style when both attacking and defending, as well as skills such as Track, if attempting to follow a trail; Perception, for spotting an ambush; or Lore, if attempting discern a specific piece of information. \n\nspecies: trolls\n\n\nThe temple holds such rituals about once a month with whichever creature is available. Currently the cell holds two victims: a Human Ranger and a large Dog who the ranger has named Baran. The Dog has become especially attached to the human and will obey him if they are released together. If left to his own devices Baran will follow the group, but he will run if the party is seriously attacked. The exception to this general rule is if the party is set upon by goblins. The dog holds a special hatred for goblins and will attack them on sight. The human (his name is Theoren) is a Ranger of Northman origin.\n\n\"Several months ago I set out with Feorna and Vilimar, two of my kinsmen, from my village of Jurda, into the heart of the East-wood. We went in search of the fabled treasure of King Beregor. I am afraid I set out in too light/leaned a mood, for I had no expectation of finding anything. \n\"Searching for the lost treasure\" was the excuse in Jurda for those who found a day walking in the cool woods more pleasurable than a day at the plow. I myself was happy to join Feorna and Vilir; Feorna had promised me five copper\npieces to act as guide, since I was more accustomed to travel in the deep woods. If I did not take our outing seriously,\nit was obvious that Feorna did. We knew she was the most knowledgeable of all our people when it came to lore about\nthe legendary treasure. Feorna had decided that the best place to look for the treasure was in a gorge deep in the Eastwood we call Maes Fao, or \"Death's Hole\" in the common tongue.\n\n\"Despite its fell name Maes Fao was only thought to be dangerous for the sheer rock walls of the gorge which made entry into Maes Fao difficult \u2014 but by no means impossible. It was once thought that Maes Fao was cursed or haunted, but over the years several treasure seekers have returned unharmed, although a little shaken by the experience.\nIn the last few years, though, all treasure seekers have failed to return from Maes Fao. We thought that they must have come to some ill fate because of their own clumsiness, since they were clearly unfamiliar with the area and relied on \"maps' whose origin was uncertain; as far as I could tell, the maps were not made by anyone I know to have travelled to the gorge. \n\n\"We decided to approach Maes Fao carefully, using a little-known path leading to the cliff wall above the gorge. Lowering ourselves down into the gorge with ropes, we wandered around for a bit until we came upon a grove of ancient trees. The grove was unusual in that the trees were set closer together than the few other trees in the gorge, seemingly planted by some long-dead hand. On close inspection we found that one of the trees was not of wood at all but was carved out of stone and bore an inscription. I could not read the strange writing but Feorna could; although by the light of one torch (for it was now after sundown) she had trouble making out the exact wording. It was at this moment, though, that our group was set upon by a parry of Trolls! We knew we had little chance against these brutes so we made for the ropes. Only I was successful; both Feorna and Vilimar were caught and I know nothing of what became of them. I hurried as fast as I could toward our village to get help, but, having eluded one danger, I fell blindly into another and was captured by goblins as I slept. They brought me here, where I awaited a dire fate. \""}, {"name": "Dog (Baran)", "race": "Dog - War", "rank": 2, "owner": "skarza", "tags": [], "id": 6171, "notes": "a large Dog who the ranger, Theoren, has named Baran. The Dog has become especially attached to the human and will obey him if they are released together. If left to his own devices Baran will follow the group, but he will run if the party is seriously attacked. The exception to this general rule is if the party is set upon by goblins. The dog holds a special hatred for goblins and will attack them on sight."}, {"name": "Human Scout (Feorna)", "race": "Human", "rank": 2, "owner": "skarza", "tags": [], "id": 6254, "notes": "A local woman. Feorna had gained several clues about the nature of Beregor's treasure through various sources \u2014 some of them rather shadowy in nature. Although her intentions are not necessarily evil , she has no right to the treasure like Arfanhil does. She and the young prince are unaware of each others presence in the mines.\n\nShe is under the same conditions as Arfandhil. To any trustworthy rescuer, in addition, she will reveal her knowledge of the cave layouts. She is also aware of the location of the Nursery and the surrounding war Troll holes."}, {"name": "Drakkar auxiliary Infantry Kuz", "race": "Human", "rank": 2, "owner": "skarza", "tags": [], "id": 6303, "notes": "Rank & File AUXILIARY\nKuz \u2013 Poor quality, poorly armed \u2018cannon fodder\u2019 troops, typically (although not exclusively) originating from Nyvoz. (hard leather) "}, {"name": "Drakkar auxiliary Infantry Luggaz ", "race": "Human", "rank": 2, "owner": "skarza", "tags": [], "id": 6304, "notes": "Rank & File AUXILIARY\nLuggaz \u2013 (\u2018Lugz\u2019) Enemy prisoners of war who have been press-ganged into military service. Those who prove their loyalty in battle are promoted to the ranks of the Shadza. (armour varies in quality and type)) "}, {"name": "Drakkar auxiliary Infantry Shadgazadim", "race": "Human", "rank": 2, "owner": "skarza", "tags": [], "id": 6305, "notes": "Rank & File AUXILIARY\nShadgazadim \u2013 Garrison troops, often comprising those who have sustained battle wounds and are not 100% physically fit for a return to active service in the orgars. (armour varies due to injuries etc)"}, {"name": "Drakkar auxiliary Infantry Lagshadim", "race": "Human", "rank": 2, "owner": "skarza", "tags": [], "id": 6306, "notes": "Rank & File AUXILIARY\nLagshadim - Cadets."}, {"name": "Drakkar auxiliary Infantry Lagazim", "race": "Human", "rank": 2, "owner": "skarza", "tags": [], "id": 6307, "notes": "Rank & File AUXILIARY\nLagazim - Cooks."}, {"name": "Drakkar auxiliary Infantry Shadezgog", "race": "Human", "rank": 2, "owner": "skarza", "tags": [], "id": 6308, "notes": "Rank & File AUXILIARY\nShadezgog - Medics and stretcher bearers."}, {"name": "Drakkar auxiliary Infantry Oggdagim", "race": "Human", "rank": 2, "owner": "skarza", "tags": [], "id": 6309, "notes": "Rank & File AUXILIARY\nOggdagim - Armourers and weaponsmiths."}, {"name": "War Tree", "race": "War Tree", "rank": 2, "owner": "hkokko", "tags": [], "id": 6535, "notes": ""}, {"name": "Lynx", "race": "Alynx", "rank": 2, "owner": "Gryphaea", "tags": [], "id": 6339, "notes": "The Alynx is the companion animal of the Orlanthi.\nAbilities: Camouflage, Night Sight (Mythras pg. 215-217)"}, {"name": "Cave Hyena", "race": "Hyena", "rank": 2, "owner": "Gryphaea", "tags": ["Ice and stone", "Neolithic"], "id": 6338, "notes": ""}, {"name": "Bandit, Experienced ", "race": "Human", "rank": 2, "owner": "SFLucid", "tags": [], "id": 6341, "notes": "Experienced Bandits who have rose up from the trash.\n"}, {"name": "Human Guard, Novice Swordsman (6344)", "race": "Human", "rank": 2, "owner": "SFLucid", "tags": [], "id": 6344, "notes": "Basic Novice Swordsman"}, {"name": "Human Guard, Novice Bowman", "race": "Human", "rank": 2, "owner": "SFLucid", "tags": [], "id": 6345, "notes": "Basic Novice Bowman"}, {"name": "Crested Dragonewt Scout", "race": "Dragonewt - Scout", "rank": 2, "owner": "azrooh", "tags": [], "id": 6348, "notes": ""}, {"name": "Dragonfly, Giant", "race": "Butterfly, Giant", "rank": 2, "owner": "kilgs", "tags": [], "id": 6394, "notes": "Due to their fearless nature and voracious appetites, these predators feed on all manner of insects and warm-blooded creatures. This includes small framed humanoids as well, at times, full-sized. They are found in tropical to temperate regions. In tropical areas, even larger species have been observed (+1d8 SIZ).\nThey have brilliant glittering wings and coloration. Properly preserved, a dragonfly carapace can net up to 50sp. \nRanged attacks are one grade more difficult due to their aerodynamic flying.\nBite (1d6+DB)"}, {"name": "Nothic", "race": "undead humanoid", "rank": 2, "owner": "Gryphaea", "tags": [], "id": 6408, "notes": "Gaze Attack: Active (uses 1AP),Opposed Attack vs Willpower or learns a secret from PC. Nothic can then INTIMIDATE the PC with the information as an action.\nLeaper, Dark Sight, Death Sense, Formidable Natural Weapons"}, {"name": "soporific carnivorous strangling tree", "race": "Possessed Large Tree", "rank": 2, "owner": "skarza", "tags": [], "id": 6447, "notes": "Damage inflicted is normally caused by strangulation\n\nWith these vines they can use the special effects choose location: head\n \nOne vine to attack per opponent. If the victim is wearing flexible armour it can choke using special ability above."}, {"name": "Lousy Bandit", "race": "Human", "rank": 2, "owner": "Bilharzia", "tags": [], "id": 6481, "notes": "This man is covered in dirty rags with shoddy weapons and an occasional piece of armor."}, {"name": "pygmy", "race": "Halfling (Dark Sun)", "rank": 2, "owner": "skarza", "tags": [], "id": 6522, "notes": ""}, {"name": "Street Samurai", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Cyberpunk", "Shadowrun"], "id": 6539, "notes": "Street culture, Warrior career\n"}, {"name": "Ratkin", "race": "Lizardfolk Male", "rank": 2, "owner": "skarza", "tags": [], "id": 6547, "notes": "The Ratkin, in terms of physical appearance, look almost exactly like large bipedal rats; roughly man-sized, with the typical specimen being between four and five feet tall on average. Their body posture is often hunched, a trait that was developed from the cramped conditions of their natural habitat.\n\nThough physically weaker than most races, Ratkin are naturally faster, more agile, and natural diggers. As such, a Ratkin can never truly go head to head with a human, and due to their cowardly nature, they will more likely run than engage in direct conflict. Only when cornered will a Ratkin fight with a reckless sense of rage.\n\nThe skeletal structure of a Ratkin is generally light-weight, giving them a greater degree of speed, movement, and natural reflexes than a typical human. This is further aided by possessing extremely strong back legs that help to propel a Ratkin at twice the speed of a normal man. The skeleton itself is also highly flexible, enabling them to slide through even the most cramped environment with relative ease. However, due to their physiology, the typical Ratkin is often weaker in terms of physical strength in comparison to other intelligent races within the known world, so much so that a healthy human male often can easily outweigh and outmatch a Ratkin in terms of sheer physical strength alone.\n\nLike similar animals, Ratkin have acute hearing that allows them to hear sounds at a greater distance and range of frequencies than humans. Ratkin also have excellent noses, which can detect smells from a greater range then those of humans. Due to their subterranean lifestyle, a Ratkin has naturally poor eyesight during the day-time, but when in the darkness, Ratkin can see in almost complete darkness.\n\nMost have brown, often dirty or matted fur (often flea ridden carrying sewer shakes), with large fangs in the upper jaw structure, red blood-shot eyes, over-grown claws, and a naked tail growing to the size of its body length. The loss of its tail will not typically cause a Serious Wound, but will cause the Ratkin flee the area.\n\nFilth bomb\nApplication: contact. 5\u2019 splatter radius uses athletics A direct hit covers location hit plus 1d4+2 locations, a near miss 1d3) range and damage as rock.\nPotency: 50\nResistance: Endurance (and willpower)\nOnset time: instant\nDuration:  until cleaned or clothing removed.\nConditions: Nausea: Victim cannot eat, and must roll against his Endurance every time he performs a stressful physical action to avoid being physically sick. Vomiting/retching lasts for 1d3 rounds during which he cannot act and Mania: get clean: the victim has to make a willpower roll each time the endurance roll fails or attempt to move to nearest water source, rip off armour and clothing etc. 1 item can be removed per round of vomiting/retching\nAntidote/Cure:  removing all effected clothing and washing in clean water for several minutes will reduce the smell to bearable, an odour-nade will clean it instantly. (see below: not Ratkin invention)\n\nOdour-nade\nApplication: Inhaled\nPotency: 50\nResistance: Endurance\nOnset time: instant\nDuration:  5 minutes (cleaning effect permanent, until made dirty again)\nConditions: RATKIN ONLY Nausea Victim cannot eat, and must roll against his Endurance every time he performs a stressful physical action to avoid being physically sick. Vomiting lasts for 1d3 rounds during which he cannot act. Resistance is needed every 15 seconds (3 rounds) in cloud.\nELVES ONLY: violent sneezing: Victim must roll against his Endurance every time he performs an action to avoid sneezing. it lasts for 1d3 rounds during which he cannot act and has similar effects to confusion, deafness and dumbness. Resistance is needed every 15 seconds (3 rounds) in cloud.\n\nsewer shakes\nApplication: injected by flea/tick bite\nPotency: 85\nResistance: Endurance\nOnset time: 1d4+2 hours\nDuration: 1d6+5 days\nConditions: Exhaustion Victim gains an extra level of Fatigue, on top of any they are currently suffering from per day\nShaking Fever Victim\u2019s body temperature fluctuates wildly \u2013 from hot to cold \u2013 and muscles ache. All skills suffer a difficulty grade of formidable.\nAntidote/Cure: Can be cured by the Healing skill. Each effect needs to be treated as a separate effect."}, {"name": "lesser Lugro (orc) Gorakim 'The Animals'", "race": "Goblin", "rank": 2, "owner": "skarza", "tags": [], "id": 6570, "notes": "These squat, grey-skinned humanoids have sharp yellowed fangs and yellow eyes that can see clearly in dark and smoky atmospheres. However, they are sensitive to ultraviolet light, which makes them less well able to see in daylight than humans (1 grade harder during day). Their lungs are very efficient at filtering and neutralising inhaled toxins, their porous body fat insulates their internal organs from extreme temperatures, and their cartilaginous bones have twice the strength of the human equivalent. Their alimentary canal and stomach are impervious to all non-corrosive poisons.Without a strong officer to command them will not engage in combat unless they outnumber an enemy two-to-one).\r\n\r\nTypical Armour: studded leather\r\nUniform:Blood red \r\nBanner: Warwolf\u2019s jawbone\r\n\r\nLed by Gourgaz (receive +10 to their Combat Skills. They will not seek to evade from combat unless their Gourgaz officer is killed, in which case they will immediately panic and flee). \r\n\r\nThe Gorakim are a naghim of shock troops who wield axes, scimitars and swords. They include greater Captains who are taller and tougher than their counterparts, and enjoy the protection of battle spells that make them immune to psychic and magic attacks. These exceptional lugro are usually mounted on Kraan.\r\n\r\nBlack Star: An oversized mace with a long handle and several rigid spikes emerging from its flanged head. Using the same principle as the stiletto, these weapons allow a wielder to ignore cloth and leather based Armour points.\r\n\r\nDark Axe: A wicked barbed axe favoured by many soldiers for its ability to catch an opponent\u2019s weapons and tear them out of their grasp, this axe has several metal protrusions around the head and along its metal-jacketed haft. Any time an opponent is struck by a Dark Axe in melee combat while wielding a one-handed melee weapon the attacker can perform a free disarm combat Manoeuvre in addition to any one chosen.\r\n\r\nHook: This simple weapon is little more than a one foot wide metal hook mounted in a handle of wood or iron. It is often found in the brutish hands of the Lugro. In addition to its normal damage, any impale to a limb will also cause the hooks to grip as a free combat Manoeuvre.\r\n\r\nSwordspear: A sword blade grafted on a spear haft with a set of covered handgrips along its length, the swordspear is another favourite among the troops of the Darklands. Swift and vicious, the swordspear\u2019s main properties are its covered grips and its balanced weight. The first trait adds a +5 bonus in the wielder\u2019s favour against any disarming attempts. The second feature allows the swordspear to be thrown without any penalty to the attack roll. Use the listed range increment for ranged attacks using the swordspear in this manner. Most swordspears are attached to a 10 metre length of chain, limiting their but allowing them to be retrieved as a combat action after they are thrown."}, {"name": "Human Ashigaru", "race": "Human", "rank": 2, "owner": "sasa0mg", "tags": [], "id": 6592, "notes": ""}, {"name": "lesser Lugro (orc) Nadul-Nakim 'The Nightfighters'", "race": "Goblin", "rank": 2, "owner": "skarza", "tags": [], "id": 6623, "notes": "These squat, grey-skinned humanoids have sharp yellowed fangs and yellow eyes that can see clearly in dark and smoky atmospheres. However, they are sensitive to ultraviolet light, which makes them less well able to see in daylight than humans (1 grade harder during day). Their lungs are very efficient at filtering and neutralising inhaled toxins, their porous body fat insulates their internal organs from extreme temperatures, and their cartilaginous bones have twice the strength of the human equivalent. Their alimentary canal and stomach are impervious to all non-corrosive poisons.Without a strong officer to command them will not engage in combat unless they outnumber an enemy two-to-one).\n\nTypical Armour: studded leather\nUniform: Black\nBanner: Plain black shield upon black flag\n \nAll these troops dress totally in black. They blacken their faces prior to battle and before they conduct night assaults."}, {"name": "Horan Tribal Hunter", "race": "Human", "rank": 2, "owner": "bturner", "tags": ["Fantasy", "Korantia", "Sard"], "id": 6618, "notes": ""}, {"name": "lesser Lugro (orc) Konkorim 'The Hunters'", "race": "Goblin", "rank": 2, "owner": "skarza", "tags": [], "id": 6619, "notes": "These squat, grey-skinned humanoids have sharp yellowed fangs and yellow eyes that can see clearly in dark and smoky atmospheres. However, they are sensitive to ultraviolet light, which makes them less well able to see in daylight than humans (1 grade harder during day). Their lungs are very efficient at filtering and neutralising inhaled toxins, their porous body fat insulates their internal organs from extreme temperatures, and their cartilaginous bones have twice the strength of the human equivalent. Their alimentary canal and stomach are impervious to all non-corrosive poisons.Without a strong officer to command them will not engage in combat unless they outnumber an enemy two-to-one).\r\n \r\nTypical Armour: studded leather\r\nUniform:Putrescent yellow\r\nBanner: Bow crossed by 3 black arrows\r\n\r\nAll these troops are archers.\r\n\r\nBlack Iron Bow: The black iron bow is the standard elite weapon for rare lugro archers and other skilled ranged attackers in the Darklands armies. With its shaft of bent and tempered black iron and its braided steel cable for a string, this bow fires its specially crafted metal arrows with remarkable force and accuracy. Though its heavy arrows do not fly as far as a normal longbow, they hurt a great deal more when they hit.+1 AP effect."}, {"name": "lesser Lugro (orc) Moggador 'The Hammerers'", "race": "Goblin", "rank": 2, "owner": "skarza", "tags": [], "id": 6620, "notes": "These squat, grey-skinned humanoids have sharp yellowed fangs and yellow eyes that can see clearly in dark and smoky atmospheres. However, they are sensitive to ultraviolet light, which makes them less well able to see in daylight than humans (1 grade harder during day). Their lungs are very efficient at filtering and neutralising inhaled toxins, their porous body fat insulates their internal organs from extreme temperatures, and their cartilaginous bones have twice the strength of the human equivalent. Their alimentary canal and stomach are impervious to all non-corrosive poisons.Without a strong officer to command them will not engage in combat unless they outnumber an enemy two-to-one).\r\n \r\n\r\nTypical Armour: Tough Hide (AP 1), studded leather\r\nUniform:Midnight blue\r\nBanner: Crossed warhammers\r\n\r\nLarge and muscular troopers armed with heavy warhammers.\r\n\r\nBlack Star: An oversized mace with a long handle and several rigid spikes emerging from its flanged head. Using the same principle as the stiletto, these weapons allow a wielder to ignore cloth and leather based Armour points"}, {"name": "Lesser Lugro (orc) Kaggazheg 'The Firedogs'", "race": "Goblin", "rank": 2, "owner": "skarza", "tags": [], "id": 6621, "notes": "These squat, grey-skinned humanoids have sharp yellowed fangs and yellow eyes that can see clearly in dark and smoky atmospheres. However, they are sensitive to ultraviolet light, which makes them less well able to see in daylight than humans (1 grade harder during day). Their lungs are very efficient at filtering and neutralising inhaled toxins, their porous body fat insulates their internal organs from extreme temperatures, and their cartilaginous bones have twice the strength of the human equivalent. Their alimentary canal and stomach are impervious to all non-corrosive poisons.Without a strong officer to command them will not engage in combat unless they outnumber an enemy two-to-one).\r\n \r\nTypical Armour: studded leather\r\nUniform:Flame orange\r\nBanner: Flaming dog\u2019s head\r\n\r\nWarwarg riders equipped with spears, swords and bows which act as a fast-moving mounted light infantry force. The leaders of the Fire-dogs all wear charred warwarg pelts. warwolf Breeders leading warwolf packs which they use as an initial wave of shock troops."}, {"name": "generic lesser Lugro (orc) ", "race": "Goblin", "rank": 2, "owner": "skarza", "tags": [], "id": 6624, "notes": "These squat, grey-skinned humanoids have sharp yellowed fangs and yellow eyes that can see clearly in dark and smoky atmospheres. However, they are sensitive to ultraviolet light, which makes them less well able to see in daylight than humans (1 grade harder during day). Their lungs are very efficient at filtering and neutralising inhaled toxins, their porous body fat insulates their internal organs from extreme temperatures, and their cartilaginous bones have twice the strength of the human equivalent. Their alimentary canal and stomach are impervious to all non-corrosive poisons.Without a strong officer to command them will not engage in combat unless they outnumber an enemy two-to-one).\n\nTypical Armour: studded leather "}, {"name": "lesser Lugro (orc) Ogshashez 'The Throatslitters'", "race": "Goblin", "rank": 2, "owner": "skarza", "tags": [], "id": 6625, "notes": "These squat, grey-skinned humanoids have sharp yellowed fangs and yellow eyes that can see clearly in dark and smoky atmospheres. However, they are sensitive to ultraviolet light, which makes them less well able to see in daylight than humans (1 grade harder during day). Their lungs are very efficient at filtering and neutralising inhaled toxins, their porous body fat insulates their internal organs from extreme temperatures, and their cartilaginous bones have twice the strength of the human equivalent. Their alimentary canal and stomach are impervious to all non-corrosive poisons.Without a strong officer to command them will not engage in combat unless they outnumber an enemy two-to-one).\r\n\r\nTypical Armour: studded leather\r\nUniform:Rich purple\r\nBanner: Curved, serrated long knife\r\n\r\nThese troops always carry two or more long, serrated knives, with which to finish off wounded soldiers on the battlefield. They also include infiltrators, assassins and expert ambushers that excel at discreetly eliminating targets beyond the enemy\u2019s front lines."}, {"name": "lesser Lugro (orc) Nanenrakim 'The Lifestealers'", "race": "Goblin", "rank": 2, "owner": "skarza", "tags": [], "id": 6626, "notes": "These squat, grey-skinned humanoids have sharp yellowed fangs and yellow eyes that can see clearly in dark and smoky atmospheres. However, they are sensitive to ultraviolet light, which makes them less well able to see in daylight than humans (1 grade harder during day). Their lungs are very efficient at filtering and neutralising inhaled toxins, their porous body fat insulates their internal organs from extreme temperatures, and their cartilaginous bones have twice the strength of the human equivalent. Their alimentary canal and stomach are impervious to all non-corrosive poisons.Without a strong officer to command them will not engage in combat unless they outnumber an enemy two-to-one).\r\n\r\nTypical Armour: studded leather\r\nUniform:Murky blue\r\nBanner: Single black arrow\r\n\r\nThe Lifestealers are all armed with bows and comprise the most effective archer naghim in all of the orgars.\r\n\r\nBlack Iron Bow: The black iron bow is the standard elite weapon for archers and other skilled ranged attackers in the Darklands armies. With its shaft of bent and tempered black iron and its braided steel cable for a string, this bow fires its specially crafted metal arrows with remarkable force and accuracy. Though its heavy arrows do not fly as far as a normal longbow, they hurt a great deal more when they hit. +1AP effect."}, {"name": "Lesser Lugro Orgadak-Taagim 'The Humankillers'", "race": "Goblin", "rank": 2, "owner": "skarza", "tags": [], "id": 6627, "notes": "These squat, grey-skinned humanoids have sharp yellowed fangs and yellow eyes that can see clearly in dark and smoky atmospheres. However, they are sensitive to ultraviolet light, which makes them less well able to see in daylight than humans (1 grade harder during day). Their lungs are very efficient at filtering and neutralising inhaled toxins, their porous body fat insulates their internal organs from extreme temperatures, and their cartilaginous bones have twice the strength of the human equivalent. Their alimentary canal and stomach are impervious to all non-corrosive poisons.Without a strong officer to command them will not engage in combat unless they outnumber an enemy two-to-one).\r\n\r\nTypical Armour: studded leather\r\nUniform:Dull red\r\nBanner: Impaled human head\r\n\r\nThe Human-killers are equipped with spears and pikes. They include elite squadrons of Kraan Lancers equipped with tall pointed helmets fashioned from a dull-coloured bronze. Some of them carry sorcerous spears wreathed by a crackling coil of magical fire. The Orgadak-Taagim are led by Battlemasters, taller than their comrades and clad from head to foot in black chain mail. They are armed with a barbed flail that they use to urge their troops forward. These Battlemasters are sometimes tasked with leading special units, drawn from several naghims, to destroy specific battlefield targets.\r\n\r\nSwordspear: A sword blade grafted on a spear haft with a set of covered handgrips along its length, the swordspear is another favourite among the lugro troops of the Darklands. Swift and vicious, the swordspear\u2019s main properties are its covered grips and its balanced weight. The first trait adds a +5 bonus in the wielder\u2019s favour against any disarming attempts. The second feature allows the swordspear to be thrown without any penalty to the attack roll. Use the listed range increment for ranged attacks using the swordspear in this manner. Most swordspears are attached to a 10 metre length of chain, limiting their but allowing them to be retrieved as a combat action after they are thrown. \r\n\r\nHook: This simple weapon is little more than a one foot wide metal hook mounted in a handle of wood or iron. In addition to its normal damage, any impale to a limb will also cause the hooks to grip as a free combat Manoeuvre"}, {"name": "Lesser Lugro Lajakaan 'The Stonehearts'", "race": "Goblin", "rank": 2, "owner": "skarza", "tags": [], "id": 6636, "notes": "These squat, grey-skinned humanoids have sharp yellowed fangs and yellow eyes that can see clearly in dark and smoky atmospheres. However, they are sensitive to ultraviolet light, which makes them less well able to see in daylight than humans (1 grade harder during day). Their lungs are very efficient at filtering and neutralising inhaled toxins, their porous body fat insulates their internal organs from extreme temperatures, and their cartilaginous bones have twice the strength of the human equivalent. Their alimentary canal and stomach are impervious to all non-corrosive poisons.Without a strong officer to command them will not engage in combat unless they outnumber an enemy two-to-one).\r\n\r\nTypical Armour: Tough Hide (AP 1), studded leather \r\nUniform:Grey\r\nBanner: Grey heart pierced by a long serrated scimitar\r\n\r\nLed by Gourgaz (receive +10 to their Combat Skills. They will not seek to evade from combat unless their Gourgaz officer is killed, in which case they will immediately panic and flee). \r\n\r\nEquipped with curved swords, the Lajakaan have a reputation for being exceptionally cruel and sadistic soldiers."}, {"name": "Zombie Islander - decayed", "race": "Zombie", "rank": 2, "owner": "hkokko", "tags": ["Undead"], "id": 6646, "notes": ""}, {"name": "Springcoil rattler", "race": "Snake, Poisonous", "rank": 2, "owner": "skarza", "tags": [], "id": 6659, "notes": "Known to project itself forward up to 3 times its body length the spring coil rattler can bite a man on horseback. It is aggressive and known to bite repeatedly if not killed or fled from immediately.\n\nPoison POT 95 (for both)\nOnset time 1d2 rounds (for both)\nduration: 1D3 days (for both)\neffects: 2 bleeding effects happens immediately and then every X hours. where X is the duration in hours/10 rounded up.\n\ntreatment: A bandage, wrapped two to four inches above the bite, may help slow venom. The bandage should not cut off blood flow from a vein or artery. A good rule of thumb is to make the band loose enough that a finger can slip under it. Doubles time between bleed effect.\n    \nSuction may help draw venom out of the wound after making cuts (1 HP damage). Allows another resistance roll. If successful the nausea also wears off in about an hour."}, {"name": "Human Viking Farmer", "race": "Human", "rank": 2, "owner": "mr.sigz", "tags": [], "id": 6662, "notes": ""}, {"name": "Human Viking Fisher", "race": "Human", "rank": 2, "owner": "mr.sigz", "tags": [], "id": 6664, "notes": ""}, {"name": "Human Viking Sailor", "race": "Human", "rank": 2, "owner": "mr.sigz", "tags": [], "id": 6665, "notes": ""}, {"name": "mad prisoner", "race": "Human", "rank": 2, "owner": "skarza", "tags": [], "id": 6674, "notes": "His eyes look wild and he is sweating profusely. He is delirious with fever and it is impossible to communicate with him. Suddenly he pulls a dagger from his clothing and tries to stab you. the frenzy effect is 'always on'."}, {"name": "Sohleugir slave guards (Lizardman)", "race": "Lizardfolk Male", "rank": 2, "owner": "skarza", "tags": [], "id": 6675, "notes": "Textured, jade scales shimmer on the hide of the amphibious Sohleugir, interupted by fin-like ridges rising along the spine. These jagged spikes march from the tip of the three foot tail to the crown of the draconic, snouted head. A transparent, extra lid covers the eye underwater or against dust in the air. The digits of hands and feet bear translucent, claw-like nails. They stand 5'8' to 6'6\" tall."}, {"name": "Sohleugir (Lizardman)", "race": "Lizardfolk Male", "rank": 2, "owner": "skarza", "tags": [], "id": 6676, "notes": "Textured, jade scales shimmer on the hide of the amphibious Sohleugir, interupted by fin-like ridges rising along the spine. These jagged spikes march from the tip of the three foot tail to the crown of the draconic, snouted head. A transparent, extra lid covers the eye underwater or against dust in the air. The digits of hands and feet bear translucent, claw-like nails. They stand 5'8' to 6'6\" tall.\n\nSohleugir scales have been used to make very fine armor\u2014of course, no armorer would admit that he can work such feats (lest news reach these violent folk).\nSohleugir build covoluted cities of stone, corals, and shells on rocky shores next to the ocean. They cultivate the waves like a farmer tills the soil, spending long days in the water gathering seaweed and other ocean resources. Yet they choose to dwell on the land, creating immense, briny submersion pools in every house or palace. Their average life span is 95 years. Sohleugir are a war-like people, eager to test the points of their tridents and the courage of their spirits, but cruelty remains absent from their passion for combat."}, {"name": "Mosquito Swarm (small)", "race": "Insect Swarm", "rank": 2, "owner": "skarza", "tags": [], "id": 6685, "notes": "***Hitpoints*** = SIZ. \nswarm of SIZ 6 is enough to engulf one half of the body. A swarm of 12 is enough to engulf the entire body. A swarm of SIZ 24 could engulf two opponents simultaneously. The potency of the attack is based on SIZ, as follows:\n\nSiz ~ Damage ~ Combat actions\n1-5   ~   1    ~     1\n6-11  ~ 1d2    ~     2 \n\n\nThe damage from stings and bites are applied simultaneously to every location covered by the swarm. Worn armour initially counts against this damage, but is reduced by 1 point for each successful attack, as the insects begin to crawl inside gaps in the clothing. For example, a victim wearing brigandine armour who stumbles into a swarm of SIZ 6, will be immune to the swarm\u2019s first three attacks but eventually the insects will find a way in. Normal clothing provides no protection, unless especially thick \u2013 for example winter wear.\n\nSwarms do not generate Special Effects, and neither do they use Combat Actions to parry or evade unless attacked with an area affect assault. On the other hand a victim can use Evade to temporarily avoid a swarm. Otherwise they must flee, hide or seek cover. Swarms fly at a base Movement Rate of 4, but can augment this rate by using their Athletics skill.\n\nHowever the anti-coagulant pumped into a host can have an annoying effect. The victim must make an Endurance roll, vs 80 potency, 1D6+1 minutes after a successful attack. If the roll fails the anti-coagulant causes the bites to swell, itch and ache, making it difficult to focus and reducing all skill rolls by 1 level. wears of in 1d4 hours.\n\nMalaria\nSpread by mosquitoes, which flourish during warm months, the symptoms of malaria include fever, shivering, joint pain, vomiting, anaemia and convulsions, which reoccur on a diurnal cyclic basis. The milder form of malaria is chronic and the infection remains for many years.\n\nApplication: Injected (mosquito bite)\nPotency: 65\nResistance: Endurance\nOnset time: 1d8+6 days\nDuration: 2 weeks or more\n\nConditions: Fever with possible Unconsciousness and Death. Failing the opposed Endurance roll indicates that the character is infected with a milder strain of malaria, which causes a succession of feverish paroxysms every 3 days, each bout of fever lasting about 6 hours. During this time the character treats all skills as Hard. This continues until the third week, when the character can make another opposed roll each week to see if the disease goes into remission.\nFumbling the original Stamina roll means the character has instead contracted a deadlier form of malaria. This induces paroxysms every 2 days but each bout of fever renders the victim unconscious for 24-36 hours. In addition the character must make an unopposed Stamina roll with each attack. If failed the victim suffers dies.\n\nOnce infected with the milder form of malaria, characters must make a further Endurance roll each summer to see if they suffer a relapse. If so, then they suffer the same effects as their first bout of the disease. Yet, if they roll a critical success, then their body purges the infection and they no longer suffer from the disease."}, {"name": "Mosquito Swarm (tiny)", "race": "Insect Swarm", "rank": 2, "owner": "skarza", "tags": [], "id": 6686, "notes": "***Hitpoints*** = SIZ. \nswarm of SIZ 6 is enough to engulf one half of the body. A swarm of 12 is enough to engulf the entire body. A swarm of SIZ 24 could engulf two opponents simultaneously. The potency of the attack is based on SIZ, as follows:\n\nSiz ~ Damage ~ Combat actions\n1-5   ~   1    ~     1\n\nThe damage from stings and bites are applied simultaneously to every location covered by the swarm. Worn armour initially counts against this damage, but is reduced by 1 point for each successful attack, as the insects begin to crawl inside gaps in the clothing. For example, a victim wearing brigandine armour who stumbles into a swarm of SIZ 6, will be immune to the swarm\u2019s first three attacks but eventually the insects will find a way in. Normal clothing provides no protection, unless especially thick \u2013 for example winter wear.\n\nSwarms do not generate Special Effects, and neither do they use Combat Actions to parry or evade unless attacked with an area affect assault. On the other hand a victim can use Evade to temporarily avoid a swarm. Otherwise they must flee, hide or seek cover. Swarms fly at a base Movement Rate of 4, but can augment this rate by using their Athletics skill.\n\nHowever the anti-coagulant pumped into a host can have an annoying effect. The victim must make an Endurance roll, vs 80 potency, 1D6+1 minutes after a successful attack. If the roll fails the anti-coagulant causes the bites to swell, itch and ache, making it difficult to focus and reducing all skill rolls by 1 level. wears of in 1d4 hours.\n\nMalaria\nSpread by mosquitoes, which flourish during warm months, the symptoms of malaria include fever, shivering, joint pain, vomiting, anaemia and convulsions, which reoccur on a diurnal cyclic basis. The milder form of malaria is chronic and the infection remains for many years.\n\nApplication: Injected (mosquito bite)\nPotency: 65\nResistance: Endurance\nOnset time: 1d8+6 days\nDuration: 2 weeks or more\n\nConditions: Fever with possible Unconsciousness and Death. Failing the opposed Endurance roll indicates that the character is infected with a milder strain of malaria, which causes a succession of feverish paroxysms every 3 days, each bout of fever lasting about 6 hours. During this time the character treats all skills as Hard. This continues until the third week, when the character can make another opposed roll each week to see if the disease goes into remission.\nFumbling the original Stamina roll means the character has instead contracted a deadlier form of malaria. This induces paroxysms every 2 days but each bout of fever renders the victim unconscious for 24-36 hours. In addition the character must make an unopposed Stamina roll with each attack. If failed the victim suffers dies.\n\nOnce infected with the milder form of malaria, characters must make a further Endurance roll each summer to see if they suffer a relapse. If so, then they suffer the same effects as their first bout of the disease. Yet, if they roll a critical success, then their body purges the infection and they no longer suffer from the disease."}, {"name": "Mosquito Swarm (medium)", "race": "Insect Swarm", "rank": 2, "owner": "skarza", "tags": [], "id": 6687, "notes": "***Hitpoints*** = SIZ. \nswarm of SIZ 6 is enough to engulf one half of the body. A swarm of 12 is enough to engulf the entire body. A swarm of SIZ 24 could engulf two opponents simultaneously. The potency of the attack is based on SIZ, as follows:\n\nSiz ~ Damage ~ Combat actions\n1-5   ~   1    ~     1\n6-11  ~ 1d2    ~     2 \n12-18 ~ 1d3    ~     3 \n\nThe damage from stings and bites are applied simultaneously to every location covered by the swarm. Worn armour initially counts against this damage, but is reduced by 1 point for each successful attack, as the insects begin to crawl inside gaps in the clothing. For example, a victim wearing brigandine armour who stumbles into a swarm of SIZ 6, will be immune to the swarm\u2019s first three attacks but eventually the insects will find a way in. Normal clothing provides no protection, unless especially thick \u2013 for example winter wear.\n\nSwarms do not generate Special Effects, and neither do they use Combat Actions to parry or evade unless attacked with an area affect assault. On the other hand a victim can use Evade to temporarily avoid a swarm. Otherwise they must flee, hide or seek cover. Swarms fly at a base Movement Rate of 4, but can augment this rate by using their Athletics skill.\n\nHowever the anti-coagulant pumped into a host can have an annoying effect. The victim must make an Endurance roll, vs 80 potency, 1D6+1 minutes after a successful attack. If the roll fails the anti-coagulant causes the bites to swell, itch and ache, making it difficult to focus and reducing all skill rolls by 1 level. wears of in 1d4 hours.\n\nMalaria\nSpread by mosquitoes, which flourish during warm months, the symptoms of malaria include fever, shivering, joint pain, vomiting, anaemia and convulsions, which reoccur on a diurnal cyclic basis. The milder form of malaria is chronic and the infection remains for many years.\n\nApplication: Injected (mosquito bite)\nPotency: 65\nResistance: Endurance\nOnset time: 1d8+6 days\nDuration: 2 weeks or more\n\nConditions: Fever with possible Unconsciousness and Death. Failing the opposed Endurance roll indicates that the character is infected with a milder strain of malaria, which causes a succession of feverish paroxysms every 3 days, each bout of fever lasting about 6 hours. During this time the character treats all skills as Hard. This continues until the third week, when the character can make another opposed roll each week to see if the disease goes into remission.\nFumbling the original Stamina roll means the character has instead contracted a deadlier form of malaria. This induces paroxysms every 2 days but each bout of fever renders the victim unconscious for 24-36 hours. In addition the character must make an unopposed Stamina roll with each attack. If failed the victim suffers dies.\n\nOnce infected with the milder form of malaria, characters must make a further Endurance roll each summer to see if they suffer a relapse. If so, then they suffer the same effects as their first bout of the disease. Yet, if they roll a critical success, then their body purges the infection and they no longer suffer from the disease."}, {"name": "Mosquito Swarm (large)", "race": "Insect Swarm", "rank": 2, "owner": "skarza", "tags": [], "id": 6688, "notes": "***Hitpoints*** = SIZ. \nswarm of SIZ 6 is enough to engulf one half of the body. A swarm of 12 is enough to engulf the entire body. A swarm of SIZ 24 could engulf two opponents simultaneously. The potency of the attack is based on SIZ, as follows:\n\nSiz ~ Damage ~ Combat actions\n1-5   ~   1    ~     1\n6-11  ~ 1d2    ~     2 \n12-18 ~ 1d3    ~     3 \n19-25 ~ 1d4    ~     4 \n\nThe damage from stings and bites are applied simultaneously to every location covered by the swarm. Worn armour initially counts against this damage, but is reduced by 1 point for each successful attack, as the insects begin to crawl inside gaps in the clothing. For example, a victim wearing brigandine armour who stumbles into a swarm of SIZ 6, will be immune to the swarm\u2019s first three attacks but eventually the insects will find a way in. Normal clothing provides no protection, unless especially thick \u2013 for example winter wear.\n\nSwarms do not generate Special Effects, and neither do they use Combat Actions to parry or evade unless attacked with an area affect assault. On the other hand a victim can use Evade to temporarily avoid a swarm. Otherwise they must flee, hide or seek cover. Swarms fly at a base Movement Rate of 4, but can augment this rate by using their Athletics skill.\n\nHowever the anti-coagulant pumped into a host can have an annoying effect. The victim must make an Endurance roll, vs 80 potency, 1D6+1 minutes after a successful attack. If the roll fails the anti-coagulant causes the bites to swell, itch and ache, making it difficult to focus and reducing all skill rolls by 1 level.wears of in 1d4 hours.\n\nMalaria\nSpread by mosquitoes, which flourish during warm months, the symptoms of malaria include fever, shivering, joint pain, vomiting, anaemia and convulsions, which reoccur on a diurnal cyclic basis. The milder form of malaria is chronic and the infection remains for many years.\n\nApplication: Injected (mosquito bite)\nPotency: 65\nResistance: Endurance\nOnset time: 1d8+6 days\nDuration: 2 weeks or more\n\nConditions: Fever with possible Unconsciousness and Death. Failing the opposed Endurance roll indicates that the character is infected with a milder strain of malaria, which causes a succession of feverish paroxysms every 3 days, each bout of fever lasting about 6 hours. During this time the character treats all skills as Hard. This continues until the third week, when the character can make another opposed roll each week to see if the disease goes into remission.\nFumbling the original Stamina roll means the character has instead contracted a deadlier form of malaria. This induces paroxysms every 2 days but each bout of fever renders the victim unconscious for 24-36 hours. In addition the character must make an unopposed Stamina roll with each attack. If failed the victim suffers dies.\n\nOnce infected with the milder form of malaria, characters must make a further Endurance roll each summer to see if they suffer a relapse. If so, then they suffer the same effects as their first bout of the disease. Yet, if they roll a critical success, then their body purges the infection and they no longer suffer from the disease."}, {"name": "Mosquito Swarm (huge)", "race": "Insect Swarm", "rank": 2, "owner": "skarza", "tags": [], "id": 6689, "notes": "***Hitpoints*** = SIZ. \nswarm of SIZ 6 is enough to engulf one half of the body. A swarm of 12 is enough to engulf the entire body. A swarm of SIZ 24 could engulf two opponents simultaneously. The potency of the attack is based on SIZ, as follows:\n\nSiz ~ Damage ~ Combat actions\n1-5   ~   1    ~     1\n6-11  ~ 1d2    ~     2 \n12-18 ~ 1d3    ~     3 \n19-25 ~ 1d4    ~     4 \n26-33 ~ 1d6    ~     5\n\nThe damage from stings and bites are applied simultaneously to every location covered by the swarm. Worn armour initially counts against this damage, but is reduced by 1 point for each successful attack, as the insects begin to crawl inside gaps in the clothing. For example, a victim wearing brigandine armour who stumbles into a swarm of SIZ 6, will be immune to the swarm\u2019s first three attacks but eventually the insects will find a way in. Normal clothing provides no protection, unless especially thick \u2013 for example winter wear.\n\nSwarms do not generate Special Effects, and neither do they use Combat Actions to parry or evade unless attacked with an area affect assault. On the other hand a victim can use Evade to temporarily avoid a swarm. Otherwise they must flee, hide or seek cover. Swarms fly at a base Movement Rate of 4, but can augment this rate by using their Athletics skill.\n\nHowever the anti-coagulant pumped into a host can have an annoying effect. The victim must make an Endurance roll, vs 80 potency, 1D6+1 minutes after a successful attack. If the roll fails the anti-coagulant causes the bites to swell, itch and ache, making it difficult to focus and reducing all skill rolls by 1 level. wears of in 1d4 hours.\n\nMalaria\nSpread by mosquitoes, which flourish during warm months, the symptoms of malaria include fever, shivering, joint pain, vomiting, anaemia and convulsions, which reoccur on a diurnal cyclic basis. The milder form of malaria is chronic and the infection remains for many years.\n\nApplication: Injected (mosquito bite)\nPotency: 65\nResistance: Endurance\nOnset time: 1d8+6 days\nDuration: 2 weeks or more\n\nConditions: Fever with possible Unconsciousness and Death. Failing the opposed Endurance roll indicates that the character is infected with a milder strain of malaria, which causes a succession of feverish paroxysms every 3 days, each bout of fever lasting about 6 hours. During this time the character treats all skills as Hard. This continues until the third week, when the character can make another opposed roll each week to see if the disease goes into remission.\nFumbling the original Stamina roll means the character has instead contracted a deadlier form of malaria. This induces paroxysms every 2 days but each bout of fever renders the victim unconscious for 24-36 hours. In addition the character must make an unopposed Stamina roll with each attack. If failed the victim suffers dies.\n\nOnce infected with the milder form of malaria, characters must make a further Endurance roll each summer to see if they suffer a relapse. If so, then they suffer the same effects as their first bout of the disease. Yet, if they roll a critical success, then their body purges the infection and they no longer suffer from the disease."}, {"name": "Giant Wasp", "race": "Giant Wasp", "rank": 2, "owner": "skarza", "tags": [], "id": 6691, "notes": "Application: Injected by Sting Attack\nOnset time: 1D3 turns for Agony, 1D12 Combat Rounds for paralysis\nDuration: 6D10 minutes for agony, 3d10 minutes for paralysis.\nResistance Time: The victim must make an endurance roll at the Onset Time. Failure indicates that Condition has taken effect.\nPotency: CON x5 + CON per additional sting.\n\nConditions: Agony. The venom initially causes the victim pain if the first endurance roll is failed. Even if the Roll is succeeded, further Stings increase the potency, track the \u2018duration\u2019 of the venom until it wears off.\nParalysis. Victim is unable physically to move. it affects the whole body, so the character cannot move at all.\n\nAntidote/Cure: Anti-venom. Some cultures have perfected anti-venom remedies which have a Potency of 1D20+10. The anti-venom must be introduced with a successful First Aid or Healing roll and add their Potency as a bonus to the victim\u2019s Resilience roll to fight the venom throughout its duration."}, {"name": "caveman / woman", "race": "Human", "rank": 2, "owner": "skarza", "tags": [], "id": 6695, "notes": "Primitive semi- humans who live in rocky regions. They dress in furs, usually bearskin, and sometimes bone armour, but it is piecemeal and lacks order.\nThey are very unintelligent (INS not INT) and communicate only in animal like grunts. They will attack all other large beings, either for food or because they seem like a threat to them. Cave men are surly, aggressive beings and they fight among themselves. The caves of these beings are nauseously filthy, scattered with rotting food, old furs and discarded straw bedding.\nIn contrast cave women, while being equally aggressive, are more tidy with their caves. An interesting subculture has grown around females that have spurned the violent advances of cavemen. They have set up small family units where the females fulfill all the roles their male counterparts do, often with more aplomb. This includes hunting, security and seeing to the 'needs' of their cave-sisters."}, {"name": "Umathelan Beasthandler Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pregen", "Sartar"], "id": 6705, "notes": ""}, {"name": "Sartar Entertainer Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pregen", "Sartar"], "id": 6708, "notes": ""}, {"name": "Sartar Steward Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Pregen", "Sartar"], "id": 6712, "notes": ""}, {"name": "Mutant Sohleugir guards (Lizardman)", "race": "Lizardfolk Male", "rank": 2, "owner": "skarza", "tags": [], "id": 6722, "notes": "Textured, jade scales shimmer on the hide of the amphibious Sohleugir, interupted by fin-like ridges rising along the spine. These jagged spikes march from the tip of the three foot tail to the crown of the draconic, snouted head. A transparent, extra lid covers the eye underwater or against dust in the air. The digits of hands and feet bear translucent, claw-like nails. They stand 5'8' to 6'6\" tall.\n\nWearing plate armour on all locations -9 to SR"}, {"name": "Feral woman", "race": "Human", "rank": 2, "owner": "skarza", "tags": [], "id": 6725, "notes": "They dress in furs, but it is piecemeal and lacks order. Feral women lack the basic social skills that are normally learned in the process of enculturation. For example, they may be unable to learn to use a toilet, have trouble learning to walk upright after walking on fours all their lives, or display a complete lack of interest in the human activity around them. They often seem mentally impaired and have almost insurmountable trouble learning a human language. The impaired ability to learn a natural language after having been isolated for so many years is often attributed to the existence of a critical period for language learning."}, {"name": "Izzix Goresmash (slave guard Lizardman)", "race": "Lizardfolk Male", "rank": 2, "owner": "skarza", "tags": [], "id": 6730, "notes": "Sub-Leader of the lizard man phalanx\n\nTextured, jade scales shimmer on the hide of the amphibious Sohleugir, interupted by fin-like ridges rising along the spine. These jagged spikes march from the tip of the three foot tail to the crown of the draconic, snouted head. A transparent, extra lid covers the eye underwater or against dust in the air. The digits of hands and feet bear translucent, claw-like nails. They stand 5'8' to 6'6\" tall.\n\nWearing halfplate armour on head and body, studded leather on arms and legs locations -4 to SR\n\nrank 1 fighter: +1 light, +2 to heavy armour AP (factored)\n+1 Action Point for the purposes of Parrying only.\nLUCK: 3"}, {"name": "Gonchong", "race": "Giant Spider", "rank": 2, "owner": "skarza", "tags": [], "id": 6732, "notes": "If there was ever a creature that should live, it is the gonchong. It is a cruel evil parasite which take control of the brain of its victim and use it to commit horrendous atrocities. It looks rather like huge bony spider or crab with a pair of small, staring eyes on stalks at the front of its body. It is physically weak, and use its evil intelligence instead to achieve its gruesome ends.\n\nThe thing will choose a powerful leader a king, general, or high Sorcerer-and latch on to his head by skewering a long thin proboscis through the top and into the brain. This thin tube must be severed to kill the Gonchong. However, the creature instills great physical powers in its host (adding 5 points to both STR and CON, and replacing his INT, POW and CHA with its own), so that as the host defending himself, he defending the parasitic gonchong too. It can then use its ability to hold sway over a large force, such as an army, driving them on with passion similar in effect to an enslave sorcery spell. \n\nthe host of a Conchong cannot be harmed by normal weapons only an enchanted primal fire weapon will break the parasites defences and injure its host. As soon as the host has been killed the linking proboscis must be severed while it is still stuck in the dead creature's head. Otherwise the foul thing will withdraw and attempt to leap on to new victim. Avoiding such a move is an opposed evade roll.\n\nIf the Gonchong miss, it will fall to the door, and while it readies itself for another attempt: it can be Dispatched easily. Should the thing hit its target. However, its proboscis will puncture the new host's head while it grips with its legs. The victim will become a soulless host for the evil Gonchong strong beyond belief, but condemned to deathly existence as its slave."}, {"name": "Fox woman (animal form)", "race": "Dog", "rank": 2, "owner": "hkokko", "tags": [], "id": 6761, "notes": "\"Also called elurae, fox women are magical shape-changers. They spend most of their time in their animal forms, where they are omnivorous, mainly eating fruit and insects.\" RQG "}, {"name": "Giant Crane", "race": "Eagle, Giant", "rank": 2, "owner": "hkokko", "tags": ["Esrolia", "Flyer", "Glorantha", "Maniria"], "id": 6769, "notes": ""}, {"name": "Pig Dog", "race": "Dog", "rank": 2, "owner": "hkokko", "tags": ["Glorantha"], "id": 6770, "notes": "RQG"}, {"name": "Dwarven slave", "race": "Dwarf", "rank": 2, "owner": "skarza", "tags": [], "id": 6774, "notes": ""}, {"name": "fish Carp  dwarven north", "race": "fish Carp ", "rank": 2, "owner": "torvak", "tags": ["Animal", "Dwarf fort", "Fantasy"], "id": 6793, "notes": "The carp is a fairly common variety of large fish that is infamous among dwarves as being a vicious killer. \n\n"}, {"name": "Celtic Horse Spirit. Intensity 1", "race": "Spirit", "rank": 2, "owner": "yngeld", "tags": ["", "Mythic britain"], "id": 7755, "notes": ""}, {"name": "Celtic Water Spirit. Intensity 1", "race": "Spirit", "rank": 2, "owner": "yngeld", "tags": ["", "Mythic britain"], "id": 7753, "notes": ""}, {"name": "Barandrun", "race": "Human", "rank": 2, "owner": "skarza", "tags": [], "id": 6809, "notes": "Artful Dodger: The Artful Dodger talent requires you to be Unburdened (ENC less than STRx2), and wearing nothing more restrictive than light armour. You possess fast reflexes and gain 1 extra Action Point, which may only be used to Parry or Evade. In addition, you may use the Evade skill to dodge a melee attack without falling prone. Against a ranged attack, you only end up prone if you fail the roll."}, {"name": "homunculus", "race": "Gargoyle, Lesser Horned", "rank": 2, "owner": "skarza", "tags": [], "id": 6820, "notes": "homunculus - a small (up to 2 foot), green, winged humanoid creature often an alchemist familiar. A A homunculus is a miniature servant created by a spellcaster from his own blood. They are weak combatants but make effective spies, messengers, and scouts. A homunculus\u2019s creator determines its precise features; some are more refined looking, but most creators don\u2019t bother to improve the creature\u2019s appearance beyond the minimum necessary for functioning. Many have helpful spells.\n\nhomunculus spit\nApplication: Injected\nPotency: 50\nResistance: Endurance\nOnset time: Instant\nDuration: 60 minutes\nConditions: Unconscious\nAntidote/Cure: Can be cured by the Healing skill by applying stimulants and cleaning wound.\n"}, {"name": "bat swarm (large)", "race": "Flock", "rank": 2, "owner": "skarza", "tags": [], "id": 6819, "notes": "Unlike insect swarms, these kinds of groups can inflict different types of injury rather than just poisonous stings. The size of the group determines the number of \u2018injuries\u2019 the mass delivers at the start of every Round. This damage is automatic and cannot be avoided if the group of creatures has engulfed the victim.\n\nAlthough bats can carry disease, they do not generally attack people directly. Instead they tend to cause surprise and significant distraction due to the battering of hundreds, even thousands, of thrumming wings passing by in panic. This can interfere with actions from trying to cross over a narrow bridge to casting a spell as the bats bump those in their path or get caught in clothing and hair. The magnitude of the distraction each Round is calculated by imposing a number of difficulty grades equal to half the rolled injuries.\n\nVampire bats are the exception, When attacking as a swarm, if the rolled number of injuries exceeds the victim\u2019s Armour Points, then each successful injury inflicts 1 Hit Point of damage. In addition, the victim is exposed to a disease. Any victim knocked out will be drained of blood in a short space of time (about 10 minutes).\n\nRabies\nCarried by certain animals and transferred by a successful bite, rabies works on the brain, inflaming it and paralysing the throat. Victims begin with flu-like symptoms (muscle pains, coughing, fever) but within a few days the disease moves into its far more painful \u2013 and invariably fatal \u2013 phase.\nApplication: injected\nOnset time: 2D6 weeks\nDuration: 2D6 days\nPotency: 80\nResistance: Endurance (One roll)\nConditions: Hallucination, Mania (hydrophobia), Death. If the disease takes hold, the victim suffers increasingly acute and debilitating hallucinations. Halfway through the Duration, manic hydrophobia automatically sets-in as the victim\u2019s throat swells, the body dehydrates, and it becomes physically painful to swallow water. At the end of the Duration, the victim mercifully slips into a coma and dies.\nAntidote/Cure: Cure Disease spell. Rabies is not a magical disease, but its severity means there is no natural cure or antidote for it; healing magic is essential and must be administered prior to the conclusion of the disease.\n"}, {"name": "Saurid", "race": "Lizardfolk Male", "rank": 2, "owner": "elias", "tags": [], "id": 6831, "notes": "Abilities: Cold Blooded, Night Sight"}, {"name": "Zombie", "race": "Human", "rank": 2, "owner": "skarza", "tags": [], "id": 6832, "notes": "They are either created to serve some function, are the result of spontaneous animation in areas steeped in necromantic magic."}, {"name": "Lizardman", "race": "Lizardman", "rank": 2, "owner": "raleel", "tags": [], "id": 6833, "notes": ""}, {"name": "Baaz Draconian", "race": "Draconian", "rank": 2, "owner": "raleel", "tags": [], "id": 6834, "notes": "When a Baaz reaches 0 hit points, he turns at once into what appears to be a stone statue. If a PC deals this statue a blow with an edged melee weapon, he must make a Hard Combat Style check or his weapon will be stuck in the still-hardening statue of the draconian. If the character used an Impale special effect on the killing blow, this roll automatically fails.\n\nIn any event, the statue crumbles to dust within 1d4 rounds after the draconian?s death, freeing any weapon stuck in it. While a weapon is stuck in a dead Baaz, it cannot be used. Note that only the body of the Baaz turns to stone and then crumbles; armor and weapons it carries are unaffected and may be used by others after the draconian turns to dust. - modified from Dragons of Despair"}, {"name": "large Giant Rat", "race": "Shadow Cat", "rank": 2, "owner": "skarza", "tags": [], "id": 6838, "notes": "The following characteristics detail a giant rat averaging 1 m to 1.5 m (3 to 4.5 ft) in length, not counting a hairless pink tail as long as its body. The loss of its tail will not typically cause a Serious Wound, but will cause the rat flee the area."}, {"name": "Giant weasel (vampiric)", "race": "Dog", "rank": 2, "owner": "skarza", "tags": [], "id": 6853, "notes": "Giant weasels are the fast and tenacious foes, that have amazing speed and stamina.\n\nThis one is made even worse by being made vampiric by its master (a Renfield)."}, {"name": "Giant Horned Vampirc Bat", "race": "Bat,  Giant", "rank": 2, "owner": "skarza", "tags": [], "id": 6854, "notes": "The characteristics detail a bat with a wingspan close to 2 metres in length (about 6 ft). It has been turned vampiric by its master (a Renfield)."}, {"name": "Stone Dire Wolf", "race": "Wolf", "rank": 2, "owner": "skarza", "tags": [], "id": 6863, "notes": "Large, animated stone wolves."}, {"name": "Giant stone Bat", "race": "Bat,  Giant", "rank": 2, "owner": "skarza", "tags": [], "id": 6862, "notes": "Large, animated stone bats"}, {"name": "Stone Giant Rat", "race": "Shadow Cat", "rank": 2, "owner": "skarza", "tags": [], "id": 6864, "notes": "large, animated stone rat."}, {"name": "Lizard, Water", "race": "Giant Lizard", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Mountains", "Pavis", "Ruins", "Sartar", "Sea"], "id": 6887, "notes": "RQGB"}, {"name": "Puma", "race": "Tiger", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 6888, "notes": "RQGB"}, {"name": "Iarfhlaith", "race": "Human", "rank": 2, "owner": "raleel", "tags": [], "id": 6901, "notes": "Jarlath | Say: ear-lah"}, {"name": "Sarnathi Bandit", "race": "Human", "rank": 2, "owner": "Cultistable", "tags": [], "id": 7020, "notes": ""}, {"name": "Jorr Natherson", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Red hand of doom"], "id": 7167, "notes": "rank 2 ranger\n\n**Gear**: potion of cure serious wounds, potion of neutralize poison, studded leather armor, ring of protection +1, 40 arrows\n\n**Species Enemies** goblins, hobgoblins. You may simulate this by adding 20% of your oath to all skills that involve the designated species. This can include your Combat Style when both attacking and defending, as well as skills such as Track, if attempting to follow a trail; Perception, for spotting an ambush; or Lore, if attempting discern a specific piece of information.\n\n**Artful Dodger**: The Artful Dodger talent requires you to be Unburdened (ENC less than STRx2), and wearing nothing more restrictive than light armour. You possess fast reflexes and gain 1 extra Action Point, which may only be used to Parry or Evade. In addition, you may use the Evade skill to dodge a melee attack without fall- ing prone. Against a ranged attack, you only end up prone if you fail the roll.\n\n**Bow/Light Crossbow Specialisation**: The normally imparted rules for aiming in Mythras are modified as follows. When attacking a target at the weapon\u2019s Close range, Aiming requires 1 Turn steadying the weapon instead of a full Round, and makes the following attack 1 grade easier. Attacks made beyond Close range follow the normal rules for aiming set forth in Mythras in Chapter 7 under Ranged Combat. Additional rounds spend aiming grant no further advantage. Finally, when aiming your Critical chance is equal to 1/5th your final modified skill instead of the normal 1/10th. This differs from the fighter version of this ability. In addition, if not surprised the specialist can automatically fire first (before rolling for initiative) at the beginning of combat, assuming both weapon and ammo are readied.\n\n\u2022 Rapid Reload: At Rank 2, the Ranger may reduce the reload time of any bow or crossbow by 1. Upon reaching Rank 4, the reload time is reduced by 2. No reload time may be reduced below 0. A weapon with a 0 reload time may effectively be readied as a free action."}, {"name": "Mythic Rome Plebian", "race": "Human", "rank": 2, "owner": "Gryphaea", "tags": ["Fantasy"], "id": 7086, "notes": "Roman Citizen Combat Style: Three or more Citizens can use the intimidate creature ability (core p216), but only before combat starts or if the opponent is at a severe disadvantage\n"}, {"name": "Highwayman", "race": "Human", "rank": 2, "owner": "Zerahar", "tags": [], "id": 7074, "notes": ""}, {"name": "Goblin Worg Rider", "race": "Goblin", "rank": 2, "owner": "raleel", "tags": ["Classic fantasy", "Goblinoid", "Monster", "Red hand of doom"], "id": 7099, "notes": "Average Lair: 120-1200. One third of this number will be male warriors. Goblin females and young are typically non-combatants.\n\nTreasure Type: B, (M)\n\nAbilities:\n\nInfravision: The creature sees into the infrared spectrum. The maximum distance is 18 metres (60 ft) unless specified otherwise. \n\nThese ones do not suffer from light sensitivity.\n\nGoblin SIZ represents mass, not height. When creating a goblin, always calculate weight based on the Lithe or Medium frame. Treat the Height as being two SIZ points lower.\n\nwearing with studded leather\n\nEach rider carries 3 signal arrows (loud piercing sound, alerts, see below) , 6 barbed arrows (as book), 6 bodkin arrows (armor piercing), 6 broadheads (bleed and impale), and 18 regular arrows.\n\nGoblin Worg Riders ignore the skill cap placed upon combat rolls by the Ride skill.\n\n**signal arrow** \nSignal arrows act a bit like animal summoning. Roll for a random encounter based on the most recent chance. If the encounter is to happen, this alerts a nearby goblin worg rider party, who will typically require 1d20 minutes to respond unless they are well within sight of the archer."}, {"name": "Forest Giant", "race": "Giant, 6 meter", "rank": 2, "owner": "raleel", "tags": ["Classic fantasy"], "id": 7135, "notes": "Rock Throwing\nGiants are capable of hurling huge stones and boulders at their opponents and love fighting from rocky cliffs or outcroppings where they have an abundant supply of ammunition. For simplicity, stones and boulders are sized according to their size/Force; Small (SIZ 1, 1d3 damage), Medium (SIZ 4, 1d6 damage), Large (SIZ 8, 2d6 damage), Huge (SIZ 12, 3d6 damage), Enormous (SIZ 16, 4d6 damage), and Colossal (SIZ 20, 5d6 damage. If a stone or boulder must first be ripped from the ground, this takes 1 Combat Action for each of the above size categories before it can be thrown. Otherwise, it may be done in half the time. A stone or boulder is thrown using the Athletic skill to hit and can be thrown 1.5 metres (5 ft) for every point the giant\u2019s STR exceeds the stone\u2019s SIZ. For large boulders, those within 10 SIZ points of the giant\u2019s STR, a successful Brawn roll must be made to see if it can be grasped and held aloft to throw properly. On a failed roll, the giant drops the boulder, or fails to lift it at all, while a fumble results in the giant dropping it on its head, taking full damage (no damage bonus).\n\nOnce per combat Round, a large rock or stone of \u00bd the giant\u2019s SIZ or less that has been hurled can be caught with a successful Athletics roll as a free action, assuming the giant is not engaged and is aware of the attack. This includes stone-like projectiles such as those of a catapult\n\nForest giants are among the tallest specimens of giantkind, and they can live to be up to 200 years old. They are powerful hunters that pose a threat to all animals that dwell in the woods.\n\nAn adult forest giant stands 18 feet tall but weighs only 3,000 pounds. The lanky, muscular body resembles that of a wood elf but appears much sturdier. The creature has deep, earth-yellow skin and pale green hair that is usually wild and unkempt. The typical clothing for either gender is made of fur or leather, and each forest giant also wears some bone jewelry, particularly necklaces and earrings.\n\nA forest giant\u2019s bag contains everything needed to survive in the wilderness, including tools to make and repair weapons, 2d4 rocks, 1d4+4 mundane items, and the giant\u2019s personal wealth. These items tend to be parts of things it killed for food, such as scraps of fur and hide, dried insects, and bones."}, {"name": "Venerable Forest Giant", "race": "Giant, 6 meter", "rank": 2, "owner": "raleel", "tags": ["Classic fantasy", "Red hand of doom"], "id": 7136, "notes": "Rock Throwing\nGiants are capable of hurling huge stones and boulders at their opponents and love fighting from rocky cliffs or outcroppings where they have an abundant supply of ammunition. For simplicity, stones and boulders are sized according to their size/Force; Small (SIZ 1, 1d3 damage), Medium (SIZ 4, 1d6 damage), Large (SIZ 8, 2d6 damage), Huge (SIZ 12, 3d6 damage), Enormous (SIZ 16, 4d6 damage), and Colossal (SIZ 20, 5d6 damage. If a stone or boulder must first be ripped from the ground, this takes 1 Combat Action for each of the above size categories before it can be thrown. Otherwise, it may be done in half the time. A stone or boulder is thrown using the Athletic skill to hit and can be thrown 1.5 metres (5 ft) for every point the giant\u2019s STR exceeds the stone\u2019s SIZ. For large boulders, those within 10 SIZ points of the giant\u2019s STR, a successful Brawn roll must be made to see if it can be grasped and held aloft to throw properly. On a failed roll, the giant drops the boulder, or fails to lift it at all, while a fumble results in the giant dropping it on its head, taking full damage (no damage bonus).\n\nOnce per combat Round, a large rock or stone of \u00bd the giant\u2019s SIZ or less that has been hurled can be caught with a successful Athletics roll as a free action, assuming the giant is not engaged and is aware of the attack. This includes stone-like projectiles such as those of a catapult\n\nForest giants are among the tallest specimens of giantkind, and they can live to be up to 200 years old. They are powerful hunters that pose a threat to all animals that dwell in the woods.\n\nAn adult forest giant stands 18 feet tall but weighs only 3,000 pounds. The lanky, muscular body resembles that of a wood elf but appears much sturdier. The creature has deep, earth-yellow skin and pale green hair that is usually wild and unkempt. The typical clothing for either gender is made of fur or leather, and each forest giant also wears some bone jewelry, particularly necklaces and earrings.\n\nA forest giant\u2019s bag contains everything needed to survive in the wilderness, including tools to make and repair weapons, 2d4 rocks, 1d4+4 mundane items, and the giant\u2019s personal wealth. These items tend to be parts of things it killed for food, such as scraps of fur and hide, dried insects, and bones."}, {"name": "Rattler Warbander", "race": "Human", "rank": 2, "owner": "Cultistable", "tags": [], "id": 7142, "notes": ""}, {"name": "Dire Wolf", "race": "Wolf", "rank": 2, "owner": "raleel", "tags": ["Classic fantasy", "Red hand of doom"], "id": 7144, "notes": "In most ways, the dire wolf resembled its smaller cousin, the common timber wolf. They are intelligent, social animals that live in family groups or small packs (2-11 and 10-60 members, respectively). Dire wolves mate for life, settle disputes among themselves with non-fatal duels, and cooperate among themselves in hunting. However, unlike common wolves, they have little or no fear of the peoples. They hunt Men, Elves, or Dwarves like any other prey.\n\nDire wolves weigh up to one hundred and fifty pounds, reach running speeds of up to thirty miles per hour, and leap up to six feet in the air with little effort. Possessing tremendous nightvision, they are more nocturnal than their smaller kin. \n\n\nUsually hunts in packs of 12-30. Prefers to select Grip and Choose location. Gripped victim sustains biting damage every round.  Rq6 pg 396"}, {"name": "Sarnathi Acolyte", "race": "Human", "rank": 2, "owner": "Cultistable", "tags": [], "id": 7181, "notes": "magical auxillaries"}, {"name": "Akhad's Thugs", "race": "Human", "rank": 2, "owner": "Cultistable", "tags": [], "id": 7216, "notes": ""}, {"name": "Horns of Tarhunt", "race": "Human", "rank": 2, "owner": "Cultistable", "tags": [], "id": 7227, "notes": ""}, {"name": "Dryad", "race": "Dryad", "rank": 2, "owner": "kilgs", "tags": [], "id": 7257, "notes": "Gain +2 AP for Defensive/Evade purposes only. May Evade without falling prone.\n50% Magic Resistance\nAbilities: Forest Sense, Speak With Plants (at will), Night Sight (RQ6: pg 312-316) More powerful version of life sense. Plant Control (Within POWx2-POWx5) can cause plants to grow rapidly, tangle the enemy, move the branches. Use Forest Sense vs opponents appropriate skill. Outside her grove this can be done with Formidable penalty. Tree Home (can from into a spirit and disappear into her tree),  \nDimension Door [3x/day] Within her forest max 500 meters outside it can use the Forest Sense to use these. \n\nWhen in danger, they will return to their own tree, after leading the threat further away by moving from tree to tree, and then using Dimension door to jump \u2018home\u2019. However, they are confined to an area no further than 400 metres from this tree (1320 feet/\u00bc mile). \n\nOne with the Tree (if her tree gets damaged so does she and vice versa). If a dryad is somehow forced beyond this area, she will slowly weaken, losing 1 point from STR, POW, and CON every hour. When the first characteristic reaches 0, typically STR, the dryad collapses. When the second reaches 0, typically CON, she loses consciousness. Finally, when the third characteristic, POW, is brought to 0, she dies. If returned to her tree before death claims her, she regenerates 1 point in each characteristic per minute. The dryad\u2019s tree, while large and old, does not radiate magic, and other than size, is not distinguishable\nfrom other large oaks in the area. If this tree were to be found by unscrupulous individuals, they could hold much control over the dryad, for any damage done to the tree is also suffered by her, typically being applied to the chest. She would, however, defend her tree with frenzied vigour."}, {"name": "Ozyrrandion, Young Green Dragon", "race": "Dragon", "rank": 2, "owner": "raleel", "tags": ["Classic fantasy", "Red hand of doom"], "id": 7275, "notes": "**this one is for classic fantasy**\nBreath Weapon, Cold Blooded, Infravision, Diving Strike, Engulfing, Flying, Formidable Natural Weapons, Immunity (to their breath weapon), Terrifying, Trample. Note that Engulfing and Terrifying or not possessed by Hatchlings and Very Young dragons\n\n**Chlorine**\nThis attack creates a cloud of corrosive chlorine gas to envelope enemies.\n**Application**: Contact, Inhaled\n**Potency**: CON x5\n**Resistance**: None, Endurance vs. inhaled gas Onset time: Instant\n**Duration**: Effects of acid are continuous while exposed to the gas. Burning eyes, nose, and mouth continues for 1d3+1 minutes after leaving gas.\n**Conditions**: This gas is equivalent to a weak acid doing 1d2 points of dam- age every Round to all exposed hit locations as well as any Armour Points of any armour worn. Once the armour has been reduced to 0, the previously protected hit locations begin to take damage as well. If inhaled, the victim is allowed an Endurance roll to resist, on a failure they begins taking an additional 1d2 points of damage directly to their chest hit location as the acid begins to burn their lungs. This is in addition to any damage to the chest normally. Once they vacate the area of effect, the damage to the lungs ceases. Chlorine gas, even if not inhaled, causes burning of the eyes, nose, and mouth, the effects of which is a 1 grade penalty to all skill rolls for the entirety of time exposed to the gas, and 1d3+1 minutes later.\n\n**Dragon Perception**\nDragons have excellent senses of sight, smell, and hearing. Because of this, any hiding or invisible opponents within a number of feet equal to the dragon\u2019s Willpower can be detected with an Easy Perception roll, and if successful, the dragon may attack or otherwise confront the target without penalty.\n\n    SIZE   Bite   Claw/Tail\n    21-30   1d8   1d6\n    31-40   1d10  1d8 \n    41-50   1d12  1d10 \n\n    SIZ       Size  Bite  Claw  Tail  Trample\n    21-30    H       L       M      L       T\n    31-40    E       L       L      L       T\n    41-50    C       L       L      VL      T"}, {"name": "Ozyrrandion, Juvenile Green Dragon", "race": "Dragon", "rank": 2, "owner": "raleel", "tags": ["Classic fantasy", "Red hand of doom"], "id": 7276, "notes": "**this one is for classic fantasy**\nBreath Weapon, Cold Blooded, Infravision, Diving Strike, Engulfing, Flying, Formidable Natural Weapons, Immunity (to their breath weapon), Terrifying, Trample. Note that Engulfing and Terrifying or not possessed by Hatchlings and Very Young dragons\n\n**Chlorine**\nThis attack creates a cloud of corrosive chlorine gas to envelope enemies.\n**Application**: Contact, Inhaled\n**Potency**: CON x5\n**Resistance**: None, Endurance vs. inhaled gas Onset time: Instant\n**Duration**: Effects of acid are continuous while exposed to the gas. Burning eyes, nose, and mouth continues for 1d3+1 minutes after leaving gas.\n**Conditions**: This gas is equivalent to a weak acid doing 1d2 points of dam- age every Round to all exposed hit locations as well as any Armour Points of any armour worn. Once the armour has been reduced to 0, the previously protected hit locations begin to take damage as well. If inhaled, the victim is allowed an Endurance roll to resist, on a failure they begins taking an additional 1d2 points of damage directly to their chest hit location as the acid begins to burn their lungs. This is in addition to any damage to the chest normally. Once they vacate the area of effect, the damage to the lungs ceases. Chlorine gas, even if not inhaled, causes burning of the eyes, nose, and mouth, the effects of which is a 1 grade penalty to all skill rolls for the entirety of time exposed to the gas, and 1d3+1 minutes later.\n\n**Dragon Perception**\nDragons have excellent senses of sight, smell, and hearing. Because of this, any hiding or invisible opponents within a number of feet equal to the dragon\u2019s Willpower can be detected with an Easy Per- ception roll, and if successful, the dragon may attack or otherwise confront the target without penalty.\n\n    SIZE   Bite   Claw/Tail\n    21-30   1d8   1d6\n    31-40   1d10  1d8 \n    41-50   1d12  1d10 \n\n    SIZ       Size  Bite  Claw  Tail  Trample\n    21-30    H       L       M      L       T\n    31-40    E       L       L      L       T\n    41-50    C       L       L      VL      T"}, {"name": "Helvetian Farmer", "race": "Human", "rank": 2, "owner": "Cultistable", "tags": [], "id": 7281, "notes": "Weak Enemies, Runs when losing"}, {"name": "Skeleton Guardian", "race": "Human", "rank": 2, "owner": "kilgs", "tags": ["Classic fantasy", "Human", "Monster", "Undead"], "id": 7304, "notes": "Average Lair: Non-sapient undead do not create lairs, they are either created to serve some function, are the result of spontaneous animation in areas steeped in necromantic magic.\n\nTreasure Type: Nil\n\nAbilities: \n\nImmunity (Fear, Sleep, and Charm)\n\nIntensity 1\n\nSkeletal: Blunt-trauma weapons increase their damage dice by one step when used against skeletons. Reduce the damage dice of slashing weapons by one step and thrusting weapons by two steps.\n\nUndead: The creature is immune to the consequences of both fatigue and severe injuries. Undead are thus immune to all the detrimental effects of Serious Wounds. Even Major Wounds do not incapacitate them, although they can still have locations severed or shattered as per normal. The head and chest location typically stores the magic that is animating the creature. Any location (and those contiguous to it) that is smashed or severed from the bound area ceases to function, but the remainder of the body can continue if it still has limbs with which to act. A Major Wound to the magic-infused location destroys the undead outright."}, {"name": "(RIG) (Fonrit) Slave Demon - Small", "race": "Winged Demon", "rank": 2, "owner": "byrde1", "tags": [], "id": 8420, "notes": "The number of hit points and armor points the demon has is always equal to its current magic points. If a demon casts spirit magic, its hit points and armor are reduced accordingly.\n\n\u201cDemon pox. There's always demon pox.\u201d - Cassandra Clare, Clockwork Angel "}, {"name": "Barghest", "race": "Adaro", "rank": 2, "owner": "raleel", "tags": ["Classic fantasy"], "id": 7332, "notes": "**Spell-Like Abilities**\nBlink, Levitate, misdirection (acts as Obscure Passion and then some), \nCrushing Despair (treat as Demoralize, does not end on attack)\nRage (treat as Fanaticism)\nCharm Monster\n\n**Abilities** "}, {"name": "Greater Barghest", "race": "Adaro", "rank": 2, "owner": "raleel", "tags": ["Classic fantasy"], "id": 7333, "notes": "**Spell-Like Abilities**\nBlink, Levitate, misdirection (acts as Obscure Passion and then some), \nCrushing Despair (treat as Demoralize, does not end on attack)\nRage (treat as Fanaticism)\nCharm Monster\n\n**Abilities** "}, {"name": "Blackspawn Raider", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Classic fantasy"], "id": 7334, "notes": "**Breath Weapon**\n40ft (12m) line of acid, 1d6 Concentrated acid (p68 Mythras). Eats armor first. 1/hour, or forced to make Endurance roll\n\n**Possessions**\noil of magic weapon, potion of cure moderate wounds, 2 potions of invisibility, potion of protection from good\nmasterwork falchion, 2 javelins, potion of jump, potion of pass without trace, silk rope (50 ft.), 5 tiger eye turquoise worth 10 gp each, 50 gp"}, {"name": "Greenspawn Razorfiend", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Classic fantasy"], "id": 7336, "notes": "**Breath Weapon** \n20' cone\nas Concentrated acid (1d6, hits armor's armor points first, lasts 1d3 rounds) to 1d3 locations 100% to hit, evade to avoid entirely. Passive warding can block it, but it damages the warding device, eating through armor points first then hit points. Parrying works identically, and does not stop the acid from damaging.\n\n**Leaper**\nThe creature uses Leaping attacks as described on page 104 of the Combat chapter, but can combine the leap with a physical attack such as a claw or bite. If the leaping creature wins the opposed leap attack roll, it automatically inflicts damage for one of its natural weapons on the target. This damage cannot be parried except by Passive Blocking\n\n*Leaping Attacks*\nThere are some animals, monsters, and even people who leap upon their victims in order to knock them prone. Leaping attacks can be launched from a variety of situations, but most are triggered as part of an ambush or at the conclusion of a charge. A few creatures have the ability to leap atop an opponent without the need for a run-up or superior height.\nA leaping attack is resolved with an opposed roll of the leaper\u2019s Athletics skill versus the defender\u2019s Brawn or Evade skill. If the leaper wins then the defender is automatically knocked prone, with the attacker astride them. If the attack fails, the defender has weathered or sidestepped the impact. If the winner of the opposed roll achieves one or more levels of success over his opponent, they may select suitable Special Effects as per normal combat.\nNo damage is inflicted as part of the leap (unless they possess the Leaper creature ability page 216); however a subsequently prone victim cannot recover his footing until either his attacker leaves him, or he eventually wins a Special Effect permitting him to Arise. If the target is a quadruped, then it may substitute Athletics for Evade, and makes the attacker\u2019s initial Athletics roll one difficulty grade harder. In addition, leaping attacks only work against opponents of up to twice the attacker\u2019s SIZ. A target can make themselves more difficult to knock down by proactive use of the Brace combat action, provided they are aware of the impending leap attack\n\n**Mobility**\nGreenspawn Razorfiends may withdraw as a special effect on attack and defense.\n\n**Spring Attack**\nGreenspawn Razorfiends may move before the attack, after the attack, or both, provided they do not exceed half of their movement in total for the action."}, {"name": "Hook Nose Wart Goblin", "race": "Goblin", "rank": 2, "owner": "Gryphaea", "tags": [], "id": 7353, "notes": "These goblins run to about four feet tall, and nearly as wide. Long, agile fingers and tail contrast with an ungainly\nteardrop-shaped body. They have a nose that nearly doubles the size of their head.\nHook-nosed Wart Goblins are bright orangey-red with darker wart-like growths covering their bodies."}, {"name": "Red Hand Ettin", "race": "Ettin", "rank": 2, "owner": "raleel", "tags": ["Classic fantasy", "Red hand of doom"], "id": 7358, "notes": "Ettin are common in many fantasy games. This one is based on the Classic Fantasy Ettin\n\nIn the case of skills based on INT, POW, and CHA, either or both heads may make the noted skill rolls. Any skill roll made by the left head is 1 grade harder to represent that head\u2019s lower intellect. It is at the Games Master\u2019s discretion as to what happens when one head succeeds and one fails on a case-by-case basis. Ettins possess two different Damage Modifiers, the first represents the right arm and the second the left. They also possess two separate Initiatives, with the lower being used if the right head is incapacitated. While each head controls a separate leg, if one of the heads is rendered unconscious or \u2018killed\u2019, the other head can operate both legs at\na 2 metre (5 foot) movement penalty and a 1 grade difficulty penalty to any skill roll requiring movement.\n\nI've fixed his stats to be average\n\nEquipment: the red hand has provided the ettin with a chain main coif for heads and a big chain tunic. he got the pair of spiked clubs on his own."}, {"name": "Regiarix, Young Adult Black Dragon", "race": "Dragon", "rank": 2, "owner": "raleel", "tags": ["Classic fantasy", "Red hand of doom"], "id": 7363, "notes": "**this one is for classic fantasy**\nBreath Weapon, Cold Blooded, Infravision, Diving Strike, Engulfing, Flying, Formidable Natural Weapons, Immunity (to their breath weapon), Terrifying, Trample. Note that Engulfing and Terrifying or not possessed by Hatchlings and Very Young dragons\n\n**Immunity** Acid\n\n**Spell Like Abilities**\nDarkness (3/day, radius 10' per 1/10 willpower)\n\n**Line of Acid**\nLine-shaped attacks are 3 metres (10 ft) wide and stretch for a distance equal to the creature\u2019s CON x 3 metres (CON x 10 ft). All opponents in the line of effect are subject to this damage, which varies based on the type of attack.\n\nThis attack sprays a stream of corrosive acid upon all victims in the area of effect. The concentration varies according to the specific type of creature with regards to damage. Dependent upon concentration, this damage may continue to be applied for one or more Rounds and is applied to all exposed hit locations as well as any Armour Points of any armour worn. Once the armour has been reduced to 0, the previously protected hit locations begin to take damage as well. A successful roll to Evade halves the rolled damage, but not the duration. There is a chance equal to the damage rolled x5%, of the attack producing an acidic gas that may be inadvertently inhaled. If so, this functions as detailed under Chlorine Gas above with regards to it being inhaled. There are no further external effects.\n\n**Breath Damage**\nNewborns have weak acid (1d2 for 1 round), hatchling to very young dragons have strong acid ( 1d4 damage for 1d2 rounds, young to old dragons have concentrated acid (1d6 damage for 1d3 rounds), and very old+ have highly concentrated acid (1d8 damage for 1d4 rounds)\n\n**Chlorine if Inhaled**\n**Application**: Contact, Inhaled\n**Potency**: CON x5\n**Resistance**: None, Endurance vs. inhaled gas Onset time: Instant\n**Duration**: Effects of acid are continuous while exposed to the gas. Burning eyes, nose, and mouth continues for 1d3+1 minutes after leaving gas.\n**Conditions**: This gas is equivalent to a weak acid doing 1d2 points of dam- age every Round to all exposed hit locations as well as any Armour Points of any armour worn. Once the armour has been reduced to 0, the previously protected hit locations begin to take damage as well. If inhaled, the victim is allowed an Endurance roll to resist, on a failure they begins taking an additional 1d2 points of damage directly to their chest hit location as the acid begins to burn their lungs. This is in addition to any damage to the chest normally. Once they vacate the area of effect, the damage to the lungs ceases. Chlorine gas, even if not inhaled, causes burning of the eyes, nose, and mouth, the effects of which is a 1 grade penalty to all skill rolls for the entirety of time exposed to the gas, and 1d3+1 minutes later.\n\n**Dragon Perception**\nDragons have excellent senses of sight, smell, and hearing. Because of this, any hiding or invisible opponents within a number of feet equal to the dragon\u2019s Willpower can be detected with an Easy Per- ception roll, and if successful, the dragon may attack or otherwise confront the target without penalty.\n\n    SIZE   Bite   Claw/Tail\n    21-30   1d8   1d6\n    31-40   1d10  1d8 \n    41-50   1d12  1d10 \n\n    SIZ       Size  Bite  Claw  Tail  Trample\n    21-30    H       L       M      L       T\n    31-40    E       L       L      L       T\n    41-50    C       L       L      VL      T"}, {"name": "Wyrmlord Saarvith", "race": "Goblin", "rank": 2, "owner": "raleel", "tags": ["Classic fantasy", "Goblinoid", "Monster"], "id": 7364, "notes": "Abilities\n---------\n\n**Infravision** The creature sees into the infrared spectrum. The maximum distance is 18 metres (60 ft) unless specified otherwise. \n\n**Light Sensitive** They suffer a 1 grade penalty to Combat Style, Evade, and Perception rolls that deal with vision when fighting in sunlight or its magical equivalent. They suffer no penalties when in torchlight or other forms of artificial lighting.\n\nGoblin SIZ represents mass, not height. When creating a goblin, always calculate weight based on the Lithe or Medium frame. Treat the Height as being two SIZ points lower.\n\nEquipment\n----------\npotion of cure moderate wounds, potion of mirror image, mithral chain shirt, masterwork greatsword, +1 longbow with 20 AP arrows, 10 barbed arrows, 5 signal arrows, 10 +1 elf bane arrows, cloak of resistance +1, leather pouch containing 37 gp, 11 pp, and the key to his chest\n\nRanger Abilities\n----------------\n**Rank 2 Ranger**\nChosen Foes - Humans, Elves\n\n**Artful Dodger** \nThe Artful Dodger talent requires you to be Unburdened (ENC less than STRx2), and wearing nothing more restrictive than light armour. You possess fast reflexes and\ngain 1 extra Action Point, which may only be used to Parry or Evade. In addition, you may use the Evade skill to dodge a melee attack without falling prone. Against a ranged attack, you only end up prone if you fail the roll.\n\n**Combat Proficiency** Being a master of armed and unarmed combat, rangers gain a\nfurther +5% to their Combat Style. \n\n**Dual Weapon Specialisation** Choosing this specialisation grants the use of a weapon in each hand without penalty. The usual restriction that the offhand weapon must be shorter than the main weapon does not apply to you. Technically, this extra \u201cweapon\u201d may be a shield. When wielding two weapons, you gain an extra Action Point that may be used with the offhand weapon in the following\nways:\n* You may use the extra Action Point to Parry 1 additional Attack.\n* You may use the extra Action Point to make 1 additional Attack. This Bonus attack suffers no additional penalty and may achieve any Special Effect normally allowed the main hand weapon.\n\n**Bow/Light Crossbow Specialisation** \n* The normally imparted rules for aiming in Mythras are modified as follows. When attacking a target at the weapon\u2019s Close range, Aiming requires 1 Turn steadying the weapon instead of a full Round, and makes the following attack 1 grade easier. Attacks made beyond Close range follow the normal rules for aiming set forth in Mythras in Chapter 7 under Ranged Combat. Additional rounds spend aiming grant no further advantage. Finally, when aiming your Critical chance is equal to 1/5th your final modified skill instead of the normal 1/10th. This differs from the fighter version of this ability\n* At Rank 2, the Ranger may reduce the reload time of any bow or crossbow by 1. Upon reaching Rank 4, the reload time is reduced by 2. No reload time may be reduced below 0. A weapon with a 0 reload time may effectively be readied as a free action.\n* If the Ranger is not surprised, they may automatically fire first (before rolling for initiative) at the beginning of combat, assuming both weapon and ammo are readied.\n\nFeats\n-----\nMounted Combat\nRanged Marksman (no special effect needed for shifting locations)\nSkirmishing (can make ranged attacks on a run, no penalty)\n"}, {"name": "Outlaw Leader", "race": "Human", "rank": 2, "owner": "kilgs", "tags": ["Classic fantasy", "Human"], "id": 7410, "notes": "Brigands are violent thiefs who use force and intimidation to get what they want. "}, {"name": "Mephit, Dust", "race": "Gargoyle, Lesser Horned", "rank": 2, "owner": "skarza", "tags": [], "id": 7462, "notes": "A dust mephit was about four feet (120 centimeters) tall and weighed about 20 pounds (about 10 kilograms). They had rough gray skin, which seemed to produce dust and grit constantly as they moved. Like all mephits, dust mephits were impish in appearance and had wispy wings. These mephits are irritating and persistent.\n\nDust mephits can heal themselves (2 hits a round) as long as they are in a dusty, dry environment. \n\nThey have the ability to breathe a conical cloud of irritating particulates, which could cause burning eyes and itching skin in victims. They also have the innate power to surround themselves with a blurring cloud of dust about once every hour or to call forth a powerful wall of roiling dust once per day.\n\nSpecial Attacks\nbreath weapon (15-foot cone, opposed Evade vs attack roll for for half)\nThe mephit can unleash a particular breath weapon every 4 rounds as an action.\n\nThe breath weapon of a dust mephit is a cone of dust that deals 1d4 damage due to sand blasting effects. The dust also causes living creatures to be irritated and at -1 step for 1 round. An evade halves the damage and negates the irritating effect.\n\nSpell-Like Abilities\n1/day\u2014summon: (1 mephit of the same type 25% chance)\n\nblur 1/hour: lasts 6 minutes. The subject\u2019s outline appears blurred, shifting, and wavering. (20% chance attack misses)\n\nwind wall 1/day: (lasts 6 rounds)An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A brawn save allows a creature to maintain its grasp on an object.) SIZ 5 or less flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures).\n\nDeath Burst: When the mephit dies, it explodes in a burst of dust. Each creature within 5 feet of it must then succeed endurance save or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.\n\nAny non magical attack gains 2 AP (that cannot be bypassed or sundered) and the damage that goes through their armour is halved."}, {"name": "Mephit, Smoke", "race": "Gargoyle, Lesser Horned", "rank": 2, "owner": "skarza", "tags": [], "id": 7463, "notes": "This small winged humanoid has soot-colored skin, crimson eyes, and dark wings. Small trails of smoke stream from its body as it flies along.  It is about four feet (120 centimeters) tall and weighed about 10 pounds (about 5 kilograms). Smoke mephits enjoy combat (when they can be bothered) and rush headlong into it, slashing with their claws. If a smoke mephit can draw its opponents to within 20 feet of its position, it  creates an ember storm.\n\nA smoke mephit heals 2 hits a round if it is exposed to smoke or soot (whether magically created or mundane in nature).\n\nThey have an ability called cinder breath, which consisted of smoldering ash, that blinded those caught in it. They also have the innate powers to surround themselves with a blurring cloud of smoke about once every hour or create a downpour of white-hot embers once per day.\n\nSpecial Attacks\nbreath weapon (15-foot cone, opposed Evade vs attack roll for no effect)\nThe mephit can unleash a particular breath weapon every 4 rounds as an action.\n\nThe breath weapon exhales a 15-foot cone of smoldering ash. Each creature in that area must succeed on an opposed evaded, living creatures that fail against the smoke mephit\u2019s breath weapon are tormented by burning eyes and blinded for 1d2+2 turns.\n\nSpell-Like Abilities\n1/day\u2014summon: (1 mephit of the same type 25% chance)\n\nblur 1/hour: lasts 6 minutes. The subject\u2019s outline appears blurred, shifting, and wavering. (20% chance attack misses)\n\nEmber Storm 1/day: Once per day a smoke mephit can create a downpour of white-hot embers that affects a 20- foot radius. Living creatures caught in the storm take 2d6 points of fire damage to 1d4+3 locations, Armour provides half protection.(standard Evade roll for half damage and locations)\n\nDeath Burst. When the mephit dies, it leaves behind a cloud of smoke that fills a 5-foot-radius sphere. The sphere is heavily obscured. Wind disperses the cloud, which otherwise lasts for 1 minute.\n\nWeakness to Cold: take extra half damage for cold attacks.\n\nAny non magical attack gains 2 AP (that cannot be bypassed or sundered) and the damage that goes through their armour is halved."}, {"name": "LAM pupil (drugged bully)", "race": "Human", "rank": 2, "owner": "skarza", "tags": [], "id": 7464, "notes": "These pupils are under the influence of a magical drug called Glitter and have 10 extra MPs.\n\nThe mages has the following spells memorized: \nLevel I: \nCharm Being, \ncolour cascade\nInvisibility (Lesser)\nMagic Missile \nshield \nSleep \n\nLevel II:\nDispel Magic \nMonster Summoning, Lesser  \nLightning Bolt \nWeb"}, {"name": "Scorpion, Giant  (medium size)", "race": "Scorpion, Giant", "rank": 2, "owner": "skarza", "tags": [], "id": 7468, "notes": "***Scorpion poison*** Endurance vs Endurance. It acts on the next round after injection and inflicts Agony on the location. After a further hour the venom slowly breaks down the tissue, causing the location to additionally lose 1 Hit Point per hour, which normally results in the loss of the limb (or death of the victim if head or torso) unless the poison is success- fully treated. "}, {"name": "Mephit, Salt", "race": "Gargoyle, Lesser Horned", "rank": 2, "owner": "skarza", "tags": [], "id": 7469, "notes": "Salt mephits are small imp like humanoids that have crystalline flesh and red eyes.Their bodies are grainy and white, like salt, with their wings composed of small cubic crystals. It is about four feet (120 centimeters) tall and weighed about 40 pounds (about 20 kilograms). These mephits have a sour sense of humor and are very sarcastic.They enjoy taunting other creature and are cruel and aloof. If their claws exposed flesh, the wound are also covered in salt, causing pain.\n\nA salt mephit heals 2 hits a round if it is in an arid environments with very low humid.\n\nSalt mephits can, once per day, draw out the moisture from living beings around them. This caused them to take damage, and is even more effective against beings that had an affinity towards water, such as plants.\nSuch creatures can spray cones of salt crystals at their enemies, which caused their skin and eyes to burn and itch. They could also cover creatures in glitterdust; this revealed invisible foes and sometimes blinded them.\n\n\nSpecial Attacks\nbreath weapon (15-foot cone, opposed Evade vs attack roll for for half)\nThe mephit can unleash a particular breath weapon every 4 rounds as an action.\n\nThe breath weapon of a salt mephit is a cone of salt crystals that deals 1d4 cutting damage. The salt also causes living creatures to be hindered by intense pain in the location struck, any skill roll involving use of the affected area must also be less or equal to the character\u2019s Willpower, otherwise the attempt fails, and they moan or scream in pain. A save halves the damage and negates the pain effect.\n\nSpell-Like Abilities\n1/day\u2014summon: (1 mephit of the same type 25% chance)\n\nGlitterdust 1/hour: lasts 6 rounds. creatures and objects within 10-ft.-radius spread. A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Each round at the blinded creatures may attempt new saving throws to end the blindness effect. Any creature covered by the dust is at herculean on all on Stealth checks.\n\nDehydrate 1/day: Once per day a salt mephit can draw the moisture from an area in a 20-foot radius centered on itself. Living creatures within range take 1d10 points of damage to all locations, Armour provides no protection. (standard save for half damage and half locations). This effect is especially devastating to plant and aquatic creatures, which take a \u20132 step penalty on their save throw and suffer a +2 damage step (1d8+1d6).\n\nDeath Burst. When the mephit dies, it shatters in a shower of salt shardsthat fills a 5-foot-radius sphere. All within take 1d6 damage to all locations. Armour protects as full (save for half damage)\n\nWeakness to water: take extra half damage for water attacks. A water-skin thrown over them causes 2d4 damage to 1d4 locations.\n\nAny non magical attack gains 2 AP (that cannot be bypassed or sundered) and the damage that goes through their armour is halved."}, {"name": "Mephit, Steam", "race": "Gargoyle, Lesser Horned", "rank": 2, "owner": "skarza", "tags": [], "id": 7470, "notes": "Steam mephits are small imp like humanoids with pale skin and wisps of vapor rising from its nose, mouth, and ears. It sheds drops of steaming water when it moves and its wings look like vapour trails. It is about four feet (120 centimeters) tall and weighed about 10 pounds (about 5 kilograms). Steam mephits are bossy creatures who consider themselves the lords of all their kind. Steam mephits rush into combat eagerly, driven by an oversized ego as they are overconfident and brash.\n\nA steam mephit heals 2 hits a round if it is touching boiling water or is in a hot, humid area.\n\nSteam mephits can, once per day,  create a rainstorm of boiling water that affects a 20-foot-radius area\n\nSuch creatures can spray cones of steam at their enemies, which caused their skin and eyes to burn and blister. They could also surround themself with a plume of vapor,.\n\n\nSpecial Attacks\nbreath weapon (15-foot cone, opposed Evade vs attack roll for for half)\nThe mephit can unleash a particular breath weapon every 4 rounds as an action.\n\nThe breath weapon of a steam mephit is a cone of steam that deals 1d4 heat damage. The scalding water also causes living creatures to be dazed for 3 rounds due to pain. A save halves the damage and negates the pain effect.\n\nSpell-Like Abilities\n1/day\u2014summon: (1 mephit of the same type 25% chance)\n\nblur 1/hour: lasts 6 minutes. The subject\u2019s outline appears blurred, shifting, and wavering. (20% chance attack misses)\n\nBoiling Rain 1/day: Once per day a steam mephit can create a rainstorm of boiling water in a 20-foot-radius. Living creatures within the area take 2d6 points of heat damage to all locations, Armour protects as full(standard save for half). \n\nDeath Burst. When the mephit dies, it bursts in a shower of steam that fills a 5-foot-radius sphere. All within take 1d4 damage to all locations. Armour does not protect (save for half damage)\n\nWeakness to Cold and desiccants: take extra half damage for these attacks.\n\nAny non magical attack gains 2 AP (that cannot be bypassed or sundered) and the damage that goes through their armour is halved."}, {"name": "Book Bat", "race": "Firebat", "rank": 2, "owner": "skarza", "tags": [], "id": 7487, "notes": "book-bats are made from old or worn out books that have been animated to guard the library. They are not hostile but do have an interesting ability to mesmerize would be thieves in the shelves. Once a thief is mesmerised ( 1 attempt per action), they sit and read the book, oblivious to anything else until the library own frees them with a counter command. They will come slowly back to there senses, refreshed and feeling they have had a good read, but not really remembering much of the book read.(intensity 8 for dispelling purposes).\n\nSome have more detrimental effects, but most are to prevent reading of sensitive material, or theft of books from university libraries. the person will not let the book go willingly and will resist with opposed brawn, adding the book bats brawn to theirs. Seeing as it is limited to one book per trespasser, most large libraries have 4 or 5 book bats to guard them.\n\nThey appear, quite simply, as a book that uses its covers to fly.\n\nHit locations are:\nBody = pages\nwings = front and back covers\nHead = spine (need to hit here to destroy)\n\nif a 'wing' is destroyed they fall to the floor and can be destroyed easily.\nUses INS not INT.\n"}, {"name": "Green Gratar", "race": "Frogman", "rank": 2, "owner": "skarza", "tags": [], "id": 7505, "notes": "Gratar are frog-like humanoids, about man sized in height, and predominantly evil. Possessing wide drooling mouths and large bulbous eyes, these creatures are amphibians, but spend most of their time out of the water, and even dwell underground occasionally. The color of a Gratar\u2019s skin indicates their type and their approximate level of power. All Gratar stand approximately 5' to 5'6\" tall.\n\nGreen Gratar are the weakest and most common. Green Gratar walk hunched over and often drag their arms on the ground. Green Gratar rarely have much of value because whatever they manage to obtain is usually taken from them by more powerful Gratar, or other beings. They are not very bright and are easily bullied or cowed. They have an average lifespan of 85 years. \n\nThey use pole arms, scimitars, spears, javelins, nets and shields. Green Gratar almost never wear armor, preferring rags for clothing and battledress. Green Gratar like to spend at least some part of each day in the water, but it is not a physical requirement.\n\nThey are all natural jumpers, and can jump roughly 30 feet forward and 15 feet vertically with or without a running start. A leap into combat counts as a charge attack if using an impaling weapon."}, {"name": "Drunk barfighter", "race": "Human", "rank": 2, "owner": "skarza", "tags": [], "id": 7551, "notes": "roll d6 for state of drunkenness:\n1:merry: no modifier\n2-3:Drunk:all rolls are -1 shift\n4-5:Wasted:all rolls are -2 shifts\n6:Hammered: all rolls are -3 shifts\n\nProne to burst into song, fits of giggles or dance stupidly, these drunks are happy to knock lumps out of each other, but don't want to kill anyone.\n\nHeadbutt: If the blow hits the head both combatants have to resist vs stun loc., attacker gain 1 step advantage to endurance and is unopposed, also can stagger (1 metre) attacker and/or defender if they fail)"}, {"name": "Sumerian Townsperson", "race": "Human", "rank": 2, "owner": "Nigel_Clarke", "tags": [], "id": 9767, "notes": "Built from Mythras pp28-31 and MBa."}, {"name": "Wild Dog", "race": "Dog", "rank": 2, "owner": "kilgs", "tags": [], "id": 7563, "notes": "Packs of wild dogs inhabit most\nregions, and their ranges will sometimes overlap\nthose of wolves. If well-fed they will simply\navoid contact. They can be tamed only if\nseparated from their pack"}, {"name": "Dire Badger", "race": "Dog", "rank": 2, "owner": "kilgs", "tags": [], "id": 7564, "notes": "Burrow Movement/3m\nThese burrowing animals are typically solitary. Their speed accounts for their high armor dodge skill. They are fierce fighters and will staunchly defend their territory. If more than 1 is encountered it will be a mated pair (and young).\nThis is a rare variety of badger which grow two or three times the size of the normal sort: They are otherwise identical"}, {"name": "Centipede, Big", "race": "Centipede, Giant", "rank": 2, "owner": "kilgs", "tags": [], "id": 7565, "notes": "#Appearing [1d6]\nLAIR/10% [1d6x1d6]\nThese centipedes are larger than normal but not gigantic. They average between 3-30lbs.\nCentipedes come in many colors- pale gray to black, red to brown. These nasty creatures are found nearly everywhere. They are aggressive and rush forth to bite their prey, injecting poison into the wound, but in many cases this poison is weak and not fatal. \nInjected/POTENCY:[STR+SIZ+10]\n**Each successive bite in same round increases Difficulty.\nRESISTANCE: Endurance (v. Potency)\nFailure, the victim becomes SICKENED for 1d6 days.\n\nSICKENED Effects [Mythras]\n-Exhaustion, Fever, Nausea\n\nANTIDOTE/CURE: Healing skill (reduce duration to 1 day provided conditions/materials present). Any other form of magic healing will also cure.\n\nAbilities: Adhering, Venomous (RQ6: pg 312-316) ,MI pg 205"}, {"name": "Snake demon (6-armed)", "race": "Snake demon (6-armed)", "rank": 2, "owner": "skarza", "tags": [], "id": 7666, "notes": "Special abilities:\nLife sense\nConstrict\nDark sight\nImmunity to electricity and poison"}, {"name": "Cave Eel, Lesser", "race": "Eel, Giant", "rank": 2, "owner": "kilgs", "tags": ["Cave eel", "Classic fantasy", "Lesser cave eel"], "id": 7688, "notes": "Cave eels resemble large, air-breathing eels, but they have armored snouts and tremendously tough teeth with which they can chew tunnels through rock. They wait in these tunnels for potential prey to walk near, then lunge out to take great bites from whatever\u2019s in front of them. They usually pick narrow cave passages for their ambushes, where prey has little room to back out of reach of the cave eels\u2019 long, sinuous bodies.\n\nThese unusual creatures have even been known to chew burrows\ninto earth elementals and stone golems and take up residence in those\nconstructs, to the mutual benefit of both. They don\u2019t collect treasure\nfor any purpose, but because they drag the slain bodies of their victims\n(including unfortunate adventurers) into their tunnels to eat them, treasure\ncan sometimes be found if one follows their tunnels to their lairs. Cave\neel tunnels are just barely big enough for an unarmored human or tiefling\nto squeeze through; halflings, gnomes, and elves have an easier time of it,\nwhile dwarves, half-orcs, and dragonborn are too big to fit.\n\nFrom 5th Edition Foes (Necromancer Games)\n==========\nA typical encounter involves a cave tunnel where the eels can lunge out and strike targets along its length. Cave Eels lunge out from their burrows and attempt Grab on any targets. They then try to drag them back into their burrows. While doing so, the cave eel may use the gripped body of their opponent as a shield when retracting them into the burrow.\n\nCave eels conceal their burrows skillfully, so they have tactical advantage on checks to be hidden at the beginning of an encounter. An attacking cave eel lunges from its cave, bites a victim within 5 feet, and then withdraws back into its burrow\nwithout triggering an opportunity attack. While in a burrow, a cave eel has three-quarters cover. The only way to negate this benefit is for a character to ready an action and attack the cave eel with a reaction as it extends its body to strike.\n\n#APPEARING Group (2-5), Swarm (4-24)\n"}, {"name": "Cave Cricket", "race": "Giant Beetle", "rank": 2, "owner": "kilgs", "tags": [], "id": 7689, "notes": "Cave crickets are larger versions of normal crickets and, like the smaller crickets they resemble, they are mostly harmless. Their chief danger comes from their chirping, which they do when alarmed, because other monsters recognize that sound as indicating there might be fresh prey nearby. The chirping travels up to 300 feet through the tunnels and caves where these crickets are normally found.\n\nCave crickets are about 3 feet long.\n===================\nSPECIAL [Chirping] This will generally bring any nearby monsters as many creatures have learned to associate that sound with \"food\". Increase wandering monster chance and can draw specific monsters that are laired nearby."}, {"name": "Boneneedle", "race": "Deep Spider", "rank": 2, "owner": "kilgs", "tags": ["", "Classic fantasy", "Underground"], "id": 7690, "notes": "Boneneedles are eyeless, bone-white creatures that resemble a blob of semi-translucent flesh with eight spindly, spidery legs colored black or gold. These creatures feed on bone marrow, so their lairs are always scattered with the cracked, deformed bones of their victims, both humanoid and animal. A greater boneneedle is a larger version of the lesser, They appear to be nothing more than lesser boneneedles that have survived long enough to grow larger than their nest mates.\nThey make their lairs deep underground to avoid natural daylight,\nthough some brave the surface world by venturing from their lairs at night.\nSuch surface encounters are rare, and will always be with at least a pack of greater and lesser boneneedles. Boneneedles flee from natural daylight if at all possible.\n==========\nVENOM (POTENCY CONx5)\n>Failure causes victim's bones to become brittle. Blunt attacks +2 damage, any other attacks +1d2-1.\n>Can re-save after a rest and meal (lots of liquids).\n>Poison is valuable in healing (resetting bones and such)."}, {"name": "Armoured Dire Wolf", "race": "Wolf", "rank": 2, "owner": "skarza", "tags": [], "id": 7715, "notes": "In most ways, the dire wolf resembled its smaller cousin, the common timber wolf. They are intelligent, social animals that live in family groups or small packs (2-11 and 10-60 members, respectively). Dire wolves mate for life, settle disputes among themselves with non-fatal duels, and cooperate among themselves in hunting. However, unlike common wolves, they have little or no fear of the peoples. They hunt Men, Elves, or Dwarves like any other prey.\n\nDire wolves weigh up to one hundred and fifty pounds, reach running speeds of up to thirty miles per hour, and leap up to six feet in the air with little effort. Possessing tremendous nightvision, they are more nocturnal than their smaller kin. \n\n\nUsually hunts in packs of 12-30. Prefers to select Grip and Choose location. Gripped victim sustains biting damage every round.  Rq6 pg 396\n\nThese are trained mounts, so will not attack unless directed by their rider. Their barding consists of articulated half plate."}, {"name": "Serena Screwood", "race": "Human", "rank": 2, "owner": "skarza", "tags": [], "id": 7717, "notes": "This friendly girl is from Nixietears. She has round, sky blue eyes that sparkle with warmth. Her long, curly, dirty blonde hair seems to radiate warmth and light. She is of medium height, with slightly rosy cheeks and a few freckles. She is quite pale and is always smiling - she can always lighten the mood. Her short and slender rosewood wand (with unicorn hair core) is tucked through the waterfall braid at the back of her hair. She enjoys practicing food charms, and also enjoys mundane cooking. She has a tortoise-shell cat as an animal companion. She has not got many friends even though she is friendly with everyone, making sure everyone feels wanted. Her favourite subject is Charms, but she dislikes Potions. She is troubled by animals such as goksooses, vemoster, glulwing and the dreaded wooppom.\n\nShe is a specialist Enchanter (charm spells gain +1 to magnitude and intensity, and are 1 grade easier to cast and resist; no evocation or necromancy spells)\n\nWand:\nFavours the pure of heart, but slightly ditzy, wands of this nature are true to their friends \nPassion power of friendship: 44%\n+1/ -1 shift to casting 50% of time\nAlways Formidable for others to use, spells last 25% longer.\n\nnecklace of spell store +3 spells memorised.\n2 manna potions (+7 MP)\n2 cure serious potions\n1 first aid kit\n\nCantrips:\nAlter taste, Tie/Unfasten, Dim, create ice, light, guardian mote, mage hand, flare, ghost sounds, drench, calm, awaken, breeze, deflect.\n\n\nShe has the following spells memorized: \nCharm Being, hypnotism, vanish, Sleep, shadow weapon, mage armour,windy escape, shadow trap, snapdragon fireworks"}, {"name": "Duck-Bear", "race": "Duck-Bear", "rank": 2, "owner": "hkokko", "tags": ["Glorantha", "Wild temple"], "id": 7728, "notes": "The Duck-bear was a creature of the Lesser Darkness. It has the body of a large brown bear, the head of a giant duck with sharp teeth, and the tail of a beaver. It is omnivorous, and territorial. The duck-bear is a strong swimmer. Source: Smoking Ruins"}, {"name": "Giant Armadillo Toad", "race": "Toad, Cliff", "rank": 2, "owner": "hkokko", "tags": ["Desert", "Fantasy", "Glorantha", "Wild temple"], "id": 7730, "notes": "Creature of Lesser Darkness. Source: Smoking Ruins"}, {"name": "Celtic Horse Spirit. Intensity 2", "race": "Spirit", "rank": 2, "owner": "yngeld", "tags": ["", "Mythic britain"], "id": 7756, "notes": ""}, {"name": "Celtic Horse Spirit. Intensity 3", "race": "Spirit", "rank": 2, "owner": "yngeld", "tags": ["", "Mythic britain"], "id": 7757, "notes": ""}, {"name": "Viscous man", "race": "Human", "rank": 2, "owner": "Donesteban", "tags": [], "id": 7770, "notes": "This chaos creature looks like an extremely fat man, with flesh similar to molten wax. However, it is nothing more than a mass of viscous and rotten fat with tiny, squat arms and legs. Attacks wielding an ancient sword while muttering inconsistencies. If he dies, tears and a expression of deep sadness can be seen on his distorted face."}, {"name": "Etrusca", "race": "Gynosphinx", "rank": 2, "owner": "raleel", "tags": ["Classic fantasy", "White plume mountain"], "id": 7781, "notes": "Strange almagations of human and animal parts, sphinx (singular and plural) are magical creatures of the desert and hills. They have a lion-like body, a human-like head, and part of a human chest or torso. Feathered wings rise from their shoulders. Their forepaws have some manipulative ability, and are in fact clumsy hands. Sphinx are roughly the size of lions \u2013 about 200 kg when full grown. Their bodies are generally tawny brown, their wings tan to white, and the human features match middle eastern norms. Sphinx are long- lived. They are \u2018cubs\u2019 for a few years, are fully grown by their mid twenties, but then live four or five times as long as a human. Due to their long lives, they are slow to breed.\n\nAs with many part human-part beast creatures, sphinx show a peculiar mixture of sophistication and savagery. They enjoy good conversation and company, have a strong appreciation for the arts, and love debate and philosophy. They are also quite happy to rip open a debate opponent and feast on his still-living entrails. (When seriously crossed or insulted, give the sphinx a Resistance roll to avoid falling into a sudden rage.) Aside from this, sphinx exhibit many cat-like traits.\n\nThe sphinx are rare, and consequently, solitary. When they congregate in groups, the group invariably has a single focus (such as listening to a philosopher speak), or breaks into pairs and/or solitary activity. Some sphinx historians claim there was once a great sphinx empire, thousands of years ago, and other creatures, such as humans, were their slaves.\nSphinx have their own language, which is distantly related to Aramaic (1/10 skill in Aramaic = skill in Sphinx). Most learn half a dozen or more languages as they grow up. They use local writing styles, but there is a written form of Sphinx, which is composed of elaborate hieroglyphics.\n\nSphinx normally use divine magic, and many are followers of knowledge gods, such as Thoth.\n\nThe sphinx given below is for a gynosphinx (female) androsphinx (males) have 3D6+15 STR, 3D6+15 SIZ, 2D6+6 INT, 2D6+8 POW"}, {"name": "Grave Ooze", "race": "Gorp", "rank": 2, "owner": "raleel", "tags": [], "id": 7782, "notes": "Grave ooze is a foul-smelling black slime that rises from the graves of murderers and thieves. The ooze can slither and fl ow with surprising speed and its jet-black colour makes it resemble a moving shadow.\n\nGrave ooze is drawn to dark, cold places, where it festers and grows. It is hostile to all living things and kills by drawing the very life out of the cells. The remains of those slain by the ooze appear uninjured but are icy cold to the touch and are rotting on the inside. Fire and bright light both repel the ooze and fi re attacks do double damage.\n\nThe ooze often slithers its way up to cling to the ceiling of a cave or crypt and then drops down to ambush an unsuspecting foe. It has also been known to lurk in shallow pools of water, waiting for a victim to come by.\n\n**Icy Touch**: The location struck by an ooze attack is temporarily paralyzed because of the extreme cold, reducing the victim\u2019s Dexterity by 1D6 per attack. Warming and rubbing the affected areas restores health and movement.\n\n**Using Grave Ooze**: Grave ooze is a hazard for adventurers in tombs and crypts. Combine it with another danger, like a skeleton patrol, to force the characters to fight when they are half-paralyzed."}, {"name": "Zombie Dog", "race": "Dog - Hunting", "rank": 2, "owner": "kilgs", "tags": [], "id": 7813, "notes": "Slightly larger, stronger and smarter than the house dog even before it turned undead."}, {"name": "Order of the Pig infantry", "race": "Human", "rank": 2, "owner": "Donesteban", "tags": [], "id": 7790, "notes": "There\u2019s always the Pig.\n\nOnly the most skilled warriors can become Wolves. It takes a particular genius to be initiated  into  the  Serpent,  great  strength to become a Bull or Boar, nobility to be a Stag and  so  forth.  Not  everyone  has  such qualities. For all the average thugs and marauders of Granbretan,  there\u2019s always the Pig.\n\nThe Order of the  Pig  are  not  the  best  soldiers or warriors but what they lack in talent they more than make up for in sheer numbers. Tens of thousands of Pig axemen  march in lock-step across Europe; the  guttural thunder of their massed war-cries  shakes the heavens. Pigs are cannon fodder and they know it. There are few problems that cannot be solved by hurling a million ill-tempered and brutish axe-men at it and in the Order of the Pig, the Empire has unlimited manpower."}, {"name": "Order of the Raven archer", "race": "Human", "rank": 2, "owner": "Donesteban", "tags": [], "id": 7795, "notes": "The Ravens are the only Granbretanian order recruited In the west of the Kingdom, on the very borders of Yel. They are the best archers in Granbretan and their black-Feathered shafts can pierce armour and bone alike with equal ease. The Ravens are also trained in the use of the flame-lance but prefer the ancient elegance of the longbow. Due to their Yelish heritage, the Ravens are distrusted at court and are rumoured to harbour many mutants in their ranks. If they do too well in Europe, the Ravens will no doubt share the fate of the old Bear Order."}, {"name": "Order of the Wolf warrior", "race": "Human", "rank": 2, "owner": "Donesteban", "tags": [], "id": 7791, "notes": "The  Wolves  of  the  Dark  Empire  are  terror  incarnate. They are not the largest Order: there are three or four Hounds to every Wolf, nor do they have the sorcerous power of the Serpents or the poisons of the Flies. Even so, no other Order has conquered so great a territory, nor with so much bloodshed. Until they came to the Kamarg, the Wolves were utterly undefeated. They might have lost individual battles but no force on Earth had opposed the Wolves for long and lived. The men of the Wolves are the elite warriors of Granbretan. Their Grand Constable, Meliadus, is a tactical genius to equal the famed Count Brass and he knows how to train and lead his men and how to inspire them to  deeds of great heroism in battle. Every Wolf knows he is  worth ten lesser men and they would die for each other and for their Constable without a second thought. The Legions of the Wolf are the single most powerful and successful fighting force in all of Europe and they will suffer no rival to eclipse them."}, {"name": "Order of the Wasp duellist", "race": "Human", "rank": 2, "owner": "Donesteban", "tags": [], "id": 7792, "notes": "The Wasp are another young order, formed less than a  century ago. It is the third all-female order and the only one likely to be seen on the front lines of a battle. The  Wasps specialise in duels and swordplay and the use of poisons. With their jewelled eyes and tight metal armour, they look more insect than human, an impression which is reinforced by the way they move, all fast twitches and jerks. A Wasp\u2019s foe will find the sword-sting embedded in  his heart or throat before he can even blink.\n\nFancy sword-tricks, of course, do not win battles where many thousands of warriors clash and the Wasps have striven to   prove themselves. They have recently entered into a bargain with the Ferrets to obtain their own squadrons of  ornithopters and they intend to become a quick-reaction  strike force that can be dropped behind  enemy lines or atop an enemy castle. The Wasps respond instantly to any  insinuation that they are weaker than any other fighting  Order \u2013 the \u2018temper of the Wasps\u2019 is infamous, as is  their  practice of challenging those who offend them to a duel."}, {"name": "Huge Giant Crab", "race": "Crab, Giant", "rank": 2, "owner": "raleel", "tags": ["Classic fantasy", "Fantasy", "Jungle", "Sea", "White plume mountain"], "id": 7798, "notes": "Does not have to make endurance rolls for any Serious or Major wounds to any location other than abdomen or cephalothorax"}, {"name": "Black Pudding", "race": "Gorp", "rank": 2, "owner": "raleel", "tags": [], "id": 7814, "notes": "The black pudding is a monster composed of groups of single cells. It is a scavenger/hunter found only in underground areas normally. The body structure of a black pudding is such that it con pass (flow) through narrow openings (such as a 1\" crack under a door). The monster travels equally well on walls or ceilings as well as floors. Its tiny mouths and saliva do acid damage per turn to exposed flesh. If the monster needs to dissolve wood in order to obtain food, it can eat away about a two inch thickness of wood equal in area to its diameter in 1 turn. Black puddings also eat away metal with their corrosive saliva: Apply damage directly to armor points. If chopped or struck, the monster is broken into two or more parts, each able to attack. The same is true if it is attacked by lightning. Cold does not affect it. Fire causes normal damage to this monster, and they avoid flames. Black puddings sometimes have color variation, grey, brown, and white being not uncommon."}, {"name": "Invisible Stalker", "race": "Elemental", "rank": 2, "owner": "raleel", "tags": ["Fantasy"], "id": 7815, "notes": ""}, {"name": "Flaming Skull Intensity 1", "race": "Floating Skull", "rank": 2, "owner": "raleel", "tags": [], "id": 7817, "notes": "Abilities: Undead  (Rq6 page 316). Immune to the effects of serious wounds. Reduce the damage dice of slashing/thrusting weapons by 1 die step against them and increase the damage of blunt weapons by 1 die step. Major wounds do not incapacitate, Rq6 pg 384"}, {"name": "Grey Ooze", "race": "Gorp", "rank": 2, "owner": "raleel", "tags": ["Classic fantasy"], "id": 7818, "notes": "This slimy entity appears as wet stone or sedimentary rock, allowing it to easily blend with natural surroundings. It resembles a puddle 30 cm (1 foot) wide and 1.5 metre (5 ft) long for every full 6 points of SIZ. The largest reaches SIZ 18. Regardless of length, the ooze is about 15-20 centimetres (6 to 8 inches) thick.\n\nGrey ooze is also completely resistant to most offensive spells, including both cold and heat; however, it takes full damage from lightning. Weapons inflict only minimum possible damage, including that produced by the attacker\u2019s Damage Modifier. \n\nHowever, killing one of these creatures is difficult without electrical damage, since it constantly regenerates damage inflicted upon its goopy body by physical weapons, healing 1d3 points per Round.\n\nGrey ooze is able to slowly flow across the ground, very slowly, so much so that adventures aware of its presence can usually circumvent it. They are able to digest all they are able to dissolve, and can sneak up on unaware victims using their near-silent mode of locomotion.\n\n**Acid Slime**\nA grey ooze is highly corrosive, able to eat through steel and flesh in a matter of seconds. When attacking, a grey ooze strikes like an oily black snake and applies its acid damage to whatever location is struck.\n*Application*: Contact\n*Potency*: 85\n*Resistance* Endurance\n*Onset time*: Instantaneous\n*Duration*: Acid continues for 1 Round after contact ceases.\n*Conditions*: As soon as the acid slime touches a victim or a piece of equipment, it begins to eat away at metal (Armour Points in the case of armour) and flesh at a rate of 1d6 points per Round. It does no damage to wood or stone, however. This damage is applied every Round the victim or their equipment is in contact with the acid, plus 1 Round thereafter. Therefore, striking the creature with a sword, for example, will cause the blade to take 1d6 damage in the Round it hits, plus another 1d6 damage on the following Round. Crushing weapons such as maces, clubs, etc., have a percentage chance of splashing their users equal to 5 times the damage rolled with each impact. This splash damage does 1 point of damage to 1d3 hit locations and functions as above.\n\n*Antidote/Cure*: There is no known counter agent for the effects of the acid short of washing it off and healing any damage."}, {"name": "Giant Crab", "race": "Crab, Giant", "rank": 2, "owner": "raleel", "tags": ["Fantasy", "Jungle", "Sea", "White plume mountain"], "id": 7820, "notes": ""}, {"name": "Giant Scorpion", "race": "Scorpion, Giant", "rank": 2, "owner": "raleel", "tags": ["Cloud forest", "Fantasy", "High plateau", "Insect", "Jungle", "White plume mountain"], "id": 7821, "notes": "Venomous (RQ6: pg 312-316) Endurance vs Endurance or Agony on location (cannot use) RQ6 pg 382\n\nScorpion venom has the following characteristics: \n**Application**: Injected or smeared.\n**Onset Time**: 1D3 Rounds.\n**Duration**: 1D3 Days.\n**Resistance Time**: Daily. The first Resistance roll must be made at the end of the Onset Time, then daily thereafter. Successfully resisting the poison allows the victim to avoid suffering the Conditions until the next roll must be made.\n**Potency**: 40+ CON of Scorpion. \n**Resistance**: Endurance.\n**Conditions**: Agony and Nausea. \n**Antidote/Cure**: Healing skill and magic.\n\n**Agony**\nVictim is hindered by intense pain. Whether in a location or the entire body, any skill roll involving use of the affected area must also be less or equal to the character\u2019s Willpower, otherwise the attempt fails, and they moan or scream in pain.\n\n**Nausea**\nVictim cannot eat, and must roll against his Endurance every time he performs a stressful physical action to avoid being physically sick. Vomiting lasts for 1d3 rounds during which he cannot act. Long durations of Nausea may cause starvation."}, {"name": "Grimlock", "race": "Human", "rank": 2, "owner": "JInkyz", "tags": [], "id": 7827, "notes": "A muscular humanoid stares sightless with dark eye. It fingers a notched batleaxe and emits a low growl. They dress in furs, and skins usually bearskin, and sometimes bone armour, but it is piecemeal and lacks order.\nThey are very unintelligent (INS not INT) and communicate only in animal like grunts. They will attack all other large beings, either for food or because they seem like a threat to them. Cave men are surly, aggressive beings and they fight among themselves. The caves of these beings are nauseously filthy, scattered with rotting food, old furs and discarded straw bedding.\nIn contrast cave women, while being equally aggressive, are more tidy with their caves. An interesting subculture has grown around females that have spurned the violent advances of cavemen. They have set up small family units where the females fulfill all the roles their male counterparts do, often with more aplomb. This includes hunting, security and seeing to the 'needs' of their cave-sisters."}, {"name": "Sir Bluto Sans Pite", "race": "Human", "rank": 2, "owner": "raleel", "tags": [], "id": 7834, "notes": ""}, {"name": "Sir Bluto's Follower", "race": "Human", "rank": 2, "owner": "raleel", "tags": [], "id": 7835, "notes": ""}, {"name": "Cannibal Spirit (Wendigo) Intensity 1", "race": "Spirit", "rank": 2, "owner": "raleel", "tags": [], "id": 7836, "notes": "Monster Island p204\n\nThough rare, cannibal spirits are greatly feared. To be covertly possessed by one of these horrors means that the victim slowly falls, uncomprehending, into a nightmare world which starts with vague dreams of killing rivals and concludes with awakening one morning feasting on the still warm entrails of their closest friends. If such murders cannot be covered up, the possessed victim usually goes insane and flees into hiding, where they eventually end up eating their own body.\nThe driving hunger of a cannibal spirit is ceaseless and dispassionate. They start a possession with a modicum of self control, trying to keep their nocturnal habits hidden from the community, but as suspicions awaken, the possessed individ- ual turns increasingly paranoid and the spirit within becomes desperate to satiate its hunger before it is cast back out to wan- der in search of a new host.\n\nPossession is covert\n\nThe cannibal spirit uses the Athletics, Brawn, Endurance and Evade skills of its host."}, {"name": "Cannibal Spirit (Wendigo) Intensity 2", "race": "Spirit", "rank": 2, "owner": "raleel", "tags": [], "id": 7837, "notes": "Monster Island p204\n\nThough rare, cannibal spirits are greatly feared. To be covertly possessed by one of these horrors means that the victim slowly falls, uncomprehending, into a nightmare world which starts with vague dreams of killing rivals and concludes with awakening one morning feasting on the still warm entrails of their closest friends. If such murders cannot be covered up, the possessed victim usually goes insane and flees into hiding, where they eventually end up eating their own body.\nThe driving hunger of a cannibal spirit is ceaseless and dispassionate. They start a possession with a modicum of self control, trying to keep their nocturnal habits hidden from the community, but as suspicions awaken, the possessed individ- ual turns increasingly paranoid and the spirit within becomes desperate to satiate its hunger before it is cast back out to wan- der in search of a new host.\n\nPossession is covert\n\nThe cannibal spirit uses the Athletics, Brawn, Endurance and Evade skills of its host."}, {"name": "Cannibal Spirit (Wendigo) Intensity 3", "race": "Spirit", "rank": 2, "owner": "raleel", "tags": [], "id": 7838, "notes": "Monster Island p204\n\nThough rare, cannibal spirits are greatly feared. To be covertly possessed by one of these horrors means that the victim slowly falls, uncomprehending, into a nightmare world which starts with vague dreams of killing rivals and concludes with awakening one morning feasting on the still warm entrails of their closest friends. If such murders cannot be covered up, the possessed victim usually goes insane and flees into hiding, where they eventually end up eating their own body.\nThe driving hunger of a cannibal spirit is ceaseless and dispassionate. They start a possession with a modicum of self control, trying to keep their nocturnal habits hidden from the community, but as suspicions awaken, the possessed individ- ual turns increasingly paranoid and the spirit within becomes desperate to satiate its hunger before it is cast back out to wan- der in search of a new host.\n\nPossession is covert\n\nThe cannibal spirit uses the Athletics, Brawn, Endurance and Evade skills of its host."}, {"name": "Small Shoal of Leeches", "race": "Flock", "rank": 2, "owner": "raleel", "tags": ["Jungle"], "id": 7841, "notes": "Nasty parasitic creatures, leeches can be encountered in both wet, tropical vegetation and in boggy waters. They attach themselves in countless numbers to any living crea- ture possessing blood which passes through their territory, stealthily wriggling under clothes with maddening ease. With naturally anaesthetic saliva they can feed without the host even noticing the infestation, although falling into a pit or pool full of the little horrors might be obvious. The consequence of leech shoals is somewhat different than other types, taking several hours to take effect. The swarm only rolls for the number of injuries once, armour having no effect. For each two points of injury the victim suffers a persistent level of Fatigue from blood loss and secondary infection\n\n\nUnless there is some good reason, the collective affects every Hit Location of a target which fails to Evade, Fly or Swim clear (as applicable).\n\nMelee weapons are useless against a flock, horde, pack or shoal since each blow can only kill a tiny proportion of the entire group. Each individual creature is so minor they possess no Characteristics, but the collective itself is given a number of Hit Points to disperse it, assuming the characters have some sort of area effect attack capable of damaging a volume rather than a single target.\n\nUnlike insect swarms, these groups can inflict different types of injury rather than just poisonous stings. The size of the group determines the number of \u2018injuries\u2019 it delivers at the start of every round. These are automatic and cannot be avoided if it has engulfed the victim.\n\n**HP**: 1d6+6"}, {"name": "Snorri \"Peaches\"", "race": "Dwarf", "rank": 2, "owner": "skarza", "tags": [], "id": 7930, "notes": ""}, {"name": "Brownie", "race": "Halfling (Dark Sun)", "rank": 2, "owner": "skarza", "tags": [], "id": 7860, "notes": "Brownies are believed to be related to pixies and halflings, and like the latter, have small rotund bodies and prefer quiet areas of pasture and light woodland. They stand no taller than 45 cm (1.5 ft) in height, making them one of the smallest of the fey. They do not possess the wings common to their pixie counterparts and therefore live a grounded existence. \n\nBrownies are typically friendly towards those of lawful and/or good disposition, and often will offer their services to such individuals. They are excellent crafters of items manufactured from natural materials: wood, hide, metal, etc.\n\nSpell-Like Abilities\nProtection from Evil, Ventriloquism, Dancing Lights, Continual Light, Mirror Image (three images), Confusion, and Dimension Door.\nEach usable once per day."}, {"name": "Pixie", "race": "Wind Child", "rank": 2, "owner": "skarza", "tags": [], "id": 7862, "notes": "Pixies are tiny winged humanoids, and members of the fey, a collection of woodland creatures including elves, brownies, dryads, and nymphs, to name a few. Because of their small size, pixies use various poisons to augment their tiny weapons.\n\nPixies choose to reside only in the most beautiful of forests and glades, and stand an average of 75 cm (2.5 ft) in height. They are naturally invisible; however, they can become visible at will if desired. Because invisibility is their natural form, they may strike while invisible without penalty. When they do choose to be seen, they appear as small winged elves. Pixies are naturally magical, possessing the following spell-like abilities in addition to Invisibility: \n\nIllusion, Faerie Lights, Dispel Magic, and Read Thoughts. Ten percent of all pixies also possess Irresistible Dance.\n\nEach of the before mentioned abilities is usable once per day. \n\nPixie illusions possess both an audio and visual component and may last indefinitely and without concentration once created, until successfully dispelled. In addition, pixies may cast Know Passions and Polymorph Self at will. Finally, a pixie that successfully makes physical contact with a creature may Cause Confusion. This confusion is permanent unless Remove Curse is cast on the victim. When not in combat, victims of pixie confusion will babble incoherently and must be lead around. Pixies are very mischievous and like to play pranks on passing creatures.\n\nBows have half the range of a normal-sized long bow.\n\nFey Poisons\nThey are so potent that no damage need be done, a simple scratch will suffice.\n\nSleep Poison\nThis toxin causes a deep sleep to fall upon the victim.\n\nApplication: Injection, requires only a small cut\nPotency: 65\nResistance: Endurance\nOnset time: Instant\nDuration: 1d6 hours\n\nConditions: If not resisted, the victim will feel groggy, suffering a penalty of one difficulty grade to all skill rolls for 1d3 Rounds, after which they will fall into a deep sleep for the remainder of the duration.\n\nAntidote/Cure: The victim may be shaken awake or have water splashed in\ntheir face. If so, they may make a second Resistance roll to overcome the effects. If this roll is failed, they again fall asleep after the requisite 1d3 Rounds, and will remain so for the remainder of the duration. Pixie Sleep Poison is subject to the spells Slow Poison and Neutralise Poison.\n\nMemory Loss Poison\nThis toxin is used by pixies, and causes the victim to lose all memory.\nApplication: Injection, requires only a small cut\nPotency: 65\nResistance: Willpower\nOnset time: Instant\nDuration: Permanent\n\nConditions: If not resisted, the victim will lose all memory. They retain all skills and class abilities, and while they may still cast spells, they do forget those currently in memory until they may be memorised.\n\nAntidote/Cure: The memory loss is permanent unless restored through the casting of Heal or Wish."}, {"name": "Celtic Boar Spirit. Intensity 3", "race": "Spirit", "rank": 2, "owner": "yngeld", "tags": ["", "Mythic britain"], "id": 7867, "notes": ""}, {"name": "SRM00-02A Guard", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Cyberpunk", "Modern", "Shadowrun", "Srm00-02a"], "id": 8497, "notes": "Because of the remoteness of the location, the guards have received minor augmentations and given weapons that feed off those augmentations. Rather than splurge for reflex enhancements, DocWagon has implanted reusable auto-injectors into the guards, allowing them to inject themselves with a combat drug known as Jazz in case of emergencies. This drug, when used, will last for 1D6 x 10 minutes and increases the user\u2019s Action Points by 1 and increases Initiative to 1d6+6+MOD.\n\nThe guards are not stupid; they know enough not to use this drug unless an emergency arises (like intruders spotted on the grounds). They will use tactics to repel intruders, such as taking cover and using aim actions to reduce penalties for their shots (if, for example, the intruders have also taken cover). They are also not above using tricks in combat (like grabbing up a handful of white powder \u2013 inert residue from the manufacturing process \u2013 and attempting to throw it into an intruder\u2019s eyes). Since the guards have access to the doors, they might use a tactic where one guard opens the door, and another uses his held action to fire into the room beyond, whereupon the first guard closes the door again \u2013 forcing the person beyond the door to expend an action opening the door.\n\nThe guards have their Etiquette and Negotiation skills listed in case the runners attempt to negotiate or bribe the guards into leaving. As their favorite break period pastime is card playing, have become rather good at the guards negotiating with other people.\n\n*Cyberware*: ARFE, Hearing Damper Modification, Datajack, Reusable Auto-injector* [*include notes for Auto-injector]\n\n*Weapons*: Heckler & Koch HK 227 SMG (Conc. 4, Ammo 28(c), Mode SA/BF/FA, Damage 7M, Recoil Comp 3) with External Smartgun Mounted (2,100\u00a5 value); 2 clips normal ammunition; 2 clips gel ammunition\n\n*Other Gear*: 1 dose Jazz in auto-injector; Transceiver Rating 1 with Broadcast Encryption Rating 2 (2,500\u00a5 value); standard medkit (200\u00a5 value); Stim 3 Slap Patch (75\u00a5), Trauma Patch (500\u00a5)\n\n**Augmented Reality Firearm Enhancement (ARFE)**\nAn integral part of certain advanced firearms, this gives control of mechanical actions of the firearm, as well as access to balance, direction, and other sensors inside of the gun. With cybereyes, it allows the gun wielder to access information about how many rounds are left, temperature of the barrel, and form a virtual crosshair that allows for better aiming.  The benefits are:\n\n*  The wielder can control the firing mode mentally. Switch Fire Mode becomes a Free Action.\n*  A virtual crosshair appears in the field of vision with those wielders with a cybereyes, allowing aiming in 1 turn instead of 1 round. (Note, these guards do not have this)\n*  The wielder can trigger the dropping of the magazine mentally. Reduce the Load rating of the weapon by 1 action for weapons with detachable magazines.\n\n**Gel Rounds** Treat as regular ammunition, cannot cause a major wound.\n\n**Hearing Dampener** These monitor the nerve impulses and sound waves to prevent damage and stunning. Makes defense against sonic attacks that rely on hearing one step easier.\n\n**Stim Patch** For the rest of the scene, all Fatigue effects gained from laborious activity are ignored. Once the scene ends, all Fatigue returns, and the character gains an additional level.\n\n**Trauma Patch** Will instantly stop all bleeding and stabilize a location. It does not heal the wound, and it is possible to further aggravate it or have another wound cause bleeding in that location. This patch must be applied directly to the location\n\n**Bonus Equipment**\nIn the break room, there is a large, circular table, six chairs, two vending machines, and a security case containing two AK-97 Assault Rifles and ten pre-loaded clips of normal ammunition for them. The Assault Rifles are equipped with Gas-Vent III recoil compensation systems, shock pads, low-light imaging scopes, and modified with internal smartgun systems. (Note: 3,800\u00a5 value each) It requires one Complex Action to unlock the security case, which is keyed to the guards\u2019 credsticks.\n"}, {"name": "Civilized Agent (Brawler/Assassin)", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Meeros", "Pregen"], "id": 8620, "notes": ""}, {"name": "Civilized Warrior (Infantry Style)", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Meeros"], "id": 8621, "notes": ""}, {"name": "Celtic Boar Spirit. Intensity 2", "race": "Spirit", "rank": 2, "owner": "yngeld", "tags": ["", "Mythic britain"], "id": 8354, "notes": ""}, {"name": "Skeleton", "race": "Skeleton", "rank": 2, "owner": "skarza", "tags": [], "id": 7925, "notes": "Skeletons are the remains of dead creatures whose flesh has long rotted away, which are subsequently animated through magic.Any kind of skeleton can be animated, and need not specifically be bones, as even the empty husks of giant insects can be raised from their rest.\n\nSimilar to mummies there are several types of skeletons depending on the type of magic used to animate them:\n\nThose animated through sorcery are automatons which must be actively controlled by the caster, otherwise they lapse into quiescence. Although powerful sorcerers can control several skeletons simultaneously their usefulness is limited by the concentration required to direct them.\n\nSkeletons raised by theism have the benefit that it is the supernatural entity being channelled by the priest who controls them. This can often grant the undead a semblance of independent action, though their skills are dependent on the nature of the deity or demon called upon.\n\nAnimists can send undeath spirits to possess the bones of dead creatures, granting the skeleton mental characteristics, and a degree of free will. This strength is also a weakness since the animating spirit can be blocked, exorcised or destroyed by magic which specifically targets such entities.\n\nSkeleton characteristics are based upon those of the original creature, but modified to reflect the loss of flesh and muscle. Their STR and CON are halved (but receive bonuses according to the strength of the animating magic), and DEX is increased by half again \u2013 but never higher than the maximum for the species. The INT, POW and CHA of the skeleton are based upon the caster\u2019s own or the spirit that currently animates it.\n\nThe skill values of the skeleton are equal to those of its controller.\nFor sorcerers and priests this is straight forward, but the skills of skeletons raised by animism are dependent on the spirit. Skeletons can wear armour, and wield any weapons they would naturally\nhave in their previous life.\n\nThese statistics are for an average human skeleton which has been possessed by an Intensity 2 Spirit of Undeath . All calculations have been factored in.\n"}, {"name": "Slave Soldier", "race": "Human", "rank": 2, "owner": "Cultistable", "tags": [], "id": 7951, "notes": ""}, {"name": "Light Warrior", "race": "Human", "rank": 2, "owner": "sharpweaselz", "tags": [], "id": 8040, "notes": ""}, {"name": "Bee Swarm (large)", "race": "Insect Swarm", "rank": 2, "owner": "skarza", "tags": [], "id": 8490, "notes": "***Hitpoints*** = SIZ. \n\nswarm of SIZ 1-5 can attack 1 person, SIZ 6 is enough to attack 2 people. A swarm of 12 is enough to attack 3. A swarm of SIZ 19 could attack 4 opponents simultaneously. \n\nThe potency of the attack is based on SIZ, as follows:\n\nSiz ~ stings ~ number of people attacked\n1-5   ~ 1D6    ~     1\n6-11  ~ 2d6    ~     2 \n12-18 ~ 3d6    ~     3 \n19-25 ~ 4d6    ~     4 \n\nEach Adventurer attacked by a hive takes the listed number of stings every round until he manages to escape the swarm. Heavy clothing subtracts two stings per die from the number of stings suffered every round. Armour subtracts one sting per die, though armour combined with heavy clothing will only subtract two stings per die total. Adventurers who take precautions against a swarm by wrapping themselves in cloaks, blankets and other heavy fabrics will subtract three stings per die. Note that this must be done prior to entering a swarm \u2013 by the time the Adventurer is taking damage, it is already too late. Such muffling requires three Combat Rounds.\n\nSpecialised beekeeping clothing, only available in civilised areas, subtracts four stings per die of damage. Such clothing consists of heavy cloth and multiple layers of mesh costs 75 silvers, weighs 2 ENC and has no armour value. Magical spells such as Protection subtract one sting per die for every two points of Magnitude.\n\nCreatures with six or more points of natural armour are immune to the effects of an insect swarm. No matter how angry a group of hornets get, they are unable to do anything to a creature like a dragon.\n\nInsect Venom\nApplication: Injected \nPotency: number of stings x 5\nResistance: Endurance\nOnset time: instant and then 1D10 Combat Rounds.\nDuration: 6D10 minutes.\nConditions: Agony, Asphyxiation. The venom initially causes the victim pain if the first Resistance roll is failed. At the end of the onset time the victim must succeed in a final resistance roll or suffer the effects of Asphyxiation (see the Core Rulebook).\n\nAntidote/Cure: Anti-venom. Some cultures have perfected anti-venom remedies which have a Potency of 1D20+10. The anti-venom must be introduced with a successful First Aid or Healing roll and add their Potency as a bonus to the victim\u2019s Resilience roll to fight the venom throughout its duration."}, {"name": "Troglodyte", "race": "Lizardman", "rank": 2, "owner": "Ledad", "tags": ["Classic fantasy", "Troglodyte"], "id": 8122, "notes": "Troglodyte secretion:This noxious odour is secreted whenever a troglodyte is agitated.\nAny humans and demi-humans within 3 metres (10 ft) of an agitated troglodyte must make an Endurance roll to resist the effects. Assuming one knows of this beforehand,attackers could declare that they are holding their breath. See Asphyxiation, Drowning, and Suffocation in Mythras for further information.\nApplication: Inhaled\nPotency: 65\nResistance: Endurance\nOnset time: Instantaneous\nDuration: 10 minutes\nConditions: Failing the Resistance roll results in a penalty of one difficulty grade to all skill rolls while in the area of effect and for 10 minutes thereafter."}, {"name": "Faceless stalker", "race": "Human", "rank": 2, "owner": "skarza", "tags": [], "id": 8111, "notes": "Ugothols (as faceless stalkers call themselves) are one of the many tools created and then discarded by the aboleths in their long war against the surface dwellers. Scorned by their former masters when the scheme for which they were designed unraveled, the faceless stalkers fled into swamps, marshes, or any other dark, wet places they could find\u2014the closest they could come to the aquatic cities they once considered home. Originally designed to serve as spies that could walk uncontested among the air-breathing races, faceless stalkers adopt new forms by reshaping their skin and contorting their rubbery bodies. This painful process takes approximately 10 uninterrupted minutes\u2014an ugothol typically seeks a private place to do it, avoiding even others of its own kind. The sensation of returning to its true form is quite exhilarating and results in a momentary burst of euphoria. Faceless stalkers cannot digest solid food even when in the form of a creature with a mouth. Instead, they subsist on liquids, including blood. In their natural forms, they have three hollow tongues which they use to penetrate and lap blood from their victims. Other then grappling foes, most ugothols wait until a victim is helpless or asleep before attempting to drink its blood\u2014although the best is when a victim is helpless but conscious during the process, so that the faceless stalker can \u201cplay with its food\u201d by having grisly and cruel conversations with it.\n\nBackstab\n+2 shift in STR damage, it from flank or behind target.\n\nChange Shape\nA faceless stalker can assume the form of a humanoid at will but requires 10 uninterrupted minutes to alter its body. Performing this transformation is somewhat painful, but the faceless stalker can maintain its new form indefinitely once it has achieved it. It can change back to its true form as an action and gains a +1 shift to attack rolls, damage rolls, skill and saving rollss for 1 round after it does so. Faceless stalkers retain their own innate abilities when they assume their new form and do not gain any of those belonging to the creature they mimic. A faceless stalker gains a +1 shift on Disguise rolls when they are used in conjunction with this ability.\n\nFaceless \nIn its natural form, a faceless stalker has no discernible facial features. It gains a +2 shift bonus on saving rolls made to resist attacks or effects that target the senses. This includes gaze attacks, odour-based attacks, sonic attacks and similar attacks. This bonus does not apply to illusions.\n\nCompression\nThe creature can move through an area as small as one-quarter its SIZ without slowing or one-eighth its SIZ at 1/4 speed.."}, {"name": " 'Fiendish' Giant Spider", "race": "Giant Spider", "rank": 2, "owner": "skarza", "tags": [], "id": 8124, "notes": "Giant spiders are huge predatory arachnids; the largest variety of eight-legged web-spinners. Fiendish Spiders are 5'-8' in diameter. They only really come to this plain when summoned.\n\nThe origin of these creatures is certainly not a natural one. Despite their sizes, all types of creatures are related, the smaller versions probably being some sort of evil spawn of the Major Great Spiders, a bane upon the earth if there ever was one.\n\nThe spider injecting Poison, that causes the victim\u2019s innards to breakdown into a savoury jelly that the spider simply sucks out of the body.\n\nThe fiendish variant is immune to mundane heat and cols, and halves any magical heat or cold, with a successful save with negate damage completely.\n\nWhen their passion in invoked the also gain a bonus of +1 damage shift.\n\nWeb\nCreatures with the web ability can use webs to support themselves and up to one additional creature of the same size. In addition, such creatures can throw a web up to eight times per day. This is similar to an attack with a net but has the following ranges  5/10/20, and is effective against targets up to 1.5x the size larger than the web spinner. An entangled creature can escape with a successful opposed Brawn roll. This costs an action.\n\nWeb spinners can create sheets of sticky webbing up to three times their size. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a opposed Perception roll vs conceal to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape the webbing gain a +1 shift bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section of web has a number of hit points equal to the info under webbing.\n\nA creature can move across its own web at its climb speed and can pinpoint the location of any creature touching its web."}, {"name": "Grimlock", "race": "Human", "rank": 2, "owner": "skarza", "tags": [], "id": 8070, "notes": "A muscular humanoid stares sightless with dark eye. It fingers a notched batleaxe and emits a low growl. They dress in furs, and skins usually bearskin, and sometimes bone armour, but it is piecemeal and lacks order.\n\nThey are very unintelligent (INS not INT) and communicate only in animal like grunts. They will attack all other large beings, either for food or because they seem like a threat to them. Cave men are surly, aggressive beings and they fight among themselves. The caves of these beings are nauseously filthy, scattered with rotting food, old furs and discarded straw bedding."}, {"name": "Stirge", "race": "Stirge", "rank": 2, "owner": "skarza", "tags": [], "id": 8089, "notes": "This nightmarish aerial predator shares similarities between a bat and a giant mosquito of a deep reddish colour, with a patch of fur running the length of its back. With a leathery wingspan of around 0.60 metres (2 ft), four viciously sharp hooked talons for grappling its prey, and a 1 metre (3 foot) long proboscis for draining the blood of its victims, the stirge seems to have flown right out of someone\u2019s nightmare.\n\nIf the stirge successfully strikes in combat, it inflicts damage for each of its four clawed insect-like legs. If it successfully generates a special effect, the stirge will select Choose Location, or if possible, Bypass Armour, in an attempt to find exposed skin. Whether or not damage is inflicted, it immediately establishes a grapple on the body location struck. If the creature\u2019s attack was Parried by a limb or other natural extremity (or the creature itself is parrying an appendage), then the creature is granted the Grip effect against the opponent\u2019s limb instead. A stirge always uses its Brawn skill to resist a victim from breaking free of its grapple; however, the victim finds the roll at Herculean difficulty, due to the clawed hooks grasping flesh, clothing, armour, etc. Successfully ripping a stirge free re-inflicts any damage that was previously done by the claws, if any, as they are torn free of the victim\u2019s flesh. Killing the stirge allows it to be removed with no additional damage.The real damage from a stirge attack, however, comes from its mosquito-like proboscis, for on its Turn after successfully grappling its victim, the stirge forces it into any exposed flesh. In addition to the body location gripped, the length of the proboscis allows it to puncture any adjacent location the Games Master deems within reach. The proboscis is capable of easily penetrating normal clothing; however, if all relevant locations are armoured, the stirge will instead begin making additional attacks in an attempt to generate a Bypass Armour special effect. Otherwise, no roll is necessary as the creature forces its proboscis into the victim. One Round thereafter, the stirge will begin draining blood from the victim at a rate of 1 Fatigue per Round. After draining 3 Fatigue, the stirge is considered gorged, and will release the victim and fly back to its lair to sleep off its meal. Larger creatures possess more blood per Fatigue level, with victims of SIZ 21-40 requiring 2 Rounds to drain 1 Fatigue, and a creature of SIZ 41+ requiring 3 Rounds to drain 1 Fatigue. In this case, the stirge will become gorged after 2 Fatigue from a SIZ 21-40 victim, and 1 level of drained Fatigue from a victim of SIZ 41+. If after 1d3+3 Rounds the stirge cannot penetrate the defences of its victim, it will disengage and attempt to find easier prey."}, {"name": "Slime Mould", "race": "Gorp", "rank": 2, "owner": "skarza", "tags": [], "id": 8099, "notes": "Slime molds are revolting oozes that wallow in rot and decay. A perfect example of symbiosis, each slime mold is covered in a thick garden of fungi, mildew, and toadstools, which helps it blend in with the surroundings. As ambush hunters, they can lie silently in wait for days at a time, surging into frenzied movement as soon as prey comes within reach. Most commonly encountered in deep forests, variations have adapted to life in caverns and sewers as well. They lack any ability to digest food, and rely entirely on their symbiotic fungal gardens to break down any organic matter they find into easily absorbed compost and decay. The molds and mushrooms that coat the ooze in turn receive ample food supplies, and over countless generations, many have developed into deadly variations of the forest or cave fungi from which they evolved. This fungal breakdown is in many ways akin to a disease\u2014known as fungal rot, it can kill if allowed to progress for long. Those who succumb to fungal rot become tired and listless. Eventually, paralysis sets in and the victim\u2019s flesh begins to blacken and decay, running from the body in liquid streams that the slime mold can easily absorb. In a somewhat nauseating turnabout, certain creatures find the unusual fungus that grows upon a slime mold to be quite tasty, and these creatures actively hunt slime molds to devour their gardens\u2014although they take care to avoid actual contact with the mold itself unless they happen to be immune to disease.\n\nSlime molds are ovoid in shape, growing up to 12 feet in length and weighing more than 600 pounds. Their substance is normally a sickly greenish-brown, with the coloration varying depending on their environment and how recently they\u2019ve fed. They instinctually keep their coating of fungus and other vegetable detritus exposed above them, granting the slime mold a distinctive, undulating gait rather than the fluid movement of most oozes.\n\nTo reproduce, slime molds split off small patches of their bodies whenever they encounter thick beds of fungi or mold. Over several months, these tiny blobs acclimate to the rot and absorb each another, until a single slime mold sprouts its own garden and begins hunting live prey.\n\n\nFungal rot: \nApplication: Contact- Any creature that touches a slime mold with an unarmed strike or a natural attack is also exposed to this foul disease.\nPotency: as END of creature\nResistance: Endurance\nOnset time: 24 hours\nDuration: until cured or death\nConditions: Once the disease manifests the victim suffers 1 fatigue level per day, and also loses 1d2 STR and 1 CON. These losses does not recover until the disease has been cured.\nAntidote/Cure: Can be cured with magic, or Antidotes made from herbal remedies with anyone using Lore (herbalism) or similar skill."}, {"name": "Goatling", "race": "Satyr", "rank": 2, "owner": "Ledad", "tags": ["Classic fantasy", "Satyr"], "id": 8130, "notes": "Abilities: Masters of Mockery. Physically frail and slow-witted in comparison to their sires, goatlings are envious\ncreatures that enjoy inflicting cruelty upon their betters.\nThey devote their limited mental capacities to crafting\nvicious insults salted with fey magic that can send their\ntargets into blind fits of rage. Target must succeed a standard Willpower check or fly into a rage until the end of its next turn. During this time it can't evade or parry any mel\u00e9e attack and must move to attack the offender.\nAbilities *** Magic Resistant*** Goatling roll their saves with one grade easier."}, {"name": "Rating 0 Thug", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Cyberpunk", "Modern", "Shadowrun"], "id": 8131, "notes": "Random folks who barely qualify as threatening. Mostly because they have a weapon\n\nGear: Leather jacket, .38 pistol"}, {"name": "Rating 3 Law Enforcement", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Cyberpunk", "Modern", "Shadowrun"], "id": 8135, "notes": "Trained professional law enforcement. Well equipped and operate as a team.\n\nGear: Stun Baton, .45 Pistol, Level 1 Vest, smoke grenade, radio"}, {"name": "Rating 2 Security Guards", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Cyberpunk", "Modern", "Shadowrun"], "id": 8132, "notes": "Rent a cops and the like. Largely there to notify someone of a security breach and delay, but have some offensive skill and equipment. They used some tactics, including taking cover and pinning down.\n\nGear: Stun Baton, Taser, .45 Pistol, Level 1 Vest, smoke grenade"}, {"name": "Rating 4 Criminal Enforcers", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Cyberpunk", "Modern", "Shadowrun"], "id": 8133, "notes": "Major enforcers for crime families. These people are known killers, are loyal to the cause, and are accustomed to dealing with trained law enforcement.\n\nGear: Dagger, 9mm pistol, 5.56 assault rifle, armored jacket, cellphone"}, {"name": "Rating 1 Street Tough", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Cyberpunk", "Modern", "Shadowrun"], "id": 8134, "notes": "Gnag member, probably with colors. Running the streets.\n\nGear: Type 1 vest, .45 pistol, knife"}, {"name": "Giant Tick", "race": "Tick, Giant", "rank": 2, "owner": "skarza", "tags": [], "id": 8165, "notes": "This dog-sized tick has a grotesquely bulbous body and a thin head equipped with hooked mandibles.\n\nIn areas where large creatures like megafauna or dinosaurs dwell, the giant tick behaves much like its smaller kin\u2014it lies in wait in the undergrowth, and when a suitable host passes by, it drops onto the body to feed. In other areas, these vermin are much more aggressive, and actively hunt smaller prey like dogs, livestock, or even humanoids. A giant tick drains blood quickly, but once it is sated, it drops off to crawl away to digest. A giant tick is 3 feet long and weighs 50 pounds.\n\nIf the tick successfully strikes in combat, it inflicts damage from its bite. If it successfully generates a special effect, the tick will select Choose Location, or if possible, Bypass Armour, in an attempt to find exposed skin. Whether or not damage is inflicted, it immediately establishes a grapple on the body location struck. If the creature\u2019s attack was Parried by a limb or other natural extremity (or the creature itself is parrying an appendage), then the creature is granted the Grip effect against the opponent\u2019s limb instead. A tick always uses its Brawn skill to resist a victim from breaking free of its grapple; however, the victim finds the roll at hard difficulty, due to the clawed hooks on its legs grasping flesh, clothing, armour, etc. Successfully ripping a tick free re-inflicts a full damage roll due to the barbed mouthparts, as it is torn free of the victim\u2019s flesh. Killing the tick allows it to be removed with no additional damage. The bite can easily penetrating normal clothing; however, if all relevant locations are armoured, the tick will instead begin making additional attacks in an attempt to generate a Bypass Armour special effect. Otherwise, no roll is necessary as the creature forces its mouthparts into the victim. One Round thereafter, the tick will begin draining blood from the victim at a rate of 1 Fatigue per Round. After draining 4 Fatigue, the tick is considered gorged, and will release the victim and crawl away to sleep off its meal. Larger creatures possess more blood per Fatigue level, with victims of SIZ 21-40 requiring 2 Rounds to drain 1 Fatigue, and a creature of SIZ 41+ requiring 3 Rounds to drain 1 Fatigue. In this case, the tick will become gorged after 3 Fatigue from a SIZ 21-40 victim, and 2 level of drained Fatigue from a victim of SIZ 41+. If after 1d3+3 Rounds the tick cannot penetrate the defences of its victim, it will drop off and attempt to find easier prey.\n\nA full 25% of ticks carry a disease know as the red ache which causes skin to turns red, bloated, and warm to the touch. \n\nApplication: injected by tick bite\nPotency: 65\nResistance: Endurance\nOnset time: 1d3 days\nDuration: 2d6+5 days\nConditions:\nAches: Victim\u2019s muscles ache. All STR and DEX skills suffer a difficulty grade of Hard.\nWeakness: For the duration the victim suffers a loss of 1d6 STR.\n\nAntidote/Cure: \nA successful Healing roll and use of healers kit will allow another resistance roll vs the disease as long as symptoms have not manifested. This is sometimes done as a precaution after any tick bite. Once the symptoms show, a hard healing roll (standard herbalism) will allow a herbal balm to be prepared that will ease the aches, and if reapplied daily will stave them off. Magical healing is needed for the STR loss."}, {"name": "Svon Harsin madman", "race": "Human", "rank": 2, "owner": "skarza", "tags": [], "id": 8208, "notes": "A wild-eyed man his hair is unkempt and gray, and he is spattered with blood. His mouth is smeared with gore, and his clothes are caked with it. He sees you and swing the axe in a menacing arc, howling all the while.\n\nSvon is obviously ill, both physically and mentally. His body is weak, but madness has afforded him a dangerous strength. If the Players disarm him, Svon will continue to attack with his hands and teeth. He will not stop until the Players have reduced him to 2 major wounds, at which point he is overcome by his illness, his exertions and his injuries. Even attempting to take Svon alive will be too much for him; his body is already dead; he just does not know it yet.\n\nThe frenzy effect is 'always on'. INS not INT."}, {"name": "Messa Gekuru", "race": "Human", "rank": 2, "owner": "skarza", "tags": [], "id": 8220, "notes": "Little Mess, as her parents called her, was born in the rough hills of the Ironwoods, far from any large settlement. There she lived with her father, who trapped various animals for their skins and pelts, and her mother, who was a master of basket-weaving and construction of intricate beaded necklaces. Later, she would also have the company of a smaller brother named Pesta who would carry on his father's skills and trade for another generation.\n\nWhen she was older, Messa ventured into the dark forests to pick mushrooms, roots, and berries. There she discovered an injured animal. A small fawn had broken its leg, and Little Mess instantly took it under her care. The deer quickly grew strong and powerful. Soon the Little mess was searching the highlands for all sorts of animals to befriend or help.\n\nHer father, being a protective parent gave her an old tarnished metal breastplate (the size of which hinted it was for a child-king or a perhaps a near life size toy soldier). He hoped that armour would be encumbering enough to prevent her trips, but the little girl didn't seem to mind the armour a bit, and later found she could easily cast spells in it.\n\nIt was on one of these forays searching for wounded animals, that she ran across what must have been an ancient burial ground. There she met up with twenty 'wounded ' apparitions which had died in an ancient battle. The visions told her their story, which was a sad one indeed. They said that they were part of a noble clan of highlanders that met with a fierce force of Lugroki. They fought a great battle that day on the highland shelf, and each Lugroki met its horrible maker. Many of the great warriors, however, were wounded. No one within the party of warriors was a Healer. or Lay Healer. and thus twenty of the bravest men died from simple wounds. They  told this to Little Mess because their spirits could only be freed from the mortal plane if they could find a highlander, a warrior no less, to learn the teachings and skills of a Healer. Little Mess perceived their plight and agreed. The apparitions drifted off into the outer realms.\n\nMessa returned home that day with a goal in life, to become the best lay healer she could be. According to the ghosts plight, she also had to become a great warrior- something rare in highland women. With her two goals in front of her, she set out to learn the craft of magic and war.\n\nMessa is a small woman only four feet nine inches and weighing no more than 100lbs. She has shoulder-length brown hair, which is straight and lifeless, and milky blue eyes. She are large birthmark under her right eye, which is shaped liked a swooping raven.\n\nMessa wears a well-worn breastplate in times of conflict, with a flowing but faded, blue cape sporting a large cowl. She wears tight-fitting leather leggings and well soled boots that can withstand the highland terrain for months before needing repair. In battle, she also wears small circlets of unadorned Iron and bronze knee caps, so that she may quickly bend down to help the injured with out braising her legs, She always carries a bag of medicines and bandages on her shoulder.\n\n144cm 45 kg"}, {"name": "Order of the Bull shocktrooper", "race": "Human", "rank": 2, "owner": "Donesteban", "tags": [], "id": 8241, "notes": "The scientifi cally altered powerhouses of the Order of the Bull, shocktroopers are hulks of muscle mass and aggression. They are bred and chemically stimulated to be easy to anger and ready at any time to smash any foe of Granbretan to bits. They are rarely deployed in large numbers due to the extreme cost in moving and equipping their ranks.\n\nEach shocktrooper is capable of fi ghting several opponents at once, but prefers to specifi cally maim or otherwise incapacitate a foe before moving on to another. Killing strokes can be dealt at any time if ordered to do so, but they have been taught the benefits of having captured enemies brought back to the interrogation chambers of the Order of the Bull.\n\nAlthough they are chemically predisposed to crush any and all enemies of the Order of the Bull \u2013 they are infi nitely loyal and will not disobey an order, no matter how badly they may want to. They would rather die on their own blades than risk bringing dishonour to the Order and it makes them deadlier than most enemies of Granbretan could ever face."}, {"name": "SRM00-02A Security Operator", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Cyberpunk", "Modern", "Shadowrun", "Srm00-02a"], "id": 8499, "notes": "The security operator sits in the control shed in back and monitors the radar and anti-air defenses; little more than a nanny to the automated gunnery systems, but DocWagon has tapped him to perform over watch for the rest of the facility. All cameras feed to his control panel, meaning that he\u2019ll more than likely spot intruders if they enter a camera\u2019s view, and inform the guards in the facility that they have intruders.\n\nThe long hours of duty with nothing to do has led the operator to make his own recreation. He has a hunting rifle with which to shoot any intruding animals into the compound before they can gnaw on the cables for the anti-air defenses; he also has a radio scanner he normally uses to listen to Lone Star and DocWagon unencrypted broadcasts. He can use this scanner to attempt to find the runners\u2019 communications and listen in, allowing the guards inside to respond to the runners\u2019 movements; this sort of thing should impress upon the player characters the need for encrypted communications! He can also move onto the roof of the control shed and act as a sniper against intruders who enter the back yard.\n\nIf runners enter the compound, the operator will inform DocWagon; assistance will arrive approximately 30 minutes later. If the team is quick, they can defeat/circumvent the guards, plant the explosives and be gone before this happens.\n\n**Cyberware**: Datajack, Reusable Auto-injector* [*include notes for Auto-injector]\n\n**Weapons**: Remington 750 Sport Rifle  with Rating 4x magnification\nscope; 20 rounds normal ammo (600\u00a5 value)\n\n**Other Gear**: 1 dose Jazz in auto-injector; Transceiver Rating\n2 with Broadcast Encryption Rating 4 (5,000\u00a5 value); Scanner Rating 4 (2,000\u00a5 value), standard medkit (200\u00a5 value); Stim 3 Slap Patch (75\u00a5), Trauma Patch (500\u00a5)\n\n**Stim Patch** For the rest of the scene, all Fatigue effects gained from laborious activity are ignored. Once the scene ends, all Fatigue returns, and the character gains an additional level.\n\n**Trauma Patch** Will instantly stop all bleeding and stabilize a location. It does not heal the wound, and it is possible to further aggravate it or have another wound cause bleeding in that location. This patch must be applied directly to the location\n\n**Bonus Equipment**\nIn the break room, there is a large, circular table, six chairs, two vending machines, and a security case containing two AK-97 Assault Rifles and ten pre-loaded clips of normal ammunition for them. The Assault Rifles are equipped with Gas-Vent III recoil compensation systems, shock pads, low-light imaging scopes, and modified with internal smartgun systems. (Note: 3,800\u00a5 value each) It requires one Complex Action to unlock the security case, which is keyed to the guards\u2019 credsticks.\n"}, {"name": "Dun Mask bandit", "race": "Human", "rank": 2, "owner": "skarza", "tags": [], "id": 8269, "notes": "Dun Masks are often distinguishable by their gear, wearing sturdy leather armour and wielding good blades. When on a job, they wear long tan coats of linen and suede over their armour. Their most notable feature is eponymous \u2013 their brown masks. These leather wraps cover the entire lower part of their faces and do a fair job of making their wearers unrecognizable."}, {"name": "Domestic Cat", "race": "Shadow Cat", "rank": 2, "owner": "kilgs", "tags": [], "id": 8332, "notes": "GB pg 38 Abilities: Night Sight, (RQ6: pg 312-316). "}, {"name": "Mangy Wolf", "race": "Wolf", "rank": 2, "owner": "skarza", "tags": [], "id": 8486, "notes": "Wolves are most active at night but can be roused to activity during the day. Hunting expeditions are highly co-ordinated affairs.\n\nA pack chooses and stalks its prey carefully and attacks, when they happen, consist of successive waves of between three and six animals aiming to incapacitate the prey before tearing out the throat or cutting off air at the windpipe. The alpha male feeds first, followed by the remainder of the pack in an established order. The youngest members of a pack may have to make do with scraps.\n\nIn combat wolves rely on their powerful bite rather than their claws. Once a bite takes hold the wolf locks its jaws, and continues to exert pressure through the canines and by vigorously shaking the head, deepening and lengthening the bites. Wolves therefore tend to choose the Grip and Choose Location Special Effects (always aiming for an exposed area). A Gripped victim sustains biting damage throughout the duration of the grip as the wolf worries at the wound.\n\nIf the alpha male is forced to flee then the pack follows suit, although braver individuals may attempt to gain status by remaining to fight.\n\nFleas: Anyone bitten by a mangy wolf is at -5 to all actions for 10 minute unless they succeed at a standard Willpower check, but they can spend an action to scratch away the fleas and remove the distraction.\n"}, {"name": "Velociraptor", "race": "Deinonychus", "rank": 2, "owner": "Daneaxe", "tags": [], "id": 8343, "notes": "Abilities: Blood Sense, Leaper. MI pg 210"}, {"name": "Stooby", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Shadowrun"], "id": 8350, "notes": "right arm is cybernetic"}, {"name": "Crank", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Shadowrun"], "id": 8351, "notes": "armor vest"}, {"name": "Joeby", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Shadowrun"], "id": 8352, "notes": "armor vest, commlink"}, {"name": "Warhammer Chaos Spawn", "race": "Chaos Hybrid", "rank": 2, "owner": "locky09", "tags": [], "id": 12231, "notes": "Chaos Spawn\nOrigins and Nature:\n\nCreation: Chaos Spawn are the result of horrific mutations caused by the influence of Chaos. They are often former mortals who have been twisted into these monstrous forms due to their worship of Chaos or exposure to its energies.\nAppearance: Chaos Spawn have highly variable and grotesque appearances, with their forms often being monstrous and mutated in unpredictable ways. They can have multiple limbs, eyes, and other bizarre features.\nBehavior: They are typically mindless and driven by pure instinct, serving as chaotic horrors that spread destruction and corruption. Their behavior can be erratic and uncontrolled.\nCharacteristics:\n\nMutations: Chaos Spawn have numerous mutations that grant them various physical abilities and traits. They are highly resistant to damage but can have unpredictable and chaotic powers.\nAbilities: They possess enhanced resilience, strength, and regeneration due to their chaotic nature. They are also often used as shock troops or monstrous beasts in the service of Chaos.\n\n\n\nPositive Racial Abilities for Chaos Spawn\n1. Chaos Resilience\nDescription: Chaos Spawn are highly resilient due to their twisted forms.\nMechanics: Chaos Spawn gain a bonus to Fortitude saves and have increased hit points, reflecting their ability to withstand physical damage.\n\n2. Mutated Strength\nDescription: Chaos Spawn possess unnatural strength from their mutations.\nMechanics: Chaos Spawn gain a bonus to Strength checks and attacks, allowing them to deal more damage and perform feats of physical power.\n\n3. Enhanced Senses\nDescription: Their chaotic forms grant Chaos Spawn heightened senses.\nMechanics: Chaos Spawn gain a bonus to Perception checks related to smell, hearing, or other non-visual senses, reflecting their mutated sensory abilities.\n\n4. Regeneration\nDescription: Chaos Spawn have a limited ability to regenerate wounds over time.\nMechanics: Chaos Spawn can recover a small number of hit points each hour, reflecting their regenerative capabilities.\n\n5. Chaotic Adaptation\nDescription: Chaos Spawn can adapt to various threats through their mutations.\nMechanics: Chaos Spawn gain a bonus to resist various environmental hazards and poisons, reflecting their ability to adapt to different conditions.\n\n6. Unpredictable Attacks\nDescription: Their chaotic nature makes their attacks erratic and difficult to predict.\nMechanics: Chaos Spawn gain a bonus to attack rolls with melee weapons or natural attacks, as their erratic strikes can catch enemies off guard.\n\n7. Aura of Dread\nDescription: The presence of Chaos Spawn instills fear in those around them.\nMechanics: Chaos Spawn impose a penalty to Willpower saves of nearby enemies, causing fear and hesitation.\n\n8. Chaos Mutation\nDescription: Chaos Spawn have a range of random mutations that grant them various abilities.\nMechanics: Chaos Spawn can randomly generate an additional minor ability or effect from a table of chaotic mutations, providing unique advantages in different situations.\n\nNegative Racial Abilities for Chaos Spawn\n1. Instability\nDescription: The chaotic nature of their mutations makes Chaos Spawn unstable.\nMechanics: Chaos Spawn suffer a penalty to Stability checks and may have difficulties maintaining focus in stressful or complex situations.\n\n2. Mutated Vulnerabilities\nDescription: Their mutations can create specific weaknesses and vulnerabilities.\nMechanics: Chaos Spawn have specific weaknesses to certain types of damage or attacks, such as fire or silver, depending on their mutations.\n\n3. Uncontrollable Rage\nDescription: Chaos Spawn often struggle to control their rage and aggression.\nMechanics: Chaos Spawn must make Willpower saves to avoid attacking indiscriminately when enraged or provoked, which can lead to unintended consequences.\n\n4. Distorted Appearance\nDescription: Their chaotic mutations cause them to have a horrifying and unsettling appearance.\nMechanics: Chaos Spawn suffer a penalty to Social checks and may provoke fear or disgust in those who encounter them, affecting interactions with others.\n\n5. Chaotic Influence\nDescription: The presence of Chaos Spawn can lead to corruption and instability in their surroundings.\nMechanics: Chaos Spawn impose a penalty to Willpower saves of allies within a certain range, causing increased susceptibility to corruption and chaos-related effects.\n\n6. Difficulty in Communication\nDescription: Their mutated forms and chaotic nature make coherent communication challenging.\nMechanics: Chaos Spawn suffer a penalty to Communication checks and may struggle to convey ideas or understand others.\n\n7. Erratic Behavior\nDescription: Chaos Spawn's chaotic nature leads to unpredictable and erratic behavior.\nMechanics: Chaos Spawn suffer a penalty to Initiative and may have difficulty planning and executing coordinated actions.\n\n8. Increased Vulnerability to Magic\nDescription: Chaos Spawn are highly susceptible to magical influences due to their unstable nature.\nMechanics: Chaos Spawn suffer a penalty to Willpower saves against magical effects and are more easily affected by spells and enchantments.\n\n\nMutation!\nRoll\nMutation\nEffect\nTraits\n\n01 - 03\nFur\nA random location on your body gets covered with a layer of thick fur. Roll for Hit Location. Increase the Natural armour of that location by 1.\nConcealable,\nStacks\n\n04 - 06\nShrink\nDecrease your SIZ by 1d3. Once your SIZ is significantly past your species minimum, it is no longer Invisible. \nInvisible,\nStacks\n\n07 - 09\nHorn\nA horn will constantly grow out from your head if not filed down frequently. It deals 1d4 damage and has the Impale effect. Range Small and Size Small. Add +1 damage per stack.\nConcealable,\nStacks\n\n10 - 12\nAgile\nYour body becomes sleek and your movements have\na graceful, almost liquid, quality. Gain +1d10 to Evade.\nInvisible, Stacks\n\n13 - 15\nClaws\nYour fingernails will constantly grow out as sharp claws if not filed down frequently. They deal 1d4 damage and have the Bleed effect. Range Touch and Size Small. Add +1 damage per stack.\nConcealable,\nStacks\n\n16 - 18\nGrowth\nIncrease your SIZ by 1d3. Once your SIZ is significantly past your species maximum, it is no longer Invisible. \nInvisible,\nStacks\n\n19 - 21\nFangs\nYour incisors will constantly grow out and sharpen if not filed down frequently. They deal 1d4 damage and have the Impale effect. Range Touch and Size Small. Add +1 damage per stack.\nConcealable,\nStacks\n\n22 - 24\nFast\nYou develop uncanny speed. Gain +2 Movement.\nInvisible,\nStacks\n\n25 - 27\nScales\nA random location on your body gets covered with a layer of scales. Roll for Hit Location. Increase the Natural armour of that location by 1.\nConcealable,\nStacks\n\n28 - 30\nPoison Bite\nWhen you bite someone, your teeth release a dangerous poison. Causing 1 Debility each Round the victim fails to pass a Standard (+0) Endurance Test. Additional stacks increase the difficulty of the test by 1 degree.\nConcealable,\nStacks\n\n31 - 33\nFoul Stench\nYour body produces a terrible odour, each stack increases the intensity of the smell and you suffer one degree of difficulty per stack in social tests. \nInvisible, Stacks\n\n34 - 36\nRegeneration\nAt the start of each Round every location on your body recovers 1 Health Point if you pass a Standard (+0) Endurance Test. Additional Stacks increase the Healing by +1.\nConcealable,\nStacks\n\n37 - 39\nExtra Mouth\nYou gain another mouth on a random Hit Location. You gain the Perform (Ventriloquism) skill if you didn\u2019t have it. Tests using it are one degree easier per stack. Gain an additional mouth per stack.\nConcealable, Stacks\n\n40 - 42\nCorrosive Vomit\nOnce per day you may spray your toxic and corrosive stomach acids. Use your Endurance skill to attack, and gain a +20 bonus against opponents that do not expect it or are very close. Deals 1d6 per stack, ignores armor, and temporarily blinds opponents hit in the face. \nConcealable, Stacks\n\n43 - 45\nIron Hard Skin\nA random location on your body gets covered with a layer of hardened metal skin. Roll for Hit Location. Increase the Natural armour of that location by 2.\nConcealable, \nStacks\n\n46 - 48\nEvil Eye\nOne of your eyes turns completely black. Anyone that stares directly at it, must pass a Standard (+0) Willpower Test or gain +1 Debility while in your presence.\nConcealable,\nRemovable\n\n49 - 51\nPiercing Tongue\nYour tongue transforms into a long, sinuous, sharp monstrosity. It deals 1d4 damage and has the Impale effect. Range Medium and Size Small. Stacks increase damage by +1.\nConcealable, \nStacks\n\n52 - 54\nAdditional Eye\nA new eye sprouts on you. Roll Hit Location to see where. Can be concealed. If uncovered, you have a bonus +5% perception. This effect stacks with multiple eyes. \nConcealable, Removable, Stacks\n\n55 - 57\nTelepathy\nCan cast the Telepathy spell with Intensity 7 using Willpower. You can only spend Tenacity when casting this spell. Stacks increase the Intensity of this spell by 2.\nConcealable,\nStacks\n\n58 - 60\nBlood Replacement\nYou feel a tingling sensation inside as your blood is replaced with maggots which pour out writhing whenever you are cut. Increase your Endurance by 1d10.\nConcealable\n\n61 - 63\nVampire\nYou now can only subsist on human blood. You must spend 1 downtime activity satiating yourself. After one week without blood, you gain 1 Debility per day. You have no other vampire qualities. In addition, gain the Fangs mutation. Stacks with the Fangs mutation.\nConcealable, Stacks\n\n64 - 66\nPincer Hand\nYour hand splits down the middle and transforms into a crab-like claw. It deals 1d4 damage and has the Grip effect. Range Small and Size Small. \nRemovable\n\n67 - 69\nTeleport\nCan cast the Teleport spell on yourself with Intensity 7 using Willpower. You can only spend Tenacity when casting this spell. Stacks increase the Intensity of this spell by 2.\nConcealable,\nStacks\n\n70 - 72\nThorns\nThorns begin to grow out of your hands unless they are filed down. They increase your unarmed damage by 1 per stack.\nConcealable,\nStacks\n\n73 - 75\nExtra Limb\nAn extra limb grows out of your body. Roll on the Hit Location to see where. It adds a degree of difficulty on tests where the extra limb is a nuisance. \nRemovable\n\n76 -78\nHypnotic Gaze\nOne of your eyes turns completely white. Granting you use of the Dominate (Humanoids) spell with an Intensity of 7 using Willpower. You can only spend Tenacity when casting this spell. Stacks increase the Intensity of this spell by 2.\nConcealable, Stacks\n\n79 - 81\nTentacle\nOne of your arms is replaced by a large tentacle. It deals 1d4 damage and has the Grip and Take Weapon effects. Range Medium, Size Medium.\nConcealable, \nRemovable\n\n82 - 84\nTail\nYou grow a tail that helps with your balance. Increase your Dex by 1. Can also be used to attack, causing 1d4 damage and has the Bash Effect. Range Medium, Size Medium. Additional stacks increase the Dex bonus by 1 and the damage by 1. Once you have 3 stacks, it is no longer Concealable. \nConcealable,\nStacks\n\n85 - 87\nAcid Excretion\nWhen you\u2019re under pressure you must pass a Standard (+0) Willpower test, otherwise a foul, green, caustic liquid leaks from the pores of your skin. The ichor eats through organic and inorganic materials, destroying any clothes or armour you\u2019re wearing. Any weapons that hit you automatically take 1d6 damage which ignores armour. Increase the damage by +1 per stack.\nConcealable, Stacks\n\n88 - 90\nWings\nYou begin to grow a pair of wings. Granting you a flying speed of 0. Each additional stack increases your flying speed by 2. Effectively letting you fly once you have 2 stacks. Once you have 3 stacks, they are no longer concealable. \nConcealable,\nRemovable,\nStacks\n\n91 - 92\nAnimalistic Nose\nYour nose turns into a snout or trunk. Perception tests based on smell are one degree easier.\nRemovable\n\n93 - 94\nSkull Face\nThe flesh from your face melts off leaving only a bare white skull. When your face is visible you have the Terrifying trait.\nConcealable.\n\n95 - 96\nAnimalistic Legs\nYour legs transform into that of a deer, increasing your movement by 2.\nRemovable\n\n97 - 98\nEye Stalks\nYour eyes extend out of your sockets on stalks. Gain 1d10 to your Perception per stack. Additional stacks make more eyes sprout out.\nRemovable, Stacks\n99 - 00\nSpider Limbs\nSpider legs sprout out of your back, enabling you to climb on walls. They are thick and sharp and can also be used as a weapon. They deal 1d6 damage and have the Impale effect. Range Long, Size Large. 1 AP and 6 HP.\nRemovable\n\n"}, {"name": "(RIG) (Fonrit) Novice Slave Soldier of Hanjethulut", "race": "Human", "rank": 2, "owner": "byrde1", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 8407, "notes": "\"Slave-Soldiers could come from almost any people, but the Agimori were prized and sought after because of what contemporaries saw as their inherent military quality. The Agimori, were a nomadic people where violence was part of daily life.\nNomads often raided the herds of livestock of other tribes and imprisoned those they defeated in battle to be sold as slaves. Agimori often sold other Agimori acquired through war or, during times of famine and hardship, families sold their children\". -  Hammad ibn Razin, On the origin of the Torab"}, {"name": "Fetch Numenor", "race": "Spirit", "rank": 2, "owner": "locky09", "tags": [], "id": 8415, "notes": ""}, {"name": "(RIG) (Fonrit) Novice Sorcerer", "race": "Human", "rank": 2, "owner": "byrde1", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 8430, "notes": "They are always accompanied by a small entourage: two soldier-slaves, two musicians and a dancer."}, {"name": "(RIG) (Fonrit) Novice Eunuch Slave Soldier of Evuk", "race": "Human", "rank": 2, "owner": "byrde1", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 8433, "notes": "\"Slave-Soldiers could come from almost any people, but the Agimori were prized and sought after because of what contemporaries saw as their inherent military quality. The Agimori, were a nomadic people where violence was part of daily life.\nNomads often raided the herds of livestock of other tribes and imprisoned those they defeated in battle to be sold as slaves. Agimori often sold other Agimori acquired through war or, during times of famine and hardship, families sold their children\". -  Hammad ibn Razin, On the origin of the Torab"}, {"name": "(RIG) (Fonrit) Novice Slave Soldier of Orjethulut", "race": "Human", "rank": 2, "owner": "byrde1", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 8437, "notes": "\"Slave-Soldiers could come from almost any people, but the Agimori were prized and sought after because of what contemporaries saw as their inherent military quality. The Agimori, were a nomadic people where violence was part of daily life.\nNomads often raided the herds of livestock of other tribes and imprisoned those they defeated in battle to be sold as slaves. Agimori often sold other Agimori acquired through war or, during times of famine and hardship, families sold their children\". -  Hammad ibn Razin, On the origin of the Torab"}, {"name": "(RIG) (Fonrit) Massarin Noble (Novice)", "race": "Human", "rank": 2, "owner": "byrde1", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 8440, "notes": "\"Mounted peasants? Let's show that mob who we Massarin are.\". -  Affan Abd Sumayl, During the battle of Di\u00e9bancoro."}, {"name": "SRM00-02A Troll Guard", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Cyberpunk", "Modern", "Shadowrun", "Srm00-02a"], "id": 8498, "notes": "Never let it be said that DocWagon isn\u2019t an equal- opportunity employer. This security guard is normally present in the basement, using his strength to move supplies around as needed. Since there are no security monitors in the basement, this means that if intruders are unaware of his location, the troll guard can ambush the player characters if they come downstairs. Again, he isn\u2019t stupid; he will use available cover, take time to aim, and if the intruders seem unarmored, will switch to the flechette rounds and let them have it with a full burst.\nAs the troll is rather large and relies on this in his personal psychology, he is an intimidator rather than a negotiator; he loves scaring an opponent into backing down.\n\n*Cyberware*: ARFE, Hearing Damper Modification, Datajack, Reusable Auto-injector* [*include notes for Auto-injector]\n\n*Weapons*: Enfield AS-7 Shotgun (Conc. 3, Ammo 10(c), Mode SA/BF, Damage 8S) with internal Smartgun System; 2 clips slug ammo; 2 clips shot (flechette) ammo [making damage 8D(f)] (2,000\u00a5 value)\n\n*Other Gear*: 1 dose Jazz in auto-injector; Transceiver Rating 1 with Broadcast Encryption Rating 2 (2,500\u00a5 value); standard medkit (200\u00a5 value); Stim 3 Slap Patch (75\u00a5), Trauma Patch (500\u00a5)\n\n**Augmented Reality Firearm Enhancement (ARFE)**\nAn integral part of certain advanced firearms, this gives control of mechanical actions of the firearm, as well as access to balance, direction, and other sensors inside of the gun. With cybereyes, it allows the gun wielder to access information about how many rounds are left, temperature of the barrel, and form a virtual crosshair that allows for better aiming.  The benefits are:\n\n*  The wielder can control the firing mode mentally. Switch Fire Mode becomes a Free Action.\n*  A virtual crosshair appears in the field of vision with those wielders with a cybereyes, allowing aiming in 1 turn instead of 1 round. (Note, these guards do not have this)\n*  The wielder can trigger the dropping of the magazine mentally. Reduce the Load rating of the weapon by 1 action for weapons with detachable magazines.\n\n**Scatter**  The weapon or round is made of tiny shot, fl\u00e9chettes, or pellets that spread before they strike, reducing any range penalties by one step and inflicting damage to 1d3 adjacent Hit Locations. This comes at a cost however. Firstly, the weapon damage roll for each location is halved; secondly, any armour, natural or worn, doubles its Armour Point value against the damage.\n\n**Hearing Dampener** These monitor the nerve impulses and sound waves to prevent damage and stunning. Makes defense against sonic attacks that rely on hearing one step easier.\n\n**Stim Patch** For the rest of the scene, all Fatigue effects gained from laborious activity are ignored. Once the scene ends, all Fatigue returns, and the character gains an additional level.\n\n**Trauma Patch** Will instantly stop all bleeding and stabilize a location. It does not heal the wound, and it is possible to further aggravate it or have another wound cause bleeding in that location. This patch must be applied directly to the location\n\n**Bonus Equipment**\nIn the break room, there is a large, circular table, six chairs, two vending machines, and a security case containing two AK-97 Assault Rifles and ten pre-loaded clips of normal ammunition for them. The Assault Rifles are equipped with Gas-Vent III recoil compensation systems and shock pads (treat as Brace action), low-light imaging scopes, and modified with internal smartgun systems. (Note: 3,800\u00a5 value each) It requires one Complex Action to unlock the security case, which is keyed to the guards\u2019 credsticks.\n"}, {"name": "(RIG) (Fonrit) Novice Kaddam Psiloi", "race": "Human", "rank": 2, "owner": "byrde1", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 8472, "notes": ""}, {"name": "(RIG) (Fonrit) Novice Metropolitan Army Soldier", "race": "Human", "rank": 2, "owner": "byrde1", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 8473, "notes": ""}, {"name": "SRM00-02A Security Mage", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Cyberpunk", "Modern", "Shadowrun", "Srm00-02a"], "id": 8500, "notes": "Surprise! There's a mage on staff. Well, okay, he's eighteen, a complete neophyte and only here because DocWagon wants him to get practical experience guarding such a facility. He's more of a Wiz Kid mage than a real magician. He's there primarily to give the player characters a start; when they see a mage wandering around, they might get the idea that this place is a lot more important than it seems to be.\n\nHis spells are minor; they shouldn\u2019t give the players much problem. If intruders are spotted, the guards will order him to stay in the break room. He\u2019ll do that, then go astral and try to spot intruders by flying around the compound astrally. If challenged by a magician backed by a group of runners, he\u2019ll flee back to his body and tell the guards which one of the runners is the magician.\n\nHe\u2019ll also perform surveillance using his Clairvoyance spell, and use his Mindlink spell to share this information with one of the other guards. If cornered, he\u2019ll cast his Invisibility spell and try to escape the facility.\n\n**Weapons**: Beretta Model 101T Light Pistol (Conc. 5, Ammo 12(c), Mode SA, Damage 6L) with one clip of normal ammunition (350\u00a5 value)\n\n**Other Gear**:Transceiver Rating 2 with Broadcast Encryption\nRating 4 (5,000\u00a5 value), standard medkit (200\u00a5 value); Trauma Patch (500\u00a5)"}, {"name": "Spider Swarm", "race": "Insect Swarm", "rank": 2, "owner": "skarza", "tags": [], "id": 8509, "notes": "***Hitpoints*** = SIZ. \nswarm of SIZ 6 is enough to engulf one half of the body. A swarm of 12 is enough to engulf the entire body. A swarm of SIZ 24 could engulf two opponents simultaneously. The potency of the attack is based on SIZ, as follows:\n\nSiz ~ Damage ~ Combat actions\n1-5   ~   1    ~     1\n6-11  ~ 1d2    ~     2 \n12-18 ~ 1d3    ~     3 \n19-25 ~ 1d4    ~     4 \n\nThe damage from stings and bites are applied simultaneously to every location covered by the swarm. Worn armour initially counts against this damage, but is reduced by 1 point for each successful attack, as the insects begin to crawl inside gaps in the clothing. For example, a victim wearing brigandine armour who stumbles into a swarm of SIZ 6, will be immune to the swarm\u2019s first three attacks but eventually the insects will find a way in. Normal clothing provides no protection, unless especially thick \u2013 for example winter wear.\n\nSwarms do not generate Special Effects, and neither do they use Combat Actions to parry or evade unless attacked with an area affect assault. On the other hand a victim can use Evade to temporarily avoid a swarm. Otherwise they must flee, hide or seek cover. Swarms have a base Movement Rate of 4, but can augment this rate by using their Athletics skill.\n\nWhenever a character is stung by a swarm of poisonous insects, he may succumb to the increasing levels of venom introduced into his body. Keep track of the accumulating value of the damage suffered from each attack, which represents the growing toxicity of the venom. Every time the character experiences another attack, they must make an opposed roll of their Endurance versus the new level of toxicity. Failure means that they suffer the effects of the insect\u2019s venom.\n\nspider poison\nApplication: Injected (bite)\nLevel of toxicity:10\nResistance: Endurance\nOnset time: 1d2 turns\nDuration: STR loss, until treated the agony goes in 1d4 hours and the numbing pain wear off in 1d4 days.\nConditions: weakness, The bite caused the victim to become weaker and lacking in energy. 1st failure -1d2 STR; 2nd failure -1d2 STR loss and -1 shift to all actions due to numbing pain. 3rd+ -1d2 STR and agony.\n\ncure:\nmake a paste with a little water and soda ash (baking soda) and apply to the affected area. This draws out the venom and eases the pain. To cure the STR drain, a tea made of Licorice root will restore 1d4 lost STR.Both cures need a successful healing roll to determine and make.\n\nAn awful, scuttling mass of legs and mandibles scrambles forward out of the darkness.\n\nThe sight of a carpet of swarming spiders is unsettling indeed\u2014particularly when the swarm is made up of spiders each the size of a gold coin and possessing blade-like mandibles capable of lacerating flesh with sickening ease. A swarm of spiders is a colonial mass of arachnids that relies on overwhelming much larger prey with sheer numbers rather than catching smaller snacks. While spider swarms spin webs, these webs are incapable of catching larger prey and typically serve the swarm as a lair rather than a method of capturing dinner."}, {"name": "Shiver addict (Sheasu Nights)", "race": "Human", "rank": 2, "owner": "skarza", "tags": [], "id": 8514, "notes": "The shiver addicts are a nervous, cagey lot that just want to be left alone. They are paranoid and intoxicated former soldiers who defend themselves as feasibly as possible.\n\nThey snipe with wrackers until foes are close, then uses swords. They hurls thunderstones at spellcasters, and tanglefoot bags at foes wearing heavy armour.\n\npotion of cure light wounds, tanglefoot bags (2), thunderstone (2); Other Gear leather armour, broadsword, \n\nsap,(any blow from surprise to the head that causes a serious would will instead knock target to 1 HP and cause immediate unconsciousness).\n\nTaurus loaded with 45 facet widowmaker crystals (6): Roll damage twice and take the best result. Armour is doubled.\n12 normal 45 facet crystals in speed loaders.\n\ntanglefoot bag\nA small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged attack with a range increment of 5/10/20), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a \u201310 penalty on attack rolls and a \u20131 shift on balance manoeuvres and must make an Evade roll (with -1 shift) or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. larger creatures(SIZ 20+) are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make an evade roll or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.\n\nA creature that is glued to the floor (or unable to fly) can break free by making a (-2 shift Brawn roll or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check as if the had suffered a minor injury or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.\n\nThunderstone\nYou can throw this stone as a ranged attack with a range  of 5/10/20) feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang, each creature within a 3 m (10 foot)radius spread must make a hard Endurance save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a \u20134 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast.\n\nSince you don\u2019t need to hit a specific target, you can simply aim at a particular area but the target can make an opposed evade to avoid the effects.\n\n"}, {"name": "Frankish Human", "race": "Human", "rank": 2, "owner": "Nigel_Clarke", "tags": [], "id": 8546, "notes": "Built from Mythras pp28-31 and MC p54."}, {"name": "Turkish Human", "race": "Human", "rank": 2, "owner": "Nigel_Clarke", "tags": [], "id": 8551, "notes": "Built from Mythras pp28-31 and MC p54."}, {"name": "Dream Spider", "race": "Giant Spider", "rank": 2, "owner": "skarza", "tags": [], "id": 8556, "notes": "This child-sized spider\u2019s blue-and-yellow-striped abdomen shimmers as it scuttles along its gossamer web. A drop of thick purple venom drips from its mandibles.\n\nDream spiders try to lure opponents into their webbing before moving in to bite them. Opponents who become senseless due to Wisdom loss are often wrapped in webbing to ensure they do not recover and are slowly devoured. \n\nA dream spider can spin webs just like a monstrous spider of the same size but its webs carry an iridescent hue, making them easy to notice (+1 perception shift). Any animal, humanoid, giant, or monstrous humanoid that comes in contact with these webs experiences strange hallucinations, taking 1d6 point of POW damage per round of contact. An Endurance save negates this damage. If the webs of a dream spider are burned, they create a spread of poisonous gas in a 10-foot radius. This gas deals 1d8 points of POW damage to all creatures in the area (not just to those susceptible to contact with webs as listed above). An Endurance save halves this damage. The cloud of colourful vapour remains for only a single round before dissipating harmlessly.\n\nThe spiders use 2 venoms, to consume a victim they use their spider venom as listed, Without the paralytic effect. To incapacitate their prey they use the following:\n\nDream Spider Poison\nPrice 1 sp\nApplication: Injection, requires only a small cut\nPotency: 50\nResistance: Endurance\nOnset time: 1d2 round \nDuration: 4 rounds\nConditions: If not resisted, the victim takes 1d4 point loss to POW per round.If a victim reaches 0 POW they lose all independent will.\nTreatment: Antivenom or magical treatment only."}, {"name": "Turkish Slave", "race": "Human", "rank": 2, "owner": "Nigel_Clarke", "tags": [], "id": 8586, "notes": "Built from Mythras pp28-31 and MC p54."}, {"name": "Slavic or Magyar Slave", "race": "Human", "rank": 2, "owner": "Nigel_Clarke", "tags": [], "id": 8587, "notes": "Built from Mythras pp28-31 and MC p54."}, {"name": "Rating 3 Pinkerton Guard", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Cyberpunk", "Modern", "Shadowrun", "Srm00-03"], "id": 8608, "notes": "Light duty but well trained security guards from one of the oldest security firms.\n\nGear: Stun Baton, taser pistol, smoke grenade, radio, secure clothing, datajack"}, {"name": "Rating 4 Knight Errant Security Guard (full kit)", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Cyberpunk", "Modern", "Shadowrun", "Srm00-03"], "id": 8609, "notes": "This is the \u201caverage\u201d security guard for duty at Griffin Biotechnologies. All guards serving at this location have been with the company for at least two years with combat experience. Most have seen action against shadowrunners at other major facilities. They are professional, dedicated members of the Knight Errant team. \n\n**Note that internal guards do not normally wear the armor and only carry a pistol and stun baton.**\n\nGear: .45 pistol (gel ammo, no serious or major wounds), .45 SMG (normal ammo), Light Security armor with helmet, stun baton, 2x flash bangs, passcard, flashlight\n\n**cyberware**: ARFE/Smartlink, Hearing Dampener, Datajack, Cybereyes (flare comp, Thermographic, linked to ARFE), commlink, ERE (dex and int modded to give extra AP)"}, {"name": "Barghest", "race": "Wolf", "rank": 2, "owner": "raleel", "tags": ["Cyberpunk", "Shadowrun"], "id": 8611, "notes": "The barghest resembles an oversized mastiff, either pure white or pure black. Its short fur lies flat on its body, creating the impression that its hide is naked, and spines protrude the length of its back. Its eyes shine red and its teeth glow slightly in the dark because of luminescent bacteria in its saliva. It hunts alone or in pairs during breeding season; at other times, it hunts in packs of twelve or more."}, {"name": "Rating 4 Knight Errant Security Guard (internal ki", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Cyberpunk", "Modern", "Shadowrun", "Srm00-03"], "id": 8612, "notes": "This is the \u201caverage\u201d security guard for duty at Griffin Biotechnologies. All guards serving at this location have been with the company for at least two years with combat experience. Most have seen action against shadowrunners at other major facilities. They are professional, dedicated members of the Knight Errant team. \n\n**Note that internal guards do not normally wear the armor and only carry a pistol and stun baton.**\n\nGear: .45 pistol (gel ammo, no serious or major wounds), .45 SMG (normal ammo), Light Security armor with helmet, stun baton, 2x flash bangs, passcard, flashlight\n\n**cyberware**: ARFE/Smartlink, Hearing Dampener, Datajack, Cybereyes (flare comp, Thermographic, linked to ARFE), commlink, ERE (dex and int modded to give extra AP)"}, {"name": "Rating 4 Knight Errant Shift Supervisor", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Cyberpunk", "Modern", "Shadowrun", "Srm00-03"], "id": 8613, "notes": "This is the \u201caverage\u201d security guard for duty at Griffin Biotechnologies. All guards serving at this location have been with the company for at least two years with combat experience. Most have seen action against shadowrunners at other major facilities. They are professional, dedicated members of the Knight Errant team. \n\n**Note that internal guards do not normally wear the armor and only carry a pistol and stun baton.**\n\nGear: .45 pistol (gel ammo, no serious or major wounds), .45 SMG (normal ammo), Light Security armor with helmet, stun baton, 2x flash bangs, passcard, flashlight\n\n**cyberware**: ARFE/Smartlink, Cyberears (amplification,Hearing Dampener), Datajack, Cybereyes (flare comp, Thermographic, linked to ARFE), commlink, ERE (dex and int modded to give extra AP), muscle replacement, Pain Block"}, {"name": "Rating 4 Knight Errant Rapid Response Team", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Cyberpunk", "Modern", "Shadowrun", "Srm00-03"], "id": 8614, "notes": "This is the \u201caverage\u201d security guard for duty at Griffin Biotechnologies. All guards serving at this location have been with the company for at least two years with combat experience. Most have seen action against shadowrunners at other major facilities. They are professional, dedicated members of the Knight Errant team. \n\n**Note that internal guards do not normally wear the armor and only carry a pistol and stun baton.**\n\nGear: .45 pistol (gel ammo, no serious or major wounds), .45 SMG (normal ammo), Light Security armor with helmet, stun baton, 2x flash bangs, passcard, flashlight\n\n**cyberware**: ARFE/Smartlink, Cyberears (amplification,Hearing Dampener), Datajack, Cybereyes (flare comp, Thermographic, linked to ARFE), commlink, ERE (dex and int modded to give extra AP), muscle replacement, Pain Block, Enviro-seal (immune to gas), Fire resistant (not flammable, step back fire damage by 3 steps)"}, {"name": "Civilized Courtier (Slinger Style)", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Meeros", "Pregen"], "id": 8622, "notes": ""}, {"name": "Civilized Warrior (Slinger Style)", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Meeros", "Pregen"], "id": 8623, "notes": ""}, {"name": "Nateamemnon", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Meeros", "Pregen"], "id": 8624, "notes": "You came across a tinker or peddler on the road. He offered to read your fortune for a silver piece, but you had no money, and\ninstead offered to share your meal with him, which he accepted. Reading your palm he declared you would become a great\nhero and travel the world, but not before encountering \u2018A great sorrow, a great victory, and a great reversal.\u2019 You have often\nwondered what he meant because none of those things have come to pass. Might the tinker have been lying\n\n2475 sp\n5 sets of clothes\n4 weapons\n4 points fo armor"}, {"name": "PC Civilized Warrior (Infantry Style)", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Meeros"], "id": 8625, "notes": "3 sets of clothing\n3825 silver\n"}, {"name": "Testikles", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Meeros"], "id": 8626, "notes": "2 sets of clothing\n3825 sp"}, {"name": "Joeicles", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Meeros", "Pregen"], "id": 8627, "notes": "5 sets of clothes\n\nYour family, previously poor and beggared, has ever struggled to survive. Yet when you were a lad somehow your father\nattained great wealth. How did they come by this money? What effect did it have on the family? Will somebody arrive to\nreclaim or perhaps terminate the mysterious fortune?\n\n3825 silver"}, {"name": "Civilized Warrior (Archery Style)", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Meeros"], "id": 8660, "notes": "has. 40 arrows"}, {"name": "Falcon or Hawk (Animal)", "race": "Eagle, Giant", "rank": 2, "owner": "kilgs", "tags": [], "id": 8662, "notes": "Animal, has INS. Adapted from MRQ Beasts of Legend."}, {"name": "Funnel Fighter", "race": "Human", "rank": 2, "owner": "Bilharzia", "tags": ["Funnel"], "id": 8668, "notes": "\n***Total 5 Hitpoints***\n\nIf the damage equals or surpasses their Hit Points, they automatically fail the Endurance roll, suffering the effects of a Serious Wound in the location struck.\nIf the damage is double their Hit Points, they die in a gruesomely violent manner.\n"}, {"name": "Funnel Witch", "race": "Human", "rank": 2, "owner": "Bilharzia", "tags": ["Funnel"], "id": 8670, "notes": "\n***Total 5 Hitpoints***\n\nIf the damage equals or surpasses their Hit Points, they automatically fail the Endurance roll, suffering the effects of a Serious Wound in the location struck.\nIf the damage is double their Hit Points, they die in a gruesomely violent manner.\n"}, {"name": "Character Funnel Character", "race": "Human", "rank": 2, "owner": "raleel", "tags": [], "id": 8669, "notes": ""}, {"name": "Funnel Worshipper", "race": "Human", "rank": 2, "owner": "Bilharzia", "tags": ["Funnel"], "id": 8671, "notes": "\n***Total 5 Hitpoints***\n\nIf the damage equals or surpasses their Hit Points, they automatically fail the Endurance roll, suffering the effects of a Serious Wound in the location struck.\nIf the damage is double their Hit Points, they die in a gruesomely violent manner.\n"}, {"name": "Funnel Scoundrel", "race": "Human", "rank": 2, "owner": "Bilharzia", "tags": ["Funnel"], "id": 8672, "notes": "\n***Total 5 Hitpoints***\n\nIf the damage equals or surpasses their Hit Points, they automatically fail the Endurance roll, suffering the effects of a Serious Wound in the location struck.\nIf the damage is double their Hit Points, they die in a gruesomely violent manner.\n"}, {"name": "Human Civilized Warrior", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Pregen"], "id": 8676, "notes": "As a professional soldier, you grew up with a weapon in your hand. Yet, the soldier's life wasn't for you, and you left your commission. Now you make your living as you can - by your wits and by your hand and your steel.\n\n**Equipment**: Dagger, Longsword (2), Longspear (2), 2 javelins (2), full scale armor (21, 11 worn), Kite Shield (3), 1 week rations (1), backpack (1), bedroll (1), 1 spare set of clothing (-), cloak (-), crowbar (1), flint and steel (-), small hammer (-), 10 pitons (-), 10 torches (1), waterskin (1), 10m rope (2) - 38 ENC, 28 worn"}, {"name": "Human Civilized Fighter", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Classic fantasy", "Pregen"], "id": 8677, "notes": "Two sets of common, undecorated clothes\n\n**money**: 65sp"}, {"name": "Human Nomad Barbarian", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Classic fantasy", "Pregen"], "id": 8678, "notes": "Two sets of common, undecorated clothes\n\n**money**: 65sp"}, {"name": "Koratine Outlaw", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Korantia"], "id": 8679, "notes": "This man is covered in dirty rags with shoddy weapons and an occasional piece of armor."}, {"name": "Wyrm", "race": "Wyrm", "rank": 2, "owner": "raleel", "tags": ["Korantia", "Thennla"], "id": 8682, "notes": "Abilities: Cold Blooded, Dark Sight, Flying, Formidable Natural Weapons\n\nWyrms are serpentine, legless, winged relatives of dragons. Possessed of intelligence akin to that\nof a human, a wyrm is a patient, dangerous foe but it lacks the superior insight and intelligence\nof a true dragon.\nSolitary hunters, it is very rare to find a group of wyrms acting in concert, though sometimes\na few individuals will join together for a common purpose. Unlike dragons, wyrms cannot use\nmag"}, {"name": "Snake, Giant", "race": "Snake, Giant", "rank": 2, "owner": "raleel", "tags": ["Korantia", "Rq6", "Tamoachan", "Thennla"], "id": 8684, "notes": "Abilities: Camouflaged or Gaze Attack (Mesmerism), Cold blooded, Grappler (RQ6: pg 312-316) . RQ pg 387-388"}, {"name": "Halfling Thief Pregen", "race": "Halfling (Classic Fantasy)", "rank": 2, "owner": "raleel", "tags": ["Classic fantasy", "Pregen"], "id": 8686, "notes": "Magic Resistant: Willpower rolls to resist arcane magic are 1 grade easier.\nPoison Resistant: Endurance rolls to resist poison are 1 grade easier\nStealthy: Halflings wearing nothing more restrictive than light armour find stealth rolls 1 grade easier\nExposure Tolerance (Feet): Halflings suffer no adverse effects from exposure when going around Barefoot, regardless of temperature. This does not extend to the rest of the body.\n\n*equipment*\nTwo sets of common, undecorated clothes\nFull set of studded leather armour\nLock picks and thieves tools\n2d6x5 SP\n"}, {"name": "Pseudo-Dragon (classic fantasy)", "race": "Dragon", "rank": 2, "owner": "skarza", "tags": [], "id": 8717, "notes": "While not true dragons, with the exception of size the pseudo-dragon does share many of the same physical features. They tend to resemble tiny red dragons, about the size of a house cat with roughly the same temperament and personality. They prefer to lair in small caves or hollow trees, and possess chameleon-like abilities to blend with their surroundings and can easily go unnoticed if desired. Pseudo-dragons are highly sought-after as familiars and their eggs can fetch as much as 500 GP each, sometimes much more as they tend to form a bond with those they first perceive at birth. Adults on the other hand, being intelligent, can be quite choosy when it comes to forming a bond, typically basing it upon the actions and personality of the individual in question. Pseudo-dragons have a life span of around 10-15 years.\n\nPseudo-dragons possess a limited form of magical telepathy, and it may choose to form a telepathic bond with an individual. This requires the sacrifice of 1d4 Magic Points on the part of both parties to create the bond, the Magic Points remaining unavailable to the character and pseudo-dragon while the bond remains active. A telepathic bond allows both to share what is seen and heard by the other, out to a range equal to 2x the combined Willpower of both the pseudo-dragon and companion in metres (6.5 times the combined Willpower in ft). Being magical in nature, this telepathy may be stopped by appropriate magical defences and is unaffected by those of psychic origin. In combat, pseudo-dragons can either bite or sting with their whiplike tail. This tail has a scorpion-like stinger that carries with it potent cataleptic venom.\n\nPseudo-Dragon Venom\nApplication: Injected\nPotency: 62\nResistance: Endurance\nOnset time: 1d3 Rounds\nDuration: 1d6 days\nConditions: A simple cataleptic poison to render prey catatonic for long periods of time. If not resisted the venom acts as a muscle relaxant, immobilising the area struck, and soon spreading to the rest of the body. Once the victim has been rendered catatonic, only a First Aid roll at a difficulty grade of Formidable or Healing roll at standard difficulty will reveal that the subject is still alive. If the resistance roll is a Fumble, the victim will actually die at the end of the duration. In this case, a First Aid or Healing roll at the above noted difficulty grades will detect that the victim is growing worse as the end of the duration nears.\nAntidote/Cure: A prophylactic brewed from local herbs is known to tribal shamans, which makes the Endurance roll to resist the venom one step easier. If this is overcome, however, the victim must still wait out the entire duration to recover. Neutralise Poison spells or potions will have their normal effect if given within 1 hour.\n\nMagic Resistance 35%*, See Invisible (no Willpower roll required),"}, {"name": "Pseudo-Dragon", "race": "Dragon", "rank": 2, "owner": "skarza", "tags": [], "id": 8718, "notes": "his housecat-sized miniature dragon has fine scales, sharp horns, wicked little teeth, and a tail tipped with a barbed stinger.\n\nPseudodragons are tiny cousins of true dragons, and are playful but shy. They often only vocalize in chirps, hisses, growls, and purrs, but can communicate telepathically with any intelligent creature. If approached peacefully and offered food, they are usually willing to share information about what they\u2019ve seen in their territory, but threats or violence make them flee.\n\nPseudodragons are carnivores, devouring insects, rodents, small birds, and snakes, though they sometimes eat eggs, and most also enjoy butter, cheese, and fish. They either hunt on the ground like lizards or look for prey on the wing like a raptor. As smart as a typical humanoid, they do not enjoy being treated as pets and prefer being treated as friends. They are wary of evil folk but can bond with sorcerers and wizards as familiars, and some have befriended druids and rangers or partnered with good dragons as scouts. Pseudodragons will serve as familiars if they approve of a spellcaster\u2019s personality, but often also bond with those whose company they enjoy or who have proven themselves true friends. A pseudodragon might follow another character in this manner for days, weeks, years, or even a lifetime if the creature is treated well, provided with food, and generally well-loved.\n\nUpon reaching adulthood, a pseudodragon\u2019s body is about 1 foot long with a 2-foot tail, and weighs about 7 pounds. A pseudodragon egg is the size of a chicken egg, but leathery and spotted brown, and a mating female lays 2\u20135 eggs every spring. A clutch of pseudodragons (the collective noun\u2014not to be confused with pseudodragons from the same brood of eggs) usually consists of a mated pair and several near-adult offspring. \n\nPseudo-Dragon Venom\nApplication: Injected\nPotency: 65\nResistance: Endurance\nOnset time: 1 Round\nDuration: 10 minutes\nConditions: A simple cataleptic poison to render prey catatonic for long periods of time. If not resisted the venom acts as a muscle relaxant, immobilising the area struck, and soon spreading to the rest of the body. Once the victim has been rendered catatonic, only a First Aid roll at a difficulty grade of Formidable or Healing roll at standard difficulty will reveal that the subject is still alive. If the resistance roll is a Fumble, the victim will actually die at the end of the duration. In this case, a First Aid or Healing roll at the above noted difficulty grades will detect that the victim is growing worse as the end of the duration nears.\nAntidote/Cure: A prophylactic brewed from local herbs is known to tribal shamans, which makes the Endurance roll to resist the venom one step easier. If this is overcome, however, the victim must still wait out the entire duration to recover. Neutralise Poison spells or potions will have their normal effect if given within 1 hour.\n\nTelepathic to 60 feet. 35% spell resistance"}, {"name": "Imp", "race": "Imp", "rank": 2, "owner": "skarza", "tags": [], "id": 8713, "notes": "Fiendish wings and a whipping scorpion-like tail lash behind this diminutive, red-skinned nuisance.\n\nBorn directly from the pits of Hell, imps are among the least of the true devils; these vicious, manipulative fiends, however, hold an important role in the corruption of mortal souls. Unfettered from the ranks and duties of diabolical armies, imps delight in any opportunity to travel to the Material Plane and subtly tempt mortals toward acts of ever-greater depravity.\n\nImps vary widely in appearance, ranging through a spectrum of bestial traits and grotesque body shapes, though most take the forms of red-skinned, winged humanoids with bulbous features. Such a typical imp stands a mere 2 feet tall, has a 3-foot wingspan, and weighs 10 pounds.\n\nUnlike most devils, imps often find themselves free and alone on the Material Plane, particularly after they\u2019ve been summoned to serve as familiars and their masters have perished (often indirectly due to the machinations of the imp itself). With no way to return home, these imps, freed of their bonds to arcane masters, can become dangerous pests or even leaders of small tribes of savage humanoids like goblins or kobolds.\n\nAs a placation to their tiny egos, imps favour small, bloody sacrifices that suggest their summoner\u2019s willingness to do evil. Those who offer a heart cut from the breast of a still-living dove gain a +1 shift bonus to rolls made to summon an imp.\n\nAbilities: also Immunity to poison\n+4 AP vs Cold and acid attacks, and they do half damage; \nresistant to normal weapons (+2 AP factored, and then half damage after armour), Vulnerable to good and Silver; Magic Resistance 25%; Regenerate (2 Hit Point per location/round)\n\nDodge (Combat)\nYour training and reflexes allow you to react swiftly to avoid an opponents' attacks. Dex 13. You gain a +1 bonus to your AP to attacks you are aware of. A condition that makes you lose your ability to evade, also makes you lose the benefits of this feat.\n\nPolymorph Self into one or two different animal forms of SIZ 1-20, with typical favourites being spiders, ravens, giant rats, and boars. However, other forms are possible. Unlike the spell, no Hit Points are regained when changing form.\n\nConstant\u2014detect good, detect magic\nAt will\u2014invisibility (self only)\n1/day\u2014augury, suggestion\n1/week\u2014commune (6 questions)\n\nImp venom\nApplication:Injected\nPotency: 95\nResistance: Endurance\nOnset time: instant\nDuration: 6 rounds\nConditions: the victim loses 1d2 DEX per round for the duration\nAntidote/Cure: Can be ameliorated with the Healing skill, or a successful save is made."}, {"name": "House Drake", "race": "Dragon", "rank": 2, "owner": "skarza", "tags": [], "id": 8719, "notes": "The eyes of this purple-scaled dragon glint with a mischievous intelligence and the sting of its tail has a silvery sheen.\n\nThe house drake is not a true drake, but rather an unusual variant of the more common pseudodragon\u2014an example of how a creature placed under extreme conditions might adapt and evolve to grow stronger. In this case, house drakes are the result of brutal and violent predations upon their pseudodragon ancestors by imps, who began to become a true infestation in the early years after the mages guild was founded and its students began accidently releasing the little devils into the urban wilds after failing to claim them as familiars. These imps found the indigenous pseudodragons to be a delightful (and delicious) population to torment, for there was little that the pseudodragons could do against an imp\u2019s defenses.\n\nIt wasn\u2019t long before the most able, wise, and stubborn of the city\u2019s pseudodragons began fighting back. Many nobles decorate their roofs with tiny amounts of precious metals, among them silver-lined weather vanes, shingles, and gutters designed to catch the sunlight to give their homes a distinctive sparkle in the sunlight. By spending years sharpening stings and teeth against these silver-enhanced decorations, or sneaking drinks of holy water from outdoor fonts at various temples, some house drakes have effectively transformed themselves into deadly weapons against the city's imps. Others gained this by chewing on silver coins to build up traces of the metal in their teeth and stings to be able to penetrate their enemy\u2019s supernatural skin. They also spent time focusing their studies on magic to see through impish invisibility and recover from the constant fights, and gorging on fat dream spiders to develop a befuddling breath weapon. The evolution of the pseudodragon into the house drake took only a few generations, quickly enough that many scholars suspect the outside influence of a mysterious patron of some supernatural source.\n\nImmunity to sleep and paralysis\n\nSpell-Like Abilities\nConstant\u2014see invisibility\n3/day\u2014cure light wounds\n1/day\u2014alarm, obscuring mist\n\nobscuring mist\nRange 20 ft.\nEffect cloud spreads in 20-ft. radius from you, 20 ft. high\nDuration 1 min./I\nSaving Throw none\n\nA misty vapour arises around you. It is stationary. The vapour obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away counts as poor visibility (attacks are hard). Creatures farther away have count as partial darkness (formidable).\n\nA moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell\u2019s area. A wall of fire burns away the fog in the area into which it deals damage. This spell does not function underwater.\n\nBreath Weapon:\nUp to three times per day and no more than once every 1d4 rounds, a house drake can breathe out a small cloud of silver mist in a 10-foot cone. All creatures in this area must succeed at an opposed WIL roll or be confused for 1 round. This is a mind-affecting effect.\n\nFerocious Will:\nHouse drakes have a stubborn streak of fierce independence and gain a +10 bonus on WIL saves (this bonus is included in the stats).\n\nIn addition, the first time in a day that a house drake successfully saves against a mind-affecting spell or spell like ability, the caster of the spell must succeed at an opposed WIL save or be staggered for 1 round (unable to attack or cast spells) by a blast of magical, mental feedback.\n\nSilver Strike:\nAll of a house drake\u2019s natural attacks are treated as being silver (and or good) for the purposes of overcoming damage reduction."}, {"name": "Elf Magic-User (Evoker)", "race": "Elf", "rank": 2, "owner": "raleel", "tags": ["Classic fantasy", "Pregen"], "id": 8728, "notes": "\u2022 Movement: 6 metres (20 feet)\n\u2022 Infravision: Elven infravision enables them to see up to 18 metres (60 feet) in darkness. Infravision is covered in more detail on page 96 under Visibility Underground.\n\u2022 Resistance to Sleep and Charm: Elves find Willpower Rolls to resist sleep and charm spells 2 grades easier. They may drop this resistance and accept the magic\u2019s effects if they choose.\n\u2022 Unaffected by Raise Dead: Elves are unaffected by the cast- ing of Raise Dead, requiring other methods of revival to be found if they are to be resurrected.\n\u2022 Stealthy: Elves wearing nothing more restrictive than light armour find Stealth tests 1 grade easier.\n\u2022 Secret and Concealed Object Detection: Due to their acute senses, an elf that succeeds at a Formidable Perception skill test has a chance of noticing a concealed object when merely passing within 3 metres (10 feet) of it. Actively searching allows full Perception as normal.\n\n***Cantrips***: Cantrips are the first magical ability taught to an appren- tice magic-user and are fully defined in Chapter 9. A magic-user of Rank 0 knows a number of cantrips equal to 1/5th Arcane Casting.\n\n***Arcane Spell Caster***: While magic-users are very weak at the beginning of their careers, at the other end of the spectrum, they are able to cast the most spectacular and powerful of spells, able to burn armies, and collapse castles with but a gesture. All Arcane spells require precise gestures and movements (the spell\u2019s somatic compo- nent) during casting, which are hindered by the wearing of armour. See Casting in Armour on page 121 for specific information.\n***Starting Spells***: A magic-user begins with a number of Rank 1 spells equal to 1/10th Arcane Knowledge.\n\n***Spells in Memory***: The number of spells of their current Rank a magic-user may have in memory is equal to INT/4. Two additional spells of each Rank may be memorised as each Rank beyond that which is required to cast them is attained. See Memorising spells in Chapter 8.\n\n***Evocation***: An evoker specialises in spells that manipulate invisible sources of power to create devastating damaging effects, gaining access to spells such as Magic Missile, Fireball, and Lightning Bolt. This school is opposed by the schools of Enchantment (Charm) and Conjuration.\n\n\u2022 The specialist may memorise 1 additional spell of their cur- rent rank. However, 2 spells of each rank must be of the mage\u2019s chosen school of magic. For example, an Arch Illusionist (Rank 5) with an INT 17 would be able to memorise six spells of Rank 5 (17/4 = 4.25 rounded up to 5, +1 spell for specialisation). This gives six spells of Rank 5, eight of Rank 4, ten spells of Rank 3, twelve of Rank 2, and fourteen spells of Rank 1.\n\u2022 Arcane spells of the chosen school are automatically cast at an additional level of Intensity and Magnitude, at no additional cost in Magic Points. This means that a spell cast at Intensity 1 will actually generate the effects equivalent to 2 levels of Intensity, however, still only cost the nor- mal Magic Points of the Intensity 1 version. This can allow the caster to exceed the normal maximum Intensity and Magnitude of the spell by 1 point.\n\u2022Arcane Casting skill tests are 1 grade easier when casting spells of the chosen speciality. This does not further change the spell\u2019s Intensity and Magnitude.\n\u2022 Arcane Knowledge skill tests to scribe spells, identify spells as they are being cast, create a scroll, etc., are 1 grade easier when dealing with spells of the mage\u2019s speciality.\n\u2022 When a specialist mage is attacked by a spell of the chosen school of magic, any rolls to resist are 1 grade easier than normal, regardless if the type of Resistance roll required.\n\u2022 The specialist may not learn spells in opposition to the chosen school of magic. For example, an illusionist may not learn spells from the Schools of Evocation, Abjuration, or Necromancy."}, {"name": "Polemeios", "race": "Minotaur", "rank": 2, "owner": "raleel", "tags": ["Meeros doomed"], "id": 8760, "notes": "Armour: Head Horns and Bronze Studded Gladiatorial Belt, Greaves & Vambraces\n\nAbandoned by his herd as a stunted weakling, Polemeios seeks to prove himself by overcoming an enemy of renown.\n"}, {"name": "Opthalmos the Spy", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Meeros doomed"], "id": 8761, "notes": "Maintains a guise of a wandering doctor"}, {"name": "General Ashenhold Asylum inmate", "race": "Human", "rank": 2, "owner": "skarza", "tags": [], "id": 8763, "notes": "General criminally insane inmate. Dont have every weapon GM decides)"}, {"name": "Strong Ashenhold Asylum inmate", "race": "Human", "rank": 2, "owner": "skarza", "tags": [], "id": 12018, "notes": "Very tough and strong, usually with some orc or ogre blood in the family history. Dont have every weapon GM decides)"}, {"name": "Bestia (Fioracitta) Template", "race": "Bestia (Fioracitta)", "rank": 2, "owner": "alex_greene", "tags": [], "id": 8781, "notes": "Bestia (singular male Besti, singular female Bestia) are tall, strong, and tough, with jutting tusks protruding from their lower jaws. They have beetle brows, and their ears bear points that curl forwards.\nTheir dark fur provides 1 AP of natural protection.\nFirst encountered in Fioracitta, The Heart of Power."}, {"name": "Owl", "race": "Alan (Moon Bat)", "rank": 2, "owner": "azrooh", "tags": [], "id": 8782, "notes": "Flying, (RQ6: PG 312-316)"}, {"name": "fast hand to hand ganger (Sheasu Vice)", "race": "Human", "rank": 2, "owner": "skarza", "tags": [], "id": 8798, "notes": "Shiver dealing thugs in employ of Greeley\n\nThe MAC-10 (Magical Assault/Closequarters) is a full auto Wrecker designed to place a large amount of magical projectiles into a small space. it has a 32, 9 carat shot crystal clip which take 3 round to reload.\n\nArmour tattoos As ringmail but count as natural (3)\n \nSneak attack +1 shift\n\nIron hands: +1 damage to unarmed and kata attacks\n\nDo or Die Kata: Allows dual weapon combinations to use the Flurry special effect, provided that each subsequent attack utilises the alternating weapon\n\nSteps on eggshells: May use Evade to dodge blows in martial arts combat without ending up prone\n\nHard Weapon Kata: Can use a specific weapon set with martial arts skill."}, {"name": "Strong Drug ganger (Sheasu Vice)", "race": "Human", "rank": 2, "owner": "skarza", "tags": [], "id": 8801, "notes": "Half ogre shiver dealing thugs in employ of Greeley\n\nThe 10 Gem sawn off scatter wracker has a 2 gem and wand barrels side by side and is breach loading in set up. it can be devastating at close range as both gems can be discharged at once hitting 2 rolled locations.\n\nSlaughter axe: An interesting variety of the great axe, a wooden shaft roughly as tall as the user. Nearly half of its length is dominated by a huge blade. It is very top heavy and inflicts horrible wounds against prone targets. Should the prone target  be held in place and/or unable to parry, the weapon inflicts an additional 1D6 damage from the forward momentum of the attack.\n\nUses a bark skin potion as soon as there is a threat of combat. intensity :6 4 AP. (2) This adds to their natural tough hide (1 AP)."}, {"name": "Polemeios the Lizardman", "race": "Lizardfolk Male", "rank": 2, "owner": "raleel", "tags": ["Meeros"], "id": 8803, "notes": ""}, {"name": "Wendish Levy Spearmen", "race": "Human", "rank": 2, "owner": "Thiudans", "tags": ["Francia orientalis"], "id": 10350, "notes": "Generic Frankish Levy Spearmen"}, {"name": "Bandit", "race": "Human", "rank": 2, "owner": "jaum", "tags": ["The witcher"], "id": 8837, "notes": "Loot:\nGambeson, boots, braces;\n2d10 crossbow bolts;\n3d10 crowns;\n1d6 mundane items"}, {"name": "Bandit Captain", "race": "Human", "rank": 2, "owner": "jaum", "tags": ["The witcher"], "id": 8903, "notes": ""}, {"name": "Male Singer", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 8873, "notes": ""}, {"name": "Ghoul", "race": "Ghoul", "rank": 2, "owner": "jaum", "tags": ["The witcher"], "id": 8874, "notes": "Abilities: Death Sense, Regeneration (when in frenzy 1 hp per round); frenzy: when suffer serious wound; On night, +3 to STR and CON.\n4 AP for non silver weapons."}, {"name": "Drowner", "race": "Ghoul", "rank": 2, "owner": "jaum", "tags": ["The witcher"], "id": 8875, "notes": "+3 AP for non silver weapons."}, {"name": "Peasant", "race": "Human", "rank": 2, "owner": "jaum", "tags": ["The witcher"], "id": 8881, "notes": ""}, {"name": "Private Cressida Kroft", "race": "Human", "rank": 2, "owner": "skarza", "tags": [], "id": 8883, "notes": "an attractive, dark-haired human woman dressed in red armour she is a ranking member of the Guard who moonlights as an adventurer.\n\nBoon: A guard can give accurate directions to any non-secret location in the city and can allow a PC to enter or leave through a gate after hours or without paying a gate tax.\n\nThe  Guard values order, bravery, and honour, but also appreciates those who can think for themselves and do not blindly follow orders.\n\nCombat Gear\npotions of cure light wounds (2)\nOther Gear half-plate, composite bow with 10 arrows, broadsword, sap, 5 bp\nThe longsword was found during her first outing with the guard.\n\nArmour Proficiency:\nLight armours receive 1 extra armour point, and heavy armours 2, if you have to know the attack is coming.\n\nWeapon Specialisation: \nLongsword: 10% when using your weapon of specialisation. You gain +1 Action Point for the purposes of Parrying only.\n\nLuck:4"}, {"name": "Wolf", "race": "Wolf", "rank": 2, "owner": "jaum", "tags": ["The witcher"], "id": 8888, "notes": "Night Sight, (RQ6: pg 312-316) , Usually hunts in packs of 12-30. Prefers to select Grip and Choose location. Gripped victim sustains biting damage every round. Rq6 pg 396"}, {"name": "Katakan", "race": "Vampire", "rank": 2, "owner": "jaum", "tags": ["The witcher"], "id": 8918, "notes": "Abilities: Allergy (Sunlight), Darksight, Gaze Attack (Domination), Immunity (Mundane Weapons), Undead, Vampiric, Vulnerable(Special)  (Rq6 page 316). Immune to the effects of serious wounds. Major wounds do not incapacitate RQ6 pg 393-394"}, {"name": "Nekker", "race": "Halfling (Classic Fantasy)", "rank": 2, "owner": "jaum", "tags": ["The witcher"], "id": 8915, "notes": "Night Sight;\n"}, {"name": "Wyvern", "race": "Wyvern", "rank": 2, "owner": "jaum", "tags": ["The witcher"], "id": 8917, "notes": "Move while flying: 16.  Poisoned Sting Tail: POT = 50+CON, resist with endurance, immediate onset, d6 days - reroll daily, resist or suffer disabling agony causing skill difficulty +2.  Dark Sight.  Night Sight."}, {"name": "Xtabay", "race": "Plant, small", "rank": 2, "owner": "skarza", "tags": [], "id": 8945, "notes": "This patch of vines is ornamented with beautiful crimson and violet flowers, the petals of which seem to bear tiny faces.\n\nKnown for their potent\u2014and ultimately deadly\u2014scent, xtabays are a floral hazard to the unwary. As fast-spreading as ivy, a xtabay\u2019s vines are sturdy and adaptive, making the plant a potential threat nearly everywhere\u2014from gardens to wells to forest groves.\n\nAttractive flowers blossom from the vines of xtabays, emitting the spores that mean a slow death for their victims. The strange, face-like patterns that grow on the petals are disturbing but seem to have no real function. Hermits or other reclusive types have been known to surround their territory with xtabays, warding off pesky creatures and adventurers alike. Instances of xtabays of larger-than-usual size have also been reported. These massive plants possess tendrils as thick as tree limbs and flowers that can fell even the hardiest of warriors with their overwhelming perfume. Underground, xtabays thrive in the wet, dark environment, covering the walls and floors of entire caverns and anaesthetising whole dens of subterranean creatures.\n\nNomadic plants, xtabays traverse large expanses of land until they sense nearby life, at which point they lie dormant and take on the guise of harmless flowers while releasing their deceptive aroma. Once a creature is subdued, the beast-like plant wastes no time in devouring it, disregarding creatures unaffected by its aroma. Because of their carnivorous nature, xtabays only rarely run short on nutrients, consuming the entirety of a victim\u2019s body over the course of several days following the initial process of draining its blood. Xtabays are able to devour creatures thanks to their lengthy roots, which produce a corrosive acid that breaks down and absorbs flesh and bone. They only use their root last is attacked.\n\nTremor Sense\nThe creature is capable of sensing minute vibrations in the surrounding earth to a range 18 metres (60 ft). This ability is common to subterranean predators.\n\nImmune to acid\n\nDevour\nWhile a creature is under the effects of a xtabay\u2019s soporific pollen, the plant may, as an action, occupy the same space as the sleeping creature and slowly sap the life from it. Every round the xtabay uses this ability, the affected creature must make a hard END save or take 1d2 Con damage. This feeding is curiously painless, and normally isn\u2019t enough to waken a foe put to sleep by the plant. Each round this feeding continues, the sleeping victim can attempt a new Will save to awaken. \n\nSoporific Pollen\nAs an action, a xtabay can release sleep-inducing pollen into the air around it. Each creature within a 10-ft.-radius burst centred on the xtabay must make a hard WIL save or fall asleep for 1d3 minutes. A xtabay has only enough pollen for one burst per 24 hours. A creature put to sleep by this pollen can be awakened by vigorously shaking the sleeper (an action) or by damaging it. This is a poison sleep effect so can effect elves."}, {"name": "Greek Human", "race": "Human", "rank": 2, "owner": "Nigel_Clarke", "tags": [], "id": 8946, "notes": "Built from Mythras pp28-31 and MC p54."}, {"name": "Assassin vine", "race": "Assassin vine", "rank": 2, "owner": "skarza", "tags": [], "id": 8949, "notes": "The assassin vine is a carnivorous plant that collects its own grisly fertilizer by grabbing and crushing animals and depositing the carcasses near its roots. These remarkable plants can see minute movements in the earth and air and detect changes in light and heat through their broad leaves, giving them exceptional awareness of the area around them. Possessing no intelligence or agenda, they lash out at whatever living things pass nearby, regardless of the target\u2019s size, sentience, or potential deadliness. A mature plant consists of a main vine, about 20 feet long; smaller vines up to 5 feet long branch off from the main vine about every 6 inches. These small vines bear clusters of leaves, and in late summer they produce bunches of small fruits that resemble wild blackberries. The fruit is tough and has a hearty and typically bitter flavour, although some say the berries change in taste depending on what victims composted a given plant\u2019s roots. The most murderous assassin vines supposedly produce the sweetest berries.\n\nAn assassin vine can move about, but usually stays put unless it needs to seek prey in a new vicinity. The plants use simple tactics, lying still until prey comes within reach and then attacking. Once an assassin vine is engaged, it pursues prey (albeit slowly) in order to catch and compost the creature. The plants prove tenacious, as long as their quarry remains within sight. Once a creature moves beyond the plant\u2019s ability to perceive it, the unthinking vine falls still and lies in wait for the next passer-by.\n\nAssassin vines lurk within dense forests and swamps, but some might encroach upon poorly tended fields and vineyards. The vine\u2019s seeds might be spread far by birds swift enough to pluck them and escape. Tales often tell of assassin vines appearing in flower beds or infiltrating greenhouses, murderous surprises planted by rivals and enemies or arbitrary doom dropped by unsuspecting wing.\n\nTremor Sense\nThe creature is capable of sensing minute vibrations in the surrounding earth to a range 18 metres (60 ft). This ability is common to subterranean predators.\n\nEntangle\nAn assassin vine can, as a free action, cause plants within 30 feet of it to animate and grasp at foes. This ability is otherwise similar to entangle spell.\n\nimmune to electricity"}, {"name": "Advanced Assassin vine", "race": "Assassin vine", "rank": 2, "owner": "skarza", "tags": [], "id": 8951, "notes": "The assassin vine is a carnivorous plant that collects its own grisly fertilizer by grabbing and crushing animals and depositing the carcasses near its roots. These remarkable plants can see minute movements in the earth and air and detect changes in light and heat through their broad leaves, giving them exceptional awareness of the area around them. Possessing no intelligence or agenda, they lash out at whatever living things pass nearby, regardless of the target\u2019s size, sentience, or potential deadliness. A mature plant consists of a main vine, about 20 feet long; smaller vines up to 5 feet long branch off from the main vine about every 6 inches. These small vines bear clusters of leaves, and in late summer they produce bunches of small fruits that resemble wild blackberries. The fruit is tough and has a hearty and typically bitter flavour, although some say the berries change in taste depending on what victims composted a given plant\u2019s roots. The most murderous assassin vines supposedly produce the sweetest berries.\n\nAn assassin vine can move about, but usually stays put unless it needs to seek prey in a new vicinity. The plants use simple tactics, lying still until prey comes within reach and then attacking. Once an assassin vine is engaged, it pursues prey (albeit slowly) in order to catch and compost the creature. The plants prove tenacious, as long as their quarry remains within sight. Once a creature moves beyond the plant\u2019s ability to perceive it, the unthinking vine falls still and lies in wait for the next passer-by.\n\nAssassin vines lurk within dense forests and swamps, but some might encroach upon poorly tended fields and vineyards. The vine\u2019s seeds might be spread far by birds swift enough to pluck them and escape. Tales often tell of assassin vines appearing in flower beds or infiltrating greenhouses, murderous surprises planted by rivals and enemies or arbitrary doom dropped by unsuspecting wing.\n\nTremor Sense\nThe creature is capable of sensing minute vibrations in the surrounding earth to a range 18 metres (60 ft). This ability is common to subterranean predators.\n\nEntangle\nAn assassin vine can, as a free action, cause plants within 30 feet of it to animate and grasp at foes. This ability is otherwise similar to entangle spell.\n\nimmune to electricity"}, {"name": "Talking Horse", "race": "Talking Animal", "rank": 2, "owner": "Shlimazl", "tags": ["Anthropomorphic", "Horse", "Perceforest"], "id": 8963, "notes": "In the world of Perceforest, one can occasionally find an animal with the intelligence and language of a human. Some stand on two legs and act like a human, were it not for their fur and claws."}, {"name": "Talking Fox", "race": "Talking Animal", "rank": 2, "owner": "Shlimazl", "tags": ["Fox", "Perceforest", "Talking animal"], "id": 8972, "notes": "In the world of Perceforest, one can occasionally find an animal with the intelligence and language of a human. Some stand on two legs and act like a human, were it not for their fur and claws."}, {"name": "Talking Rat", "race": "Talking Animal", "rank": 2, "owner": "Shlimazl", "tags": ["Mouse", "Perceforest", "Rat", "Rodent", "Talking animal"], "id": 8973, "notes": "In the world of Perceforest, one can occasionally find an animal with the intelligence and language of a human. Some stand on two legs and act like a human, were it not for their fur and claws."}, {"name": "Talking Bat", "race": "Talking Animal", "rank": 2, "owner": "Shlimazl", "tags": ["Bat", "Perceforest", "Rodent", "Talking animal"], "id": 8975, "notes": "In the world of Perceforest, one can occasionally find an animal with the intelligence and language of a human. Some stand on two legs and act like a human, were it not for their fur and claws."}, {"name": "Talking Hart", "race": "Talking Animal", "rank": 2, "owner": "Shlimazl", "tags": ["Anthropomorphic", "Deer", "Hart", "Perceforest"], "id": 8979, "notes": "In the world of Perceforest, one can occasionally find an animal with the intelligence and language of a human. Some stand on two legs and act like a human, were it not for their fur and claws."}, {"name": "Swarm of Rats", "race": "Flock", "rank": 2, "owner": "raleel", "tags": [], "id": 9023, "notes": "Everywhere verminous rats thrive, there are dark tales told of hungry rat packs that can consume men and strip livestock to the bone in minutes. Although somewhat exaggerated, rats can pose dangers if encountered in sufficient numbers. Even if beaten off, rat bites often carry virulent diseases which can be just as deadly. When attacking as a swarm, if the rolled number of injuries exceeds the victim\u2019s Armour Points then each successful injury inflicts 1\nHit Point of damage. In addition the victim is exposed to a\ndisease (see page 172) which is resolved after the combat is\nconcluded. Rat packs scurry along at a rate of 4m."}, {"name": "Yethis (Cloaked in the body of Kratos)", "race": "Human", "rank": 2, "owner": "raleel", "tags": [], "id": 9025, "notes": ""}, {"name": "Gibbering Mouther", "race": "Gibbering Mouther", "rank": 2, "owner": "skarza", "tags": [], "id": 9036, "notes": "This horrid mass of eyes, mouths, and formless flesh stares in all directions, its countless maws yammering ceaselessly. Disgusting, loathsome, and hungry\u2014these are the only words that properly describe the gibbering mouther. A foul beast that lurks in underground caves, sewers, and nightmares, mouthers have no societal, ecological or religious significance other than their ability to drive those that listen to them mad. Some scholars believe that gibbering mouthers are a lesser variant of the much more dangerous shoggoth, while others theorize they are a punishment by some powerful being or deity inflicted on those who have offended it.\n\nAll-Around Vision\nA gibbering mouther sees in all directions at once. It cannot be flanked.\n\nAmorphous\nA gibbering mouther\u2019s body is malleable and shapeless. It is immune to sneak attacks, and can move through an area as small as one-eighth its SIZ.\n\nBlood Drain\nOn a successful grapple check after grabbing, several of the creature\u2019s mouths attach to its target. Each new round it maintains its grapple, its mouths automatically deal 1 level of blood loss and 1 point of Constitution damage as it drains its victim\u2019s blood, on top of any damage inflicted by the grapple.\n\nEngulf\nThis ability functions as swallow whole, except for the following changes. An engulfed creature is trapped in the gibbering mouther\u2019s body, where several of its mouths continue to feed and drain blood. A gibbering mouther can engulf only one foe of its size or smaller at a time. If an engulfed creature cuts its way free (the mouther\u2019s resistance and AP still applies to those inside), the mouther simply flows together again and can still use its engulf attack.\n\nGibbering\nAs a free action, a gibbering mouther can emit a cacophony of maddening sound. All creatures other than gibbering mouthers within 60 feet must succeed on an opposed WILL roll vs the mouthers influence skill or be confused for 1 round. As this is a insanity effect if the rules are used each unresisting gibber causes 1d3 sanity loss. The mouther can do this once every round.\n\nDie Roll Effects\n01-10 Act normally for 1 Round\n11-20 Attack the caster or the caster\u2019s allies for 1 Round\n21-50 Stop in place and babble incoherently for 1 Round\n51\u201365 Deal weapon damage + DAM modifier to self with item in hand (random location) then mew in pain for rest of round.\n66-75 Meander away from the caster for Intensity in rounds (no resistance rolls allowed in this time)\n76-00 Attack the nearest creature for 1 Round\n\nGround Manipulation \nAs an action, a gibbering mouther can cause stone and earth under its body to grow soft and muddy. The ground remains muddy for 1 minute after the mouther moves off of the location. A gibbering mouther can move through these areas with ease, but other creatures treat them as difficult terrain.\n\nSpittle\nEach round on its action but counted as a a free action, a gibbering mouther can emit a stream of acidic spittle at one target within 30 feet. On a successful attack, the target is blinded for 1d4 rounds unless he succeeds on an opposed END roll vs the spittle attack.\n\nNOTE\nLose of mouths reduced its attacks by 1 per 2 lost, and attacks that would strike a mouth that is missing strike the body instead. It never loses its body mouths, only its Pseudopod ones."}, {"name": "Road Bandit", "race": "Human", "rank": 2, "owner": "jaum", "tags": ["Londaria"], "id": 9056, "notes": "12 9mm Ystafar"}, {"name": "Mushroom King's Lumberjack", "race": "Human", "rank": 2, "owner": "jaum", "tags": ["Londaria"], "id": 9089, "notes": "Human infected by the Mushroom King's spores."}, {"name": "Mushroom King's Reaper", "race": "Human", "rank": 2, "owner": "jaum", "tags": ["Londaria"], "id": 9090, "notes": "Human infected by the Mushroom King's spores."}, {"name": "Thug", "race": "Human", "rank": 2, "owner": "MarkKaiya", "tags": [], "id": 9164, "notes": ""}, {"name": "Troglodyte Zombie", "race": "Zombie", "rank": 2, "owner": "alby", "tags": ["Classic fantasy", "Fantasy", "Troglodyte", "Undead"], "id": 9191, "notes": "Intensity: 2"}, {"name": "Animated origami Quasit (Medium)", "race": "Imp", "rank": 2, "owner": "skarza", "tags": [], "id": 9229, "notes": "This scuttling,demonic copper coloured construct has Ram horns curl back from the twisted head of this tiny winged (non functional) demon, and its body is thin and wiry.\n\nComes with Metal trait for free\nhas slashing claws on one arm, and additional attack as its traits"}, {"name": "Quasit", "race": "Imp", "rank": 2, "owner": "skarza", "tags": [], "id": 9228, "notes": "Ram horns curl back from the twisted head of this tiny winged demon, and its body is thin and wiry.\n\nThe quasit is perhaps the least powerful demon, yet it is not the least respected\u2014even quasits hold themselves above the dretch horde, and true to their natures, dretches lack the courage or drive to prove the quaits wrong. A quasit\u2019s first role in life is that of a familiar to a spellcasting master, but those quasits who escape from this humiliating servitude become free-willed and much more dangerous.\n\nA typical quasit stands a foot and a half tall, and weighs only 8 pounds. Alone among the demonic horde, quasits do not form from the dead souls of evil mortals. Instead, they form from living souls\u2014when a spellcaster seeks out a quasit to serve him as a familiar, his soul brushes against the Abyss and it reacts, carving from itself a quasit linked to that spellcaster\u2019s soul and forming a powerful bond between the two. Newly created quasits are birthed directly into the Material Plane, where they become familiars, and while bonded to their masters\u2019 wills, all quasits hate and loathe their lieges, as they can feel the pulse of their lords\u2019 souls and know that they could have been more. A quasit serves, yet it watches and waits for mistakes that might cost its master\u2019s life, or even better, an error that might let the quasit turn against its master.\n\nWhen a quasit\u2019s master dies, the quasit can attempt to follow the master\u2019s soul into the Great Beyond by making a  Willpower roll. This functions as plane shift, but affects only the quasit and transports it into the Abyss and places its master\u2019s soul in the quasit\u2019s possession as a writhing larvae rather than using the evil master\u2019s soul to create new demonic life. In this manner, a quasit can use its newly captured soul to bargain with more powerful denizens of the lower planes, and perhaps secure a vile transformative \u201cpromotion\u201d to a more powerful form of life in the process.\n\nRarely, a quasit elects to ignore its master\u2019s death and instead remains on the Material Plane to seek other ways to entertain itself\u2014usually settling in an urban area where there are plenty of folk to torment.\n\nSpecial abilities\nImmune to Electricity\nExtra 5 AP vs Fire, acid and cold\nHalf all damage (after AP) from any attack other then cold iron or good\nheals 2 Hits/Location per round\ncan communicate telepathically by touch.\n\nPoison\nApplication: Injection via claws, requires only a small cut\nPotency: as END\nResistance: Endurance (allowed each round with 2 consecutive saves negating the rest of the damage.\nOnset time: Instant \nDuration: 6 rounds\nConditions: If not resisted, the victim takes 1d2 point loss to DEX per round.\nTreatment: Antivenom or magical treatment only.\n\nSpell-Like Abilities\nAt will\u2014detect good, detect magic, invisibility (self only)\n1/day\u2014cause fear (30-foot radius)\n1/week\u2014commune (six questions)\nchange shape (2 of the following forms: bat, Small centipede, toad, or wolf)\n"}, {"name": "Warrior", "race": "Human", "rank": 2, "owner": "MarkKaiya", "tags": [], "id": 9232, "notes": ""}, {"name": "Caravaneer", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Swordandsorcery"], "id": 9246, "notes": ""}, {"name": "Cacodaemon", "race": "Cacodaemon", "rank": 2, "owner": "skarza", "tags": [], "id": 9390, "notes": "An ever-gnashing maw, filled with row after row of mismatched teeth, dominates this frightful creature\u2019s orb-like body.\n\nGain an extra 5 AP to all attacks other then weapons that are good or silver; \nImmune to acid, death effects, disease, poison; \nResist extra 10 AP vs cold, electricity and fire\n\nHeals 2 HP per location per round\n\nSpell effects\nConstant\u2014 detect good, detect magic\nAt will\u2014 invisibility (self only)\n3/day\u2014 lesser confusion (as confusion but only lasts 1 round)\n1/week\u2014 commune (six questions)\ntelepathy 100 ft.\nShapechange shape (2 of the following forms: lizard, octopus, small scorpion, venomous snake)\n\n\nDisease: Cacodaemonia\nApplication:Injected\nPotency: 50\nResistance: Endurance\nOnset time: 1 day\nDuration: 1d6+3 days\nConditions: victims suffers 1d2 POW loss per day and in addition to the normal effects of the disease, as long as a victim is infected, the cacodaemon can telepathically communicate with the creature over any distance (as long as they remain on the same plane).\nAntidote/Cure: magic only.\n\n\nSoul Lock\nOnce per day as an action, a cacodaemon can ingest the spirit of any sentient creature that has died within the last minute. This causes a soul gem to grow inside of the cacodaemon\u2019s gut, which it can regurgitate as an action. A soul gem is a fine-sized object with 1 hit point and  2 AP. Destroying a soul gem frees the soul within, though it does not return the deceased creature to life. Any attempt to resurrect a body whose soul is trapped in a soul gem requires a Formidable caster skill roll. Failure results in the spell having no effect, while success shatters the victim\u2019s soul gem and returns the creature to life as normal. If the soul gem rests in an unholy location, such as that created by the spell unhallow, the difficulty of this caster roll increases by +1 shift.\n\nAny evil outsider can, as an action, ingest a soul gem. Doing so frees the soul within, but condemns it to one of the lower planes (though the soul can be returned to life as normal). The outsider gains regeneration at 2 HP per round for a number of rounds equal to the souls rank times 5.\n\nThe least of daemonkind, cacodaemons spawn from eddies of angry, violent, and demented souls amid the mists of Abaddon. Dim-witted but utterly evil, they endlessly seek to cause pain and indulge their hunger for mortal souls. Many more powerful fiends keep cacodaemons as pets, if only to be able to harvest the tiny creatures\u2019 soul gems.\n\n\nThe least of daemonkind, cacodaemons spawn from Abaddon\u2019s hunted. Like flying, multi-eyed lantern fish, they gather in swarms to harass other daemons in the hopes of being fed souls, and track and hunt the same souls they themselves spawned from. Cacodaemons take pleasure in tormenting and taunting their victims, with those bitten and infected by their uniquely contagious bite able to hear them telepathically over any distance. Despite their limited strength and intellect, their ability to consume the souls of the recently dead and regurgitate them as soul gems leads them to cluster like pets and toadies around more powerful daemons. Such fawning is typically welcomed, as soul gems are held as delicacies by other fiends, and are capable of restoring their forms and, it is said, granting even more mysterious powers when collected en masse. Evil mortal spellcasters often court cacodaemons as familiars, unaware that upon their death, these daemons ensnare their masters\u2019 souls, dragging them back to Abaddon.\n\nPersonification of Death: Petty souls bound to Abaddon.\n\nPreferred Sacrifice: At least a pound of flesh from a freshly killed sentient creature."}, {"name": "Amurru Hunter (Novice)", "race": "Human", "rank": 2, "owner": "ronix", "tags": ["Human", "Hunter", "Mythic babylon"], "id": 9795, "notes": "Novice Amurru hunter"}, {"name": "Primitive Islander Trader", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Jungle", "Monster island"], "id": 9473, "notes": ""}, {"name": "SIRb013e (2nd Stage)", "race": "SIRb013e (2nd Stage)", "rank": 2, "owner": "raleel", "tags": [], "id": 9506, "notes": "*eye-sized*\nSmall specimens of its secondary form cooperate to swarm larger prey, using their chromatophoric skin to camouflage themselves and lay ambush. The first attack uses their tentacles to grip onto the Hit Location struck, after which they hold on and begin to burrow into the victim\u2019s body (the eyeball segmenting open into a threefold set of jaws). The organism uses the Sunder special effect if its prey possesses a carapace or armour.\n\nCamouflaged, Gnaw, Incendiary, Shrieker\n\n**Camouflaged**: Organism is adept at hiding due to its colouration or unusual surface texture. Those attempting to spot the creature suffer a penalty to Perception of two difficulty grades; or only one difficulty grade if using the IR sensors mounted on Marine vacc suits. When not hiding, the creatures send warnings by using their polychromatic skins to broadcast hypnotically pulsating patterns.\n\n**Gnaw**: The creature is adept at chewing itself into the body of a victim it has gripped using its tentacles. This allows the creature to spend an Action Point on its Turn to automatically roll damage without needing an attack roll, whilst also permitting it to ignore any negative Damage Modifier it might normally possess. Rolled damage is first applied to any protection worn, permanently reducing its Armour Points until they reach zero, then continuing against the flesh underneath. The victim cannot parry or evade the attack - only try to pull it free on their turn.\n\n**Incendiary**: If the organism is damaged its greenish-yellow blood immediately bursts into flame igniting an Intensity 3 Fire (Mythras Imperative p29) on whatever it was touching, which lasts for three rounds even in non-oxygen atmospheres. Although the creature itself does not catch fire, it will be consumed by the released heat unless it can scuttle clear. The blood chemistry is so highly oxidising it burns through any substance in a corrosive manner (eating away Armour Points), even explode on contact with water. If the blood emerges in temperatures above 11.75C it boils, reacting with moisture in the air to create acid\u2014which causes a further 1d3 acidic damage to everything within a 3m range. Vacuum or rapid decompression disperses the incendiary blood, preventing any damage after the first round.\n\n**Shrieker**: Creature sends out paralysing bursts of electromagnetic radiation in the MHz to GHz wavelengths when it attacks a victim. Unfortunately for lifeform SIRb013e, this has no effect on humans, but it does disrupt their suit microwave comms, flooding the airwaves with disturbing static screeches. Anyone ambushed by the creatures is cut off electronically, both audio and visual, until the alien or their victim is dead."}, {"name": "SIRb013e (3rd Stage)", "race": "SIRb013e (3rd Stage)", "rank": 2, "owner": "raleel", "tags": [], "id": 9507, "notes": "*football sized*\nLarger specimens are tougher and more confident about taking on prey singlehandedly, still relying on stealth to gain surprise. It applies complex strategies to isolate a lone victim, fleeing if threatened. Afterwards it evolves its tactics, using traps or tools to enhance its next assault.\n\nCamouflaged, Gnaw, Incendiary, Shrieker\n\n**Camouflaged**: Organism is adept at hiding due to its colouration or unusual surface texture. Those attempting to spot the creature suffer a penalty to Perception of two difficulty grades; or only one difficulty grade if using the IR sensors mounted on Marine vacc suits. When not hiding, the creatures send warnings by using their polychromatic skins to broadcast hypnotically pulsating patterns.\n\n**Gnaw**: The creature is adept at chewing itself into the body of a victim it has gripped using its tentacles. This allows the creature to spend an Action Point on its Turn to automatically roll damage without needing an attack roll, whilst also permitting it to ignore any negative Damage Modifier it might normally possess. Rolled damage is first applied to any protection worn, permanently reducing its Armour Points until they reach zero, then continuing against the flesh underneath. The victim cannot parry or evade the attack - only try to pull it free on their turn.\n\n**Incendiary**: If the organism is damaged its greenish-yellow blood immediately bursts into flame igniting an Intensity 3 Fire (Mythras Imperative p29) on whatever it was touching, which lasts for three rounds even in non-oxygen atmospheres. Although the creature itself does not catch fire, it will be consumed by the released heat unless it can scuttle clear. The blood chemistry is so highly oxidising it burns through any substance in a corrosive manner (eating away Armour Points), even explode on contact with water. If the blood emerges in temperatures above 11.75C it boils, reacting with moisture in the air to create acid\u2014which causes a further 1d3 acidic damage to everything within a 3m range. Vacuum or rapid decompression disperses the incendiary blood, preventing any damage after the first round.\n\n**Shrieker**: Creature sends out paralysing bursts of electromagnetic radiation in the MHz to GHz wavelengths when it attacks a victim. Unfortunately for lifeform SIRb013e, this has no effect on humans, but it does disrupt their suit microwave comms, flooding the airwaves with disturbing static screeches. Anyone ambushed by the creatures is cut off electronically, both audio and visual, until the alien or their victim is dead."}, {"name": "Fonrit Physician Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Fonrit", "Pregen"], "id": 9520, "notes": "Cannot use the Voice (or harming spells) against Master without Loyalty check. "}, {"name": "Cultist of Geolok - lay member", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Monster island"], "id": 9508, "notes": "Geolok - The shaking one, master of stone MI pg 155"}, {"name": "Fonrit Concubine Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Fonrit", "Pregen"], "id": 9514, "notes": "Cannot use the Voice (or harming spells) against Master without Loyalty check. "}, {"name": "Cultist of Quatochil, Lay Member", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Monster island"], "id": 9521, "notes": "Cultist of Quatochil, Lord of dust, bringer of decay"}, {"name": "Cultist of Quatochil, Initiate", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Monster island"], "id": 9522, "notes": "Cultist of Quatochil, Lord of dust, bringer of decay"}, {"name": "Fonrit Scholar Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Fonrit", "Pregen"], "id": 9537, "notes": "Cannot use the Voice (or harming spells) against Master without Loyalty check. "}, {"name": "Cultist of Thasaidon, Lay Member", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Monster island"], "id": 9538, "notes": " Thasaidon, Preceptor of secrets, granter of wishes"}, {"name": "Fonrit Shaman Pregen", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Fonrit", "Pregen"], "id": 9542, "notes": "Cannot use the Voice (or harming spells) against Master without Loyalty check. "}, {"name": "Cultist of Vergamka, Lay Member", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Monster island"], "id": 9543, "notes": "Cultist of Vergamka - Patriarch of all, inscriber of destiny"}, {"name": "Cultist of Vergamka, Initiate", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Monster island"], "id": 9544, "notes": "Cultist of Vergamka, Patriarch of all, inscriber of destiny"}, {"name": "Cultist of Yuklha, Lay Member", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Monster island"], "id": 9552, "notes": "Cultist of Yuklha, Prince of laughter, purveyor of madness"}, {"name": "Carnivorous Grass", "race": "Gorp", "rank": 2, "owner": "hkokko", "tags": ["Dorastor", "Flora", "Jungle", "Monster island", "Plant"], "id": 9611, "notes": "This grass catches prey and then dissolves them. If the prey is entangled the prey should make brawn check or lose 1 HP per each location in contact with grass. Metal armour does not protect, leather protects until eaten away"}, {"name": "Dorastoran Death Weed", "race": "Death Weed", "rank": 2, "owner": "hkokko", "tags": ["Dorastor", "Flora", "Monster island", "Plant"], "id": 9613, "notes": "This is a large plant, having a central bulb up to several metres in diameter and long tendrils of up to a dozen metres. Around the central bulb are many small filaments and the bulb can open to a large central maw. During Sea Season and Fire Season the bulb is covered in tiny multi-colored flowers and gives off an alluring scent. During Earth Season a fruit appears that attracts birds to it.\nThe tendrils are stingers that paralyze the unwary and draw the corpse to rot and feed the earth. The filaments are poisonous and cause a fast and searing death to all who touch them. The bulb contains a maw that can trap and consume small animals. The flowers cause instant death when eaten. The sap is corrosive venom that burns flesh. The Weed can move slowly on its woody roots and has even been known to climb. When eaten, the Weed's leaves and stems are poisonous and cause the corpse to decay and emit a stench that attracts other Dorastoran Death Weeds. Only the fruit is not poisonous and in fact it cures all poisons when eaten, each fruit has 4 doses. Source: Secrets of Dorastor. Will have +1 AP on longer distance. +3AP in close distance"}, {"name": "Example Minor CF sorceror", "race": "Human", "rank": 2, "owner": "hkokko", "tags": [], "id": 9625, "notes": "Not meant for real use. Just showing how cf sorcere could be modeled"}, {"name": "Bodyguard", "race": "Human", "rank": 2, "owner": "skarza", "tags": [], "id": 9759, "notes": "Hired muscle for lowlife merchants and petty criminals.\nThey wear leather arm cuffs to block with."}, {"name": "Babylon Thug", "race": "Human", "rank": 2, "owner": "ronix", "tags": ["City", "Human", "Mythic babylon"], "id": 9786, "notes": "Typical babylon backstreet thugs."}, {"name": "Giant Rat (Dire)", "race": "Giant rat (ROUS)", "rank": 2, "owner": "skarza", "tags": [], "id": 9790, "notes": "Giant rats are the most common creature encountered in caves, dungeons, and ruins, just after their smaller cousins, and many an adventurer\u2019s first quest is to clean out a lair of these nasty creatures infesting the basement of some inn or shop for a few silvers. The following characteristics detail a giant rat averaging 0.5 m to 1 m (2 to 3 ft) in length, not counting a hairless pink tail as long as its body. The loss of its tail will not typically cause a Serious Wound, but will cause the rat to flee the area.\n\nDisease: Filth Fever\t\nType: injury\nPotency:60\nOnst:1d3 days\nFrquency: 1/day\nEffect:\t1d3 DEX damage and 1d3 CON damage\nDescription: Filth fever is a sickness characterized by fever and slowness of movement. It is spread by bites from contaminated animals, such as rats or other sewer animals, and can be deadly if left untreated.\t\nCure: 2 consecutive saves, healing, magic\n"}, {"name": "Yellow Mold", "race": "Mold", "rank": 2, "owner": "LordGolos", "tags": [], "id": 9824, "notes": "A yellow mold colony is only found dark locations with moisture or high humidity. It is immobile and looks like a thin layer (5mm to 1cm thickness) of fuzzy yellow mold growth on any surface (ground, wall, ceiling).\nIf disturbed, or if it senses a possible host, it will release a cloud of spores, which fills a 4 meter cube with visible spores that are less than 1mm in diameter.\nCreatures in the spore cloud must succeed at an Evade check to avoid breathing in any of the spores. If the Evade fails, the creature must then succeed on an Endurance check or become nauseated for 1d4 hours (treat as a poison).\nYellow mold is immune to Cold, Electricity, and physical damage, but is susceptible to Fire and Acid."}, {"name": "Bog Luker", "race": "Fighting Fungus", "rank": 2, "owner": "locky09", "tags": ["Lotr"], "id": 9850, "notes": ""}, {"name": "Asakku - Earth Demon", "race": "Elemental", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Mythic babylon"], "id": 10006, "notes": "Abilities: vulnerability, Immunity: Earth, Vulnerable:air. Only magical spells or weapons affect. Takes double damage from air \nIf Engulf is not evaded then all hitlocs are damaged by same damage. If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn.  Can make tunnels, open pits or cause rockslides without effort. They inflict damage by bashing foes, throwing rocks or grinding them into pulp (RQ6: PG 312-316) pg 352"}, {"name": "Greater Wind Spirit", "race": "Elemental", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Mythic babylon"], "id": 10011, "notes": "A wind spirit\u2019s attack is raw force. It can be evaded, but not parried\n\nMagic: A wind spirit can spend his own Magic Points to immediately invoke the Call Winds, Clear Skies, and Cloud Call, miracles from the Mythras core rules. No Exhort skill roll or separate devotional pool is needed."}, {"name": "Hill Goblin Commoner (VM)", "race": "Goblin", "rank": 2, "owner": "Orkboy6", "tags": [], "id": 10059, "notes": ""}, {"name": "Chardun - Thistyl-imp", "race": "Chardun", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Perceforest"], "id": 10060, "notes": "A chardun or thistyl-imp is a diminutive servant of The Forest in the\nshape of a vaguely humanoid thistle less than a metre tall. They have\n2\u20134 roots for legs and 2\u20134 leaves for arms, a fibrous stalk for a body,\nand a thistle flower for a head, with the purple petals appearing like\nspiky hair. Charduns are covered in tough spikes; anyone grasping or\nstriking them takes 1d2 automatic damage to the location used. They have\none magical power, which is to convert any living, non-woody plant into\na thistle. It takes an Action for them to do this.\u00a0and they must grasp\nthe plant by its stalk and concentrate. This does not cost them any\nMagic Points. They are devoid of empathy and take delight in maiming others,\n\nSource: Perceforest 125"}, {"name": "Charlock - Green Man, Taint Spreader", "race": "Charlock", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Monster island", "Perceforest"], "id": 10061, "notes": "These animated plants grow only in Thickets. They are composed of\ndensely-packed leaves somewhat like a cabbage, topped with a single\ntightly-furled flower bud. A charlock, also known as a Green Man, is\ndormant until a Briarlord has a human with which to work; captured or\nlured from a nearby settlement. The features of the human are sculpted to them. \n\nTheir purpose is to spread Taint. They wait until they are alone with one or\ntwo other people. The bud that takes the place of its head unfurls and the\nterrifyingly beautiful inflorescence releases a cloud of Taint-bearing\npollen. Anyone within two metres of the charlock becomes Tainted\n(subject to the usual Resistance roll). After blooming, a\ncharlock dies and its body rapidly returns to the earth. \nThe resemblance of the charlock to the person it is imitating\nis initially good, but from the moment that the plant is uprooted it\nbegins to wilt and has just 1d6+6 hours before it dies. Throughout this\ntime, the illusion it has created from petals and leaves starts to\ndegrade: after half the Green Man\u2019s lifespan has elapsed, it is only\ngood in partial darkness, and once only a quarter remains it is clearly\na plant although the similitude is noticeable. Charlocks cannot speak\nand have the barest intelligence and understanding. "}, {"name": "Luiton - Imp - the Mischief Maker", "race": "Spirit", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Perceforest"], "id": 10066, "notes": "All luitons can manifest a physical form. They can choose the form they take each time they become visible and material, but cannot be larger in SIZ than their POW. Regardless of the form taken, the luiton\u2019s statistics do not change.\nSource: Perceforest 128"}, {"name": "Ophi - Flying Snake", "race": "Ophi", "rank": 2, "owner": "hkokko", "tags": ["Mythic rome"], "id": 10093, "notes": "Many coloured snakes with two pairs of wings, which emit acidic urine on those who disturb them.Often encountered in flocks\n\nSource: Mythic Rome 163"}, {"name": "Strix - Bird of Ill Omen", "race": "Strix - Bird of Ill Omen", "rank": 2, "owner": "hkokko", "tags": ["Mythic rome"], "id": 10096, "notes": "These strange creatures are nocturnal birds of ill-omen, which rend flesh and drink human blood. Strix generally only attack the young or helpless, even carrying off babies small enough to be borne. \n\nSource: Mythic Rome"}, {"name": "Warhammer Basilisk Template 10114", "race": "Warhammer Basilisk", "rank": 2, "owner": "raleel", "tags": [], "id": 10114, "notes": "Gaze Attack (Petrifying), Immunity (Poisons), Trample, Venomous"}, {"name": "Mountain Goblin Commoner (VM)", "race": "Goblin", "rank": 2, "owner": "Orkboy6", "tags": [], "id": 10129, "notes": ""}, {"name": "Forest Goblin Commoner (VM)", "race": "Goblin", "rank": 2, "owner": "Orkboy6", "tags": [], "id": 10130, "notes": ""}, {"name": "Serpentine, Basic", "race": "Lizardman", "rank": 2, "owner": "SFLucid", "tags": [], "id": 10144, "notes": "Based on Mythras Core version of Ophidians\n\nSerpentine Venom\n\nApplication: Injection\nPotency: 70\nResistance: Endurance\nOnset time: 1 round then 1 hour.\nDuration: 2d6 mintues, then 2d6 days.\n\nConditions: At the start of the round following being poisoned, the bitten location suffers the Agony condition, ren\u00addering it unusable for the next 2d6 minutes, and possibly disrupting any attempts at concentration or spell casting. One hour later the victim begins to suffer the combined effects of Hallucination and Mania, developing a rabid fear of snakes. This effect lasts 2d6 days, during which time the victim grows increasingly paranoid until they must eventually be tied up for their own safety. After the poison sub\u00adsides the victim will have no recollection of what bit them or how.\n\nAntidote/Cure: None known. "}, {"name": "Order of light and truth member", "race": "Human", "rank": 2, "owner": "skarza", "tags": [], "id": 10192, "notes": "this charitable esoteric commune claims to look after the welfare of poorest citizens, giving them food, clothing, shelter, and a fresh start. Many who come to the society for aid don the society\u2019s distinctive high-collared,mustard yellow robes, assume a new name based on obscure numerological theories, and become full-time devotees of the collective. Once initiated, followers live a sparse lifestyle devoid of most material pleasures, with\nexquisite meals and entertainment doled out only by the society\u2019s debased founder and\nreclusive leader, Xenoxanthus. Members of the Truth and Light spend their days on the corners of ghettos, ostensibly catering to the greater needs of the society and its leadership while working in shifts to recruit new members from the district\u2019s most desperate. The society publishes and freely distributes provocative, anti-government handbills soliciting membership and calling for a revolution for the poor to take back what is rightfully theirs."}, {"name": "Adaro, Scout", "race": "Adaro", "rank": 2, "owner": "SFLucid", "tags": ["Fantasy", "Monster island", "Sea"], "id": 10204, "notes": "Merpeople. Human Shark hybrid.  Malevolent by nature. Wield spears and tridents. Attacks shoreline and boats. Accustomed to light, attacks in darkness.\n\nFrenzy trigger is blood.\n\n(MI p190)"}, {"name": "Orc, Looter", "race": "Goblin", "rank": 2, "owner": "SFLucid", "tags": [], "id": 10206, "notes": "The looter are the Orc at the lower end of the social standing, they survive as scavenger looter.  \n\nOrcs are large creatures with long arms and short legs, huge slabs of muscle move under tough green skin, and their jaws are lined with vicious fangs that jut out from their underbite. They have beady red eyes, a generally foul demeanor, and are naturally bald. \n\nNormally six feet tall, they are up to seven feet tall when stretched out of their characteristic stoop. They respect power and strength, and naturally tend towards becoming bigger and stronger as they rise through their society. While they lack the education of more advanced races, Orcs possess immense cunning and are quick learners, but rarely adopt new tactics to replace their fondness for close quarters brutality.\n\nThe Orcs have a physiology more akin to fungi than animal. The spontaneous physical division to the release of windblown spores days after death. Putting the creature under fire immediately after death, seems to be the only viable and economical method of control. \n\nNo matter where they are encountered or in what numbers, the Orcs are a deadly threat that will multiply exponentially if left unchecked. In a matter of weeks what began as a small raiding party can swell -- as if by some arcane alchemy -- into a roiling, anarchic horde bent upon war and destruction. \n"}, {"name": "Goblin, Archer", "race": "Goblin", "rank": 2, "owner": "SFLucid", "tags": [], "id": 10211, "notes": "Standing 60 to 120 cm, These nasty little monsters delight in swarming other humanoids which they then eat.\n\nGoblins primarily haunt the frontier lands where the military doesn't have a strong presence. Individually they are not very threatening and are considered the weakest of monsters. However, their numbers grow fairly quickly due to their ability to come into maturity at an accelerated rate, making them a rapidly increasing threat if not dealt with quickly.\n\nGoblins are commonly found in caves and rely on attacking or stealing from settlements to sustain themselves, including the raw flesh of sapient species. The place a group of goblins are living together in is referred to as a 'goblin nest'. Goblins are an all-male species, but possess the ability to breed with any race with the pregnancy always resulting in goblin children. Even within the span of one week, a single captive can be forced to birth several new goblins. As such, women are among what they take from settlements to use for breeding until their eventual deaths at the hands of their goblin captors.\n\nGoblins have an excellent sense of smell, especially when it comes to prey. They can even smell metal, making them dangerous to anyone wearing metal armor. They also have excellent night vision; if they detect any light in their nest, they know there are intruders.\n\nOccasionally a birthing of a larger, stronger and smarter goblin, a hobgoblin is smuggled off and a new nest is started with it as the leader. If found the fledgling will be surely killed out of fear of a challenge of leadership.    "}, {"name": "Skeleton, Humanoid light armoured", "race": "Skeleton", "rank": 2, "owner": "SFLucid", "tags": [], "id": 10212, "notes": "Skeletons are the remains of dead creatures whose flesh has long rotted away, which are subsequently animated through magic.Any kind of skeleton can be animated, and need not specifically be bones, as even the empty husks of giant insects can be raised from their rest.\n\nSimilar to mummies there are several types of skeletons depending on the type of magic used to animate them:\n\nThose animated through sorcery are automatons which must be actively controlled by the caster, otherwise they lapse into quiescence. Although powerful sorcerers can control several skeletons simultaneously their usefulness is limited by the concentration required to direct them.\n\nSkeletons raised by theism have the benefit that it is the supernatural entity being channelled by the priest who controls them. This can often grant the undead a semblance of independent action, though their skills are dependent on the nature of the deity or demon called upon.\n\nAnimists can send undeath spirits to possess the bones of dead creatures, granting the skeleton mental characteristics, and a degree of free will. This strength is also a weakness since the animating spirit can be blocked, exorcised or destroyed by magic which specifically targets such entities.\n\nSkeleton characteristics are based upon those of the original creature, but modified to reflect the loss of flesh and muscle. Their STR and CON are halved (but receive bonuses according to the strength of the animating magic), and DEX is increased by half again \u2013 but never higher than the maximum for the species. The INT, POW and CHA of the skeleton are based upon the caster\u2019s own or the spirit that currently animates it.\n\nThe skill values of the skeleton are equal to those of its controller.\nFor sorcerers and priests this is straight forward, but the skills of skeletons raised by animism are dependent on the spirit. Skeletons can wear armour, and wield any weapons they would naturally\nhave in their previous life.\n\nThese statistics are for an average human skeleton which has been possessed by an Intensity 2 Spirit\nof Undeath . All calculations have been factored in.\n"}, {"name": "Skeleton, Humanoid heavy armoured", "race": "Skeleton", "rank": 2, "owner": "SFLucid", "tags": [], "id": 10213, "notes": "Skeletons are the remains of dead creatures whose flesh has long rotted away, which are subsequently animated through magic.Any kind of skeleton can be animated, and need not specifically be bones, as even the empty husks of giant insects can be raised from their rest.\n\nSimilar to mummies there are several types of skeletons depending on the type of magic used to animate them:\n\nThose animated through sorcery are automatons which must be actively controlled by the caster, otherwise they lapse into quiescence. Although powerful sorcerers can control several skeletons simultaneously their usefulness is limited by the concentration required to direct them.\n\nSkeletons raised by theism have the benefit that it is the supernatural entity being channelled by the priest who controls them. This can often grant the undead a semblance of independent action, though their skills are dependent on the nature of the deity or demon called upon.\n\nAnimists can send undeath spirits to possess the bones of dead creatures, granting the skeleton mental characteristics, and a degree of free will. This strength is also a weakness since the animating spirit can be blocked, exorcised or destroyed by magic which specifically targets such entities.\n\nSkeleton characteristics are based upon those of the original creature, but modified to reflect the loss of flesh and muscle. Their STR and CON are halved (but receive bonuses according to the strength of the animating magic), and DEX is increased by half again \u2013 but never higher than the maximum for the species. The INT, POW and CHA of the skeleton are based upon the caster\u2019s own or the spirit that currently animates it.\n\nThe skill values of the skeleton are equal to those of its controller.\nFor sorcerers and priests this is straight forward, but the skills of skeletons raised by animism are dependent on the spirit. Skeletons can wear armour, and wield any weapons they would naturally\nhave in their previous life.\n\nThese statistics are for an average human skeleton which has been possessed by an Intensity 2 Spirit\nof Undeath . All calculations have been factored in.\n"}, {"name": "Possessed Small Tree", "race": "Possessed Plant, Small (Intens", "rank": 2, "owner": "SFLucid", "tags": ["Fantasy", "Monster island", "Plant"], "id": 10219, "notes": "Intensity 3. \n\nRecalculate action points using (INT+POW) and Strike rank using (INT+CHA) on M2e p12.  \n\nDamage inflicted is normally caused from bashing, lacerations or strangulation or a combination of several. With these limbs they can use the special effects of Bash, Bleed (if thorny), Disarm, Entangle, Grip, Stun, Sunder or Trip. \n"}, {"name": "Ghoul (M2e p356)", "race": "Ghoul", "rank": 2, "owner": "SFLucid", "tags": ["Rq6", "Undead"], "id": 10217, "notes": "Infection - If a ghoul\u2019s bite penetrates armour the victim must make an unopposed Endurance roll to resist infection. Failing the roll means the victim is infected with the spirit curse that will create a new ghoul upon death, even years later. \n\nA standard ghoul tactic is to grip an opponent with its hands and then target an area of exposed flesh. Once it has bitten it releases and flees, attempting to find somewhere to skulk until a threat has passed and it can resume feeding. (RQ pg 355-356)\n"}, {"name": "Su-Beast, Adult", "race": "Giant Baboon", "rank": 2, "owner": "kilgs", "tags": ["", "Classic fantasy"], "id": 10245, "notes": "DESIGNED FOR-Rank II Party\nNO APPEARING-1d12, if more than 4 are encountered it is likely (50%) that part of the group will be a male, female, and young. Multiple families will hunt together.\nIMAGE: https://lichlair.com/wp-content/uploads/2019/11/dedede-1.jpg\nhttps://lichlair.com/daily-monster-8-su-monster\n\nAKA Su-Monster, Bloodpaws\n\nThe creatures are described as having the intelligence of primates, the cunning of canines and the physical power of bears \u2014 the perfect carnivore (despite being omnivorous!). Colloquial names for the creatures are given as \u201cape-bears\u201d and \u201cwolf-in-the-treetops\u201d. They are said to be equally fast in trees, on the ground, or in water, but gravitate naturally towards heights. They are described as emaciated looking monkey with ribs almost visible through their coarse pelts. Their hands and feet a distinctive blood red color that almost makes it look like they\u2019ve just had a fresh kill.\n\nSPECIAL-MINDSCREECH (To Resist, Mind-Screech vs. Willpower)\nAdult Su-monsters have a latent ability which enables them to deliver a form of psionic attack once per day, at 30'. They project this mind-stunning effect through an enhanced screech but focused on one target. The target of this screech experiences what feels like a high-pitched lance of sound through their head. It is intensely painful and debilitating. Anyone hit by this ability is automatically deafened/unable to process sound for d4 Rounds due to their scrambled sensory system. Those with keen hearing or heightened senses due to items/spells double this time unless otherwise noted. Individuals suffering from this effect may act normally throughout. In addition, the mind-assault is simply triggered by the Screech. Being deaf or unable to hear it will not grant any protection from it. Defenses against mental or sensory attack protect per their description.\n\nFailing to resist this attack will result in being STUNNED. The length of incapacity is for 1d6 Cycles. Resisting this ability requires that a creature compare their WILLPOWER to the attacking Su-Beast's MIND-SCREECH skill. \n\nNOTE-This ability is used to bring down game so it is unlikely to be used except to escape/prevent death OR if impassioned unless they are planning to eat the PCs. Usually, one will utilize it against the closest/most dangerous target after one of their own has been slain.\n\nThe su-monster\u2019s familial protectiveness is given expanded mechanics here if desired. \n\nSPECIAL PASSION-PROTECT FAMILY\nIf a female's young is threatened OR a male's female is threatened, they receive the benefit of their PASSION (Protect Family)[See ABILITIES] in addition to the following:\n\n1.5x Movement\nUse Flurry Combat Special when clawing\nUse Scar Foe Combat Special when biting (Male)\n\nTheir only focus will be to kill or beat off whatever is threatening their young/mate. If they only drive the attacker away, a female will gather up the young and flee into the trees while a male will pursue in hopes of viciously scarring the fleeing threat. This 'marking' is fairly distinctive due to the arrangement of their elongated incisors and it is often a messy wound with the Su-Beast whipping his head back and forth to ensure a ragged wound. It is rumored that other Su-Beast can recognize these scars while most just think it is a form of bestial revenge and pride. \n\nEven accomplishing that, the male will stand watch for a few Rounds before retreating with her and the young.\n\nIf the source of their Passion (Female>Young|Male>Female) is slain, the Impassioned Su-Beast will pursue the killer and continues to gain the Passion benefits.\n\nThey can maintain this pursuit/passion for up to 40-60 minutes when their focus is slain, which makes an encounter with a hostile su-monster family a terrifying experience.\n\nThe su-monster has dirty gray fur. The creature\u2019s tail and face are black, its paws are bloody red. Su-monsters inhabit forsaken wilderness areas and subterranean lairs as well. They have prehensile tails which they use to swing from limb to limb or to hang upside down. From such a position they can attack with all four of their clawed feet as well as their jaws.\n\nDespite having the appearance of a starving creature, a hungry su-monster is a rarity. They are opportunistic omnivores and will eat anything from lichens, grasses and berries through to insects and humanoids. However, they will not eat carrion, or attack sick or aged prey. Sleeping travelers are fair game. After eating their fill of any prey, su-monsters bury the rest of the body, sometimes including any treasures the victim was carrying. \n\nThe su-monster\u2019s aversion to carrion makes them challenging to hunt, as they avoid any food traps. It is also hard to surprise the creatures, given their constant advantage of elevation. Su-monsters never surrender, and if captured have a tendency to mortally wound themselves while attempting to break free of their bonds.\n\nAll four feet are prehensile and armed with long and extremely sharp nails as well. \n\nSu-monsters are at home upright or hanging upside down the latter being one of their favorite methods of lurking for prey. \n\nSu-monsters are generally active at dawn and sunset. Family units are most often two parents and two young; multiple families form territorial clans. They hunt in small packs (up to a dozen su-monsters) with the whole family frequently participating. \n\nadult males average 5\u2019 in length, plus a further 5\u2019 tail; females are slightly smaller. Su-monsters are active sporadically, sleeping for 3-4 hours in between longer periods (6-7 hour) of activity.  Female su-monsters weigh roughly 105 lbs, males 120 lbs. They breed at any time during the year, have a gestation period of 6-7 months, and only ever produce one baby at a time. Young are completely dependent on adults, who are devoted to their care, males and females equally so. Children remain with their parents for at least two years. Females are usually responsible for transporting the young on their backs. They lactate to feed their infants. Su-monsters mate for life and never abandon their partners. They can live as long as 30 years, but this is rare.\n\nhttps://www.enworld.org/threads/monster-encyclopedia-su-monster.680943/\n"}, {"name": "All Weapons", "race": "Human", "rank": 2, "owner": "nicklausrhodes", "tags": [], "id": 10278, "notes": ""}, {"name": "Insect Swarm (Small Swarm SIZ 1-11)", "race": "Insect Swarm", "rank": 2, "owner": "SFLucid", "tags": ["Cloud forest", "Genertela", "Glorantha", "High mountains", "High plateau", "Jungle", "Monster island", "Mountains", "Pamaltela"], "id": 10300, "notes": "***Hitpoints*** = SIZ. \n\n***Damage/Combat Action*** :\n***SIZ 1-5*** -> 1 Damage, 1 CA\n***SIZ 6-11*** -> 1d2 Damage, 2 CA\n***SIZ 12-18*** -> 1d3 Damage, 3 CA \n***SIZ 19-25*** -> 1d4 Damage, 4 CA \n***SIZ 26-33*** -> 1d6 Damage, 5 CA\n\nRQ6 pg 365\n\nWorn armour initially counts against this damage, but is reduced by 1 point for each successful attack, as the insects begin to crawl inside gaps in the clothing.\n \n"}, {"name": "Swarm of Rats (Small)", "race": "Flock", "rank": 2, "owner": "SFLucid", "tags": ["City", "Errinoru", "Fantasy", "Jungle", "Monster island"], "id": 10309, "notes": ""}, {"name": "Wolf, Adult", "race": "Wolf", "rank": 2, "owner": "SFLucid", "tags": [], "id": 10311, "notes": "Usually hunts in packs of 12-20. Prefers to select Grip and Choose location. \nGripped victim sustains biting damage every round.  Rq6 pg 396. \n\n~Modified to make them less useless~"}, {"name": "Centipede, Giant (4m)", "race": "Centipede, Giant", "rank": 2, "owner": "SFLucid", "tags": ["Cloud forest", "Fantasy", "Glorantha", "Jungle", "Monster island", "Pamaltela"], "id": 10324, "notes": "MI pg 205"}, {"name": "Frankish Levy Spearmen", "race": "Human", "rank": 2, "owner": "Thiudans", "tags": ["Francia orientalis"], "id": 10349, "notes": "Frankish Levy Spearmen"}, {"name": "Frankish women", "race": "Human", "rank": 2, "owner": "Thiudans", "tags": ["Francia orientalis"], "id": 10359, "notes": "Frankish women, suitable for marriage, or as confidants, advisors etc. Wives, sisters etc. also often follow armies and can even stay with bandit gangs."}, {"name": "Generic Militiaman", "race": "Human", "rank": 2, "owner": "Nigel_Clarke", "tags": ["Human"], "id": 10372, "notes": ""}, {"name": "Generic Armoured Militiaman", "race": "Human", "rank": 2, "owner": "Nigel_Clarke", "tags": ["Human"], "id": 10373, "notes": ""}, {"name": "Wendish Women", "race": "Human", "rank": 2, "owner": "Thiudans", "tags": ["Francia orientalis"], "id": 10378, "notes": "Wendish women, suitable for marriage, or as confidants, advisors etc. Wives, sisters etc. also often follow armies and can even stay with bandit gangs."}, {"name": "Divitiac", "race": "Human", "rank": 2, "owner": "byrde1", "tags": [], "id": 10406, "notes": ""}, {"name": "Green Slime", "race": "Gorp", "rank": 2, "owner": "SerotoninRonin", "tags": [], "id": 10416, "notes": "Against material such as wood, cloth, and steel, the slime is treated\nas strong acid, doing 1d4 points of damage per hour in the case of\nwood, 10 minutes against leather, cloth, and hides, and per minute\nin the case of metals. \n\nOnce contact has been made with skin, the victim is transformed at\na rate of 1 Hit Point per Round. Once the infected area has been\nreduced to 0 Hit Points, the slime spreads to each adjacent body. \nlocation, and the process of transformation continues. When all\nlocations have been covered, the victim is completely transformed.\nTypically, the victim will have succumbed to death long before this,\nhowever, as the transformation of the chest or head will prove fatal.\n\nA completely transformed creature will provide enough nutrients to\neither create a new 1.5 metre (5 foot) patch of slime for every 20\nSIZ of the victim, or increase size of an existing patch by the same\namount.\n(CF p259)"}, {"name": "Valusian Serpent People Infiltrator", "race": "Serpent People", "rank": 2, "owner": "hkokko", "tags": ["Cthulhu", "Weird of hali"], "id": 10421, "notes": "\"The serpent folk were vaguely humanoid bipeds six to eight feet tall, with scaled green skin, long muscular tails and heads shaped like those of snakes, with prominent fangs. They are skilled sorcerers. They dislike violence but are quite capable of it; they are also extremely skilled at concocting and using poisons, and prefer to use these and sorcery to protect themselves\" Weird of Hali pg 133-126"}, {"name": "Eloesti Raven Spirit (Intensity 2 Nature Spirit)", "race": "Spirit", "rank": 2, "owner": "SerotoninRonin", "tags": [], "id": 10427, "notes": "Endowment: Stealth\nManifest Claws: \n"}, {"name": "Choker", "race": "Human", "rank": 2, "owner": "kilgs", "tags": ["", "Classic fantasy"], "id": 10437, "notes": "SPECIAL GRIP-Chokers are very adept at surprising and overpowering their favorite prey (goblins and us). On their first strike, by surprise or not, if the Choker scores a Critical, they automatically begin suffocating their victim who subsequently loses Fatigue until the Choker is thrown off.\nBONELESS-\nA Choker's body is mostly cartilage and it can squeeze its body through holes and crevices down to 4in in length.\n\nA Choker is a ravenous, greedy hunter of human and goblin-flesh. They lurk in the darkness of dungeons and caves. They are infamous for snatching their prey they may get their grasping tendrils on. Their arms terminate into four wide, fleshy 'fingers' that have spines on the inside that allow them to hang upside down for hours. A Choker's arms are surprisingly quick and strong.\n\nIf there was any question of what it wanted with us, that curiosity ends with one look at its face. It has an exaggerated mouth filled with sharp, jagged teeth that fall out and replace themselves regularly much like a shark. Its skin is rubbery and resistant to scrapes and contusions. A choker\u2019s skull, spine, & rib cage are bony. The creature weighs around 35 pounds. \n\nChokers live almost solely in caves, dungeons and similar zones. They manage to use the ceilings and walls of such areas to their advantage, heavily relying on their skill at ascending to ambush prey.\n\nTo attract a partner, both males and females keen. This whine (which humans and others find extremely irritating) echoes through the deep caverns the chokers call home. When a choker hears the keen of a potential mate, it answers. Then each creature keens in turn to draw the other near, until at last they meet. A few months later, the female gives birth to two to six young.\n\nCHOKER SPECIAL ABILITIES\n"}, {"name": "Spirit Template 10443", "race": "Spirit", "rank": 2, "owner": "Dano13", "tags": [], "id": 10443, "notes": "A Spirit Lord is a powerful hero or villian deceased in the physical world who upon death, his/her spirit refuses to Ascend to the God Realm or Descend unto the Demon Realm. They may be of any intelligent race. Spirit Lords will try to attract various peoples to worship them. With more worshipers they may ascend into the God Realm as Demi-Gods or Gods if they have enough worshipers or into the Demon Realm as Demon Lords or Demon Princes(s)."}, {"name": "Aru-Jumbie", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Glorantha", "Pamaltela"], "id": 10492, "notes": "Aru-Jumbie is a zombie like victim of the mind-eater - Progadu. It is still alive but serves the mind-eater without own will. They can be mind controlled by the mind eater\n\nSource: Ruins of Glorantha"}, {"name": "Evil Human Ranger", "race": "Human", "rank": 2, "owner": "skarza", "tags": [], "id": 10567, "notes": "Artful Dodger: The Artful Dodger talent requires you to be Unburdened (ENC less than STRx2), and wearing nothing more restrictive than light armour. You possess fast reflexes and gain 1 extra Action Point, which may only be used to Parry or Evade. In addition, you may use the Evade skill to dodge a melee attack without falling prone. Against a ranged attack, you only end up prone if you fail the roll.\n\nCombat Proficiency: Being a master of armed and unarmed combat, rangers gain a further +5% to their Combat Style.\n\nBow/Light Crossbow Specialisation: The normally imparted rules for aiming in Mythras are modified as follows. When attacking a target at the weapon\u2019s Close range, Aiming requires 1 Turn steadying the weapon instead of a full Round, and makes the following attack 1 grade easier. Attacks made beyond Close range follow the normal rules for aiming set forth in Mythras in Chapter 7 under Ranged Combat. Additional rounds spend aiming grant no further\nadvantage. Finally, when aiming your Critical chance is equal to 1/20th your final modified skill instead of the normal 1/10th. T\n\nRank 1\nSpecies Enemy: At Rank 1, and every rank thereafter, the ranger may choose a Species Enemy. Each additional species chosen after the first requires the expenditure of 2 Experience Rolls and 1 month of training.\n\nYou have dedicated yourself to fighting against a chosen enemy and know their habits, tactics, culture, and right where to hit them to cause maximum effect. You may simulate this by adding 20% of your oath to all skills that involve the designated species. This can include your Combat Style when both attacking and defending, as well as skills such as Track, if attempting to follow a trail; Perception, for spotting an ambush; or Lore, if attempting discern a specific piece of information. \n\nspecies: Humans\n\n\nAmbushing bow of cunning +2 with barbed arrows.1st is coated in giant wasp venom. \n\n(If the wielder spends at least 1 minute preparing a hiding place or when she uses the sniping rules, she adds the weapon\u2019s enhancement bonus x5 as a bonus on Stealth rolls. An ambushing weapon deals an additional 1d6 points of damage on a successful hit during a surprise round or against a creature that is unaware of the wielder\u2019s presence. Finally it allows the use of the kill silently special effect.\nAllows a weapon to find chinks in a foe's defences using the wielder's knowledge of the target. Whenever the weapon's attack is a critical, the wielder gains a 'free' bypass armour if she makes an appropriate lore skill roll that is related to the target's creature type (such as undead lore for vampire opponent).\n"}, {"name": "Evil Plague Druid", "race": "Human", "rank": 2, "owner": "skarza", "tags": [], "id": 10599, "notes": "Luck:6\n\nSpells:\n1st\nBurning Disarm\nMudball\nNauseating dart\nThorn javelin\nTouch of Bloodletting\nBarkskin\n\n2nd\nProduce flame\nCloud of seasickness\npox Pustules\nSickening Entanglement\nSpit Venom\nTar Ball\nBurst of Nettles\nFungal Infestation\nContagion\nWhip of Spiders"}, {"name": "Old West - Townsfolk Posse", "race": "Human", "rank": 2, "owner": "littlemute", "tags": ["Old west"], "id": 10635, "notes": ""}, {"name": "VESK Soldat/Mercenaire", "race": "VESK", "rank": 2, "owner": "cyberprog", "tags": [], "id": 10680, "notes": "Vision nocturne\nGriffes (1d4)\nMorsure (1d6)\nArmure naturelle (1 point)\nAbilities: Blood Sense, Camouflaged, Formidable Natural Weapons, Grappler. RQ 6 pg 385-386. Will try to get rid of shields and weapons of the opponent before bludgeoning in. "}, {"name": "Bandit Raiders", "race": "Human", "rank": 2, "owner": "Lyandi_Vosnorth", "tags": [], "id": 10693, "notes": ""}, {"name": "Norse Karls", "race": "Human", "rank": 2, "owner": "Thiudans", "tags": ["Francia orientalis"], "id": 10747, "notes": "Norce karls, or commoners, without a lot of specific military training."}, {"name": "Frankish Acolyte", "race": "Human", "rank": 2, "owner": "Thiudans", "tags": ["", "Francia orientalis"], "id": 10751, "notes": "A Frankish Priest. Usually is in a parish, and requires permission of the bishop to administer sacraments. Can be the leader of a church, or below another priest or archpriest, and some monks are priests. If the priest has a parish he will not have great scope for adventuring. Some noblemen have their own priests, and these may have more time to go out to perform tasks. in historical campaigns, priests are always men. In non-historical or otherwise customized campaigns, they need not be so."}, {"name": "Gray Guard Squire", "race": "Human", "rank": 2, "owner": "rklingler", "tags": [], "id": 10806, "notes": ""}, {"name": "bouncer", "race": "Human", "rank": 2, "owner": "skarza", "tags": [], "id": 10832, "notes": "A pair of immaculately dressed bouncers, dressed in form fitting scale armour, with silver light maces held in their braided ivy belt hoops. The guard the 'Elven Pantry', a high class brothel.\n\nDodge. This Combat Style can be used to dodge incoming blows with the effectiveness of a parry (Size S), without going prone as when Evading.\n"}, {"name": "Norse Women", "race": "Human", "rank": 2, "owner": "Thiudans", "tags": ["Francia orientalis"], "id": 10835, "notes": "Norse women, suitable for marriage, or as confidants, advisors etc. Wives, sisters etc. also often follow armies and can even stay with bandit gangs."}, {"name": "Jewish Levy Spearmen", "race": "Human", "rank": 2, "owner": "Thiudans", "tags": ["Francia orientalis"], "id": 10848, "notes": "Jewish Levy Spearmen from Southern France."}, {"name": "Spider Swarm (Medium SIZ 6-11)", "race": "SFL - Insect Swarm", "rank": 2, "owner": "SFLucid", "tags": [], "id": 10862, "notes": "***Hitpoints*** = SIZ. \n***Note - only has SIZ Characteristic, the other Characteristics are for calculation purposes***\n\nThe normal characteristics for creatures are not applicable to swarms. Instead, only one characteristic is given: SIZ. This is used to gauge the volume of the swarm in comparison with an average human. A swarm of SIZ 6 is enough to engulf one half of the body. A swarm of 12 is enough to engulf the entire body. A swarm of SIZ 24 could engulf two opponents simultaneously.\n\n***Damage/Combat Action*** :\n***SIZ 1-5*** -> 1 Damage all locations, 1 CA\n***SIZ 6-11*** -> 1d2 Damage all locations, 2 CA\n***SIZ 12-18*** -> 1d3 Damage all locations, 3 CA \n***SIZ 19-25*** -> 1d4 Damage all locations, 4 CA \n***SIZ 26-33*** -> 1d6 Damage all locations, 5 CA\n\nRQ6 pg 365\n\nWorn armour initially counts against this damage, but is reduced by 1 point for each successful attack, as the insects begin to crawl inside gaps in the clothing.\n\nIt is almost impossible to kill a swarm: there are simply too many individuals. The only hope is to either outrun it or find a way of taking cover (water is not always an effective way of evading a swarm of insects, since they often wait about for the victim to surface). A swarm may decide to cease an attack if it collectively feels a threat has been neutralized: after 1d3 rounds of combat, make a Willpower roll for the swarm. If the roll is successful then the swarm abates its attacks and returns to its nest or previous activity.\n\nSwarms do not generate Special Effects and neither do they use Combat Actions to parry or evade unless attacked with an area affect assault. On the other hand a victim can use Evade to temporarily avoid a swarm. Otherwise they must flee, hide or seek cover. \n\nWhenever a character is stung by a swarm of poisonous insects, he may succumb to the increasing levels of venom introduced into his body. Keep track of the accumulating value of the damage suffered from each attack, which represents the growing toxicity of the venom. Every time the character experiences another attack, they must make an opposed roll of their Endurance versus the new level of toxicity. Failure means that they suffer the effects of the insect\u2019s venom."}, {"name": "Margery", "race": "Human", "rank": 2, "owner": "HMZ", "tags": ["Breaking the habit", "Breakingthehabit"], "id": 10883, "notes": "Most definitely a man."}, {"name": "Aldo", "race": "Human", "rank": 2, "owner": "HMZ", "tags": ["Breaking the habit", "Breakingthehabit"], "id": 10884, "notes": "Aldo from Breaking the Habit"}, {"name": "Goblin/Orc", "race": "Goblin", "rank": 2, "owner": "HMZ", "tags": ["Corebook"], "id": 10891, "notes": "Standing 60 to 120 cm, These nasty little monsters delight in swarming other humanoids which they then eat."}, {"name": "Elven Guard, Novice Swordsman", "race": "Human", "rank": 2, "owner": "SFLucid", "tags": [], "id": 10950, "notes": "Basic Novice Swordsman"}, {"name": "Dwarf Guard, Novice Infantryman (Hill) (10986)", "race": "Dwarf", "rank": 2, "owner": "SFLucid", "tags": [], "id": 10986, "notes": "***Magic Resistance*** - Dwarves are highly resistant to magic from non-divine sources (some exceptions their save checks are 2 grade easier when used to resist. Resist save checks must be made even if it is beneficial; substituting for resist save checks with unmodified willpower if the spell does not normally have a resist save. They may not use any magical items not specifically designed for dwarves; with the exception of items of divine nature. Because of this magic resistance, dwarves may not be magic-users with the exception of Theism and other specialised disciplines.\n\n***Dwarven-sight*** - Dwarves have nightsight and treat partial darkness as illuminated and darkness as partial darkness up to 40m. In addition Dark sight up to 20m only for non-magical darkness.\n\n***Tunnel Sense*** - Due to their subterranean nature dwarves can detect within 5m, certain underground phenomena by succeeding at an Perception or Easy Navigation (Underground) skill roll. Tunnel Sense may be used to detect stonework pits, dead falls, and traps; a slope or grade; approximate depth underground; new tunnel or passage construction; and shifting or sliding walls or rooms.\n\n***Poison Resistance*** - Dwarves are highly resistant to poison, with Endurance checks that relate to poisoning being 1 grade easier.\n\n***Navigation*** is for Underground.\n\n"}, {"name": "Elven Guard, Novice Swordsman (Sun) (10991)", "race": "Elf", "rank": 2, "owner": "SFLucid", "tags": [], "id": 10991, "notes": "***Elven Life Sense*** - In tune with the rhythms of nature, elves can determine the vitality of any living creature by touch alone. If the elf makes a successful Perception roll, it learns of the target\u2019s current injuries, Fatigue level, and whether it is currently afflicted by any poison or disease. The creature is also aware of any form of life within a number of metres equal to 10% of their Willpower skill, which may make Stealth difficult to accomplish.\n\n***Elvensight*** - Superior elven sight allows the elf the ability to see twice the distance of humans illuminated. Elves have Night sight up to 40m, and can see twice as far in starlight, moonlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these circumstances. Elvensight also includes limited darksight in non-magical darkness up to 10m and is black and white only.\n\n***Resistance to Sleep and Charm*** - Due to complex elven cognition, elves find checks to resist sleep and charm spells 2 grades easier. They may drop this resistance and accept the magic\u2019s effects if they choose.\n\n***Stealthy*** - Elves wearing nothing more restrictive than flexible armour find Stealth tests 1 grade easier."}, {"name": "Drain Spider", "race": "Giant Spider", "rank": 2, "owner": "skarza", "tags": [], "id": 10995, "notes": "This brown spider\u2019s body is fist-sized, yet its long, spindly legs and oversized fangs make it appear quite fearsome.\n\nAlready a tiny creature, the drain spider has the ability to compress its legs and body even further, allowing it to lurk in pipes, niches, and (its favorite hideout) sink or tub drains with ease. The sewers below Korvosa are infested with drain spiders in certain places. In the wild, drain spiders prefer to hunt in swamps or along river banks, but they have adapted readily to urban life in Korvosa and now infest numerous nooks and crannies in the city\u2019s lowerclass quarters, particularly along the waterfronts.\nA variant of the drain spider, known as the shingle spider, exists in Korvosa as well. Shingle spiders dwell in the upper reaches of the city, particularly enjoying the chimneys and gutters of abandoned buildings as a place to make their nests. Shingle spiders retain the drain spider\u2019s water skating ability, although they rarely have the opportunity to use it.\n\nThe spiders use 2 venoms, to consume a victim they use their spider venom as listed, Without the paralytic effect. To incapacitate their prey they use the following:\n\nDrain Spider Poison\nPrice 1 sp\nApplication: Injection, requires only a small cut\nPotency: 50\nResistance: Endurance\nOnset time: instant\nDuration: 4 rounds\nConditions: If not resisted, the victim takes 1 point loss to STR per round.If a victim reaches 0 STR they collapse.\nTreatment: 1 save or Antivenom or magical treatment only.\n\nWater Skating A drain spider can move on the surface of calm water as if it were on land. A drain spider swimming at the water\u2019s surface can pull itself on top of the water with a successful Climb check.\n\nLunge (Combat)\nYou can strike foes that would normally be out of reach. You can increase the reach of your melee attacks by 1 step until the end of your turn by taking a \u201310 penalty to your attack. You also cannot evade until your next turn. You must decide to use this ability before any attacks are made.\n"}, {"name": "Vampire, Neonate", "race": "Vampire", "rank": 2, "owner": "nicklausrhodes", "tags": [], "id": 10997, "notes": "Abilities: Allergy (Sunlight), Darksight, Gaze Attack (Domination), Immunity (Mundane Weapons), Undead, Vampiric, Vulnerable(Special)  (Rq6 page 316). Immune to the effects of serious wounds. Major wounds do not incapacitate RQ6 pg 393-394"}, {"name": "Perceforest Huntsman (Simplefolk)", "race": "Human", "rank": 2, "owner": "Hellhound_Havoc", "tags": [], "id": 11003, "notes": "May have a Trained Beast instead of Ranged Marksman, if GM wants the inconvenience."}, {"name": "Perceforest Squire / Gentleman", "race": "Human", "rank": 2, "owner": "Hellhound_Havoc", "tags": [], "id": 11002, "notes": "If equipped with Heavy Crossbow or Greatsword, carries no shield and only one 1-handed weapon. Cannot have both."}, {"name": "Perceforest Yeoman Militia", "race": "Human", "rank": 2, "owner": "Hellhound_Havoc", "tags": [], "id": 11005, "notes": ""}, {"name": "Kender Guard, Novice Houndknight (11021)", "race": "Kender ", "rank": 2, "owner": "SFLucid", "tags": [], "id": 11021, "notes": "***Restless Hands*** - All Kenders intrinsically know Lockpicking and Sleight. All kender have an instinctive curiosity when it comes to finding out what lies behind closed doors and inside pockets and pouches. Kender can use these two abilities as though they were trained.\n\n***Fearlessness*** - All Fear checks (magical or mundane) automatically pass.\n\n***Taunt*** - Kenders have an uncanny insight into the motivations and characteristics of other races. They can use Insight to unleash to unleash a verbal barrage of sarcasm, insults and crude comments that cause the target to lose their temper (Opposed Willpower). Kenders can use Insight instead if Influence for such taunts, at 1 grade easier. \n\n***Lack of focus*** - Spellcasting skill% suffer an -1% to rolled improvement. Kender don\u2019t necessarily lack magical talent, but their general lack of focus discourages them from pursuing careers in magic.\n\n***Passive Detection*** - Due to their acute senses for mischief, an Kender that succeeds at a Formidable Perception skill test has a chance of noticing a concealed objects when merely passing within 3 metres of it. Actively searching allows full Perception as normal.\n\n***Worldly Experience*** - Opening themselves to the world allowed Kenders to automatically gain additional Language (Common)."}, {"name": "Gnome Martial, Novice Armourer (11025)", "race": "Gnome (Dragonlance)", "rank": 2, "owner": "SFLucid", "tags": [], "id": 11025, "notes": "***Gnomish-sight*** - Gnomes have nightsight and treat partial darkness as illuminated and darkness as partial darkness up to 40m.\n\n***By Necessity*** - Due to the life Gnomes leads, they have developed a hardy fortitude and ability to duck to match. Evade and Endurance checks are 1 grade easier.\n\n***Life Quest*** - Gain one Craft (any) and one Lore (any) based on Life quest. Upon completion of their Life quest (>100% in both skills, and completion of their Life quest using both skills), gain another additional Craft (any) and Lore (any) as new life quest. Any skill improvements to Life Quest Craft (any) or Lore (any) add an additional +2% to rolled improvement.\n\n***Inspired Academic Knack*** - Life Quest, Science-Based Crafts or Lore, Engineering and Mechanisms checks are 1 grade easier. Fumble range for such checks are set at 90%.\n\n***Resistance to magical mind altering effects*** - Gnomes find checks to resist magical mind effects due to their constant drive to complete their life Quest. As a result magical mind altering effects are 1 grade easier to resist. They may drop this resistance and accept the magic\u2019s effects if they choose."}, {"name": "Warhound - Adult (11026)", "race": "Wolf", "rank": 2, "owner": "SFLucid", "tags": [], "id": 11026, "notes": "Usually hunts in packs of 12-20. Prefers to select Grip and Choose location. \nGripped victim sustains biting damage every round.  Rq6 pg 396. \n\n~Modified to make them less useless~"}, {"name": "Otyugh", "race": "Othugh", "rank": 2, "owner": "skarza", "tags": [], "id": 11032, "notes": "This three-legged freak is mostly mouth. Three tentacles, two tipped with barbs and one with eyes, extend from its sides.\n\nOtyughs are particularly vile and horrid creatures that lurk in places most sane creatures avoid. Their lairs are middens, cesspools, offal pits, toxic swamps, and sewers\u2014the greater a lair\u2019s filth, the greater the draw to the refuse-eating otyugh. They glory in the role of scavenger, wandering through vast underground caverns in search of the choicest cuts of garbage and waste. Upon finding such refuse, they gorge upon it, gathering what cannot be consumed in one debauch to bring back to their foul-smelling lairs. Otyughs spend most of their time in these filthy dens, which they keep constantly filled with carrion, dung, and worse sorts of stinking effluvia.\n\nIntelligent creatures dwelling in subterranean areas near an otyugh often form a partnership of convenience with the disgusting beast. These creatures gladly provide their refuse and piles of raw meat to the otyugh, transforming the creature into an effective form of trash disposal. In return, the otyugh leaves its benefactors alone, and does not attack them, possibly even acting as a guardian.\n\nThe most horrifying thing to most races about the notorious otyugh is not the nature of its diet or its choice of lairs, but rather that a creature with an otyugh\u2019s tastes can be anything other than a mindless scavenger. In fact, otyughs are surprisingly intelligent, and often quite eager to form alliances with those who offer them a steady supply of delicious diversions in the form of offal and waste. Most otyughs understand the fact that other creatures find them unpleasant and hideous, but few really care.\n\nTheir bite inflicts filth fever. Camouflage effect only applies in their lair.\n\nToughness\nYou have enhanced physical stamina. You gain +1 hit points per location. \n"}, {"name": "Amin Jalento", "race": "Human", "rank": 2, "owner": "skarza", "tags": [], "id": 11034, "notes": "A beardless young nobleman\n\nDuring Combat Amin has never been in a real fight and this encounter with the rioters convinces him that fighting is not his thing; he fights defensively if he has no chance to flee combat.\n\nMorale Amin flees from combat as soon as he can.\n\nCombat Gear potion of cure light wounds (2); Other Gear mwk leather armor, mwk\nrapier, noble\u2019s outfit, signet ring, 1 pp 2 gp, gold ring\n\nToughness\nYou have enhanced physical stamina. You gain +1 hit points per location. \n\n\n\n\nLuck:4"}, {"name": "brigands", "race": "Human", "rank": 2, "owner": "skarza", "tags": [], "id": 11037, "notes": "A brigand has no sense of mercy, and is happy to kill for a handful of silver. Brigands waylay caravans, create illegal turnpikes on roads to collect tolls from travellers, attack noisy camps at night, and harass villages for protection money. They are easily routed but carry a grudge and remain a recurring problem until imprisoned or killed.\n\nMany brigands are former soldiers who lacked the discipline to stay in the military or a mercenary company, and may even be deserters from a local or invading army. They rarely use group tactics, and form into gangs under the toughest member of the group, typically a grizzled mercenary.\n\nDuring Combat The warrior snipes with arrows until her foes are close, then uses her sword. She hurls thunderstones at spellcasters, and tanglefoot bags at foes wearing heavy armor.\n\npotion of cure light wounds, tanglefoot bags (2), 5 masterworked arrows, thunderstone (2); Other Gear leather armour, longsword, longbow with 20 arrows, 4 gp and 8 sp.\n\nsap,(any blow from surprise to the head that causes a serious would will instead knock target to 1 HP and cause immediate unconsciousness).\n\ntanglefoot bag\nA small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged attack with a range increment of 5/10/20), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a \u201310 penalty on attack rolls and a \u20131 shift on balance manoeuvres and must make an Evade roll (with -1 shift) or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. larger creatures(SIZ 20+) are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make an evade roll or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.\n\nA creature that is glued to the floor (or unable to fly) can break free by making a (-2 shift Brawn roll or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check as if the had suffered a minor injury or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.\n\nThunderstone\nYou can throw this stone as a ranged attack with a range  of 5/10/20) feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang, each creature within a 3 m (10 foot)radius spread must make a hard Endurance save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a \u20134 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast.\n\nSince you don\u2019t need to hit a specific target, you can simply aim at a particular area but the target can make an opposed evade to avoid the effects.\n\nAll have weapon specialisation bow and agile defender.\n\nPoint-Blank Shot (Combat)\nYou are especially accurate when making ranged attacks against close targets. You get a +5 bonus on attack roll and +1 damage rolls with ranged weapons at point black range.\n\n"}, {"name": "Reefclaw", "race": "Gorgon", "rank": 2, "owner": "skarza", "tags": [], "id": 11038, "notes": "Blood-red spines run the length of this frightening creature, which resembles a lobster in the front and an eel in the back.\n\nReefclaws are vicious predators. They possess greater intelligence than animals, but rely mainly on their strength and instincts to survive. They hunt fish, giant crabs, dolphins, and even land-dwelling creatures that come within a hundred paces of the water.\n\nIn populated areas, reefclaws prey on beachcombers, divers, and fishermen, sometimes abandoning their usual solitary nature and coordinating attacks with other reefclaws. The creatures must be wary, however, because in some regions, these abominations find their way to the dinner plate. Brave fishermen troll bays and coastlines infested with reefclaws, baiting the creatures with fresh meat and then harvesting their powerful claws with axes.\n\nReefclaws cannot speak, but the creatures understand the languages used by humanoids near their hunting grounds. They use this knowledge in order to avoid fishermen and coordinate attacks. Reefclaws keep no treasure, instead savoring the taste of flesh and crunch of bone and shell as much as a miser covets his gold.\n\nA typical reefclaw reaches approximately 3-1/2 feet long at adulthood and weighs 70 pounds. Females gather to breed once every 2 to 3 years, engaging in a predatory hunt for a male and leaving him shredded to pieces.\n\nFerocious hunters, reefclaws terrorize both coastal waters and major rivers, feeding voraciously on fish, crustaceans, dolphins, and even land mammals come to riverbanks to drink. Once a reefclaw latches onto a victim it stays attached until either it or its prey is dead.\n\nReefclaws were originally created to act as guardians in moats and rivers but they occasionally escaped their servitude to become legendary terrors of coastal villages.\n\nReefclaws understand the most prevalent language used near their lairs (usually Common), but they lack the ability to speak and they cannot normally read.\n\nEcology\n\nAlthough they were created unnaturally, reefclaws fill the niche of ferocious high-end aquatic predator. Since their creation more than 10,000 years ago, reefclaws have spread widely. Less picky than jigsaw sharks and more powerful than violin crabs, reefclaws pose a danger to any who work along or in coastal and river waters. More pearl divers die each year to reefclaws than to every other predator combined.\nSociety\n\nReefclaws mostly live as solitary creatures, although females sometimes gather in groups called harems. These harems form among females ready to mate (which occurs once every 2 or 3 years). When a harem finds a male ready to reproduce, the group descends on the lone male and rips him open, forming a cloud in the water through which the females swim multiple times. When they finish their flurry, the females then feed on the rest of male\u2019s body. A harem repeats this process four of five times over a month\u2019s period, then disbands while the impregnated reefclaws gestate. After 3 months, a female lays tens of thousands of eggs, less than 1% of which make it to adulthood.\nReefclaw Fishing\n\nReefclaw meat is considered a delicacy in many cities, although many more discerning folk argue that the consumption of reefclaw is immoral, as these creatures are far from unintelligent. These arguments typically fall on deaf ears\u2014enough so that reefclaw fishing remains a profitable, if dangerous, career.\n\nThe classic method of catching reefclaws requires at least two fishermen. A hook at the end of a heavy chain is baited with a haunch of meat and then thrown over the side of a boat and allowed to float a few feet off the sea floor. When a reefclaw clamps onto the meat and attempts to retreat to its lair, the chain jerks and one fisherman can then winch it up, pulling the reefclaw alongside the boat\u2019s edge. The second fisherman then hacks off the reefclaw\u2019s claws, which remain affixed even in death to the bait, allowing the body (whose meat is generally considered to be unpalatable) to drop back into the sea. Skilled reefclaw fishermen can catch a dozen reefclaws on a single side of beef over the course of a single day of fishing, although just as many hopeful fishermen loose hands of their own to the dangerous creatures.\n\nDeath Frenzy:\nWhen a reefclaw is killed, its body spasms horrifically. Immediately upon dying, the reefclaw makes a full attack against a creature it threatens. If more than one creature is within reach, roll randomly for each attack to determine the target (which may be another reefclaw).\n\nReefclaw poison\nApplication:Injury\nPotency: END of reefclaw\nResistance: Endurance\nOnset time: instant\nDuration: 4 rounds\nConditions: the victim loses 1d2 STR per round for the duration\nAntidote/Cure: Can be ameliorated with the Healing skill, or a successful save is made.\n\nImproved Initiative (Combat)\nYour quick reflexes allow you to react rapidly to danger. You get a +4 bonus on initiative checks."}, {"name": "carrion golem", "race": "Human", "rank": 2, "owner": "skarza", "tags": [], "id": 11063, "notes": "A lurching mash-up of rotting flesh, jagged bone, and coarse hair, this humanoid monstrosity reeks of death and decay. Carrion golems are made from the partially decayed parts of numerous dead creatures\u2014no two carrion golems are exactly alike in appearance. Most are created from the corpses of humanoid creatures that are then augmented here and there with parts taken from animals, resulting in a monster that stands 6 feet tall and weighs 120 pounds.\n\nFoul Stench\nThis functions as the stench chaos ability with 30 foot radius, causes affected creatures to be nauseated.\n\nImmune to Magic\nA carrion golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.\n\nGentle repose causes a carrion golem to become stiff and helpless for 1d4 turns if it fails a Will save against the spell.\n\nAnimate dead causes the various parts of the golem\u2019s body to shudder and tear, dealing 1d4 points of damage per intensity to the golem (no save).\n\nAny magical attack that deals cold or fire damage slows a carrion golem (as the slow spell) for 2d6 turns (no save).\n\nAny magical attack that deals electricity damage hastes a carrion golem (as the haste spell) for 2d6 turns.\n\nPlague Carrier\nWhen a carrion golem is created, its creator infects it with a specific disease. The carrion golem can then infect those it strikes with its slams with this disease\u2014most carrion golems inflict filth fever.\n\nHas extra 2 AP and half damage vs all non bludgeoning or slashing attacks"}, {"name": "Plague Zombie", "race": "Human", "rank": 2, "owner": "skarza", "tags": [], "id": 11113, "notes": "They are either created to serve some function, are the result of spontaneous animation in areas steeped in necromantic magic.\n\nDeath Burst\nWhen a plague zombie dies, it explodes in a burst of decay. All creatures adjacent to the plague zombie are exposed to its plague as if struck by a slam attack and must make an END save or contract zombie rot.\n\nDisease\nThe slam attack \u2014 as well as any other natural attacks \u2014 of a plague zombie carries the zombie rot disease.\n\nApplication: Slam\nLevel of toxicity:END of Zombie\nResistance: Endurance (per day)\nOnset time: 1d4 days\nDuration: until healed\nConditions: 1d2 CON, this damage cannot be healed while the creature is infected; Anyone who dies while infected rises as a plague zombie in 2d6 hours.\ncure: 2 consecutive saves or magical healing only"}, {"name": "Calygrey", "race": "Cattle", "rank": 2, "owner": "hkokko", "tags": ["Glorantha"], "id": 11076, "notes": "The few remaining calygreys that are found live in broadleaf woodlands across the West. They resemble grey-coated antelopes but have powerful hind legs like those of an ox, and the forefeet of an eagle. \n\nSource: Anaxial's Manifest"}, {"name": "Bonesnapper", "race": "Allosaurus", "rank": 2, "owner": "kilgs", "tags": ["", "Classic fantasy", "Fiend folio"], "id": 11078, "notes": "No. Appearing: 1-4\n\nThe Bonesnapper is a small descendant of a long-extinct class of carnivorous dinosaur, as stupid as it is aggressive. The large jaw contains many sharp teeth which it uses to inflict damage; at the same time, the tail sweeps round to deliver a slap on the same victim.\n\nIts aggressive nature leads it always to fight to the death if it has drawn blood or there remains helpless prey in the locale.\n\nThough non-intelligent, the bonesnapper has inherited a primeval instinct for the collection of human bones, particularly jawbones, which it uses to decorate its subterranean lair. The number of such bones discovered in a lair will give a good indication of the occupant's status among its kind.\n\nThe bonesnapper is a gray-green color mottled with dark gray spots and patches. It has tiny scarlet eyes and yellow-white teeth.\n\nFiend Folio | Folio of Fiends"}, {"name": "Silt Eel", "race": "Snake, Poisonous", "rank": 2, "owner": "skarza", "tags": [], "id": 11088, "notes": "spiny-faced, dark-brown poisonous eels\n\nDuring Combat\nThe silt eels attack any creatures that come too near to their homes, and if they notice anyone outside the home, swim out to investigate and attack as well.\n\nMorale\nThe silt eels flee to home if wounded. If confronted there, they fight to the death.\n\nEel Poison\nApplication: Injection, requires only a small cut\nPotency: 60\nResistance: Endurance\nOnset time: 1d3 turns\nDuration: 6 rounds\nConditions: Agony if not resisted, and the victim takes 1d2 point loss to DEX per round.If a victim reaches 0 DEX they collapse.\nTreatment: 1 save or Antivenom or magical treatment only."}, {"name": "Ausio Carowyn", "race": "Human", "rank": 2, "owner": "skarza", "tags": [], "id": 11104, "notes": "During Combat\nAusio is no fighter and he knows it. He prefers to flee combat, fighting only if he\u2019s cornered. He won\u2019t resist offers of a better weapon, of course, but even well-armed he remains a relatively cowardly man (though he would say \u201crealistic\u201d).\n\nMorale\nAusio flees if brought to fewer than +2 hit points; if flight is impossible, he begs for mercy unless the foe is obviously one that won\u2019t grant it. Only in that dire situation does Ausio fight to the death.\n\nGear dull paint knife (improvised dagger)\n\nLuck:4"}, {"name": "Typical Modern Period Goon", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Modern"], "id": 11341, "notes": "If goon has a combat shotgun he may possess special combat shotgun ammunition in addition to its normal shot. "}, {"name": "Knocker", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Glorantha", "Mines", "Spirit"], "id": 11136, "notes": "\"Knockers are incorporeal beings, able to pass through solid rock without difficulty. Yet they are also capable of becoming solid, creating a body for themselves from the gross matter around them. In this form they resemble skinny humanoids with gangling limbs and wide, slit-like mouths. They lack eyes, having no need of light in their subterranean realm. They stand from two to three feet tall and have no difficulty negotiating even the most tortuous tunnels and cracks, even in their solid form.\" If they are not appeased then they can sabotage the mine. \n\nSource: Anaxial's Manifest"}, {"name": "Animated Warrior", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Tamoachan"], "id": 11220, "notes": ""}, {"name": "Animated Priest (Bird Costume)", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Tamoachan"], "id": 11221, "notes": ""}, {"name": "Animated Non-Warrior", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Tamoachan"], "id": 11222, "notes": ""}, {"name": "Puma", "race": "Tiger", "rank": 2, "owner": "raleel", "tags": ["Tamoachan"], "id": 11226, "notes": ""}, {"name": "Novice Trooper - Futurist", "race": "Human", "rank": 2, "owner": "Jumbot", "tags": ["Cyberpunk", "M-space", "Science-fiction"], "id": 11262, "notes": "Light Assault armor + helmet\n"}, {"name": "Braya", "race": "Human", "rank": 2, "owner": "ivenar", "tags": [], "id": 11264, "notes": "Braya from Take Cover"}, {"name": "Esobel", "race": "Human", "rank": 2, "owner": "ivenar", "tags": [], "id": 11265, "notes": "Esobel from Take Cover"}, {"name": "Fulco", "race": "Human", "rank": 2, "owner": "ivenar", "tags": [], "id": 11266, "notes": "Fulco from Take Cover"}, {"name": "Gernet", "race": "Human", "rank": 2, "owner": "ivenar", "tags": [], "id": 11267, "notes": "Gernet from Take Cover"}, {"name": "Tameifuna", "race": "Lizardman", "rank": 2, "owner": "ivenar", "tags": [], "id": 11268, "notes": "Tameifuna from Take Cover"}, {"name": "Vatihana", "race": "Lizardman", "rank": 2, "owner": "ivenar", "tags": [], "id": 11269, "notes": "Vatihana from Take Cover"}, {"name": "Sifu", "race": "Spirit", "rank": 2, "owner": "ivenar", "tags": [], "id": 11270, "notes": "Sifu manifests as a ghostly lamprey with a hideous,\nquesting mouth of tiny sharp teeth\nSifu from Take Cover"}, {"name": "Lizardfolk Tribal Warrior", "race": "Lizardman", "rank": 2, "owner": "ivenar", "tags": [], "id": 11272, "notes": "Lizardfolk Tribal Warrior from Take Cover"}, {"name": "Neasan", "race": "Human", "rank": 2, "owner": "ivenar", "tags": [], "id": 11273, "notes": "Neasan from Brace Yourself"}, {"name": "Athol", "race": "Human", "rank": 2, "owner": "ivenar", "tags": [], "id": 11275, "notes": "Athol from Brace Yourself"}, {"name": "Mairin", "race": "Human", "rank": 2, "owner": "ivenar", "tags": [], "id": 11276, "notes": "Mairin from Brace Yourself"}, {"name": "Carmag", "race": "Human", "rank": 2, "owner": "ivenar", "tags": [], "id": 11277, "notes": "Carmag from Brace Yourself"}, {"name": "Giant Tarantula", "race": "Giant Spider", "rank": 2, "owner": "skarza", "tags": [], "id": 11308, "notes": "A massive spider that can be found in the jungle. The giant tarantula can grow up to 3 feet in length and has a thick, hairy body that is black or brown in color. They are known for their venomous bite, which can cause paralysis and even death in their prey. Giant tarantulas are nocturnal hunters, feeding on a variety of insects and small animals that they catch in their webs. They are also skilled climbers and can move quickly through the dense jungle canopy. Despite their fearsome reputation, giant tarantulas are often kept as pets by some of the local tribes who inhabit the jungle.\n\nMany tarantula species eject bristles from their abdomens, directing them toward potential attackers. These bristles can embed themselves in the other animal's skin or eyes, causing physical irritation, usually to great discomfort. \n\nits is an opposed evade vs the spiders athletics.\nif the spider wins the victim needs to make an END roll A fail results in irritation is so great that the victim suffers a -1 step to all actions for 24 hours. if the victim fails to success its roll to a formidable level, they are blinded by the attack for 1d10 turns AND suffer a -2 step penalty to all actions. this roll is unopposed."}, {"name": "Choker", "race": "Human", "rank": 2, "owner": "skarza", "tags": [], "id": 11332, "notes": "This hunched-over wretch has long, pliable arms like tentacles capped with five wide, spiny claws.\n\nUnderground predators that often dwell on the outskirts of subterranean ruins or in the deep shadows of nameless cavern outposts, chokers lurk in the darkness and lash out with their long, rubbery arms to grasp prey as it passes by. They seldom attack multiple enemies at once, stalking their quarry until they can isolate a weaker victim from its pack.\n\nChokers walk with a disturbing, almost comical gait due to their extremely limber legs. Weighing only 35 pounds and standing no taller than a halfling, chokers have no problem skittering across walls and ceilings, often lodging themselves into shadowy corners, tunnel intersections, walls, or staircases. A choker will attempt to grasp creatures of almost any size, but prefers lone prey of its size or smaller.\n\nChokers appear to have little culture of their own, gathering only briefly to mate before their wanderlust and hunger spurs them again to a solitary existence. Their just-better-than-animalistic intelligence grants them a fascination with the trappings of society even if they do not truly understand it. Accordingly, the grubby lair of a choker (often situated in a difficult-to-reach nook or cranny) usually contains valuable objects such as rings, brooches, cloak clasps, and loose coins gathered from devoured victims.\n\nThis fascination occasionally compels a choker to abandon its subterranean home for a closer study of the sunlit world\u2019s many civilizations. These chokers feel most at home in the darkened narrow alleyways of human cities, squeezing themselves into sewers, forgotten alcoves, barrels, and similar cramped, overlooked spaces. Chokers prefer to keep hidden during the light of day, emerging from their hidey-holes under cover of darkness to hunt for food and cruel pleasure. Favorite tactics include using their long arms to scoop prey off the street from the safety of a nearby rooftop, attacking sleeping families by squeezing through an open chimney, or tapping on a window to bring their curious food within grasping distance.\n\nStrangle\nChokers have an unerring talent for seizing their victims by the neck. A creature that is grappled by a choker, is automatically hit in the head and cannot speak or cast spells with verbal components.\n\nQuickness\nA choker is supernaturally quick. It can take an extra AP to use for a move action during its turn each round.\n\nImproved Initiative\nYou get a +4 bonus on initiative checks."}, {"name": "Maligaunt", "race": "Human", "rank": 2, "owner": "HMZ", "tags": [], "id": 11352, "notes": ""}, {"name": "Middle Earth Wyrm", "race": "Winged Serpent", "rank": 2, "owner": "locky09", "tags": [], "id": 11359, "notes": "#\nA Wyrm\u2019s tail swipe is handled as a sweep attack,\n\n**A winged Wyrm can create a powerful gust of wind\nby buffeting its wings. Anyone within a 5 metre radius\nof the creatures flight path-or within 10 metres if the\ncreature is hovering-must succeed in an Athletics\nroll in order to remain standing. Those who fail are\nimmediately knocked prone. Water-wyrms do not\nposses this ability. \n"}, {"name": "Dourhand Dwarves (Petty Dwarves)", "race": "Dwarf", "rank": 2, "owner": "locky09", "tags": [], "id": 11360, "notes": "POWERS\nMagic: Traditionally, all dwarves shun magic, though\nsince the rise of Skorgr\u00edm, some of his clan have\nbegun to learn and use magic spells or sorcery\ntaught to them by their dark overseers from Angmar.\n\nThey are immune to mind control effects and willpower effects as Skorgrim has made them so scared of failure it is more terrifying than anything else to them."}, {"name": "Egyptian Skeleton", "race": "Skeleton", "rank": 2, "owner": "ronix", "tags": ["Desert", "Egypt", "Human", "Undead"], "id": 11386, "notes": "This skeleton is the remains of an Egyptian warrior."}, {"name": "Thug", "race": "Human", "rank": 2, "owner": "skarza", "tags": [], "id": 11398, "notes": "Street thugs are the alleybashers and bullyboys of the streets. They are the crude muscle employed by other criminals to keep rivals at bay and shake down hapless shopkeeps and business owners. Innocent townsfolk live in fear of a street thug slipping out of the shadows to administer a brutal beating. In more lawless cities, street thugs can serve as corrupt guardsmen or as a vigilante militia. Street thugs can also be used as bouncers in a tavern or casino.\n\nGear chainmail, heavy steel shield, longsword or warhammer, light crossbow with 10 bolts, 20 bp\n\nImproved Initiative (Combat)\nYour quick reflexes allow you to react rapidly to danger. You get a +4 bonus on initiative checks.\n\nQuick Draw (Combat)\nYou can draw weapons faster than most. You can draw a weapon as a free action instead of as an action. You can draw a hidden weapon (see Sleight) as an action. Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat. Normal: Without this feat, you may draw a weapon as an action, Without this feat, you can draw a hidden weapon as 2 actions on to retrieve and 1 to ready."}, {"name": "Cow Hammer boys", "race": "Human", "rank": 2, "owner": "skarza", "tags": [], "id": 11431, "notes": "A brigand has no sense of mercy, and is happy to kill for a handful of silver. Brigands waylay caravans, create illegal turnpikes on roads to collect tolls from travellers, attack noisy camps at night, and harass villages for protection money. They are easily routed but carry a grudge and remain a recurring problem until imprisoned or killed.\n\nMany brigands are former soldiers who lacked the discipline to stay in the military or a mercenary company, and may even be deserters from a local or invading army. They rarely use group tactics, and form into gangs under the toughest member of the group, typically a grizzled mercenary.\n\nDuring Combat The warrior snipes with arrows until her foes are close, then uses her sword. She hurls thunderstones at spellcasters, and tanglefoot bags at foes wearing heavy armor.\n\npotion of cure light wounds, tanglefoot bags (2), 5 masterworked arrows, thunderstone (2); Other Gear leather armour, longsword, longbow with 20 arrows, 4 gp and 8 sp.\n\nsap,(any blow from surprise to the head that causes a serious would will instead knock target to 1 HP and cause immediate unconsciousness).\n\ntanglefoot bag\nA small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged attack with a range increment of 5/10/20), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a \u201310 penalty on attack rolls and a \u20131 shift on balance manoeuvres and must make an Evade roll (with -1 shift) or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. larger creatures(SIZ 20+) are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make an evade roll or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.\n\nA creature that is glued to the floor (or unable to fly) can break free by making a (-2 shift Brawn roll or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check as if the had suffered a minor injury or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.\n\nThunderstone\nYou can throw this stone as a ranged attack with a range  of 5/10/20) feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang, each creature within a 3 m (10 foot)radius spread must make a hard Endurance save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a \u20134 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast.\n\nSince you don\u2019t need to hit a specific target, you can simply aim at a particular area but the target can make an opposed evade to avoid the effects.\n\nAll have weapon specialisation bow and agile defender.\n\nPoint-Blank Shot (Combat)\nYou are especially accurate when making ranged attacks against close targets. You get a +5 bonus on attack roll and +1 damage rolls with ranged weapons at point black range.\n\n"}, {"name": "Shrew Flies Swarm (huge)", "race": "Insect Swarm", "rank": 2, "owner": "skarza", "tags": [], "id": 11435, "notes": "***Hitpoints*** = SIZ. \nswarm of SIZ 6 is enough to engulf one half of the body. A swarm of 12 is enough to engulf the entire body. A swarm of SIZ 24 could engulf two opponents simultaneously. The potency of the attack is based on SIZ, as follows:\n\nSiz ~ Damage ~ Combat actions\n1-5   ~   1    ~     1\n6-11  ~ 1d2    ~     2 \n12-18 ~ 1d3    ~     3 \n19-25 ~ 1d4    ~     4 \n26-33 ~ 1d6    ~     5\n\nThe damage from stings and bites are applied simultaneously to every location covered by the swarm. Worn armour initially counts against this damage, but is reduced by 1 point for each successful attack, as the insects begin to crawl inside gaps in the clothing. For example, a victim wearing brigandine armour who stumbles into a swarm of SIZ 6, will be immune to the swarm\u2019s first three attacks but eventually the insects will find a way in. Normal clothing provides no protection, unless especially thick \u2013 for example winter wear.\n\nSwarms do not generate Special Effects, and neither do they use Combat Actions to parry or evade unless attacked with an area affect assault. On the other hand a victim can use Evade to temporarily avoid a swarm. Otherwise they must flee, hide or seek cover. Swarms fly at a base Movement Rate of 4, but can augment this rate by using their Athletics skill.\n\nDevour\nA shrew fly swarm causes damage to unattended objects in its space each round as though they were creatures. It even damages inedible objects.\n"}, {"name": "Tough Zombie", "race": "Human", "rank": 2, "owner": "skarza", "tags": [], "id": 11445, "notes": "This walking corpse wears only a few soiled rags, its flesh rotting off its bones as it stumbles forward, arms outstretched.\n\nToughness\nYou gain +1 hit points per location. \n\nExtra 2 AP vs non slashing attacks and half damage thereafter (cannot be bypassed or sundered)\n\nStaggering\nMust always take a move action to move, can charge by lurching forward."}, {"name": "Fast Goblin Zombie", "race": "Goblin", "rank": 2, "owner": "skarza", "tags": [], "id": 11446, "notes": "Round-headed imps with snub noses and wide, grinning mouths, Goblins possess greenish, yellow skin and large grey eyes They average 4'4\" to 4'7\" in height. \n\nThis one is a walking corpse that wears only a few soiled rags, its flesh rotting off its bones as it stumbles forward with unnatural quickness, arms outstretched.\n\nToughness\nYou gain +1 hit points per location. \n\nImproved Initiative (Combat)\nYou get a +4 bonus on initiative checks.\n\nQuick Strikes\nGain a bonus action point in hand to hand\nWhenever a fast zombie gains a special effect it can take flurry"}, {"name": "Giant Fly", "race": "Giant Fly", "rank": 2, "owner": "skarza", "tags": [], "id": 11434, "notes": "Bristling with coarse hairs, this enormous fly\u2019s legs twitch just before it launches into the air on buzzing wings.\n\nMuch like their tiny cousins, giant flies feed upon carrion. Wholly monstrous, these disgusting creatures have been known to sometimes attack still-living foes, particularly when they are hungry or living creatures disturb their meals. Some species of giant fly bear their larva live, ejecting piles of undulating giant maggots from their engorged abdomens rather than laying eggs in decaying corpses.\n\nAdditional Ecology\n\nGrown to monstrous size within the fetid bowels of the most disgusting swamps, giant flies\u2014and their monstrously bloated maggot young\u2014reach sizes of up to 7 feet from their barbed rear legs to their filth sucking proboscises. Although dozens of different types of monstrous flies have been recorded, the most common varieties appear as gigantic, bloodthirsty gadflies. The sickening drone of these disgusting vermin\u2019s flight taints the air as they circle sites of carnage and decay in search of smaller prey and spilled blood.\n\nGiant flies follow a lifecycle similar to their minute and infinitely less grotesque mundane cousins. As the hundreds of eggs laid by a female fly hatch, giant maggots are born. These ravenous larvae devour all they can, yet where the centimeter-long maggots of most flies must make do with dead flesh, giant maggots possess the strength and mobility to hunt more lively prey. Rather than flesh-scraping mouth hooks like those of smaller species, giant maggots possess maws filled with rows of spiny ridges, capable of gnawing through even the thickest hide.\n\nThose giant maggots that survive and flourish\u2014for approximately 2 weeks for most breeds\u2014seek shelter or burrow into soft earth to pupate. After a matter of days, gigantic flies emerge, ready to feed, mate, and spawn more of their nauseating ilk.\n\nWhile normal flies parasitically subsist alongside larger animals, giant flies are consummate predators. Forgoing the stealth of their smaller brethren, these monstrous insects are capable of overpowering creatures up to the size of a horse. Although the numerous varieties of giant fly have vastly differing tastes\u2014some using scissor-like maws to chomp away at live flesh while others favor a slurry of predigested dead meat\u2014these mindless hunters attack any fleshy creature they encounter, regardless of size or apparent strength.\nHabitat & Society\n\nFar too large to live among the filth of animals or men, giant flies flourish in places of natural rot or widespread ruin. Bogs and dense marshes sometimes host small swarms of giant flies. Mass numbers of bodies left to rot as the result of a large battle, massacre, or natural disaster sometimes lead to explosions in giant fly populations near such sites, with corpses still serving as a favorite food of the monstrous insects. Unsurprisingly, some of the Outer Planes\u2019 more horrific extremes serve as fetid paradises for giant flies and their larvae.\n\nImmune disease, mind-affecting effects \n\nDisease: Filth Fever\nApplication:injury\nPotency: 60\nResistance: Endurance\nOnset time: 1d3 days\nDuration: 1/ day\nConditions: victims suffers 1d3 DEX damage and 1d3 CON damage per day.Filth fever is a sickness characterized by fever and slowness of movement. It is spread by bites from contaminated animals, such as rats or other sewer animals, and can be deadly if left untreated.\nAntidote/Cure: 2 consecutive saves or magic only.\n\nVariant Giant Flies\nAlthough each of the thousand species of flies do not have their own monstrous counterparts, there are still a number of regional variations between types of giant fly. Listed below are three of the more common ones.\n\nGiant Housefly: Where the giant gadfly uses scissor-like mouthparts to obtain its liquid meal, the giant housefly dissolves its food by retching an acidic slurry over its meal and lapping up the dissolved nutrients. These giant flies are in all ways exactly like the typical version, but their bite attacks deal an additional 1d4 points of acid damage.\n\nGiant Hoverfly: As their name suggests, giant hoverflies have great control over their aerial movement, having a flight speed of 20 m. Most giant hoverflies resemble giant wasps or bees, but are typically less deadly than those overgrown pests.\n\nGiant Tsetse Fly: With long legs and a pronounced proboscis, the giant brown tsetse fly can be found in various tropical regions. These bloated, mosquito-like vermin spread only sleeping sickness with their bites, although\u2014like typical giant flies\u2014they might spread other diseases as well."}, {"name": "Zombie Gaedren Lamm", "race": "Human", "rank": 2, "owner": "skarza", "tags": [], "id": 11447, "notes": "Gaedren Lamm is a jaundiced and bent literal corpse of a man, his eyes yellowed and skin speckled from age. His left leg has a pronounced limp as he shuffles about. He has a huge bite out of his chest.\n\nGear: +1 padded armor, +1 dagger\n\n+2 AP and half damage to all attacks bar slashing"}, {"name": "Novice 1h melee (shielded)", "race": "Human", "rank": 2, "owner": "AngryGorilla", "tags": ["Mythras core"], "id": 11943, "notes": ""}, {"name": "Basic goblin", "race": "Goblin", "rank": 2, "owner": "skarza", "tags": [], "id": 11505, "notes": "This creature stands barely three feet tall, its scrawny, humanoid body dwarfed by its wide, ungainly head.\n\nGoblins prefer to dwell in caves, amid large and dense thickets of thistles and brambles, or in structures built and then abandoned by others. Very few goblins have the drive to build structures of their own. Coastlines are favored, as goblins are quite fond of sifting through junk and flotsam in an unending quest to find treasures among the refuse of more civilized races.\n\nGoblin hatred runs deep, and few things inspire their wrath more than gnomes (who have long fought against goblins), horses (who frighten goblins tremendously), and regular dogs (whom goblins regard as pale imitations of goblin dogs).\n\nGoblins are also quite superstitious, and treat magic with a fawning mixture of awe and fear. They have the habit of ascribing magic to the mundane as well, with fire and writing both taking on mystical power in goblin society. Fire is much loved by goblins for its capacity to wreak great destruction and because it doesn\u2019t require size or strength to wield, but written words are hated. Goblins believe that writing steals words out of your head, and as a result of this belief, goblins are universally illiterate.\n\nGoblins are voracious and can eat their body weight in food daily without growing fat. Goblin lairs always have numerous storerooms and larders. While they prefer human and gnome flesh, a goblin won\u2019t turn down any food\u2014except, perhaps, vegetables.\n\nleather armor, light wooden shield, dog slicer, short bow with 20 arrows\n\nImproved Initiative\nYour quick reflexes allow you to react rapidly to danger. Benefit: You get a +4 bonus on initiative checks."}, {"name": "Twisted goblin (Gloomtooth Tribe)", "race": "Goblin", "rank": 2, "owner": "skarza", "tags": [], "id": 11506, "notes": "This creature stands barely three feet tall, its scrawny, humanoid body dwarfed by its wide, ungainly head.\nA clan of hostile goblins (the gloomtooth clan due to staining their teeth with charcoal), their features grotesquely twisted.This gives them extra reach.\n\nGoblins prefer to dwell in caves, amid large and dense thickets of thistles and brambles, or in structures built and then abandoned by others. Very few goblins have the drive to build structures of their own. Coastlines are favored, as goblins are quite fond of sifting through junk and flotsam in an unending quest to find treasures among the refuse of more civilized races.\n\nGoblin hatred runs deep, and few things inspire their wrath more than gnomes (who have long fought against goblins), horses (who frighten goblins tremendously), and regular dogs (whom goblins regard as pale imitations of goblin dogs).\n\nGoblins are also quite superstitious, and treat magic with a fawning mixture of awe and fear. They have the habit of ascribing magic to the mundane as well, with fire and writing both taking on mystical power in goblin society. Fire is much loved by goblins for its capacity to wreak great destruction and because it doesn\u2019t require size or strength to wield, but written words are hated. Goblins believe that writing steals words out of your head, and as a result of this belief, goblins are universally illiterate.\n\nGoblins are voracious and can eat their body weight in food daily without growing fat. Goblin lairs always have numerous storerooms and larders. While they prefer human and gnome flesh, a goblin won\u2019t turn down any food\u2014except, perhaps, vegetables.\n\nHard leather armor, light wooden shield, short sword, short bow with 20 arrows\n\nImproved Initiative\nYour quick reflexes allow you to react rapidly to danger. Benefit: You get a +4 bonus on initiative checks."}, {"name": "Novice 2h melee", "race": "Human", "rank": 2, "owner": "AngryGorilla", "tags": ["Mythras core"], "id": 11510, "notes": ""}, {"name": "Goblin Dog", "race": "Dog - War", "rank": 2, "owner": "skarza", "tags": [], "id": 11511, "notes": "This mangy canine\u2019s face has the same flat nose, beady eyes, and protruding teeth as a rat grown grotesquely large.\n\nAllergic Reaction\n\nA goblin dog\u2019s dander is highly irritating to all creatures save those with the goblinoid subtype. A non-goblinoid creature damaged by a goblin dog\u2019s bite, who deals damage to a goblin dog with a natural weapon or unarmed attack, or who otherwise comes into contact with a goblin dog (including attempts to grapple or ride the creature) must make a Standard END save or break out in an itching rash. A creature affected by this rash takes a \u201310 penalty to Dexterity and Charisma skills for 1 day (multiple allergic reactions do not stack). Remove disease or any magical healing removes the rash instantly. \n\nLoathed by men and beasts alike, goblin dogs are ugly, stinking, craven, and foul-tempered. It\u2019s no surprise that goblins find kindred spirits in these shunned, disgusting beasts. Constantly itching, afflicted with a species-wide mange exacerbated by prolific dander, even the healthiest goblin dog looks sickly and starved.\n\nDespite its name, the goblin dog is in fact a species of rodent grown monstrously large. Their long-legged shape and proclivity to hunt and run in packs earned them their popular name, a name that many goblins take issue with, as it galls the average goblin to consider these, their favored mounts, having anything at all to do with actual dogs. Of course, being goblins, they haven\u2019t bothered to come up with alternate names for goblin dogs. Perhaps they don\u2019t realize they can.\n\nContact with a goblin dog\u2019s infested, mangy hide causes most other creatures to break out into hives, a condition known as \u201cgoblin rash.\u201d Goblinoids seem to be immune to this affliction, and are fond of keeping goblin dogs as guardians and mounts.\n\nDespite their skin conditions and disorders, goblin dogs are highly resistant to disease. Their favored food is carrion\u2014the riper, the better. That many goblin tribes let their goblin dogs run free in their lairs is the single reason most goblin dens aren\u2019t filthier than they actually are; constantly hungry, a goblin dog eats anything it can chew that it finds left behind by other, more discerning palates.\n\nA goblin dog is 5 feet long but weighs only 75 pounds.\n\n\nScent\n\nThis special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.\n\nThe creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.\n\nToughness: Add +1 HP per location\n\nWhen a creature detects a scent, the exact location of the source is not revealed\u2014only its presence somewhere within range. The creature can take an action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source\u2019s location.\n\nA creature with the scent ability can follow tracks by smell, making a Survival or tracking check to find or follow a track. The typical difficulty for a fresh trail is easy (no matter what kind of surface holds the scent). This increases or decreases depending on how strong the quarry\u2019s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the difficulty increases by 1 step. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.\n\n"}, {"name": "Deadly Projection", "race": "Deadly projection", "rank": 2, "owner": "skarza", "tags": [], "id": 11520, "notes": "One of the 4 projections of a Nightwraith\n\nResistant to acid, fire, electricity, and non magical weapons: extra 4 AP, This AP cannot be sundered or bypassed Then half any remaining damage from specified attack type. Ignore natural effects of the damage type. this is bypassed by silver.\n\nAbilities: Immunity to Cold\n\nLife Drain aura\nThe projection drains the life of all living creatures around it. All non-undead creatures within 20' around the projection automatically suffer 1d4 CON loss at the beginning of the projections turn.\n\nThey can pass through objects and people at will."}, {"name": "Capelthwaite, the Black Dog ", "race": "Dog", "rank": 2, "owner": "hkokko", "tags": ["Faerie", "Fantasy"], "id": 11553, "notes": "\"This fairy looks like a huge black dog; its fur is shaggy, and its large round eyes shine with a red or green glow. Some are headless; their eyes float in the air in front of their bodies. Most of the time, the black dog only seeks to frighten its victim: it silently approaches and reveals itself when right beside the person: if the victim doesn't faint from terror, it might attack or chase them. In combat, it primarily aims to bite its opponent.\n\nIf someone strikes, touches, or even speaks to a black dog, it can spew breath resembling fire, capable of paralyzing its target.  \"\n\nSource: Bestiaire Faerique"}, {"name": "Black Dog of the Faerie", "race": "Dog", "rank": 2, "owner": "hkokko", "tags": ["Faerie", "Fantasy"], "id": 11554, "notes": "\"This fairy looks like a huge black dog; its fur is shaggy, and its large round eyes shine with a red or green glow. Some are headless; their eyes float in the air in front of their bodies. Most of the time, the black dog only seeks to frighten its victim: it silently approaches and reveals itself when right beside the person: if the victim doesn't faint from terror, it might attack or chase them. In combat, it primarily aims to bite its opponent.\n\nIf someone strikes, touches, or even speaks to a black dog, it can spew breath resembling fire, capable of paralyzing its target.  \"\n\nSource: Bestiaire Faerique"}, {"name": "Boggart - Evil Household and Swamp Spirit", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Faerie", "Fantasy"], "id": 11556, "notes": "Names: Bag, Boggard, Boogart, Buggard\n\nAppearance & Behavior:\n\nNaturally invisible, can shape-shift into animals or an unattractive dwarf-sized human.\nMischievous: moves objects, steals food, trips people, and sometimes tries to suffocate victims.\nHabitat:\n\nDomestic faerie that bonds with families or homes.\nConsumes wood, posing a threat to the structural integrity of houses.\nAbilities & Weaknesses:\n\nUtilizes invisibility and \"Shove\" power for mischief.\nAvoids direct combat, fleeing from threats.\nVulnerable to salt and iron but retaliates aggressively when these are used against it.\n\nSource: "}, {"name": "Brownie (Faerie)", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Faerie", "Fantasy"], "id": 11558, "notes": "Appearance: Small man (90 cm), brown wrinkled skin, large eyes, tiny nostrils. Wears ragged clothes.\nHabitat: Resides in human homes, doing nightly chores. Hides in dark corners or nearby outdoor spots.\nBehavior: Helps in exchange for nightly food. Avoids direct thanks. May leave or turn hostile if offended. Dislikes cats and dogs.\nPowers: Uses magic for chores, casts \"Disruption\" on pets. Flees when threatened.\n\nSource: Bestiaire Faerique."}, {"name": "Seraphina \"Sera\" Dawnfire", "race": "Human", "rank": 2, "owner": "skarza", "tags": [], "id": 11562, "notes": "A young, energetic guard with auburn hair and freckles. She wears her uniform with a youthful enthusiasm, always ready for action.\n\nSera is enthusiastic and full of energy, but she's also diligent and determined to prove herself. She looks up to her more experienced comrades.\n\nCombat Gear\npotions of cure light wounds I:3 (2)\nOther Gear Full chain, heavy crossbow with 10 bolts,halbard, broadsword, sap, 5 bp\n\nWhen adventuring wears Studded leather and uses handaxes (3), round shield and light crossbow.\n\nBoon A guard can give accurate directions to any non-secret location in the city and can allow a PC to enter or leave through a gate after hours or without paying a gate tax.\n\nEager to help: Ember can add her passion: Eager to skills to assist others, even though she may not have the skill herself.\n\nPower Attack (Combat)\nYou can choose to take a \u20131 step penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage includes, if you are making an attack with a one handed weapon using two hands, the +1 you normally get. You cannot use choose location with this but can sunder. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.\n\nImproved Sunder and damage weapon (Combat)\nYou roll the damage rolls twice when sundering armour or damaging a weapon and take the better. You also receive a +2 to AP whenever an opponent tries to sunder your gear."}, {"name": "Duergar - Evil Dwarf", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Faerie", "Fantasy"], "id": 11565, "notes": "Appearance: 1-meter tall, shaggy, dark complexion. Wears furs and, occasionally, a green moss hat with a feather.\nEcology: Nocturnal; fears sunlight.\nPersonality: Despises humans, plays malicious tricks.\nPowers: Immense strength, skilled in illusion and transformation. Often misleads travelers into danger."}, {"name": "Leanan-sidhe - The Fairy Muse", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Faerie", "Fantasy"], "id": 11574, "notes": "Appearance: Enchanting woman seen only by her intended victim.\nHabitat: Near wells or streams; ventures to towns at night.\nTarget: Creative souls, e.g., artists, bards .\nTactics: Uses beauty and charm to bond with her victim, enhancing their creativity. Drains life essence during intimate moments. Victim often becomes reclusive.\nStrengths: Invisible to most; seductive powers; energy drain.\nWeakness: If a mortal resists her, she might become their servant.\n If she desires, she can choose to appear only to her victim, who will be the only one to see and hear her. However, she can still be detected by spells\nSource: Bestiaire Faerique"}, {"name": "Majenko", "race": "Dragon", "rank": 2, "owner": "skarza", "tags": [], "id": 11628, "notes": "The eyes of this purple-scaled dragon glint with a mischievous intelligence and the sting of its tail has a silvery sheen.\n\nThe house drake is not a true drake, but rather an unusual variant of the more common pseudodragon\u2014an example of how a creature placed under extreme conditions might adapt and evolve to grow stronger. In this case, house drakes are the result of brutal and violent predations upon their pseudodragon ancestors by imps, who began to become a true infestation in the early years after the mages guild was founded and its students began accidently releasing the little devils into the urban wilds after failing to claim them as familiars. These imps found the indigenous pseudodragons to be a delightful (and delicious) population to torment, for there was little that the pseudodragons could do against an imp\u2019s defenses.\n\nIt wasn\u2019t long before the most able, wise, and stubborn of the city\u2019s pseudodragons began fighting back. Many nobles decorate their roofs with tiny amounts of precious metals, among them silver-lined weather vanes, shingles, and gutters designed to catch the sunlight to give their homes a distinctive sparkle in the sunlight. By spending years sharpening stings and teeth against these silver-enhanced decorations, or sneaking drinks of holy water from outdoor fonts at various temples, some house drakes have effectively transformed themselves into deadly weapons against the city's imps. Others gained this by chewing on silver coins to build up traces of the metal in their teeth and stings to be able to penetrate their enemy\u2019s supernatural skin. They also spent time focusing their studies on magic to see through impish invisibility and recover from the constant fights, and gorging on fat dream spiders to develop a befuddling breath weapon. The evolution of the pseudodragon into the house drake took only a few generations, quickly enough that many scholars suspect the outside influence of a mysterious patron of some supernatural source.\n\nImmunity to sleep and paralysis\n\nSpell-Like Abilities (Intensity 2)\nConstant\u2014see invisibility\n3/day\u2014cure light wounds\n1/day\u2014alarm, obscuring mist\n\nobscuring mist\nRange 20 ft.\nEffect cloud spreads in 20-ft. radius from you, 20 ft. high\nDuration 1 min./I\nSaving Throw none\n\nA misty vapour arises around you. It is stationary. The vapour obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away counts as poor visibility (attacks are hard). Creatures farther away have count as partial darkness (formidable).\n\nA moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell\u2019s area. A wall of fire burns away the fog in the area into which it deals damage. This spell does not function underwater.\n\nBreath Weapon:\nUp to three times per day and no more than once every 1d4 rounds, a house drake can breathe out a small cloud of silver mist in a 10-foot cone. All creatures in this area must succeed at an opposed WIL roll or be confused for 1 round. This is a mind-affecting effect.\n\nFerocious Will:\nHouse drakes have a stubborn streak of fierce independence and gain a +10 bonus on WIL saves (this bonus is included in the stats).\n\nIn addition, the first time in a day that a house drake successfully saves against a mind-affecting spell or spell like ability, the caster of the spell must succeed at an opposed WIL save or be staggered for 1 round (unable to attack or cast spells) by a blast of magical, mental feedback.\n\nSilver Strike:\nAll of a house drake\u2019s natural attacks are treated as being silver (and or good) for the purposes of overcoming damage reduction.\n\nConections\nMajenko has countless other house drake friends scattered throughout Korvosa, and the house drake can be sent out to gather information at any time in the city. Each information-gathering mission takes Majenko only 1 hour to complete; he attempts a Perception check in place of the normal influence check to determine the success of its information gathering efforts."}, {"name": "Ga'thaeli Contubernium Servant", "race": "Human", "rank": 2, "owner": "Zac", "tags": [], "id": 11618, "notes": ""}, {"name": "Breuton Forest Witch Initiate (Male)", "race": "Human", "rank": 2, "owner": "Zac", "tags": [], "id": 11621, "notes": ""}, {"name": "Breuton Forest Witch Initiate (Female)", "race": "Human", "rank": 2, "owner": "Zac", "tags": [], "id": 11622, "notes": ""}, {"name": "Crattish Warrior (Green)", "race": "Human", "rank": 2, "owner": "Zac", "tags": [], "id": 11623, "notes": ""}, {"name": "Crattish Warrior (Veteran)", "race": "Human", "rank": 2, "owner": "Zac", "tags": [], "id": 11625, "notes": ""}, {"name": "Cutpurse", "race": "Human", "rank": 2, "owner": "skarza", "tags": [], "id": 11680, "notes": "The cutpurse is a dirty sneak who uses surprise and stealth to rob unsuspecting victims.\n\nBefore Combat The cutpurse hides so he can use sneak attack.\n\nDuring Combat The cutpurse continues to engage his initial opponent in melee, or throws acid if all his opponents are at range.\n\nMorale The cutpurse is more than willing to abandon a target if it puts up too much resistance. Live to steal another day is his motto!\n\nCombat Gear potion of cure light wounds (I:2), strong acid (2), smokestick, tanglefoot bag, Gear masterwork studded leather, daggers (5), short sword, thieves\u2019 tools, 2 gp 5 sp\n\nYou can throw a flask of acid as a splash weapon with a range of STR in metres. A direct hit deals 1d4 points of acid damage for 1d2 rounds. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash to 1d2 locations.\n\nImproved Initiative \nYou get a +4 bonus on initiative checks.\n\nSneak attack: +1 step"}, {"name": "Human Host Embedded with Legion Prime Larvae", "race": "Human", "rank": 2, "owner": "hkokko", "tags": [], "id": 11690, "notes": "After a week the larvae can be seen moving just under the skin, slithering through the body of the host. The Host is now sensitive to light, its hair has started to fall out, and its skin will take on a grossly gray color. Eventually the host's body will start to convulse and jerk before its chest bursts open, grotesquely spilling hundreds of Larvae out to infect others. If attacked the Host will split apart prematurely, spilling however many larvae have formed to seek out new hosts to infect."}, {"name": "Elf (Dark Sun) Template 11718", "race": "Elf (Dark Sun)", "rank": 2, "owner": "Barbierossa", "tags": [], "id": 11718, "notes": "Nightsight (Skill rolls in dim illumination are reduced to Hard instead of Formidable)\nElf Run: Running is considered Light activity when doing the activity \"Elf Run\"\nCultural Passions:Hate(Thri-kreens)\n\n"}, {"name": "Imperial Guard Warrior", "race": "Human", "rank": 2, "owner": "raleel", "tags": [], "id": 11757, "notes": "Flak on all locations, lasgun"}, {"name": "Ork Boyz", "race": "Ork", "rank": 2, "owner": "raleel", "tags": [], "id": 11760, "notes": "The Orks, also called Greenskins, are a savage, warlike, green-skinned species of bestial, asexual humanoids who are spread all across the galaxy. They are unique in that they possess the physiological features of both animals and fungi.\n\nOrks are seen by their enemies (pretty much everyone else in the universe) as primitive, barbaric, hyper-violent, and crude, but they are the most successful and widepsread intelligent species in the whole galaxy, outnumbering possibly every other intelligent starfaring species, even Humanity (with the very plausible exception of the Tyranids).\n\nGreenskins are one of the most dangerous alien races to plague the galaxy. Numerous beyond belief and driven always to fight and conquer, the Orks threaten every single intelligent species of the galaxy.\n\nOrks are possibly the most warlike aliens in the 41st Millennium, and their number is beyond counting. Amid constant, seething tides of battle and bloodshed, burgeoning Ork stellar empires rise and fall.\n\nTheir weak location is the head, though decapitation can be fixed by putting their head on another body\n\n"}, {"name": "Chaos Cultist", "race": "Human", "rank": 2, "owner": "raleel", "tags": [], "id": 11761, "notes": "Chaos cultists augment many rolls with their Devoted (Chaos Gods) passion (total augment is 20)"}, {"name": "Crossbowman Regular ", "race": "Human", "rank": 2, "owner": "Paulkwk", "tags": ["Human"], "id": 11794, "notes": "=Crossbow/Gun handling\nAttacks with crossbows or firearms at a target are one difficulty grade \neasier.\n             \n=Reload Drill\nThis style includes heavily drilled actions for improving the reload times of ranged weapons. Reduce Reload time of one weapon by half. Rapid Reload is no longer available as a Special Effect for that weapon.\n           \n=Hawkeye\nRanged targets size is considered one step larger.\n           \n=Longshot\n The style emphasizes accurate fire at extreme ranges, reducing range penalties by one Difficulty Level. \n          \n=Ranged Marksman\nWhen using a ranged weapon, shift a random Hit Location roll to an adjoining body location.\n\n"}, {"name": "Pikeman Regular", "race": "Human", "rank": 2, "owner": "Paulkwk", "tags": ["Classic fantasy", "Human"], "id": 11799, "notes": "Formation Fighting\nPermits a group of three or more warriors to draw into close formation, placing more open or disordered opponents at a disadvantage (provided the \u2018unit\u2019 cannot be outflanked) and thus reducing each foe\u2019s Action Points by one if they engage. All of the group need to have this\n                    \nPike Phalanx\nAny enemies engaged with the first rank of pike phalangites at range VL or shorter can be engaged by the second rank of phalangites with their pikes. Each closer range to short can be engaged by on addtional rank of pike man(vl-l-m-s) Can be used with spear, shorter distance.\n                    \nSolid Stance\nResist Knockback, Leaping Attacks and Bash as if using the brace action\n                     \nCautious Fighter\nCan use the Change Range action to automatically withdraw from engagement with no need to roll\n         "}, {"name": "Skeleton (Rank 1/2)", "race": "Human", "rank": 2, "owner": "Ludume", "tags": ["Classic fantasy imperative", "Human", "Monster", "Undead"], "id": 11834, "notes": "Alignment: NA\nImmune: (Fear, Sleep, Charm)\nIntensity vs Turn Undead: 1\n\nBased on Classic Fantasy Imperative skeletons CFI p145."}, {"name": "Zombie (Rank 1/2)", "race": "Human", "rank": 2, "owner": "Ludume", "tags": ["Classic fantasy imperative", "Human", "Monster", "Undead"], "id": 11835, "notes": "Alignment: NA\nImmune: (Fear, Sleep, Charm)\nIntensity vs Turn Undead: 2\n\nBased on Classic Fantasy Imperative Zombies CFI p145."}, {"name": "Cave Fisher", "race": "Crab, Giant", "rank": 2, "owner": "skarza", "tags": [], "id": 11862, "notes": "This man-sized, crab-like monstrosity clings tenaciously to the rough stone, its enormous pincers held out menacingly before it.\n\nFilament\nA cave fisher can fire a thin filament of sticky silk as an action. This attack has a range of 60 feet (20 m). A creature struck by a cave fisher\u2019s filament becomes attached to the sticky thread. As an action, a creature can rip the filament free with a opposed brawn roll vs the attack roll. A caught creature can also attempt to escape a filament by making a formidable Athletics roll. A filament is AP 6 and has 5 hit points, and has and extra 6 AP and halves damage from non-slashing attacks. An application of liquid with high alcohol content (or a dose of universal solvent) dissolves the adhesive and releases the creature caught by the filament. A cave fisher can have only one filament active at a time. It can pull the prey 10' (3 m) as a free action every turn.\n\nThe cave fisher is a highly specialized predator that dwells in caves. The creature\u2019s mode of hunting is unique\u2014it clambers up a cave wall to settle on a ledge or in a crack, typically at a height of at least 30 feet. Ledges overlooking bridges and lower ledges overlooking chasms are favoured hunting grounds for the cave fisher. The creature lies in wait until prey approaches within 60 feet, at which point it extrudes a thin cord of silk at blinding speed, lashing at the target as with a whip. The filament is incredibly sticky, and once the fisher strikes food with it, it reels in its meal to feed, trusting its position on a higher ledge to prevent any allies the meal may have from molesting it as it eats. Collections of bones and lengths of discarded filaments are sure signs of cave fisher habitation.\n\nA cave fisher produces its filament from glands in its body; when it reels in a victim, it generally eats the filament along with its meal. It\u2019s impossible to harvest new filaments from a dead cave fisher, but filaments harvested from living ones are incredibly light and strong, functioning as silk rope once the sticky adhesive on a length decomposes (which generally takes 3d6 minutes). A cave fisher\u2019s filament glands are useful in constructing sovereign glue and similar sticky magical items. A single cave fisher\u2019s glands count as 10 gp worth of raw materials, offsetting the total cost of the item\u2019s final creation.\n\nAlthough cave fishers have many superficial similarities to crabs, they do not fare well in water and aren\u2019t very good swimmers. Nevertheless, many cave fishers lair upon ledges overlooking swift-flowing subterranean rivers, giving them a relatively steady stream of food, especially in cases where such rivers are used as trade routes. Those who ply these rivers frequently travel with a few spare slaves or some unwanted livestock, and when they approach a known cave fisher haunt, they send down the unfortunate animal or slave on a raft to distract the monster\u2019s hunger.\n\nA cave fisher is 7 feet long and weighs 400 pounds."}, {"name": "Constantinople Thug", "race": "Human", "rank": 2, "owner": "Paulkwk", "tags": ["Constantinople", "Human"], "id": 11844, "notes": " Fear Hell 54%, Envy the Wealthy 68%, Enjoy Violence 60%\n\nStreet Mob\nPermits a group of three or more fellow citizens to utilise the Intimidate creature ability but only before combat starts or when they have their opponents at a severe disadvantage.The mob may intimidate opponents as a prelude to combat or to avoid it altogether: growls, snarls,roars, surges and so forth. Opponents must make an unopposed Willpower roll to hold their ground; a success allows a character to stand his ground, whereas a failure indicates that they must spend the next round instinctively placing distance between themselves and the creature. If he fumbles the Willpower roll, then the character flees at maximum speed. A critical success allows the character to ignore any further intimida- tion attempts by the creature or its brethren during that encounter. The effect continues for as long as the creature continues to act in a threatening manner, which includes it making an attack.\n\nCautious Fighter\nCan use the Change Range action to automatically withdraw from engagement with no need to roll\n\nIntimidating Scream\nStyle encourages frequent yells and bellows in combat to intimidate foes, making any psychological resistance rolls inflicted on an opponent one grade harder.\n\nKnockout Blow\nWhen attacking with surprise treat any Stun Location as lasting minutes instead of turns.\n\n"}, {"name": "Orc (Rank 1)", "race": "Troll (Classic Fantasy)", "rank": 2, "owner": "Ludume", "tags": ["Classic fantasy imperative"], "id": 11848, "notes": "\nLight Sensitive: Those suffering light sensitivity find all skill rolls in daylight one Difficulty Grade more difficult.\nArmor: \n- Chest/Abdomen 5 (Chain Mail)\n- Head 8 (Steel Helm)\n- Arms 0\n- Legs 3 (Studded Leather)\n\nBased on Classic Fantasy Imperative Orc pg 144"}, {"name": "Goblin (Rank 1/2)", "race": "Human", "rank": 2, "owner": "Ludume", "tags": ["Classic fantasy imperative"], "id": 11853, "notes": "Abilities:\n\nLight Sensitive: Those suffering from light sensitivity find all skill rolls in daylight one Difficulty Grade more difficult.\n\nArmor:\nLimbs 0\nChest, Abdomen, Head 3 (Studded Leather).\n\nBased on Classic Fantasy Imperative Goblin pg 143."}, {"name": "Giant Rat (1/2)", "race": "Dog", "rank": 2, "owner": "Ludume", "tags": ["Classic fantasy imperative"], "id": 11855, "notes": "Abilities:\n\nLeaper: The creature uses Leaping attacks as described on page 83 of the Combat chapter, but can combine the leap with a physical attack such as a claw or bite. If the leaping creature wins the opposed leap attack roll, it automatically inflicts damage for one of its natural weapons on the target. This damage cannot be parried except by Passive Blocking.\n\nGiant rats are the most common creature encountered in caves, dungeons, and ruins, just after their smaller cousins.\n\nThe following characteristics detail a giant rat averaging 0.5 m to 1 m (2 to 3ft) in length, not counting a hairless pink tail as long as its body. The loss of its tail will not typically cause a Serious Wound, but will cause the rat flee the area.\n\nBased on Classic Fantasy Imperative Giant Rat pg 147"}, {"name": "Bandit (Rank 1)", "race": "Human", "rank": 2, "owner": "Ludume", "tags": ["Classic fantasy imperative"], "id": 11856, "notes": "Armor:\nChest/Abdomen/Limbs 3 (Studded Leather).\nHead 8 (Steel Helm).\n\nBased on Classic Fantasy Imperative Bandit pg 143."}, {"name": "Majenko (familiar)", "race": "Pseudodragon familiar", "rank": 2, "owner": "skarza", "tags": [], "id": 11884, "notes": "The eyes of this purple-scaled dragon glint with a mischievous intelligence and the sting of its tail has a silvery sheen.\n\nThe house drake is not a true drake, but rather an unusual variant of the more common pseudodragon\u2014an example of how a creature placed under extreme conditions might adapt and evolve to grow stronger. In this case, house drakes are the result of brutal and violent predations upon their pseudodragon ancestors by imps, who began to become a true infestation in the early years after the mages guild was founded and its students began accidently releasing the little devils into the urban wilds after failing to claim them as familiars. These imps found the indigenous pseudodragons to be a delightful (and delicious) population to torment, for there was little that the pseudodragons could do against an imp\u2019s defenses.\n\nIt wasn\u2019t long before the most able, wise, and stubborn of the city\u2019s pseudodragons began fighting back. Many nobles decorate their roofs with tiny amounts of precious metals, among them silver-lined weather vanes, shingles, and gutters designed to catch the sunlight to give their homes a distinctive sparkle in the sunlight. By spending years sharpening stings and teeth against these silver-enhanced decorations, or sneaking drinks of holy water from outdoor fonts at various temples, some house drakes have effectively transformed themselves into deadly weapons against the city's imps. Others gained this by chewing on silver coins to build up traces of the metal in their teeth and stings to be able to penetrate their enemy\u2019s supernatural skin. They also spent time focusing their studies on magic to see through impish invisibility and recover from the constant fights, and gorging on fat dream spiders to develop a befuddling breath weapon. The evolution of the pseudodragon into the house drake took only a few generations, quickly enough that many scholars suspect the outside influence of a mysterious patron of some supernatural source.\n\nImmunity to sleep and paralysis\n\nSpell-Like Abilities (Intensity 2)\nConstant\u2014see invisibility\n3/day\u2014cure light wounds\n1/day\u2014alarm, obscuring mist\n\nobscuring mist\nRange 20 ft.\nEffect cloud spreads in 20-ft. radius from you, 20 ft. high\nDuration 1 min./I\nSaving Throw none\n\nA misty vapour arises around you. It is stationary. The vapour obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away counts as poor visibility (attacks are hard). Creatures farther away have count as partial darkness (formidable).\n\nA moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell\u2019s area. A wall of fire burns away the fog in the area into which it deals damage. This spell does not function underwater.\n\nBreath Weapon:\nUp to three times per day and no more than once every 1d4 rounds, a house drake can breathe out a small cloud of silver mist in a 10-foot cone. All creatures in this area must succeed at an opposed WIL roll or be confused for 1 round. This is a mind-affecting effect.\n\nFerocious Will:\nHouse drakes have a stubborn streak of fierce independence and gain a +10 bonus on WIL saves (this bonus is included in the stats).\n\nIn addition, the first time in a day that a house drake successfully saves against a mind-affecting spell or spell like ability, the caster of the spell must succeed at an opposed WIL save or be staggered for 1 round (unable to attack or cast spells) by a blast of magical, mental feedback.\n\nSilver Strike:\nAll of a house drake\u2019s natural attacks are treated as being silver (and or good) for the purposes of overcoming damage reduction.\n\nConections\nMajenko has countless other house drake friends scattered throughout Korvosa, and the house drake can be sent out to gather information at any time in the city. Each information-gathering mission takes Majenko only 1 hour to complete; he attempts a Perception check in place of the normal influence check to determine the success of its information gathering efforts.\n\nAlertness: While a familiar is within arm\u2019s reach, the master gains the Alertness. You often notice things that others might miss. You get a +10 bonus on Perception and insight skill checks. If you have 85+ in that skill you gain a bonus dice (with that skill only).\n\nImproved Evasion: When subjected to an attack that normally allows an EVD saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.\nShare Spells: The wizard may cast a spell with a target of \u201cYou\u201d on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar\u2019s type (magical beast).\n\nEmpathic Link: The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link\u2019s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does."}, {"name": "Undead Thrall", "race": "undead humanoid", "rank": 2, "owner": "Darkpawn", "tags": [], "id": 11888, "notes": ""}, {"name": "Novice 1h ranged", "race": "Human", "rank": 2, "owner": "AngryGorilla", "tags": ["Mythras core"], "id": 11944, "notes": ""}, {"name": "Novice 1h ranged (shielded)", "race": "Human", "rank": 2, "owner": "AngryGorilla", "tags": ["Mythras core"], "id": 11945, "notes": ""}, {"name": "Novice 1h melee", "race": "Human", "rank": 2, "owner": "AngryGorilla", "tags": ["Mythras core"], "id": 11946, "notes": ""}, {"name": "Human Fighter", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["A0", "Danger at darkshelf quarry"], "id": 12954, "notes": "The patrols are aware of Bazili\u2019s secret\nslave operation but will not divulge what they know unless they\nare charmed into doing so. They do not know Bazili\u2019s true name\nor that he\u2019s a half-orc. There is a 25% chance that Brubgrok or\nGlyrthiel accompanies a patrol; see areas 18 and 19 for statistics\non these leaders."}, {"name": "Worg", "race": "Wolf", "rank": 2, "owner": "raleel", "tags": ["A0", "Danger at darkshelf quarry"], "id": 12955, "notes": "\n\nPrefers to select Grip and Choose location. Gripped victim sustains biting damage every round.  Mythras p273"}, {"name": "Ashenhold Asylum fast inmate", "race": "Human", "rank": 2, "owner": "skarza", "tags": [], "id": 12017, "notes": "Dexterous inmate in the asylum. Dont have every weapon GM decides)\n \nSneak attack +1d2\n\nIron hands: +1 damage to unarmed and kata attacks\n\nDo or Die Kata: Allows dual weapon combinations to use the Flurry special effect, provided that each subsequent attack utilises the alternating weapon\n\nSteps on eggshells: May use Evade to dodge blows in martial arts combat without ending up prone\n\nHard Weapon Kata: Can use a specific weapon set with martial arts skill."}, {"name": "hangman's thugs", "race": "Human", "rank": 2, "owner": "skarza", "tags": [], "id": 12049, "notes": "The Hangman's thugs are a grim and unsettling sight, each marked by the signature nooses they wear around their necks\u2014a morbid badge of their allegiance to the Hangman's twisted sense of justice. These thugs are a diverse group of former inmates and broken guards who have succumbed to the Hangman's influence, embracing his brutal and perverse code. They move with a cold, calculated demeanour, their eyes devoid of mercy.\n\nTheir attire is a mishmash of torn inmate uniforms and ragged guard gear, stained with blood and grime. The nooses around their necks are tight enough to chafe and bruise, serving as a constant reminder of their master's power and the fate that awaits them should they fail.\n\nSpecial Ability\nNoose of Loyalty: The thugs' nooses are enchanted with a dark bond to the Hangman. If a thug is killed while wearing their noose, they can make a final attack on their killer with a +20% bonus to hit, driven by a burst of vengeful energy. This attack deals double damage if it hits. The thug then dies immediately after this attack."}, {"name": "Mythras Firearms (Modern Weapons)", "race": "Human", "rank": 2, "owner": "Bluetrace", "tags": ["Modern", "Mythras firearms", "Science-fiction"], "id": 12802, "notes": ""}, {"name": "Skeleton (Kofun)", "race": "Human", "rank": 2, "owner": "Hellhound_Havoc", "tags": ["Classic fantasy", "Human", "Monster", "Undead"], "id": 12085, "notes": "Skeletal: Blunt-trauma weapons increase their damage dice by one step when used against skeletons. Reduce the damage dice of slashing weapons by one step and thrusting weapons by two steps.\n\nUndead: Immune to the consequences of both fatigue and severe injuries. Immune to all effects of Serious Wounds. Even Major Wounds do not incapacitate them, although they can still have locations severed or shattered as per normal. The head and chest location typically stores the magic that is animating the creature. Any location (and those contiguous to it) that is smashed or severed from the bound area ceases to function, but the remainder of the body can continue if it still has limbs with which to act. A Major Wound to the magic-infused location destroys the undead outright.\n\nWillpower counts as 100% for Morale purposes."}, {"name": "Dwarf, Recruit", "race": "Dwarf (Dark Sun)", "rank": 2, "owner": "edw888", "tags": [], "id": 12118, "notes": "Posion Resistance(Endurance rolls vs. Poison are 1 grade easier)\nFocus: 60%+POW+variable"}, {"name": "Mul, Labourer", "race": "Mul (Dark Sun)", "rank": 2, "owner": "edw888", "tags": [], "id": 12120, "notes": "Hybrid: A Mul can not reproduce.\nTireless: Difficulty grades for the Athletics, Brawn and Resistance tests made in order to avoid Fatigue accrual are downgraded by one grade (tests Hard become Normal, Normal become Easy, etc. ..)\n"}, {"name": "Halfling, tribal", "race": "Halfling (Dark Sun)", "rank": 2, "owner": "edw888", "tags": [], "id": 12121, "notes": ""}, {"name": "Half-Elf, Outcast", "race": "Elf (Dark Sun)", "rank": 2, "owner": "edw888", "tags": [], "id": 12123, "notes": "Nightsight (Skill rolls in dim illumination are reduced to Hard instead of Formidable)\n \n"}, {"name": "Freeman, Urban", "race": "Human", "rank": 2, "owner": "edw888", "tags": [], "id": 12139, "notes": ""}, {"name": "Elf, Urban", "race": "Elf (Dark Sun)", "rank": 2, "owner": "edw888", "tags": [], "id": 12130, "notes": "Nightsight (Skill rolls in dim illumination are reduced to Hard instead of Formidable)\nElf Run: Running is considered Light activity when doing the activity \"Elf Run\"\nCultural Passions:Hate(Thri-kreens)\n\n"}, {"name": "Criminal, Scoundrel", "race": "Human", "rank": 2, "owner": "edw888", "tags": [], "id": 12143, "notes": ""}, {"name": "Guard, Recruit", "race": "Human", "rank": 2, "owner": "edw888", "tags": [], "id": 12145, "notes": ""}, {"name": "Elf Template 12152", "race": "Elf", "rank": 2, "owner": "JacobTheGreat", "tags": [], "id": 12152, "notes": ""}, {"name": "Girmel's Cultists", "race": "Human", "rank": 2, "owner": "Tash", "tags": [], "id": 12168, "notes": "Grimel\u2019s Cultists\nDesperate people looking for purpose. They are not yet\nmutated, but their service to chaos has begun to show as\nblackened and sickly-looking skin."}, {"name": "Defiler Minion", "race": "Human", "rank": 2, "owner": "edw888", "tags": [], "id": 12172, "notes": "Mana: POW/4"}, {"name": "Warhammer Vampire Template", "race": "Vampire", "rank": 2, "owner": "locky09", "tags": [], "id": 12197, "notes": "Vampire Reflex\nInitiative +5\n\n\nALLERGY (SUNLIGHT)\nSunlight only causes 1d3 damage per minute to each location it contacts. However, while in sunlight, vampires cannot\nuse any powers, including their Gaze Attack, or spend Magic\nPoints for any reason. In addition, while in sunlight, all Willpower rolls to resist supernatural powers become Formidable.\nVampires who are exposed to sunlight first visibly smoke and\nsmolder, and eventually catch on fire.\n\n\n\nRunning Water Weakness\nLakes/Sea/Rivers only causes 1d3 damage per minute to each location it contacts. However, while in sunlight, vampires cannot\nuse any powers, including their Gaze Attack, or spend Magic\nPoints for any reason. In addition, while in sunlight, all Willpower rolls to resist supernatural powers become Formidable.\nVampires who are exposed to Water first visibly smoke and\nsmoulder, and eventually catch on fire.\n\nReligious Weakness\nVampires Take double damage from priests, They cannot enter places of Religious belief at all. \n\n\nFire Weakness\nVampires take double damage from fire\n\n\nSilver Weakness\nVampires take double damage from Silver\n\nMundane Resistance\nVampires are resistant to mundane weapons taking half damage\n \nENTERING DWELLINGS\nVampires cannot enter a home or residence without an invitation from someone who lives there. Only locations where an intelligent creature regularly dwells enjoy this protection\n\nBLOOD THIRST \nTo successfully feed, a vampire must drain a victim of at least two Fatigue levels of blood. This amount of blood is sufficient to sustain the vampire for one week. \n\nDrinking blood is also the only way a vampire can heal damage. Draining two Fatigue level from a target heals all of the vampire\u2019s Minor Wounds, draining three Fatigue levels from a target heals all of the vampire\u2019s Serious Wounds, and draining all blood from a target heals all of the vampire\u2019s Major Wounds. Healing Major Wounds allows the vampire to regenerate lost or crippled limbs. However, vampires must make a successful standard Willpower roll to stop feeding. If the vampire is currently suffering from a Serious or Major Wound, this Willpower roll becomes Formidable. Also, for each week it does not feed, the vampire suffers a level of Fatigue which does not recover until it feeds again. If the vampire drops to the level of Comatose, they enter a state of suspended animation, but do not die. \nPouring blood down the throat of an incapacitated or comatose vampire allows it to feed. Vampires must feed to restore Fatigue and heal damage, and they cannot use any form of magic to restore Fatigue or to heal any injury.\n\nThis will also gain you Magic Points back every time you feed you gain your 1d Healing rate.\n\nNo other form of healing will heal you only drinking blood.\nEndurance Immunity\nVampires are immune to Endurance effects from Fatigue, Breathing, Mundane Poisons and Diseases. And do not require sleep.\n\nGAZE ATTACK\nLesser vampires\u2019 Gaze Attack only functions for POW minutes, after which it ends. Also, lesser vampires\u2019 Gaze Attacks do not work on any other vampires and they cannot use Gaze Attack to force anyone to perform obviously self-destructive acts. Opposed Willpower Tests\n\nTHE EFFECTS OF LESSER VAMPIRE BLOOD \nAny living being who drinks sufficient lesser vampire blood to cause the vampire to lose a Fatigue Level regains all lost Minor wounds as well as all lost Fatigue. Gain 3 Levels of Fatigue to heal all serious wounds.Also, smearing a drop of vampire blood (which is insufficient to have any effect on the vampire) automatically heals the bite marks a vampire leaves on a human or other living creature. Vampires often use this to conceal their feeding\n\n\n"}, {"name": "Warhammer Goblin Template ", "race": "Goblin", "rank": 2, "owner": "locky09", "tags": [], "id": 12198, "notes": "Racial Abilities\n1. Night Vision\n\nDescription: Goblins are adapted to living underground and in dark places.\nMechanics: Goblins can see in dim light as if it were bright light and in darkness as if it were dim light.\n\n\n\nSneaky\nDescription: Goblins are naturally stealthy and adept at moving unnoticed.\nMechanics: Goblins gain a bonus to Stealth checks 1 Grade Easier. They can reroll a failed Stealth check once per day.\n\n\n\n\nCowardly\nDescription: Goblins are known for their cowardice and tendency to flee when the odds are against them.\nMechanics: Goblins suffer a 1 Grade penalty to Willpower checks. However, when fleeing or evading combat, they gain a bonus to their Athletics for fleeing.\nPack Tactics\n\nDescription: Goblins are more effective when they outnumber their foes.\nMechanics: Goblins gain a bonus to attack rolls when an ally is within 1 Meter of the target and isn't incapacitated.\n \n\n\nScavengers\n\nDescription: Goblins are experts at finding and repurposing useful items from their environment.\nMechanics: Goblins have a 1 grade bonus to perception search checks to find hidden items or salvage useful materials. They can craft rudimentary tools and weapons from scavenged materials with ease. No penalty to crafting without correct materials\n\n\n\nPoison Affinity\n\nDescription: Goblins often use poison in their weapons and traps.\nMechanics: Goblins have proficiency with poisons. They gain a 1 grade bonus to Craft (Poison) checks and can apply poison to their weapons without risk of accidentally poisoning themselves.\n\n\nWaaagh!\n\nDescription: Goblins can tap into the collective energy of their kind to boost their fighting spirit.\nMechanics: Once per day, a Goblin can invoke the Waaagh! to gain a temporary boost to any Attribute or skill check for a short duration. Will power check, if you fail cannot attempt again for a day \nTinkerer\n\nDescription: Goblins have a knack for creating and tinkering with gadgets and traps.\nMechanics: Goblins gain a 1 grade bonus to Craft (Trap) and Craft (Gadget) checks. They can create simple mechanical devices more quickly than other races.\n\n\nQuick Reflexes\n\nDescription: Goblins are known for their quick reactions and ability to dodge danger.\nMechanics: Goblins gain a 1 grade bonus to Evade checks. Once per engagement after damage is rolled you may use quick reflexes to half the damage.\n\n\n\n\n\n\n\n\n\n\n\n\n\n"}, {"name": "Warhammer Minotaur Template ", "race": "Minotaur", "rank": 2, "owner": "locky09", "tags": [], "id": 12200, "notes": ""}, {"name": "Warhammer Lizardman Template ", "race": "Lizardman", "rank": 2, "owner": "locky09", "tags": [], "id": 12201, "notes": "Cold Blooded\nSaurus are immune to non-magical cold effects and gain a bonus to resist magical cold. They also have a penalty to resist heat-based attacks.\n\nDisease Immunity\n\nImmune to all mundane Diseases\n\nFormidable Natural Weapon\nCan parry weapons without taking damage.\n \nSwimmer\nGain 1 grade easier for swimming can hold breath longer. No penalty for underwater fighting\n\nUnarmed Champion\nWhen fighting unarmed you may follow up an attack with a bite for 1 action point\n\n\nHarden Scales\nLizard men have 3ap Natural Armour\n\nKiller Instinct\nYou may reroll one attack every round if you fail.\n\nJungle Warfare\nAll survival track and stealth skills are one grade easier also no movement penalty is added.\n\nRegeneration\n Saurus regains a small amount of hit points at the start of each of their turns 1d2 for minor wounds only. This regeneration can be temporarily halted by fire or acid damage and serious or major wounds\n\nMundane\nCannot Wield Magic\n\nChaos Hunter\nAble to Resist Chaos effects 1 grade easier"}, {"name": "Warhammer High Elf Template ", "race": "Elf", "rank": 2, "owner": "locky09", "tags": [], "id": 12202, "notes": "Expanded Magic\nHigh Elves treat their POW as 5 points higher for determining their maximum Magic points.. Can use all forms of Winds of Magic\n\n\nImmune Chaos\nHigh Elves cannot be mutated by Chaos\nArmour Penalty\nHigh Elves that use Flexible Armour Gain 1 grade Penalty to using magic, Ridgid armor gives 2 grades Penalty.\nElven Life Sense\nIn tune with the rhythms of nature, elves can determine the vitality of any living creature by touch alone. If the elf makes a successful Perception roll, it learns of the target\u2019s current injuries, Fatigue level, and whether it is currently afflicted by any poison or disease. The creature is also aware of any form of life within a number of meters equal to 10% of their Willpower skill, which may make Stealth difficult to accomplish.\n\n\n\nResistance to Sleep and Charm\nDue to complex elven cognition, elves find checks to resist sleep and charm spells 2 grades easier. They may drop this resistance and accept the magic\u2019s effects if they choose.\n\n\n\nElvensight\nSuperior elven sight allows the elf the ability to see twice the distance of humans illuminated. Elves have Night sight up to 40m, and can see twice as far in starlight, moonlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these circumstances. Elvensight also includes limited darksight in non-magical darkness up to 10m and is black and white only.\n.\nStealthy\nElves wearing nothing more restrictive than flexible armor find Stealth tests 1 grade easier.\n\n"}, {"name": "Ork Whipper Worg Rider", "race": "Ork", "rank": 2, "owner": "Trooper1108", "tags": [], "id": 12251, "notes": "They wear hide armour\n\nSpecial Features \nRage:\n\nActivation: Orcs must make a Passion check against \"Rage\" to resist entering this state when specific triggers occur at GM discretion (such as critical injury, heavy provocation, or witnessing an ally's fall). The base difficulty starts at an easy level (e.g., 25%) and increases depending on the severity of each provocation. \n\nEffects During Rage: \n\nTemporary Armour Points: Orcs gain 2 additional passive armour points per hit location, signifying increased resilience and ability to withstand more damage in combat. \n\nEnhanced Physical Capabilities: Brawn and Endurance checks are performed with one difficulty grade easier. For example, if a task was originally 'Standard' difficulty, it becomes 'Easy' during rage. \n\nImpaired Cognitive Abilities: Intelligence-based and charisma based checks (insight, perception, Influence) are made with two difficulty grade harder. For instance, a 'Standard' difficulty task becomes 'Formidable' while the Orc is in a rage state. \n\nFriend or Foe Recognition Challenge: Each turn, Orcs must succeed in a Willpower check to avoid attacking the nearest entity. The base difficulty of this check is standard (e.g., 50% or as defined by the Orc\u2019s Willpower skill) and based on the duration of the rage. \n\nDuration and Cooldown: The rage lasts for 2-3 combat rounds. Orcs can try to extend the rage by making an Endurance or POW check each round. Following the end of rage, there is a cooldown period of 1 turn. \n\nPost-Rage Consequences: Exiting rage results in one level of exhaustion. If temporary hit points are the only thing keeping a hit location above 0, the Orc must make an Endurance check to avoid passing out. This represents the physical and mental toll of the intense exertion and emotional strain experienced during the rage."}, {"name": "Guard Sergeant Cavalryman", "race": "Human", "rank": 2, "owner": "Trooper1108", "tags": [], "id": 12253, "notes": "Wears half plate"}, {"name": "Roman Legionary Book", "race": "Human", "rank": 2, "owner": "LtLink", "tags": ["Pregen", "Roman"], "id": 12339, "notes": "Late republic. "}, {"name": "Guerrero Joven Cartagines", "race": "Human", "rank": 2, "owner": "Dexterreveu", "tags": ["Cartago", "Human", "Iberia libre"], "id": 12352, "notes": ""}, {"name": "Patricio Cartagines", "race": "Human", "rank": 2, "owner": "Dexterreveu", "tags": ["Cartago", "Human", "Iberia libre"], "id": 12359, "notes": ""}, {"name": "Argonian", "race": "Human", "rank": 2, "owner": "tannern", "tags": [], "id": 12367, "notes": "Swamp Swimmer: Argonians add a +10% bonus to their Swim skill. They can breathe water for up to CON/END x Minutes before needing to resurface. Normal swimming is considered a Light activity for fatigue purposes.\nSupreme Resist Disease/Poison: Argonians are extremely resistant to even magical disease and poisons. Willpower and Endurance Checks are 3 grades easier when used to resist poisons and diseases. This usually means the check is Automatic and doesn\u2019t require a roll, but additional circumstances that produce difficulty grade penalties such as Fatigue can still make a roll necessary.\nHistskin: Argonians heal faster than the other races, treating their CON/END as 5 higher when determining their Healing Rate.\nScales: Argonians have 1 natural armor on all locations."}, {"name": "Khajiit Warrior, Novice", "race": "Human", "rank": 2, "owner": "tannern", "tags": ["Elder scrolls"], "id": 12368, "notes": "Cathay, Cathay-Raht, Dagi, Dagi-Rhat\n\nEye of Night: Khajiit treat light based difficulty grade penalties as 1 grade less than normal. This allows them to fight in total darkness at Formidable rather than Herculean difficulty, or in dim light with no penalty.\nClaws: Khajiit\u2019s claws deal 1d4 damage, and can inflict Bleed.\nCatfall: Khajiit treat any fall as 2m shorter than it really is, and Acrobatics checks to land safely are 1 grade easier.\n"}, {"name": "Scrawn", "race": "Elf", "rank": 2, "owner": "Warp", "tags": [], "id": 12393, "notes": ""}, {"name": "Talon Company", "race": "Human", "rank": 2, "owner": "Warp", "tags": [], "id": 12403, "notes": ""}, {"name": "Dire Badger", "race": "Dog", "rank": 2, "owner": "skarza", "tags": [], "id": 12416, "notes": "A tremendous badger snarls and scrapes its wicked, shovel-like claws. Stocky muscles ripple beneath its streaked and shaggy fur.\n\nA relentless predator, the violent and territorial dire badger hunts frequently, killing and devouring a variety of easy prey such as rabbits, deer, and occasionally livestock. These creatures are unafraid of attacking creatures larger than they are, drawing upon an almost legendary tenacity that has won them honour and respect among many races, particularly forest-dwelling gnomes.\n\nDire badgers reside in deep burrows and warrens dug with their monstrous claws\u2014but unlike typical badgers, a dire badger\u2019s claws are capable of tunnelling through solid rock. Dire badgers possess little patience for disturbances or interruptions. Utterly fearless creatures, when confronted they attack brutally, and if injured, they violently erupt into a killing frenzy.\n\nDire badgers stand 4 feet tall at the shoulder, and weigh 500 pounds.\n\nImproved Initiative\nYou get a +4 bonus on initiative checks.\n\nBlood Rage\n\nWhen the creature takes damage in combat, on its next turn it can fly into a rage as a free action. \n\nIt gains a +5 bonus to STR and CON, as well as a +10 bonus on WIL saves. \n\nAll attempts to Evade are 1 step more difficult.\n\nIt is immune to all the detrimental effects of Serious Wounds and Fatigue. A Major Wound will still incapacitate.\n\nThe rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily."}, {"name": "Human, Lay Member of Gark the Calm", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Fonrit", "Genertela", "Glorantha", "Pamaltela"], "id": 12418, "notes": "The Cult of Gark the Calm thrives in the shadowy corners of Hombori Tondo, exploiting the city\u2019s disparities of wealth and power to recruit desperate followers. In a city teeming with intrigue and unrest, the cult offers a seductive promise: eternal peace, freedom from life\u2019s burdens, and the utility of uncomplaining, undead servitude. Gark\u2019s followers\u2014known as Garkists\u2014are practical necromancers who use corpses as tools of labor and societal function, particularly as tireless workers for the city\u2019s ambitious building projects, trade enterprises, and even menial labor.\n\nBattle cries: \n\t1.\t\u201cPeace in Death!\u201d\nA chilling cry as they advance, offering their enemies the \u201cmercy\u201d of eternal calm.\n\t2.\t\u201cJoin the Labor Eternal!\u201d\nSpoken with eerie conviction, as if the enemy is already destined to become a part of their tireless workforce.\n\t3.\t\u201cThe Stillness Claims You!\u201d\nA foreboding declaration, meant to freeze their foes in fear as they march forward.\n\t4.\t\u201cWork, Obey, Decay!\u201d\nA mantra that embodies the cult\u2019s cold pragmatism and the fate they see for all.\n\t5.\t\u201cThe Calm Takes All!\u201d\nA grim, resolute proclamation of Gark\u2019s inevitability, shouted as they charge.\n\t6.\t\u201cYield to the Eternal!\u201d\nSpoken with a mix of fervor and menace, implying resistance is pointless.\n\t7.\t\u201cYour Flesh Has Purpose!\u201d\nA macabre cry, driving home the cult\u2019s view of corpses as resources.\n\t8.\t\u201cNo Rest for the Living!\u201d\nA dark inversion of their ideals, marking their enemies for toil\u2014or death.\n\t9.\t\u201cTo Stillness, To Service!\u201d\nAn unsettlingly serene chant as they engage in combat, reflecting their zealous calm.\n\t10.\t\u201cAll Hail the Silent God!\u201d\nA reverent shout, elevating Gark\u2019s presence as they bring violence cloaked in peace.\n"}, {"name": "Zombie Human Lay Member of Gark the Calm", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Fonrit", "Genertela", "Glorantha", "Pamaltela"], "id": 12419, "notes": "The Cult of Gark the Calm thrives in the shadowy corners of Hombori Tondo, exploiting the city\u2019s disparities of wealth and power to recruit desperate followers. In a city teeming with intrigue and unrest, the cult offers a seductive promise: eternal peace, freedom from life\u2019s burdens, and the utility of uncomplaining, undead servitude. Gark\u2019s followers\u2014known as Garkists\u2014are practical necromancers who use corpses as tools of labor and societal function, particularly as tireless workers for the city\u2019s ambitious building projects, trade enterprises, and even menial labor.\n\nBattle cries: \n\t1.\t\u201cPeace in Death!\u201d\nA chilling cry as they advance, offering their enemies the \u201cmercy\u201d of eternal calm.\n\t2.\t\u201cJoin the Labor Eternal!\u201d\nSpoken with eerie conviction, as if the enemy is already destined to become a part of their tireless workforce.\n\t3.\t\u201cThe Stillness Claims You!\u201d\nA foreboding declaration, meant to freeze their foes in fear as they march forward.\n\t4.\t\u201cWork, Obey, Decay!\u201d\nA mantra that embodies the cult\u2019s cold pragmatism and the fate they see for all.\n\t5.\t\u201cThe Calm Takes All!\u201d\nA grim, resolute proclamation of Gark\u2019s inevitability, shouted as they charge.\n\t6.\t\u201cYield to the Eternal!\u201d\nSpoken with a mix of fervor and menace, implying resistance is pointless.\n\t7.\t\u201cYour Flesh Has Purpose!\u201d\nA macabre cry, driving home the cult\u2019s view of corpses as resources.\n\t8.\t\u201cNo Rest for the Living!\u201d\nA dark inversion of their ideals, marking their enemies for toil\u2014or death.\n\t9.\t\u201cTo Stillness, To Service!\u201d\nAn unsettlingly serene chant as they engage in combat, reflecting their zealous calm.\n\t10.\t\u201cAll Hail the Silent God!\u201d\nA reverent shout, elevating Gark\u2019s presence as they bring violence cloaked in peace.\n"}, {"name": "Tiora Cleric of Pharasma", "race": "Human", "rank": 2, "owner": "skarza", "tags": [], "id": 12429, "notes": "once a cutpurse, now a Cleric of Pharasma.\n\ntrapfinding, sneak attack (+1d2), Channel Energy 1d2+1 (x day)\n\nCombat Gear potion of cure light wounds, scroll of cure light wounds\n\nOther Gear +1 studded leather, masterwork daggers (4), thieves\u2019 tools, \nWooden holy symbol\n\nRebuke Death: You can touch a living creature as an action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability 5 times per day.\n\nIcicle: As an action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two cleric levels you possess. You can use this ability a 5 times per day.\n\nSpells\n2nd\nCure serious wounds (D), False Life, Grace, Status\n1st\nCure minor wounds (D), bless, Command, Detect Undead, Frost fingers, Positive pulse\n0\nPetty healing, guidance, light, awaken, calm\n"}, {"name": "Zombie, Raw", "race": "Zombie", "rank": 2, "owner": "hkokko", "tags": ["Fantasy", "Raw official", "Undead"], "id": 12492, "notes": ""}, {"name": "Park Guards", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Cyberpunk", "Modern", "Shadowrun", "Srm00-01a"], "id": 12504, "notes": "A handful of guards patrol the park. These are probationary Lone Star officers who for one reason (inexperience, demotion, lack of ambition, etc) or another are not fully authorized police officers. Statistics for these guards are provided below. Unless special measures are taken, the guards will be aware of trouble in the park one turn after it starts to occur and will physically respond in 1D6 turns. A standard patrol consists of 2 guards (see below) and there are 3 such patrols in the park at any one time. If the trouble proves to be beyond their capabilities, they can call in proper Lone Star support within a further 2D6 turns.\n\nEquipment - Stun baton, Ruger thunderbolt, Armor Jacket (Combat Armor), commlink"}, {"name": "Civilized Overseer", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Core codex"], "id": 12525, "notes": "The civilized official is the architect of order, the hand that wields the unseen power of bureaucracy and law. Clad in formal attire and wielding the authority of edicts and seals, they navigate the intricate web of governance with precision and tact. Skilled in both diplomacy and manipulation, they balance alliances, enforce mandates, and manage rival interests with a blend of courtesy and cunning. Every document they sign, every decree they enforce, shapes the pulse of commerce, justice, and power. To those beneath them, they are either a lifeline of stability or a cold arbiter of control, ever watchful and unyielding in their duty to the state."}, {"name": "Civilized Merchant", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Core codex"], "id": 12521, "notes": "The civilized merchant is both a master negotiator and a silent tactician, navigating the intricate web of trade, politics, and alliances with a keen eye for opportunity. Draped in fine garments and subtle confidence, they move through markets and courts alike, striking deals with silver-tongued charm and razor-sharp wit. Their wealth lies not only in gold but in secrets and connections, knowing when to flatter, when to intimidate, and when to walk away. Every transaction is a battle of will and insight, a dance of culture and custom, where fortune favors those bold enough to seize it. They are the architects of prosperity\u2014and ruin\u2014shaping kingdoms with the stroke of a pen or the passing of a coin."}, {"name": "Civilized Sage", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Core codex"], "id": 12524, "notes": "The civilized sage is a keeper of knowledge, a seeker of truths hidden in ancient tomes and the minds of those who came before. Draped in robes marked with the symbols of learning, they walk the halls of power and libraries alike, their words wielding the quiet authority of wisdom. Eyes sharp and ever watchful, they unravel mysteries, predict the tides of fate, and guide others with reason and insight. Though they may not carry a blade, their mind is a weapon honed by years of study, capable of cutting through deception and ignorance alike. To consult a sage is to peer into the endless depths of history and possibility, where knowledge shapes both destiny and survival."}, {"name": "Civilized Sycophant", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Core codex"], "id": 12526, "notes": "The civilized sycophant is a creature of whispers and flattery, draped in finery and false smiles, ever lurking at the edges of power. They bow low and speak sweetly, their every word a carefully crafted ploy to charm, deceive, and manipulate those who hold influence. Beneath their polished exterior lies a mind honed for survival in the treacherous dance of courtly intrigue, where alliances shift like shadows and betrayal is the currency of ambition. They live not by sword or strength but by the art of subtle sabotage and opportunistic praise, always seeking favor and position in the eyes of those above them. To trust a sycophant is to play a dangerous game, for their loyalty lasts only as long as their convenience."}, {"name": "Civilized Artisan", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Core codex"], "id": 12537, "notes": "The civilized artisan crafter is both creator and visionary, shaping raw materials into works of beauty and function that reflect the soul of their craft. Their hands, calloused yet precise, transform wood, stone, metal, or cloth into masterpieces that can adorn palaces or empower armies. Driven by a relentless pursuit of perfection, they balance creativity with the discipline of tradition and technique, ever seeking to refine their art. Within the bustling markets or the quiet solitude of their workshop, their influence grows, as nobles and merchants alike compete to possess the fruits of their genius. For the artisan, every creation is more than mere labor\u2014it is a lasting testament to their name and skill.\n\nArtisans could work on for example: blacksmithing, carpentry, pottery, masonry, tailoring, leatherworking, weaving, glassblowing, jewelry-making, and bookbinding\n"}, {"name": "Civilized Bard", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Core codex"], "id": 12539, "notes": "The civilized bard is a master of stories, song, and seduction, weaving words and melodies that stir hearts and sway minds. Dressed in vibrant finery and armed with a silver tongue, they move effortlessly between courts and taverns, captivating audiences with tales of heroism, tragedy, and romance. Every performance is a calculated act, whether to inspire, distract, or manipulate, for the bard knows that influence is the greatest power of all. Beneath the charm lies a cunning observer, always listening, always learning, turning secrets and scandals into tools of survival and ambition. To hear a bard\u2019s song is to feel the pulse of life itself, for they are the voice of their age, shaping destiny with every note and word."}, {"name": "Civilized Courtier", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Core codex"], "id": 12542, "notes": "The civilized courtier is a master of intrigue and diplomacy, a graceful manipulator who thrives in the labyrinth of courtly politics. Draped in fine silks and adorned with subtle symbols of influence, they move effortlessly among nobles and dignitaries, reading the unspoken tensions behind every smile. Their tongue is both a weapon and a shield\u2014crafting alliances, spreading rumors, and defusing threats with a well-timed compliment or veiled threat. Beneath their refined exterior lies a cunning strategist, ever attuned to shifting loyalties and hidden rivalries. For the courtier, power is a delicate dance where charm, deception, and perception are the keys to survival and success."}, {"name": "Fire Beetle, Big", "race": "Giant Beetle", "rank": 2, "owner": "pglbs", "tags": ["Classic fantasy", "Fantasy", "Insect", "Rq6"], "id": 12583, "notes": "The fire beetle is so named for the light-producing organs it exhibits on its head and abdomen. They produce light within a 10' radius. Two of these organs are on the head, and one is on the abdomen. If removed from the corpse of the beetle they will continue to illuminate an area for 1d6 days."}, {"name": "Jatewoon", "race": "Ostrich", "rank": 2, "owner": "locky09", "tags": [], "id": 12587, "notes": "JATEWOONES \n\nClimate: Mild, Cool/ Average, Temperate, Cold/Dry. \nHabitat: Marsh/swamp. \nFrequency of Encounter: Light. \nSize: 12-14 ft. wingspan. \n\nThe Jatewoone is also known as the cleaverbeak or marsh bird. Standing 9' tall and endowed with Swan-like necks and long, powerful legs, these white waterfowl sport a scarlet band across the eyes. From a distance they might look like a large crane, although they are not ofthat family. \n\nTheir beak is a light grey with the exception ofthe sharp, brilliant indigo dorsal ridge from which they get their name. Extending from this ridge over their head and thrusting out behind is a crest of feathers of the the same color. Birds of prey in every sense, their legs end in talons that can grip even small creatures tightly, and their beaks are made for tearing. \n\nJatewoones live on snakes, fish, and small mammals. Their reputation for hostility comes from their protec-tion of their nests which are usually hidden in swampy areas. They will also attack when they are surprised by noisy people. These birds are incredibly strong and, with their superior height, can do terrible damage to the normal human, often splitting the skull. They can also use their large talons with great effectiveness. \n\nJatewoones mate for life and produce one or two eggs every year or every other year. Usually only one ofthe fledglings will survive. These young Jatewoones grow at a remarkable pace, reaching three-quarters oftheir full height in only one year and are fully mature by two. Jatewoones can fly, but if the need to escape danger arises, it is more common to see them running at high speeds, using stillwater areas for cover. \n\n\nSpecial Abilities\nCleaver Beak \u2013 The Jatewoone\u2019s beak is razor-sharp and can easily split bone. If it rolls a critical hit, the target must make an Endurance roll vs. the Jatewoone\u2019s attack roll or suffer a crippling wound (head injuries can be fatal).\nSavage Grip \u2013 If it lands a successful talon strike, it can hold onto small or medium creatures. Escape requires an opposed Brawn vs. STR 16 check.\nSwift Runner \u2013 Gains a +20% bonus to Evade when escaping on foot through swamp terrain.\nFeral Tenacity \u2013 If reduced to 0 HP, it can fight for one extra round before succumbing."}, {"name": "Destrier", "race": "Horse", "rank": 2, "owner": "ritesign", "tags": ["Horse", "Revelations"], "id": 12621, "notes": "Typical personality: obstinate"}, {"name": "Courser", "race": "Horse", "rank": 2, "owner": "ritesign", "tags": ["Horse", "Revelations"], "id": 12623, "notes": "Typical personality: stubborn"}, {"name": "Palfrey", "race": "Horse", "rank": 2, "owner": "ritesign", "tags": ["Horse", "Revelations"], "id": 12624, "notes": "Typical personality: skittish"}, {"name": "Esclavo Ibero", "race": "Human", "rank": 2, "owner": "Dexterreveu", "tags": [], "id": 12712, "notes": ""}, {"name": "Caballero Europeo", "race": "Human", "rank": 2, "owner": "Dexterreveu", "tags": ["Encounters in the void"], "id": 12717, "notes": ""}, {"name": "Bandido", "race": "Human", "rank": 2, "owner": "Dexterreveu", "tags": [], "id": 12718, "notes": ""}, {"name": "Bilokos - Forest Ogre of the Taboo Realms", "race": "Human", "rank": 2, "owner": "hkokko", "tags": ["Africa", "Fantasy"], "id": 12745, "notes": "Guardians of forbidden places, devourers of intruders, keepers of ancestral secrets.\nBilokos punish disrespect toward the old ways, desecration of sacred groves, or those who steal from nature.\n\nOrigin Myth:\n\nThe Bilokos were once a forest-dwelling clan of hunters who betrayed the spirits of the land by eating a sacred beast. \nAs punishment, the ancestors cursed them with monstrous hunger and eternal bondage to the green shadows. \nNow they guard forest secrets and lure the foolish into leaf-choked death.\n\nForm:\n\u2022 Size: As tall as a man but monstrously thick.\n\u2022 Appearance: Gnarled black skin like bark, jutting tusks, glowing green eyes. Some have leaves growing from their backs or mouths filled with termites.\n\u2022 Sound: Speak only in drum-like clicks or by imitating the voices of those they have eaten.\n\u2022 Odor: Earth, decay, sweet rot of fruit and meat.\n\t\nAbilities:\n\u2022 Voice Theft: Bilokos can mimic the voice of someone they\u2019ve devoured. Used to lure or demoralize prey (Deceit vs Willpower).\n\u2022 Nature Merge: Can vanish into tree bark or forest shadow at will (Excellent Stealth vs Perception).\n\u2022 Taboo Guardian: In sacred groves, Bilokos gain +1 Action Point and are at Easy with  all physical skill rolls.\n\u2022 Eat the Brave: Consuming a fallen enemy lets a Biloko roll once on a table of stolen memories or powers (GM\u2019s discretion \u2014 e.g., gain temporary spell, language, or memory).\n\nBark hide.\n\n\n"}, {"name": "Celt Light Infantry", "race": "Human", "rank": 2, "owner": "Manuelman", "tags": ["Celt", "Historical", "Infantry"], "id": 12775, "notes": "The common soldiery of celt and pre-celtic culture armies, these men are lightly armed and armored. Although their combat prowess can vary greatly, even within the same unit, they can hold their own in a fight, most of the time, and, in groups, can present somewhat of a challenge for a skilled fighter. If left unchecked in a civilian environment, they soon get bored, and start taking their frustration out on the local populace."}, {"name": "Mythras Firearms (Black Powder Weapons)", "race": "Human", "rank": 2, "owner": "Bluetrace", "tags": ["Gunpowder", "Mythras firearms"], "id": 12799, "notes": ""}, {"name": "Berserker Stonehell", "race": "Human", "rank": 2, "owner": "pglbs", "tags": ["Classic fantasy", "Human"], "id": 12806, "notes": "Frenzy: The berserker can enter or leave the state of frenzy as a free action on any of their turns. \n\nThe berserkers of Stonehell (Depraved or otherwise) are descended from the prison\u2018s original inmates. Having succumbed to the harsh environment of the dungeon and the nixthisis\u2018 influence, the berserkers are humans who\u2018ve descended into a state of vicious barbarism. Although they feed on anything they can kill, the berserkers of Stonehell are primarily cannibals and they enjoy dining of the sentient races of the dungeon. They are filthy and unkempt, and are pale from their long subterranean existence. Most are equipped with scavenged weapons and armor that have been altered to sport savage hooks and barbs, serrated edges, and jagged spikes. Ritual body modifications like tattoos, brands, and piercings are common.\n(C) Michael Curtis"}, {"name": "Mythras Firearms (Energy Weapons)", "race": "Human", "rank": 2, "owner": "Bluetrace", "tags": ["Modern", "Mythras firearms", "Science-fiction"], "id": 12816, "notes": "**Lasers*** can be affected by defensive materials that diffuse, defract or reflect light, reduce or even block a visible light laser. Games Masters should decide on the effectiveness of deterrent and reduce the laser\u2019s damage by an appropriate percentage.\n\n**Sonic Rifles**** produce an intense burst of sound that affects all targets not equipped with sonic dampeners or ear protection within a 20 metre arc directly in front of the firer. Do not roll for Hit Location. Victims must succeed in a Hard Endurance roll (unopposed) or be incapacitated until the weapon is deactivated."}, {"name": "Mythras Firearms (Exotic Weapons)", "race": "Human", "rank": 2, "owner": "Bluetrace", "tags": ["Modern", "Mythras firearms", "Science-fiction"], "id": 12817, "notes": "**Gauss weapons*** include an electromagnetic array along the length of the barrel that increases bullet velocity substantially and means that a lower calibre of round can be used to impart significant damage. All Gauss weapons have a power supply in the form of a internal battery that must be replaced after every 50 shots.\n\n**Multi-Purpose Weapons**** use sophisticated computer and ballistics manipulation technology to change the type of the ammunition being fired at the flick of a manual switch (some advanced variants are voice-activated). These weapons can select one of the following Traits to augment their standard ammunition: Armour Piercing, Hollow-Point, Incendiary and Self-Guided. Changing the selection uses the Switch Fire Mode Combat Action."}, {"name": "Egyptian Mercenary", "race": "Human", "rank": 2, "owner": "ronix", "tags": ["Egypt", "Mercenaries"], "id": 12866, "notes": "Light leather helmet and linen body armor"}, {"name": "Goblin", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["A0", "Classic fantasy", "Danger at darkshelf quarry"], "id": 12948, "notes": "Goblins are small evil humanoids just over 1.2 metres (4+ ft), and\nmay be distant relations to kobolds. They delight in causing pain and\nsuffering on others, and prefer to lair underground in dark dismal\ncaves and ruins. Goblins are nocturnal and have a hard time seeing\nin full daylight, generally only coming out during the day during\nperiods of heavy cloud cover or if lairing in dark forests. Each goblin\nlair is typically lead by a chieftain, with all local lairs owing fealty to\na goblin king.\n\nGoblin skin colour ranges between yellow, orange, and deep red,\nand yellow or red eyes are the norm. They wear soiled garments of\ndull earth tones, and leather armour for protection. They have an\naverage lifespan of about 50 years. Their language consists of harsh,\nhigh-pitched tones, and many goblins are literate, something rather\nuncommon with lesser humanoid races. More than half of all goblin\nlairs are protected by dire wolves, which they also use as mounts,\nand a small number of lairs are occupied by several bugbears. They\noften take slaves for food and manual labour. Torture is considered\nhigh entertainment, and goblins particularly hate both gnomes and\ndwarves, choosing to capture them over any other beings. A goblin\nlair typically has a number of slaves roughly a third the tribe\u2019s total\nsize. These unfortunates are kept chained and shackled at all times\nuntil no longer serving a purpose, at which point they are tortured\nto death and/or eaten.\n\nLight Sensitive\nLight-sensitive creatures are typically active at night or in areas of\nperpetual darkness. They suffer a 1 grade penalty to Combat Style,\nEvade, and Perception rolls that deal with vision when fighting in\nsunlight or its magical equivalent. Because of this, they avoid traveling\nabove ground while the sun is up on all but the cloudiest of\ndays, or only in forests of the densest of vegetation. They suffer no\npenalties when in torchlight or other forms of artificial lighting.\n\nInfravision\nThe creature sees into the infrared spectrum. The maximum distance\nis 18 metres (60 ft) unless specified otherwise. Infravision is\ncovered in detail under Visibility Underground in Chapter 6."}, {"name": "Human Guard", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["A0", "Danger at darkshelf quarry"], "id": 12957, "notes": ""}, {"name": "Zodznog", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["A0", "Danger at darkshelf quarry"], "id": 12959, "notes": " Zodznog,\na female half-orc with a leathery face, oversees their efforts and\nensures that the cooks work until they drop. She does not tolerate\ninterlopers in the kitchen\u2014not even Brubgrok or Glyrthiel."}, {"name": "Human Slaves (cooks)", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["A0", "Danger at darkshelf quarry"], "id": 12960, "notes": "The slaves hate Zodznog, but they also fear her, so they take up\nknives, cleavers, rolling pins, and other kitchen implements and\njoin the fray against intruders. The slaves attack the closest foe and\nfight desperately, hoping to win Zodznog\u2019s approval. If the halforc falls, any slaves still fighting immediately surrender."}, {"name": "Glyrthiel", "race": "Elf", "rank": 2, "owner": "raleel", "tags": ["A0", "Danger at darkshelf quarry"], "id": 12961, "notes": " spells memorized: sleep, shield."}, {"name": "Brubgrok", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["A0", "Danger at darkshelf quarry"], "id": 12962, "notes": "In a fight, Brubgrok tries to eliminate the most dangerous opponent first, then mop up the survivors. If he has allies in a fight, Brubgrok spends at least a few rounds firing arrows at opposing spellcasters before closing to melee.\n\nLike his elf assistant, Brubgrok pays attention to noises on the upper level when he is in his room. If the guards at areas 17 or 22 begin dealing with a situation, the half-orc joins the effort after two or three rounds. He immediately responds to any trouble at areas 19, 20, or 21"}, {"name": "Uzgrod", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["A0", "Danger at darkshelf quarry"], "id": 12965, "notes": "Uzgrod carries a scimitar but prefers to toss daggers at his foes, preferably from behind the dividing wall or a draft animal. The half-orc\ncarries no treasure, but he has a key to the door that leads into area\n26. Uzgrod is accustomed to loud noises and foul smells coming from\narea 27 and pays no heed to what is happening in the smithy"}, {"name": "Kwon", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["A0", "Danger at darkshelf quarry"], "id": 12973, "notes": " Fleet of Foot: Assuming the monk is Unburdened\n(ENC less than STRx2) and wearing nothing more\nrestrictive than light armor, they find any\nOutmaneuver attempt two Difficulty Grades easier.\n\nAgile: Assuming the monk is Unburdened (ENC\nless than STRx2) and wearing nothing more\nrestrictive than light armor, they may utilize their\nsuperb reflexes in combat. When calculating\nInitiative, add 1/10 of your Athletics skill to the\nInitiative 1d10 roll. For example, a monk with\nAthletics 60% would calculate Initiative on the\nInitiative base, +1d10+6"}, {"name": "Frog, Killer", "race": "Toad, Cliff", "rank": 2, "owner": "raleel", "tags": ["A0", "Animal", "Classic fantasy", "Danger at darkshelf quarry"], "id": 12977, "notes": ""}, {"name": "Sacred Flame High Security Guard", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Cyberpunk", "Modern", "Shadowrun"], "id": 12995, "notes": "Light duty but well trained security guards. These guards only come in if there is a perceived threat that has been warned about.\n\nGear: Stun Baton, taser pistol, radio, ballistic vest, combat armor helmet, datajack"}, {"name": "Sacred Flame Regular Security", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Cyberpunk", "Modern", "Shadowrun"], "id": 13002, "notes": "### Appearance and Gear\n**Uniform**: Standard-issue, dark gray synthetic utility jumpsuits. These are functional, heavy-duty, and designed to conceal stains. They bear the subtle, stylized Sacred Fire logo patch (a minimalist flame) on one shoulder. The uniforms look worn, reflecting the facility's low-end budget and constant use.\n\n**Enhancements**: Their only major cybernetic enhancements are focused on core operational efficiency:\n\n**Cybernetic Eyes**: Equipped with integrated low-light vision augments and basic biometric scanners. These allow them to see perfectly in the dimly lit industrial facility and rapidly identify authorized personnel or flag known threats.\n\n**Comms**: They use discrete, visible radio headsets\u2014compact, ear-and-throat mics with a small battery pack clipped to the uniform collar. These are secure against casual eavesdropping but are not integrated into their bodies, meaning they can be seen and potentially jammed or monitored by sophisticated tech.\n\n**Demeanor**: Quiet, professional, and utterly desensitized. They move with the heavy, methodical pace of men who are used to the smell of ozone and the presence of death. They rarely speak, relying on visual cues and the low, static hum of their comms.\n\n### Armament and Tactics\nThe gear is practical, favoring reliable stopping power and quiet neutralization:\n\n**Primary Sidearm**: .45 Caliber Pistol fitted with a suppressor. This choice favors heavy, subsonic stopping power over high-tech energy weapons, making it ideal for discreet, high-lethality work that minimizes noise in a vast industrial area.\n\n**Close-Quarters Weapon**: A Stun Baton with adjustable voltage. Used for rapid, non-lethal (or lethally excessive) incapacitation in tight quarters like hallways or the prep rooms.\n\n**Heavy Suppression (Occasional)**: Occasionally, one operative on patrol will carry a .45 Caliber Machine Pistol (suppressed), used for rapid suppressive fire if a large, unexpected threat is encountered. This is rare, reflecting the facility's overall low-profile approach.\n\n**Tactics**: They patrol slowly, relying on their low-light vision to pick up movement in the shadows. They prioritize securing the processing areas (the ovens) and the data storage room. Any intrusion is met first with a challenge (a shouted demand or flashlight beam), followed immediately by the threat of force. They aim to subdue intruders quietly to avoid attracting official attention, which could jeopardize the sensitive corporate contracts.\n\n**Role**: \"Process Expeditors\" or \"Logistics Oversight Specialists\" (official titles), unofficially: Corporate Disposers. The security staff is essentially a functional, deadly barrier\u2014easy to identify, but extremely dangerous if engaged directly.\n\n**AI was used in the text generation above. The game is dystopian and it seems appropriate**"}, {"name": "Tufan Model Clone (Version - Ganger)", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Cyberpunk", "Shadowrun"], "id": 12994, "notes": ""}, {"name": "xPregen for RQ", "race": "Human", "rank": 2, "owner": "hkokko", "tags": [], "id": 13009, "notes": ""}, {"name": "Flemish Spear Levy", "race": "Human", "rank": 2, "owner": "nichols_ii", "tags": [], "id": 13030, "notes": ""}, {"name": "Vivid LRU Immobilizer", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Cyberpunk", "Modern", "Shadowpunk", "Shadowrun"], "id": 13042, "notes": "### Appearance and Gear\n*Body Armor*: Light, flexible Armored Clothing (or light Flak Jacket equivalent).\n\n*Weapons*: pump action shotgun with gel-foam, Frangible, and shot\n\n*Melee*: Stun Baton.\n\n*Respiratory Protection*: Gas Masks/Rebreathers (Immune to all gas effects).\n\n*Cybernetic Eyes*: Includes Thermographic Vision (sees clearly through the gas) and Flash Suppression (immune to flash effects)"}, {"name": "Vivid LRU Pharma Support Specialist", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Cyberpunk", "Modern", "Shadowpunk", "Shadowrun"], "id": 13043, "notes": "**Body Armor**: Light, flexible Armored Clothing (or light Flak Jacket equivalent).\n\n**Weapons**: All firearms are suppressed, chambered in .45 ACP Subsonic (for discretion and heavy stopping power). .45 ACP pistol. Aerosol Grenade, Myorelaxant Dart\n\n**Melee**: Stun Baton.\n\n**Respiratory Protection**: Gas Masks/Rebreathers (Immune to all gas effects).\n\n**Cybernetic Eyes**: Includes Thermographic Vision (sees clearly through the gas) and Flash Suppression (immune to Flashbang SE).\n\n#### Aerosol Grenade\nSpews aerosol, expands 1m radius per round for 6 rounds\n**Application**: Inhalation\n**Potency**: 60%\n**Resistance**: Endurance\n**Onset Time**: Instant\n**Duration**: 1d6 round, or while exposed\n**Conditions**: Exhaustion, Aerosol obscures (Hard penalty w/o thermo or infra)\n**Antidote/Cure**: None\n\n#### Myorelaxant Dart\n**Application**: Injection\n**Potency**: 90%\n**Resistance**: Endurance\n**Onset Time**: 1d3 rounds\n**Duration**: 2d4 hours\n**Conditions**: Unconsciousness\n**Antidote/Cure**: None"}, {"name": "Vivid LRU Overwatch", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Cyberpunk", "Modern", "Shadowpunk", "Shadowrun"], "id": 13044, "notes": "**Body Armor**: Light, flexible Armored Clothing (or light Flak Jacket equivalent).\n\n**Weapons**: All firearms are suppressed, chambered in .45 ACP Subsonic (for discretion and heavy stopping power). .45 ACP SMG.\n\n**Melee**: Stun Baton.\n\n**Respiratory Protection**: Gas Masks/Rebreathers (Immune to all gas effects).\n\n**Cybernetic Eyes**: Includes Thermographic Vision (sees clearly through the gas) and Flash Suppression (immune to Flashbang )."}, {"name": "LRU Leader - Synapse", "race": "Human", "rank": 2, "owner": "raleel", "tags": ["Cyberpunk", "Modern", "Shadowpunk", "Shadowrun"], "id": 13045, "notes": "**Body Armor**: Light, flexible Armored Clothing (or light Flak Jacket equivalent).\n\n**Weapons**: All firearms are suppressed, chambered in .45 ACP Subsonic (for discretion and heavy stopping power). .45 ACP SMG.\n\n**Melee**: Stun Baton.\n\n**Respiratory Protection**: Gas Masks/Rebreathers (Immune to all gas effects).\n\n**Cybernetic Eyes**: Includes Thermographic Vision (sees clearly through the gas) and Flash Suppression (immune to Flashbang )."}, {"name": "Wererat - Pacuk (Rat form) ", "race": "Werewolf (Wolf form)", "rank": 2, "owner": "Mordekai_Thurloe", "tags": [], "id": 13146, "notes": "Lycanthropy, Leaper,Frenzy, Immunity to normal weapons. Only magic or silver weapons damage, Night Sight, (RQ6: pg 312-316) ,Prefers to select Grip and Choose location. Gripped victim sustains biting damage every round"}, {"name": "Hurlock Grunt", "race": "Human", "rank": 2, "owner": "calpollion", "tags": [], "id": 13166, "notes": "A darkspawn that was once human, wielding a sword and shield. \n(MADE FOR THE DRAGON AGE MYTHRAS HACK)"}, {"name": "Hunger Spirit", "race": "Spirit", "rank": 2, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 13193, "notes": "A Hunger Spirit appears as a skeletal, rag-clad figure of whatever race\u2019s fears and thoughts shaped it, endlessly complaining of unbearable hunger and trying to manipulate mortals into giving it physical form. Once embodied or possessing a host, it devours anything it can bite through, from food to living beings and even solid objects, pausing only briefly as its hunger can never be satisfied.\n\n\"While the disease affects them, they will be perpetually hungry but food any ingested will not be digested, leaving their body lacking in nutrition. They will grow hungrier and hungrier, with no amount of food able to satiate this desire. If not cured, they will eventually starve to death\".\n\nSource: Signs and Portents #44"}, {"name": "Amnesia Spirit - Intensity 1", "race": "Spirit", "rank": 2, "owner": "hkokko", "tags": ["Spirit"], "id": 13195, "notes": ""}, {"name": "Ergot Spirit - Madness Spirit", "race": "Spirit", "rank": 2, "owner": "hkokko", "tags": [], "id": 13256, "notes": "These spirits infest spoiling grain. Their victims are overwhelmed by vivid hallucinations, hysteria, and a compulsion to dance maniacally.\n\nSource: Fioracitta"}, {"name": "Hell Hornet", "race": "Hornet", "rank": 2, "owner": "hkokko", "tags": ["City", "Fantasy", "Forest", "Jungle", "Savannah"], "id": 13297, "notes": "Hell hornets will try to fi nd a way through or around a target\u2019s armour. When one of their attacks is blocked by an armoured location they will not attack that location again \u2013 reroll any further hits to that location (or locations) until the hell hornet strikes an area it has not touched before\n\nSource: Signs & Portents 47"}, {"name": "Dragon Bug", "race": "Giant Beetle", "rank": 2, "owner": "hkokko", "tags": ["Desert", "Fantasy", "Glorantha"], "id": 13317, "notes": "From the shadows scurries a nightmarish fusion of reptile and vermin, hound-sized and restless. Overlapping draconic scales clatter softly across its segmented body while six spiked legs haul it forward, each claw biting stone and flesh with equal hunger, and a venom-dripping tail arches overhead, poised to strike. Faceted eyes glow with inner light as twitching antennae comb the air, sensing hidden sorcery, enchanted relics, and the faintest trace of spellcraft. Cornered or enraged, it rears and vents searing heat through the gaps in its scales, mandibles spreading wide to unleash a roaring cone of primal fire that devours all before it\n\nBreathe Flame causes 1d6 damage. Max 3 times a day. \nSource: Signs & Portents 79"}, {"name": "Gazing Guardian", "race": "Giant Octopus", "rank": 2, "owner": "hkokko", "tags": ["City"], "id": 13321, "notes": "Choosing to place a gazing guardian within your home is not something that can be done without great forethought on the part of a tenant. Only by constructing a building with the demands of such a creature in mind or by making significant alterations to an existing structure, can one be effectively employed. The body of a gazing guardian is a slimy, pulpy mass of tissue. Extending from this fleshy sack is a mass of slender, prehensile stalks, each ending in a bulbous, lidless eye. These eyes never close, and a gazing guardian is said never to sleep. By extending its stalks out along a series of narrow tunnels burrowed through the walls of a building, the guardian is able to watch every room at once. All that is usually visible is a discreet opening in a ceiling or wall, through which peers an unblinking eye. A gazing guardian may be trained to recognise people who are allowed inside a particular building. When it detects the presence of an intruder, it can use one of its eyestalks to pull on an alarm cord, alerting the owner and any guards who are present. Note that a gazing guardian is unable to go and fetch help \u2013 it is barely able to move at all. Gazing guardians are extremely difficult to breed and must be fed on exotic fruit, which can only be grown in hot climates. Often this food must be specially imported, making it very expensive to keep a guardian. \n\nSource: Signs & Portents 60"}, {"name": "Three Legged Chaos Thing in The Woods", "race": "Three Legged Chaos Thing", "rank": 2, "owner": "hkokko", "tags": ["Chaos", "Forest", "Sewers"], "id": 13324, "notes": "It crawls from the undergrowth on a forest of twitching legs, a swollen, many-eyed body dragging behind it as if the earth itself regrets letting it pass. Its hide hangs in foul, sagging flaps that glisten with oozing corruption, each movement releasing a wet whisper and a stench that stings the mind as much as the nose. Three barbed stingers lash and coil with hateful precision, striking in a frenzy driven not by hunger or instinct, but by a single, shrieking urge to unmake all living things. It does not retreat, does not hesitate, and does not feel pain in any way mortals understand, pressing forward until either it or everything around it lies broken and still.\nHorrid flaps of extremely tough hide combined with the foulness\noozing from its pores \n\nSource: Signs & Portents 91"}, {"name": "Adaro Sharkman, Scout", "race": "Adaro", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Monster island", "Sea"], "id": 239, "notes": "MI pg 190"}, {"name": "Agimori Herder/Hunter", "race": "Agimori", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Pamaltela", "Prax"], "id": 420, "notes": "BaB pg 30-36. Tireless runners: STRx4 in open country running without tiring. "}, {"name": "Agimori Warrior", "race": "Agimori", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Pamaltela", "Prax"], "id": 422, "notes": "BaB pg 30-36. Tireless runners: STRx4 in open country running without tiring. "}, {"name": "Alan (Moon Bat) ", "race": "Alan (Moon Bat)", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Flying", "High mountains", "High plateau", "Monster island", "Mount"], "id": 508, "notes": "MI pg 191-192"}, {"name": "Skilled Guard", "race": "Human", "rank": 3, "owner": "raleel", "tags": [], "id": 4258, "notes": ""}, {"name": "Allied Sickness Spirit - Intensity 3", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 578, "notes": "Mythras page 143 and  152-153. Lone spirits attack sleeping or unconscious targets. At this point the sickness spirit manifests, and engages the target in spirit combat. If it gains a level of success the spirit infects the victim, and wanders off to find another host. Only rarely do they covertly possess "}, {"name": "Ancestor Spirit Tortoise", "race": "Tiger Turtle", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Monster island"], "id": 474, "notes": "Moves 2 meters on land. MI pg 276. Instead of flipper - has clawed feet. spirit Damage 1d10. Possessed by intensity 3 ancestor spirit MI pg 44"}, {"name": "Ancestor Spirit, Retired", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 489, "notes": "RQ6 pg 400-401. 1+intensity a number of spirit allies of one intensity less than itself. "}, {"name": "Ant, Giant ", "race": "Ant, Giant", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island", "Raw", "Raw official", "Rq6"], "id": 244, "notes": "RAW pg 225"}, {"name": "Ape, Carnivorous", "race": "Ape, Carnivorous", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High mountains", "Jungle", "Monster island"], "id": 183, "notes": "MI pg 196"}, {"name": "Arumco (Hellfrog) ,Adult", "race": "Arumco (Hellfrog)", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "Jungle", "Monster island"], "id": 268, "notes": "MI p196-197. Always attacks with tongue first. "}, {"name": "Thanatari Head Talisman", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 2449, "notes": "Priest can use heads magic with his own skill or heads original skill whichever is lower.  Use of Rune Magic drains its strength in POW from head. "}, {"name": "Assassin Conch, Medium", "race": "Assassin Conch", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Monster island", "Sea"], "id": 233, "notes": " MI pg 198. On impale can remove the proboscis w/o Brawn roll. Can Grip. "}, {"name": "Baboon Guard", "race": "Giant Baboon", "rank": 3, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha"], "id": 168, "notes": ""}, {"name": "Backstreet Tough", "race": "Human", "rank": 3, "owner": "OldDawg", "tags": ["Fantasy"], "id": 269, "notes": "A more formidable criminal, whether individual or as a leader of lesser thugs. Meant for a setting where weapons in a town or city are very limited."}, {"name": "Bagnot Foot Soldier", "race": "Human", "rank": 3, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha"], "id": 256, "notes": ""}, {"name": "Bakunawa , Adult", "race": "Bakunawa", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Jungle", "Monster island", "Sea"], "id": 241, "notes": "Area Attacks by Writhing MI pg 200.  Field of Darkness spell: Magnitude = POW, Range POWx2"}, {"name": "Balazaring Hunter - Yelmalio Initiate", "race": "Human", "rank": 3, "owner": "gloranphile", "tags": ["Fantasy", "Glorantha"], "id": 402, "notes": "Details on Gloranthan spells converted to RQ6 located here (http://goo.gl/Ew28rn). For the use of the Pet spell, a Balazaring will use a hunting dog."}, {"name": "Balazaring Hunting Dog", "race": "Dog - Hunting", "rank": 3, "owner": "gloranphile", "tags": ["Fantasy", "Glorantha"], "id": 406, "notes": "Slightly larger, stronger and smarter than the average dog. Bite AP/HP same as head. Special Effects: Grip, Choose Location (always aiming for the exposed area)."}, {"name": "Balazaring Master Hunter", "race": "Human", "rank": 3, "owner": "gloranphile", "tags": ["Fantasy", "Glorantha"], "id": 403, "notes": "Details on Gloranthan spells converted to RQ6 located here (http://goo.gl/Ew28rn). For the use of the Pet spell, a Balazaring will use a hunting dog."}, {"name": "Baluchithere, Calf", "race": "Baluchithere", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Fonrit", "Glorantha", "Pamaltela", "Plains"], "id": 642, "notes": "GB pg 13. Held sacred by most humans. Generally ignore all activity around them. Only aggressive in rutting season, attacked or calves in danger"}, {"name": "Baluchithere, Young Bull", "race": "Baluchithere", "rank": 3, "owner": "hkokko", "tags": ["Dinosaur", "Fantasy", "Fonrit", "Glorantha", "Pamaltela", "Plains"], "id": 641, "notes": "GB pg 13. Anaxial's Annex. Long legged and long necked, these colossal herbivores are avoided even by the Vangono's horror. A full grown baluchum is larger even than most dinosaurs, standing five meters at the shoulder and nine feet in length. The Doraddi and Veldang regard them as sacred, and never hunt them, and the creatures generally ignore activity around them, knowing that little can threaten them.\n\nOnly aggressive in rutting season, attacked or calves in danger"}, {"name": "Bane Spirit - Intensity 2", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Raw", "Spirit"], "id": 479, "notes": "\"Fragments of pure Chaos or some other source of evil, bane\nspirits strive to absorb the essence of other spirits. \"\n\nSource: Core 147"}, {"name": "Beast Valley Centaur Warrior", "race": "Centaur", "rank": 3, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha"], "id": 188, "notes": ""}, {"name": "Beast Valley Minotaur Warrior", "race": "Minotaur", "rank": 3, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha"], "id": 191, "notes": ""}, {"name": "Bison Nomad Raider, Orlanth Initiate", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Prax"], "id": 384, "notes": "Swarthy, dark hair, beard, muscular"}, {"name": "Bison, Bull", "race": "Bison", "rank": 3, "owner": "hkokko", "tags": ["Aig", "Fantasy", "Glorantha", "Mount", "Prax"], "id": 360, "notes": "Charge attack needs 16 meters of space."}, {"name": "Boar, Wild", "race": "Boar, wild", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Mythic babylon", "Mythic rome", "Mythras core", "Raw", "Raw official", "Rq6"], "id": 273, "notes": "Mythras Core 231"}, {"name": "Bone Wraith ", "race": "Bone Wraith", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Monster island"], "id": 512, "notes": "MI pg 201. Spirit Combat Damage 1d8 Magic Points.  Attacks bypass all except magical defence. "}, {"name": "Brontosaurus Adult", "race": "Brontosaurus", "rank": 3, "owner": "hkokko", "tags": ["Aig", "Dinosaur", "Fantasy", "Glorantha", "Monster island"], "id": 218, "notes": "In melee brontosaurus can be hit only on nearest hitloc.  (RQ6: pg 312-316) , SC pg 106"}, {"name": "Zombie Sorcerer", "race": "Zombie", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Genertela", "Undead"], "id": 2835, "notes": "Magically raised Zombie animated by a sorcerer spirit"}, {"name": "Broo - Raw Desert Raider", "race": "Broo", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 588, "notes": ""}, {"name": "Broo, Malia Initiate", "race": "Broo", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha", "Prax"], "id": 574, "notes": "\n"}, {"name": "Bultungin (Werehyena) ", "race": "Bultungin (Werehyenas)", "rank": 3, "owner": "hkokko", "tags": ["Desert", "Fantasy", "High mountains", "High plateau", "Monster island"], "id": 514, "notes": " MI pg 202. AP is 0 as human, 1 as hybrid, 2 as hyena. Can use the Leaping attack in Hyena form"}, {"name": "Broo, Burly", "race": "Broo", "rank": 3, "owner": "Pruneau", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 607, "notes": "Diseased RQ6 pg 114. Chaos Feature RQ6 pg 441-442.  Chaos unleashed combat style treat: If primary attack is parried broo gets a free heatbutt.  Initiate of Malia."}, {"name": "Centaur Warrior", "race": "Centaur", "rank": 3, "owner": "skoll", "tags": ["Fantasy"], "id": 39, "notes": ""}, {"name": "Centipede, Giant ", "race": "Centipede, Giant", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "Glorantha", "Jungle", "Monster island", "Pamaltela"], "id": 184, "notes": "MI pg 205"}, {"name": "Charnjibber - Early Season", "race": "Charnjibber - Early Season", "rank": 3, "owner": "hkokko", "tags": ["Aig", "Chaos", "Errinoru", "Glorantha", "Pamaltela"], "id": 649, "notes": "AiG. GB pg 14-15. Charnjibber that has eaten a Gulper GB pg 22-23\n Insides have +3 armor.  . Tries to Grapple with tentacles.  If hitpoints 0 then lies still for a few days while evolving to the previous form of prey. Dissolving/burning just delays. Hacking a part devolves each limb separately.   +2 AP due to multi limbed"}, {"name": "Cockatrice, Gloranthan", "race": "Basilisk Cockatrice", "rank": 3, "owner": "hkokko", "tags": ["Aig", "Chaos", "Fantasy", "Genertela", "Glorantha", "High mountains", "High plateau", "Monster island", "Mountains", "Pamaltela", "Rq6"], "id": 3784, "notes": "Rq6 pg 335. Basilisk Willpower vs Evade - failure means major wound to head, hemorrhaging blood from eyes, ears, nostrils and mouth. Next round Endurance roll or turn to stone. Acidic blood damages 1d6 to weapons (no AP protection) for 3 rounds. "}, {"name": "Charnjibber - Mid season", "race": "Charnjibber - Mid Season", "rank": 3, "owner": "hkokko", "tags": ["Aig", "Chaos", "Errinoru", "Glorantha", "Pamaltela"], "id": 646, "notes": "AiG GB pg 14-15. Charnjibber that has eaten a lion. \n Tries to Grapple with tentacles. Cannot be incapacitated or made unconscious.  If hitpoints 0 then lies still for a few days while evolving to the previous form of prey. Dissolving/burning just delays. Hacking a part devolves each limb separately.  POWx3 to have a Chaos Feature, roll again and add new Chaos Feature until roll goes above POWx3.  Usually solitary + 2 AP due to Tentacles\n"}, {"name": "Civilized Noble", "race": "Human", "rank": 3, "owner": "Pruneau", "tags": ["Lunar", "Sartar"], "id": 604, "notes": "Generic member of a wealthy family, well known around the town.  In city attire.  Their weapons are generally carried by a servant, especially when forbidden to carry them."}, {"name": "Civilized Noble Youth", "race": "Human", "rank": 3, "owner": "Pruneau", "tags": ["Lunar", "Sartar"], "id": 605, "notes": "Young member of a wealthy family, well known around the town.  In city attire.  Their weapons are generally carried by a servant, especially when forbidden to carry them."}, {"name": "Clam, Giant", "race": "Clam, Giant", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Monster island", "Sea"], "id": 234, "notes": "MI pg 206"}, {"name": "Cockroach, Giant", "race": "Cockroach, Giant", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Desert", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 517, "notes": " MI pg 209"}, {"name": "Crocodile - Young Adult", "race": "Crocodile", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Genertela", "Glorantha", "Islands", "Jungle", "Monster island", "Mythic rome", "Pamaltela", "Raw", "Raw official", "Rq6", "Sea", "Umathela", "Upland marsh"], "id": 185, "notes": "RAW pg 237"}, {"name": "Curse Spirit", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 486, "notes": "Core pg 147"}, {"name": "Cutpurse", "race": "Human", "rank": 3, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha", "Pavis", "Sartar"], "id": 573, "notes": "Lanbril Lay Member"}, {"name": "Dancer", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 452, "notes": ""}, {"name": "Dark Troll Merchant, Argan Argar Initiate", "race": "Troll, Dark", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Uz"], "id": 429, "notes": ""}, {"name": "Dark Troll Merchant, Argan Argar Laymember", "race": "Troll, Dark", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Uz"], "id": 430, "notes": ""}, {"name": "Dark Troll Warrior (Zorak Zoran Acolyte)", "race": "Troll, Dark", "rank": 3, "owner": "skoll", "tags": ["Fantasy", "Glorantha", "Uz"], "id": 53, "notes": ""}, {"name": "Death Spirit, Intensity 3", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 487, "notes": "RQ6 pg 401, Mythras pg 148"}, {"name": "Demi-Bird", "race": "Demi-Bird", "rank": 3, "owner": "hkokko", "tags": ["Aig", "Fantasy", "Glorantha", "Mount"], "id": 410, "notes": ""}, {"name": "Dragonewt - Beaked Warrior", "race": "Dragonewt - Beaked Warrior", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 316, "notes": "Reincarnation. Scales are the armor. Not afraid to die. Reincarnation. Reincarnation. Right Action skill - if Right Action roll succeeds must choose from the left side otherwise from right side. Personality traits: Curiosity and Apathy. Leader and Follower. Impulsive and Cautious. Calm and Nervous. Trusting and Suspicious.\n"}, {"name": "Drunk in a Bar", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fantasy"], "id": 449, "notes": "1=skills are hard. 2 = Formidable "}, {"name": "Duck Combateer", "race": "Duck", "rank": 3, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha"], "id": 254, "notes": "Excellent Swimmer."}, {"name": "Dwarf Berserker", "race": "Dwarf", "rank": 3, "owner": "skoll", "tags": ["Fantasy"], "id": 41, "notes": ""}, {"name": "Dziwozoana (Mamuna)", "race": "Zombie", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "Jungle", "Monster island", "Undead"], "id": 283, "notes": "MI pg 213. Attack causes Entangle - if head then suffocation. \"Dziwozoana or Mamuna are female swamp demons which mainly infest the southern jungles around the marshy Ghidori tribal lands, although they may be found wandering further afield. Malicious and dangerous, these demons are said to be the bloated bodies of old dowagers, unmarried mothers, or pregnant females who die before childbirth which have been animated by perverse Undeath spirits.\" MI pg 213. "}, {"name": "Eel, Giant", "race": "Eel, Giant", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Jungle", "Monster island", "Sea"], "id": 527, "notes": "(Frenzy during migration)MI pg 215. Tries to grip after successful attack - rend (AP does not help, cannot be parried) until location torn apart"}, {"name": "Eel, Lightning ", "race": "Eel, Lightning", "rank": 3, "owner": "hkokko", "tags": ["Errinoru", "Fantasy", "Glorantha", "Jolar", "Jungle", "Kothar", "Monster island", "Pamaltela", "Sea"], "id": 552, "notes": "MI pg 216. Once every 3 turns can create a Zap that must be resisted by anyone within range with Endurance. Failure is stunned for 1d4+1 rounds, fumble is death by electrocution unless treated with First Aid"}, {"name": "Elf Scout", "race": "Elf", "rank": 3, "owner": "harkom", "tags": ["Fantasy"], "id": 81, "notes": ""}, {"name": "Elf, Black (Voralan) Warrior", "race": "Elf, Black (Voralan)", "rank": 3, "owner": "hkokko", "tags": ["Errinoru", "Genertela", "Glorantha", "Pamaltela", "Uz"], "id": 615, "notes": "Abilities: Mindlink  (RQ6: pg 312-316) GB pg 17. Hesh is a large moist pad which seeps poison (POT 70) agonizing / parasites / acid on contact thru armor: Only waterproof armor helps. Good for 10+d6 hits.  Use Inject Venom special effect. Slingshots contain the same. "}, {"name": "Elf, Blue - Warden", "race": "Elf, Blue", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Sea"], "id": 371, "notes": "GB pg 17"}, {"name": "Elf, Yellow - Warrior", "race": "Elf, Yellow", "rank": 3, "owner": "hkokko", "tags": ["Errinoru", "Fantasy", "Fonrit", "Glorantha", "Pamaltela"], "id": 372, "notes": " \"Dark olive brown skin, lack all body and head hair except for patches of moss\" \nLeave cloak adds +20% to stealth in forest. "}, {"name": "Febrilis - Fever Snake", "race": "Febrilis - Fever Snake", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "Flying", "Jungle", "Monster island"], "id": 556, "notes": "MI pg 217. Picking up a living specimen attracts further Sickness Spirits for the next 1d6 weeks"}, {"name": "Hitotsume-Kozo", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Jungle", "Vormain"], "id": 3256, "notes": "\"The one-eyed monsters of Japanese legend, Hitotsume- koz? are diminutive creatures that delight in terrifying those they meet as they wander about. Similar in size to a small child, they appear to be harmless shaven headed boys when seen from behind. When they turn around the viewer has a terrible shock, since they have but a single great eye- ball in the centre of their face...\" MI pg 222"}, {"name": "Female Singer", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 447, "notes": ""}, {"name": "Flying Worm", "race": "Flying Worm", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Flying", "High mountains", "Monster island", "Mount"], "id": 548, "notes": "MI pg 220. If spit hits face - blindness unless evaded or protected with shield"}, {"name": "Gorp, Micro", "race": "Gorp", "rank": 3, "owner": "hkokko", "tags": ["Chaos"], "id": 3094, "notes": ""}, {"name": "Gargoyle, Small Lesser Horned", "race": "Gargoyle, Lesser Horned", "rank": 3, "owner": "hkokko", "tags": ["Aig", "Fantasy", "Glorantha"], "id": 357, "notes": "Aig GB pg 19"}, {"name": "Broo, Goat", "race": "Broo", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha", "Prax", "Rq6"], "id": 3086, "notes": "\n"}, {"name": "Giant Land Tortoise", "race": "Tiger Turtle", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Monster island"], "id": 475, "notes": "Moves 2 meters on land. MI pg 276. Instead of flipper - has clawed feet. "}, {"name": "Giant, 6 meter", "race": "Giant, 6 meter", "rank": 3, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha"], "id": 261, "notes": "Formidable Natural Weapons.  Roll D10 for melee hit location."}, {"name": "Gobbler", "race": "Gobbler", "rank": 3, "owner": "hkokko", "tags": ["Aig", "Dwarven", "Glorantha"], "id": 616, "notes": "AIG +2 Action point. Abilities: Dwarven Material Sense, Dwarven Material Frenzy. For each point of target eaten add 1% to Paw attack skill. For each 10 points of target material eaten add 1 point to a stat. GB pg 20 RQG"}, {"name": "Gorger Warrior", "race": "Gorger", "rank": 3, "owner": "hkokko", "tags": ["Aig", "Pamaltela"], "id": 621, "notes": "AiG Lives only on Kimos area. GB pg 20-21. Abilities: Psychic Emanations: Fear and Pain, .  Willpower vs Willpower or lose Gorger's Willpower on all die rolls due to pain and fear.  Distance 0-PoWx1 Herculean difficulty to resist. POWx1 - POwx4 Formidable. Powx4-POWx10 Hard. "}, {"name": "Gorp, Large", "race": "Gorp", "rank": 3, "owner": "hkokko", "tags": ["Aig", "Chaos", "Dorastor", "Fantasy", "Glorantha"], "id": 232, "notes": "Suffers only magic or fire damage. Only Fireblade or similar magic can damage. Weapons receive corrosive acid damage. If a limb is reduced to zero then suffers permanent injury by dissolving the location"}, {"name": "Great Troll Body Guard", "race": "Troll, Great", "rank": 3, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha", "Uz"], "id": 58, "notes": ""}, {"name": "Grue", "race": "Grue", "rank": 3, "owner": "hkokko", "tags": ["Aig", "Chaos", "Fonrit", "Glorantha", "Jolar", "Kothar", "Pamaltela", "Plains", "Tarien"], "id": 624, "notes": "GB pg 22. Corrosive blood - weapons take similar amount in acid damage than penetrate the armor. Can use the Grapple special effect and then uses tongue attack. Tongue damage is half the Grue's STR + acid damage half the Grue's POW. Lair usually trapped and has other subdued lesser chaos creatures."}, {"name": "Guardian Spirit - Intensity 2", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 492, "notes": "Core pg 149. Can block spellis with Magnitude of twice its intensity. Can resist anti-spirit spells before it is affected. Can intercept enemy spirits before they attack"}, {"name": "Heterodontosaurus", "race": "Heterodontosaurus", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Dinosaur", "Fantasy", "High mountains", "High plateau", "Jungle", "Monster island", "Mountains"], "id": 557, "notes": "MI pg 193"}, {"name": "High Llama", "race": "High Llama", "rank": 3, "owner": "hkokko", "tags": ["Aig", "Desert", "Fantasy", "Glorantha", "Mount"], "id": 374, "notes": "So tall that riders roll 1d10+10 on hitloc even against mounted foes  BaB pg 52 GB pg 12\n\nCan spit - if not evaded or parried with a shield - can cause Blind Opponent special effect without critical"}, {"name": "High Llama Nomad Hunter", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Prax"], "id": 385, "notes": "Shaven head, pony tail, olive skinned, black/dark eyes, black hair, loin cloths"}, {"name": "Humakt Initiate", "race": "Human", "rank": 3, "owner": "gloranphile", "tags": ["Fantasy", "Glorantha"], "id": 415, "notes": "Details on Gloranthan spells converted to RQ6 located here (http://goo.gl/Ew28rn)."}, {"name": "Human Caravan Guard", "race": "Human", "rank": 3, "owner": "harkom", "tags": ["Fantasy"], "id": 80, "notes": ""}, {"name": "Human Civilized Guard", "race": "Human", "rank": 3, "owner": "harkom", "tags": ["Fantasy"], "id": 57, "notes": ""}, {"name": "Human Roman Soldier", "race": "Human", "rank": 3, "owner": "harkom", "tags": ["Fantasy"], "id": 56, "notes": ""}, {"name": "Huscarl Guard", "race": "Human", "rank": 3, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha", "Pavis", "Sartar"], "id": 575, "notes": "Guards hired for security purposes, often coming from the Pavis Country Sartarite community."}, {"name": "Veteren Guard", "race": "Human", "rank": 3, "owner": "raleel", "tags": [], "id": 4259, "notes": ""}, {"name": "Skilled Tribesman", "race": "Human", "rank": 3, "owner": "raleel", "tags": [], "id": 4260, "notes": ""}, {"name": "Hyena", "race": "Hyena", "rank": 3, "owner": "hkokko", "tags": ["Aig", "Desert", "Fantasy", "Glorantha", "Jolar", "Kothar", "Mythic babylon", "Mythic rome", "Pamaltela", "Pent", "Prax", "Wastes"], "id": 378, "notes": "Usually hunts in packs of 2d6 in plains and 2d10 on river valley.  BaB pg 52, AiG, Mythic Babylon. \n\nIn Mythic Babylon they have Bad Omen associated with them"}, {"name": "Impala Rider Hunter", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Prax"], "id": 386, "notes": "Small in stature"}, {"name": "Issaries Caravan Trader (initiate)", "race": "Human", "rank": 3, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha"], "id": 203, "notes": ""}, {"name": "Ivory Impaler, Mature", "race": "Ivory Impaler", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Monster island", "Plant"], "id": 289, "notes": " MI pg 189 MI pg 226-227. Plant always uses Impale special effect. roots cannot be parried, must be evaded. Attacker can choose closest root or trunk. Damage bonus = +1d4. Attacks all six roots at once. "}, {"name": "Ivy, succubus", "race": "Ivy, succubus", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Monster island", "Plant"], "id": 290, "notes": "Abilities: Characteristics Drain with 1 AP (-1d8 STR, 1d8 CON unless victime can resist attack with Endurance roll),  Cannot be parried, must be evaded. Victims suffer entangle + trip opponent. Each target of ivy attack treats their own patch of ivy as separate hitloc MI pg 227-228"}, {"name": "Jellyfish, Giant", "race": "Jellyfish, Giant", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Monster island", "Sea"], "id": 235, "notes": " MI pg 229. "}, {"name": "Jempulex - Jewel Wasp", "race": "Jempulex - Jewel Wasp", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "Insect", "Jungle", "Monster island"], "id": 559, "notes": "MI pg 227-228,189. "}, {"name": "Jolanti, Large", "race": "Jolanti", "rank": 3, "owner": "hkokko", "tags": ["Aig", "Dwarven", "Glorantha"], "id": 617, "notes": "GB pg 26. A hitloc will only take a single point of damage unless hit is critical. Armor points are calculated  2xSIZ/number of hitlocs. Hitloc hitpoints = armor points.  RQG"}, {"name": "Jungle Troll Hunter", "race": "Jungle Troll", "rank": 3, "owner": "hkokko", "tags": ["Errinoru", "Fantasy", "Glorantha", "Jungle", "Pamaltela", "Uz"], "id": 367, "notes": "GB pg 41"}, {"name": "Krarshtkid, Small", "race": "Krarshtkid", "rank": 3, "owner": "hkokko", "tags": ["Aig", "Chaos", "Fantasy", "Glorantha"], "id": 353, "notes": "Abilities: Multi-limbed (+2 action points) if using the claw attack. In a round Krarstkid can only attack one type of attacks"}, {"name": "Kulamyu Pod", "race": "Kulamyu Pod", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Monster island", "Plant"], "id": 302, "notes": "  MI pg 189 MI pg 234. Evade vs Engulfing attack or swallowed. 1d10+10 three times to see which parts are touched up with acid. Escape only with Contest of Strength Rq6 pg 59) - additional level of difficulty1 hour per  victims Size = dissolved"}, {"name": "Kulamyu Pod, Gigantic", "race": "Kulamyu Pod", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Monster island", "Plant"], "id": 303, "notes": "MI pg 189 MI pg 234. Evade vs Engulfing attack or swallowed. 1d10+10 three times to see which parts are touched up with acid. Escape only with Contest of Strength Rq6 pg 59) - additional level of difficulty1 hour per  victims Size = dissolved"}, {"name": "Lhankor Mhy Skald, Novice (in Prax)", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Prax"], "id": 311, "notes": ""}, {"name": "Lotus Moth ", "race": "Lotus Moth", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "Flying", "Insect", "Jungle", "Monster island"], "id": 563, "notes": "MI pg 248-249. POT 80 poison vs Endurance. see pg 249"}, {"name": "Lucan (Timinit) Soldier", "race": "Lucan (Timinit)", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Islands", "Jrustela", "Pamaltela", "Umathela"], "id": 653, "notes": "GB pg 27-28. +1 AP due to multilimbed."}, {"name": "Ludoch - Cetoi Mermen Hunter", "race": "Ludoch - Cetoi Mermen", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Monster island", "Sea"], "id": 345, "notes": "GB pg 28"}, {"name": "Ludoch - Cetoi Mermen Warrior, Wachaza Initiate", "race": "Ludoch - Cetoi Mermen", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Monster island", "Sea"], "id": 363, "notes": ""}, {"name": "Lunar Antelope Lancer Officer", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Lunar"], "id": 398, "notes": "Average height, slight build, black hair, dark/black eyes, trousers, mantle/cloak. Their helm crests are red, yellow and black. Yanafal Tarnils initiate"}, {"name": "Lunar Caravan Trader", "race": "Human", "rank": 3, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha"], "id": 207, "notes": ""}, {"name": "Lunar Cavalry", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Lunar"], "id": 412, "notes": "Chiton Cavalry in Sartar/Esrolia SC pg 122"}, {"name": "Lunar Cavalry Officer", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Lunar"], "id": 413, "notes": "Chiton Cavalry in Esrolia/Sartar SC pg 122. Yanafal Tarnils Initiate"}, {"name": "Lunar Foot Soldier (Yanafal Tarnils Initiate)", "race": "Human", "rank": 3, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha"], "id": 107, "notes": ""}, {"name": "Lunar Hoplite", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Lunar"], "id": 395, "notes": "Marble Phalanx in Prax/Pavis. Beryl Phalanx in Sartar/Esrolia"}, {"name": "Lunar Hoplite on a city patrol", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Lunar"], "id": 391, "notes": "Marble Phalanx in Prax/Pavis. Beryl Phalanx in Sartar/Esrolia"}, {"name": "Lunar Peltast", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Lunar"], "id": 393, "notes": "Silver Shields in Pavis/Prax, Doblian Dogeaters in Sartar/Esrolia"}, {"name": "Lunar Peltast Officer", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Lunar"], "id": 390, "notes": "Silver Shields in Pavis/Prax, Doblian Dogeaters in Sartar/Esrolia. Yanafal Tarnils initiate"}, {"name": "Lunar Peltast on a city patrol", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Lunar"], "id": 389, "notes": "Silver Shields in Pavis/Prax, Doblian Dogeaters in Sartar/Esrolia"}, {"name": "Lunar Sailor", "race": "Human", "rank": 3, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha"], "id": 108, "notes": ""}, {"name": "Lunar Sevened Slave Priest Guard", "race": "Human", "rank": 3, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha", "Lunar"], "id": 208, "notes": "A nude savage, with a body marked with atrocious scars,  covered in scarlet skin drawings, and obviously high on something, maybe the drug indiced sevening used to turn him into a perfectly loyal bodyguard.  Protects his priest with his life, is absolutely earless, and ready to die.  Covered in a 10 pt shield, both magically and physically.  Gets to eat the heart of his victims."}, {"name": "Lunar Tax collector", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Lunar"], "id": 433, "notes": ""}, {"name": "Malasp Hunter - Piscoi Mermen ", "race": "Malasp - Piscoi Mermen", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Sea", "Umathela"], "id": 346, "notes": "Traits: Water Combat GB pg 29-30. :Scales and shark skin armour.  A Malasp engaging in Light Activity only needs to breathe once per hour. In Medium Activity, the creature must breathe every 30 minutes. When engaging in Heavy Activity, the Malasp must breathe every ten minutes.\nA Malasp\u2019s sense of taste is amazingly sharp, and\nallows it to track prey simply by the taste the prey\nleaves behind in the water."}, {"name": "Maran Gor Acolyte", "race": "Human", "rank": 3, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha"], "id": 258, "notes": "Elemental summoned (if any) is a gnome."}, {"name": "Megalonyx (Giant Ground Sloth)", "race": "Megalonyx (Giant Ground Sloth)", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High mountains", "Jungle", "Monster island"], "id": 562, "notes": "MI pg 244-245"}, {"name": "Member of a Band", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 448, "notes": ""}, {"name": "Morokanth Warrior", "race": "Morokanth", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Prax"], "id": 308, "notes": ""}, {"name": "Mummy", "race": "Mummy", "rank": 3, "owner": "hkokko", "tags": ["Aig", "Errinoru", "Fantasy", "Fonrit", "Genertela", "Glorantha", "High mountains", "High plateau", "Monster island", "Mountains", "Pamaltela", "Raw", "Raw official", "Rq6"], "id": 277, "notes": "RAW pg 260. Suspectible to fire (damage rolled as % -> fire - continues damage each fire on that hitloc). This one is animated by intensity 3 undeath spirit. Tries to grapple and strangle. "}, {"name": "Mummy, Sorcerer - Minor", "race": "Mummy", "rank": 3, "owner": "hkokko", "tags": ["Errinoru", "Fantasy", "Fonrit", "Genertela", "Glorantha", "Pamaltela"], "id": 278, "notes": "RQ6 pg 377-378. Suspectible to fire (damage rolled as % -> fire - continues damage each fire on that hitloc). This one is animated by intensity 3 undeath spirit. Tries to grapple and strangle. "}, {"name": "Myrmidon (Timinit) Blue-point Soldier", "race": "Myrmidon (Timinit)", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Islands", "Jrustela"], "id": 654, "notes": "Myrmidons are slender timinit humanoids taller than humans with flattened ant-like heads and chitin-covered bodies often possessing four arms. These hive-dwelling militaristic creatures fight with perfect discipline in implacable swarms often using multiple weapons simultaneously \n\nGB pg 31-32 . Use four javelins - one in each hand and more at the javelin case in the back. +1 extra action points"}, {"name": "Nature Spirit", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 493, "notes": "RQ6 pg 407-408"}, {"name": "Nightrider", "race": "Nightrider", "rank": 3, "owner": "hkokko", "tags": ["Aig", "Chaos", "Errinoru", "Glorantha", "Jolar", "Jungle", "Kothar", "Pamaltela", "Plains", "Tarien"], "id": 631, "notes": "Nightriders are horrible little chaos monsters descended from trolls with wrinkled black skin flattened skulls long slit-like red eyes and root-like tentacles used to attach to their mounts. These chaotic beings transmit commands emotions and injury to their mounts through tentacles and can magically dominate sentient targets with a touch forcing them to obey and serve as new hosts. GB pg 33 . Always mounted on another creature. Commands its mount thru psychic domination. Sentient mount can try to override Willpower vs Willpower once a day. Can use mount's fatigue, damage points and magic points. Damage by location can be transfrred to any location. Spell effects can also be transferred.  AiG pg 185"}, {"name": "Raptor", "race": "Eagle, Giant", "rank": 3, "owner": "hkokko", "tags": ["Balazar", "Fantasy", "Flying", "Genertela", "Glorantha", "Mountains", "Pamaltela", "Prax"], "id": 3846, "notes": ""}, {"name": "Nightstalker", "race": "Nightstalker", "rank": 3, "owner": "hkokko", "tags": ["Aig", "Errinoru", "Glorantha", "Jungle", "Pamaltela"], "id": 632, "notes": "Nightstalkers are incredibly thin and tall nocturnal humanoid creatures found in northern jungles and forests possessing ugly mask-like heads on long wrinkled necks pasty gray skin and shaggy black hair. These beings are extremely strong grapplers despite their gangling appearance who kill prey by slamming it against solid surfaces using their powerful musculature \n\nGB pg 34. Normally grapples and on the following round slams the target against tree or ground. "}, {"name": "Nomad Warrior (Stormbull Initiate)", "race": "Human", "rank": 3, "owner": "skoll", "tags": ["Fantasy", "Glorantha"], "id": 38, "notes": ""}, {"name": "Ogre Traveler - Cacodemon Initiate", "race": "Ogre, Gloranthan", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 225, "notes": "Variation on RQ pg 379-380. SC pg 125. "}, {"name": "Ogre Traveler - Skilled Companion", "race": "Ogre, Gloranthan", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 224, "notes": "Variation on RQ pg 379-380. SC pg 125. "}, {"name": "Ogre Wanderer", "race": "Ogre, Primal", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha", "Raw", "Raw official"], "id": 223, "notes": "RAW pg 261-262"}, {"name": "One Headed Dragonsnail", "race": "One Headed Dragonsnail", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Desert", "Fantasy", "Glorantha"], "id": 259, "notes": "The foot engulfs and suffocates as well as inflicts damage\n\nSource: AiG"}, {"name": "Orveltor (Hornilian Swamp Goblin) Warrior", "race": "Orveltor (Hornilian Swamp Gobl", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Hornilio", "Pamaltela", "Slon", "Swamp"], "id": 620, "notes": "GB pg 34-35, 20 Anaxial's Annex. The orveltor are the largest and most common of the western slorifings. They are vaguely humanoid in shape, but possess three flexible, flattened arms, with the third sprouting from the abdomen roughly where a human navel would be. They have two legs, which are gnarled, twisted and covered in bark. Their stocky bodies are covered in green fuzz, although their flattened and wrinkled head is grey and quite hairless.\n\nYoung orveltor live in water filled burrows, and do not surface and begin to breathe air until they reach adulthood. Thus, unlike most other slorifings, the orveltor are not normally accompanied by their young. Orveltor are relatively peaceful, so long as they do not perceive the vegetation and wildlife of their swamps being threatened. They rarely deal with humans however, for each race finds the other alien (not to mention ugly) and difficult to understand. They often have limnades as allies, and prefer to learn healing and plant related magics to those associated with combat, although they will not ignore the latter entirely.\n\nIn combat, orveltor will first seek to intimidate enemies into leaving, through superior numbers or demonstration of magic. If this fails, one or two will hang back and use their magic to support their fellows, so that swamp weeds entangle their foes, and that the fighters may be augmented as necessary. The remainder will charge forward, and swim beneath the water to catch the intruders by surprise if possible. Orveltor usually fight with a sharp bamboo stilletto in each hand; they stab with two and use the third, stouter, stilletto to parry their opponent's blows."}, {"name": "Ouori - Cetoi Mermen", "race": "Ouori - Cetoi Mermen", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Sea"], "id": 344, "notes": "The walrus people Traits: Water Combat. Favored attack is charging with the long spear/lance GB pg 35"}, {"name": "Pairing Stone Thug", "race": "Human", "rank": 3, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha"], "id": 59, "notes": ""}, {"name": "Possessed Plant, Small (Intensity 1)", "race": "Possessed Plant, Small (Intens", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Monster island", "Plant"], "id": 242, "notes": "Abilities: Multi-limbed (RQ6: pg 312-316) Figure using the action points (sum int + pow) RQ6 pg 12\nStrike rank using the average of INT and CHA. MI pg260"}, {"name": "Praxian Sable Nomad", "race": "Human", "rank": 3, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha"], "id": 205, "notes": "Skirmisher."}, {"name": "Predator Spirit - Wolf form", "race": "Predator Spirit - Wolf form", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 226, "notes": "Abilities: . Predator Warping RQ6 pg 409,396. Intensity 3.  , Usually hunts in packs of 12-30. Prefers to select Grip and Choose location. Gripped victim sustains biting damage every round"}, {"name": "Primitive Islander Hunter", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "Jungle", "Monster island"], "id": 457, "notes": "Blowgun has POT 70 poison"}, {"name": "Primitive Islander Runner", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Jungle", "Monster island"], "id": 463, "notes": "MI pg 25. Feathered staff of negotiation as a sign of their purpose"}, {"name": "Primitive Islander Seasoned Skirmisher", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 111, "notes": ""}, {"name": "Quintus Ferrignus", "race": "Human", "rank": 3, "owner": "harkom", "tags": ["Fantasy"], "id": 329, "notes": "Enormous and muscular. A bit thick."}, {"name": "Rascullu, Young Warrior", "race": "Rascullu", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Jolar", "Kothar", "Pamaltela", "Plains", "Tarien"], "id": 633, "notes": "Rascullu are rhino-bodied centaurs towering over men with torsos like a man and tough hide armored bodies often possessing a sharp horn on their forehead. These vicious stupid omnivores are primitive warriors attacking mainly with fists and feet sometimes using tree trunks or stones and are known to charge their opponents GB pg 35-36. Does not parry. "}, {"name": "Restless Dead - Human form - Just raised", "race": "Restless Dead - Human form", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Undead"], "id": 147, "notes": "Intensity 3. "}, {"name": "Rhino Nomad Hunter", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Prax"], "id": 387, "notes": ""}, {"name": "Rubble Runner ", "race": "Rubble runner", "rank": 3, "owner": "hkokko", "tags": ["Aig", "Fantasy", "Glorantha"], "id": 361, "notes": "Usually hunts in packs of 12-30.Once it bites it hangs on and continues to bite.  RQGB"}, {"name": "Sailor", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Sea"], "id": 291, "notes": ""}, {"name": "Sailor Slave, Kareeshtu", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Sea"], "id": 296, "notes": "Men of the Sea pg 32"}, {"name": "Sailor, Haragala", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Sea"], "id": 295, "notes": "Men of the Sea pg 28"}, {"name": "Sailor, Maslo", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Sea"], "id": 294, "notes": "Men of the Sea pg 30"}, {"name": "Sailor, Pirate", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Sea"], "id": 300, "notes": ""}, {"name": "Saltasaur, Adult", "race": "Saltasaur", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Dinosaur", "Fantasy", "Jungle", "Monster island"], "id": 265, "notes": "Always tries to turn and use the tail only"}, {"name": "Sartar Bandit Ranger", "race": "Human", "rank": 3, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha", "Sartar"], "id": 180, "notes": ""}, {"name": "Sartar Farmhand", "race": "Human", "rank": 3, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha", "Sartar"], "id": 441, "notes": "Barntar Initiate, Orlanth Lay Member."}, {"name": "Sartar Fyrd Follower", "race": "Human", "rank": 3, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha", "Sartar"], "id": 443, "notes": "Orlanth Lay Member"}, {"name": "Sartar Hunter", "race": "Human", "rank": 3, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha", "Sartar"], "id": 440, "notes": "Odayla Initiate, Orlanth Lay Member."}, {"name": "Scorpion Man Mercenary", "race": "Scorpion Man", "rank": 3, "owner": "Pruneau", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 127, "notes": "Potency = CON x 5.  Resist (endurance).  Fail means CON HP to chest over healing rate minutes."}, {"name": "Sea Troll Hunter", "race": "Sea Troll", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Pamaltela", "Sea", "Uz"], "id": 370, "notes": " Do not regenerate wounds taken in daylight.  GB pg 42 Anaxial's Annex. Sea trolls are aberrant creatures which resemble uzko except for their slim hairless bodies and webbed hands and feet. They have lost the typical troll ability to eat inorganic material such as rocks, and, while they can still eat a wide range of organic matter, they prefer to eat meat. Although they breathe water and can move swiftly when required, they are generally clumsy swimmers, and move more like a frog than a fish or dolphin."}, {"name": "Servant Guard", "race": "Human", "rank": 3, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha", "Pavis", "Sartar"], "id": 580, "notes": "Guards hired for security purposes by traders and wealthy citizens."}, {"name": "Shape-shifting Spirit", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 494, "notes": "Mythras Core 152"}, {"name": "Sickness Spirit - Intensity 1", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 495, "notes": "Mythras page 143 and  152-153. Lone spirits attack sleeping or unconscious targets. At this point the sickness spirit manifests, and engages the target in spirit combat. If it gains a level of success the spirit infects the victim, and wanders off to find another host. Only rarely do they covertly possess "}, {"name": "Wraith, Doom of Ancient Khans", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Genertela", "Glorantha", "Pamaltela"], "id": 3091, "notes": "RQ6 PG 412. Intensity 4. Hitpoints = POW.  Attack with Spectral combat with Spirit Damage as damage.Wraith attacks bypass all except magical defence. Wounds turn necrosis that do not recover except with magic. Can attack thru physical objects. Cannot move beyond its tomb/place of death"}, {"name": "Sickness Spirit - Intensity 2 (old)", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 566, "notes": "RQ6 pg 410-411."}, {"name": "Sickness Spirit - Intensity 3 (old)", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 567, "notes": "RQ6 pg 410-411"}, {"name": "Sickness Spirit - Intensity 4 old", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 568, "notes": "RQ6 pg 410-411"}, {"name": "Manling, Spawn of Pocharngo", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Glorantha"], "id": 3092, "notes": "manling is a tiny Chaotic humanoid creature. It is created through a ritual performed upon the caster's body. This ritual transforms a portion of the caster's flesh, from a randomly chosen hit location, into a budmass that matures and separates from the caster's body in seven days course: Lords of Terror"}, {"name": "Sickness Spirit - Intensity 5", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 569, "notes": "RQ6 pg 410-411."}, {"name": "Zombie Broo", "race": "Broo", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha", "Undead"], "id": 2836, "notes": ""}, {"name": "Skeleton Warrior", "race": "Skeleton", "rank": 3, "owner": "hkokko", "tags": ["Aig", "Cloud forest", "Fantasy", "Glorantha", "High plateau", "Mountains", "Raw", "Raw official", "Rq6", "Undead"], "id": 136, "notes": "RAW Pg 265"}, {"name": "Revenant", "race": "Revenant", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Undead"], "id": 2847, "notes": "Undead construct created from human corpse. Non magic weapons do half damage, impaling only 1 point. \n\nVulnerable to fire. "}, {"name": "Skilled Serpent People Beast Handler", "race": "Serpent People", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 476, "notes": "Quilted Leather"}, {"name": "Skilled Serpent People Hunter", "race": "Serpent People", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High mountains", "High plateau", "Jungle", "Monster island"], "id": 159, "notes": "\n"}, {"name": "Skilled Serpent People Slave Master", "race": "Serpent People", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High mountains", "High plateau", "Jungle", "Monster island"], "id": 500, "notes": "Quilted Leather"}, {"name": "Skilled Serpent People Warrior", "race": "Serpent People", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High mountains", "High plateau", "Jungle", "Monster island"], "id": 124, "notes": "Monster Hide Half Plate.  Weapons see pg 177"}, {"name": "Sakkar (Smilodon) Hunter", "race": "Smilodon", "rank": 3, "owner": "hkokko", "tags": ["Aig", "Fantasy", "Glorantha", "High mountains", "High plateau", "Mountains", "Raw", "Rq6"], "id": 187, "notes": "RQ6 pg 386"}, {"name": "Snake, Common Poisonous", "race": "Snake, Poisonous", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "Jungle", "Monster island", "Prax"], "id": 364, "notes": "POT 8xCON vs Endurance "}, {"name": "Spirit Fetch", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 488, "notes": "Discorporate, Stealth and Spellcasting are only available if the ability for that is selected in the sorcery spells. If ability encountered several times - make it stronger. "}, {"name": "Haunt - Lesser", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Spirit"], "id": 9947, "notes": "Haunt is usually invisible, it may spend 1 Magic Point to manifest itself visually for up to its POW in minutes. They do not initiate spectral combat but use their other skills. Core 150"}, {"name": "Spirit of Thed", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 586, "notes": "At Shaman of Thed command can enter the shaman and the shaman can use the Chaos Feature. Shaman must pay 1MP when the spirit leave. Spirit can engage in spirit combat and use its spells"}, {"name": "CE Scorpion Woman: Senior Initiate of Bagog", "race": "Scorpion Man", "rank": 3, "owner": "touristupdatenola", "tags": ["Bagog", "Chaos", "Fantasy", "Glorantha"], "id": 661, "notes": " Toxic Stinger on Tail [Potency = CON x 5].  Resist (endurance).  Fail means CON HP to chest; Natural carapace provides 4 to 6 armour points protection on limbs and 6 to 9 armour points protection on torso and head; Movement Rate is 9; Dexterity Bonus.\n Additionally...Carries 2x Shortspears, 1 to throw and 1 to use in combat; carries 3 Darts.\n\n\n A dominant female outranking male initiates of Bagog.  Either a 2nd-in Command of a small nest or Elite Queen's Guard.  Excellent morale, scorpion-folk-smart.  A scarred veteran of many fights within her nest, essentially a moderate bad-ass Bitch."}, {"name": "Storm Bull Initiate", "race": "Human", "rank": 3, "owner": "gloranphile", "tags": ["Fantasy", "Glorantha"], "id": 418, "notes": "Details on Gloranthan spells converted to RQ6 located here (http://goo.gl/Ew28rn)."}, {"name": "Telmori pack member (human form) ", "race": "Human", "rank": 3, "owner": "Davecake", "tags": ["Fantasy", "Glorantha"], "id": 301, "notes": ""}, {"name": "Telmori Werewolf (Wolf form)", "race": "Werewolf (Wolf form)", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Lycanthrope", "Mythic rome", "Peloria", "Ralios", "Sartar"], "id": 216, "notes": "Lycanthropy, Prefers to select Grip and Choose location. Mythras 273, SC pg140"}, {"name": "Telmori Wolf Runner", "race": "Wolf", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Sartar"], "id": 212, "notes": " Usually hunts with a Telmori warrior that is either in wolf or human form. Prefers to select Grip and Choose location. Gripped victim sustains biting damage every round. Rq6 pg 396, SC pg140"}, {"name": "Thanatari Doom Seeker -  Horn Of Atyar", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 544, "notes": "White blemish in the form of skull in hidden part of body. Can see in Darklight"}, {"name": "Thanatari Doom Seeker - Breath of Thanatar", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 545, "notes": "White blemish in the form of skull in hidden part of body. Can see in Darklight"}, {"name": "Thanatari Doom Seeker - Hand of Than", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 543, "notes": "White blemish in the form of skull in hidden part of body. Can see in Darklight"}, {"name": "Thanatari Guardian Spirit, Ancestor", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 537, "notes": "RQ6 pg 405-406. Protects against spells: must first oppose guardians willpower. If successful then separate resist roll by animist. Can neutralize spellis with Magnitude of twice its intensity. Can be ordered to spirit attack an enemy"}, {"name": "Thanatari Guardian Spirit, Great", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 536, "notes": "RQ6 pg 405-406. Protects against spells: must first oppose guardians willpower. If successful then separate resist roll by animist. Can neutralize spellis with Magnitude of twice its intensity. Can be ordered to spirit attack an enemy"}, {"name": "Thanatari Guardian Spirit, Large", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 535, "notes": "RQ6 pg 405-406. Protects against spells: must first oppose guardians willpower. If successful then separate resist roll by animist. Can neutralize spellis with Magnitude of twice its intensity. Can be ordered to spirit attack an enemy"}, {"name": "Thanatari Guardian Spirit, Medium", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 534, "notes": "RQ6 pg 405-406. Protects against spells: must first oppose guardians willpower. If successful then separate resist roll by animist. Can neutralize spellis with Magnitude of twice its intensity. Can be ordered to spirit attack an enemy"}, {"name": "Thanatari Guardian Spirit, Small", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 533, "notes": "RQ6 pg 405-406. Protects against spells: must first oppose guardians willpower. If successful then separate resist roll by animist. Can neutralize spellis with Magnitude of twice its intensity. Can be ordered to spirit attack an enemy"}, {"name": "Thanatari Head, Major", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 531, "notes": "Priest can use heads magic with his own skill - and now with heads POW.  Use of Rune Magic drains its strength in POW from head. "}, {"name": "Thanatari Head, Minor", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 530, "notes": "Priest can use heads magic with his own skill. Use of Rune Magic drains 4x its strength in POW from head. "}, {"name": "Thief", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Fonrit", "Genertela", "Umathela"], "id": 451, "notes": ""}, {"name": "Thief, Lanbril Initiate", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Pavis"], "id": 599, "notes": "Pavis & Big Rubble pg 87"}, {"name": "Thulean Hoplon, green", "race": "Human", "rank": 3, "owner": "Muminalver", "tags": ["Fantasy", "Glorantha", "Pamaltela"], "id": 100, "notes": ""}, {"name": "Tiger Turtle, Adult", "race": "Tiger Turtle", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Monster island", "Sea"], "id": 240, "notes": "MI pg 276"}, {"name": "Titanothere, Young Bull", "race": "Titanothere", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Pamaltela", "Plains"], "id": 636, "notes": " GB pg 40. Must charge at least its movement rate to gain charge bonus. "}, {"name": "Titanothere, Young Cow", "race": "Titanothere", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Pamaltela", "Plains"], "id": 637, "notes": "GB pg 40. Must charge at least its movement rate to gain charge bonus. "}, {"name": "Toad, Cliff ", "race": "Toad, Cliff", "rank": 3, "owner": "hkokko", "tags": ["Aig", "Desert", "Fantasy", "Glorantha"], "id": 564, "notes": ""}, {"name": "Troll, Cave", "race": "Troll, Mountain", "rank": 3, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Mountains", "Uz"], "id": 639, "notes": "Sunlight rune link RQ pg 390-391 "}, {"name": "Tusk Rider, Raider", "race": "Tusk Rider (Half-troll)", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Sartar"], "id": 355, "notes": "GB pg 43"}, {"name": "Tusker ", "race": "Tusker", "rank": 3, "owner": "hkokko", "tags": ["Aig", "Fantasy", "Glorantha"], "id": 356, "notes": "Abilities:  Mount of the Tusk riders GB pg 43"}, {"name": "Two Headed Dragonsnail, Small", "race": "Two Headed Dragonsnail", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 260, "notes": ""}, {"name": "Vampire Palm", "race": "Vampire Palm", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Monster island", "Plant"], "id": 307, "notes": " MI pg 189, MI pg 277"}, {"name": "Velociraptor young adult", "race": "Velociraptor", "rank": 3, "owner": "hkokko", "tags": ["Dinosaur", "Draconic areas", "Fantasy", "Forest", "Jungle", "Monster island", "Plains", "Slon", "Tarien"], "id": 164, "notes": "Hunts as a pack (whistle communications)"}, {"name": "Celt spearman", "race": "Human", "rank": 3, "owner": "skoll", "tags": ["Mythic britain"], "id": 2856, "notes": "Trait: Shield wall"}, {"name": "Vulture, Giant", "race": "Vulture, Giant", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "Flying", "Fonrit", "Genertela", "Glorantha", "Jolar", "Kothar", "Monster island", "Mount", "Mountains", "Pamaltela", "Prax"], "id": 498, "notes": "MI pg 279-280. If seriously threatened will vomit the last meal - opponent must roll against Willpower to act. "}, {"name": "Waertag Corsair", "race": "Waertag", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Sea"], "id": 381, "notes": "GB pg 44. Cumulative 1% chance of sickening per day on land. "}, {"name": "Waertag Sailor", "race": "Waertag", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Sea"], "id": 380, "notes": "GB pg 44. Cumulative 1% chance of sickening per day on land. "}, {"name": "Wandering Walktapi", "race": "Walktapi", "rank": 3, "owner": "Pruneau", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 251, "notes": "Chaos Feature (POWx2 chance) (RQ6: pg 312-316) RQ6 pg 441-442.  Ink Squirt: once per combat round.  Range and diameter 8m. Opposed endurance vs Walktapi CON. Fail means skills one grade harder, inhale gas for d4 chest damage.  Gas dissipates within one combat round.  Regenerates d4 hp per round to every injured location, unless wound is major."}, {"name": "Watchwere, Young Adult", "race": "Watchwere", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Errinoru", "Fonrit", "Glorantha", "Jungle", "Mountains", "Pamaltela", "Umathela"], "id": 640, "notes": "Watchweres are bulky ape-like chaotic omnivores with twisted clawed fingers and a small beaked head found in Pamaltelan jungles and mountains. These intelligent creatures can see through solid objects and are often employed as guards or guides by other chaos beings.\n\nGB pg 44 Chaotic ability of see thru any substance at will. After hitting hangs on with its claw continuing the damage the hitloc"}, {"name": "Flying Ray", "race": "Manta Ray", "rank": 3, "owner": "hkokko", "tags": ["Flying", "Glorantha", "Loral", "Monster island"], "id": 4499, "notes": "\"Apparently roosting in the hills and on the Moroka Enga islands, flying rays venture across the surrounding land and sea in search of food. They resemble manta rays, with a long tail ending in a deadly sword-like bony projection. They glide on high air currents, but can swoop down suddenly on unsuspecting prey, often seeking to decapitate them with the first strike from their tails. Once on the ground, however, they are slow- moving and relatively vulnerable, for they possess no legs. To launch into the air, they tuck their muscular tail beneath their bodies and spring themselves upwards \u2013 an ungainly method that nonetheless seems surprisingly effective. Barring the misfortune of stumbling across a roosting colony, these creatures are generally encountered on their own, for they are solitary hunters.\" Tt#13"}, {"name": "Wind Child Hunter", "race": "Wind Child", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Flying", "Glorantha"], "id": 342, "notes": "Disdain close combat. If casting a spell at sylph chance +50% GB pg 44"}, {"name": "Dog, Hunting", "race": "Wolf", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Genertela", "Glorantha"], "id": 214, "notes": ""}, {"name": "Dog, Guard", "race": "Wolf", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Genertela", "Glorantha", "Mythic rome"], "id": 1135, "notes": ""}, {"name": "Pain Spirit - Intensity 2", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 13212, "notes": "Pain spirit tries to possess its target. "}, {"name": "Wraith, Spirit", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Genertela", "Glorantha", "Pamaltela"], "id": 497, "notes": "RQ6 PG 412. Intensity 3. Hitpoints = POW.  Attack with Spectral combat with Spirit Damage as damage.Wraith attacks bypass all except magical defence. Wounds turn necrosis that do not recover except with magic. Can attack thru physical objects. Cannot move beyond its tomb/place of death"}, {"name": "Yelmalio Initiate", "race": "Human", "rank": 3, "owner": "gloranphile", "tags": ["Fantasy", "Glorantha"], "id": 399, "notes": "Details on Gloranthan spells converted to RQ6 located here (http://goo.gl/Ew28rn).\nKuschile Horse Archery skill allows the use of the bow while riding a horse at their Combat Style ability."}, {"name": "Ysabbau - Piscoi Mermen Hunter", "race": "Ysabbau - Piscoi Mermen", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Sea"], "id": 343, "notes": " GB pg 45"}, {"name": "www.broo.info -- Scorpion Man: Initiated TM", "race": "Scorpion Man", "rank": 3, "owner": "touristupdatenola", "tags": ["Bagog", "Chaos", "Fantasy", "Glorantha"], "id": 662, "notes": "Toxic Stinger on Tail [Potency = CON x 5].  Resist (endurance).  Fail means CON HP to chest; Natural carapace provides 3 armour points protection on limbs, 4 to 5 armour points protection on head, torso and tail.  Movement Rate is 7; Notes... A skilled male initiate of Bagog.  Excellent morale, not that intelligent, but not stupid by Scorpion Folk Standards.  Good in combat."}, {"name": "Saxon fyrdman", "race": "Human", "rank": 3, "owner": "skoll", "tags": ["Mythic britain"], "id": 2855, "notes": ""}, {"name": "CE Cornish Ogre \"Monster\"", "race": "Ogre, Gloranthan", "rank": 3, "owner": "touristupdatenola", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 673, "notes": "An ogre making no attempt to hide his true evil nature."}, {"name": "Pterodactyl", "race": "Pterodactyl", "rank": 3, "owner": "hkokko", "tags": ["Dinosaur", "Flying", "Glorantha", "Jungle", "Monster island", "Slon"], "id": 692, "notes": "Very large flying dinosaur - wingspan 10-12m"}, {"name": "Green Elf Ranger", "race": "Elf", "rank": 3, "owner": "hkokko", "tags": ["Elf forest", "Genertela", "Glorantha"], "id": 697, "notes": "Leave cloak makes stealt rolls one grade easier in forest. "}, {"name": "Plesiosaur, Young Adult", "race": "Plesiosaur", "rank": 3, "owner": "hkokko", "tags": ["Aig", "Dinosaur", "Fantasy", "Glorantha", "Monster island", "Sea"], "id": 702, "notes": "AiG When attacking only its head and neck can be reached"}, {"name": "Swimmer, Brood of Mother of Monsters", "race": "Plesiosaur", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha", "Sea"], "id": 703, "notes": "When attacking only its head and neck can be reached"}, {"name": "Lunar Initiate of Crimson Bat", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Lunar"], "id": 709, "notes": "Cultists constantly looking for intelligent food for the Bat. Favored initiates will ride on the Bat. Cult is directly responsible to Emperor so most Lunar authorities will provide help for the cultists.  Wears clothing soaked in the blood of bat eyes."}, {"name": "Ogre, Drool of Krarsht", "race": "Ogre, Gloranthan", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Genertela", "Glorantha"], "id": 714, "notes": "Variation on RQ pg 379-380. SC pg 125. Carries poisons of POT 60 - to be dropped to food/drink or injected"}, {"name": "Krarshtides", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Genertela", "Glorantha", "Pamaltela"], "id": 719, "notes": "Shadowy but palely luminiscent images of the Mother Mouth - identical in shape to Krasrthkids. Each successful attack reduces victim's POW by 1 and magic points by spirit damage. If the magic points go to zero -> Final Willpower vs Willpower. If victim fails - thoughts and terrors of chaos devour victim's mind. INT goes to species minimum and permantely affect the victim as possession by passion spirit. "}, {"name": "Alynx Companion, Trained", "race": "Alynx", "rank": 3, "owner": "Pruneau", "tags": ["Glorantha", "Sartar"], "id": 722, "notes": "The Alynx is the compagnon animal of the Orlanthi.  \n*Flurry of Claws: when the claw attack connects the alynx can spend another AP and rip.  Special effects apply."}, {"name": "Human Initiate of Krjalk", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Genertela", "Glorantha"], "id": 726, "notes": "Follower of Chaos God of Treason. \"Merely speaking his name or thinking of him was then enough to transform the speaker or thinker into a chaos horror \u2014 a slave of Krjalk\u2019s throngs\" See Lords of Terror"}, {"name": "Hunting Dog, Trained", "race": "Dog - Hunting", "rank": 3, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha"], "id": 728, "notes": "Special Effects: Grip, Choose Location (always aiming for the exposed area)."}, {"name": "Human Vampire, Initiate of Vivamort", "race": "Vampire", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Genertela", "Glorantha", "Pamaltela", "Undead"], "id": 730, "notes": "Abilities: Not yet Vampire. Swordbiter skill can disarm opponent. Vampire will try to parry the blow with sword biter and then twist the weapon.  See Cults of Terror. "}, {"name": "Traskar Spirit", "race": "Toad, Cliff", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Prax", "Zola fel"], "id": 736, "notes": "Borderlands and Beyond pg 54"}, {"name": "Camptosaur", "race": "Hadrosaur", "rank": 3, "owner": "hkokko", "tags": ["Dinosaur", "Glorantha", "Monster island", "Prax"], "id": 737, "notes": "These huge reptilian creatures were born of immature dragon eggs, and so never matured into dragons. They are not exactly the dinosaurs of the Cenozoic, but the main difference is in their origin. They are intelligent and good magicians, also unsuited for physical combat. They will try to avoid outsiders, but if encountered in a friendly fashion by someone who knows their archaic speech, they will talk and share knowledge - Beyond Borderlands page 51"}, {"name": "Iguanodon", "race": "Hadrosaur", "rank": 3, "owner": "hkokko", "tags": ["Dinosaur", "Glorantha", "Monster island", "Prax"], "id": 738, "notes": "These huge reptilian creatures were born of immature dragon eggs, and so never matured into dragons. They are not exactly the dinosaurs of the Cenozoic, but the main difference is in their origin. They are intelligent and good magicians, also unsuited for physical combat. They will try to avoid outsiders, but if encountered in a friendly fashion by someone who knows their archaic speech, they will talk and share knowledge - (RQ6: pg 312-316) Beyond Borderlands page 51"}, {"name": "Skeleton Warrior, Run of the Mill", "race": "Skeleton", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Undead"], "id": 741, "notes": ""}, {"name": "Wind Child Skeleton", "race": "Wind Child", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Flying", "Glorantha", "Prax", "Undead"], "id": 743, "notes": "Disdain close combat. If casting a spell at sylph chance +50% GB pg 44"}, {"name": "Minotaur Skeleton", "race": "Minotaur", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Undead"], "id": 746, "notes": ""}, {"name": "High Llama Skeleton", "race": "High Llama", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Mount", "Prax", "Undead"], "id": 749, "notes": "So tall that riders roll 1d10+10 on hitloc even against mounted foes  BaB pg 52 GB pg 12"}, {"name": "Chaos Wasp", "race": "Giant Wasp", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Genertela", "Glorantha", "Insect"], "id": 750, "notes": "Drastic Resolutions. Hypnotize by wing movements willpower vs willpower or befuddled while wasp stings and deposits the eggs. Wasp will fly away and the eggs (SIZ/5) will hatch and start draining the life force of the victim in one week. After victim is dead will destroy the corpse 1 size per week and pupate in the corpse "}, {"name": "Wasp Rider Warrior", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Sartar"], "id": 751, "notes": "Wasp Riders from Wasps' Nest. \"Black hair, soft bright skin, speak in high pitched buzzing form of speech\". They are shy and keep their distance from the humans.  Tradetalk #7. Extremely primitive Hsunchen. Warriors covered in dead wasp chitin armor - orange and black. Poison POT 40 or asphyxiation on their weapons. "}, {"name": "Wasp Rider Warrior, Veteran", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Sartar"], "id": 752, "notes": "Wasp Riders from Wasps' Nest. \"Black hair, soft bright skin, speak in high pitched buzzing form of speech\". They are shy and keep their distance from the humans.  Tradetalk #7. Extremely primitive Hsunchen. Warriors covered in dead wasp chitin armor - orange and black. Poison POT 40 or asphyxiation on their weapons. "}, {"name": "Plesiosaur  Zombie", "race": "Plesiosaur", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Monster island", "Sea", "Undead", "Upland marsh"], "id": 2880, "notes": "When attacking only its head and neck can be reached"}, {"name": "Dwerulan Hunter", "race": "Dwerulan", "rank": 3, "owner": "hkokko", "tags": ["Aig", "Pamaltela", "Sea"], "id": 763, "notes": "Protoform of merman. Scaleless, smooth and slimy as an eel. Hybrid between human fetus and a tadpole. "}, {"name": "Rabbit Broo", "race": "Broo", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 766, "notes": ""}, {"name": "Shadowcat Broo", "race": "Broo", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 767, "notes": ""}, {"name": "Sheep Broo", "race": "Broo", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 768, "notes": ""}, {"name": "Bear Broo", "race": "Broo", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 769, "notes": ""}, {"name": "Hundred Steps Snake", "race": "Snake, Poisonous", "rank": 3, "owner": "hkokko", "tags": ["Errinoru", "Fantasy", "Glorantha", "Monster island", "Pamaltela"], "id": 772, "notes": "Death (Endurance vs POT 70) RQ6 pg 113,108  Onset time 100 steps. Once the victim has walked a hundred steps he collapses dead"}, {"name": "Snake Spirit", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 2968, "notes": "RQ6 pg 407-408"}, {"name": "Rattlesnake", "race": "Snake, Poisonous", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Prax"], "id": 2549, "notes": "Maneuvre RQ6 pg 316. Poison POT 70 RQ6 pg 113,108  Onset time 1d2 rounds"}, {"name": "Bull Broo", "race": "Broo", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 773, "notes": "Sartar Cattle Bull. "}, {"name": "Bolo Lizard", "race": "Bolo Lizard", "rank": 3, "owner": "hkokko", "tags": ["Aig", "Desert", "Genertela", "Glorantha", "Mount", "Prax"], "id": 775, "notes": "Mounts for a Lesser Tribe in Prax. Can double their movement rate for CON in rounds"}, {"name": "Dwarf Warrior", "race": "Dwarf", "rank": 3, "owner": "hkokko", "tags": ["Dwarven", "Genertela", "Glorantha", "Pamaltela"], "id": 776, "notes": "Only dwarves can operate dwarven missile weapons. If they go to wrong hands - dwarves will send constructs to get them back"}, {"name": "Iron Dwarf Sorcerer, Apprentice", "race": "Dwarf", "rank": 3, "owner": "hkokko", "tags": ["Dwarven", "Glorantha"], "id": 778, "notes": ""}, {"name": "Choram (Bronze Goat)", "race": "Choram (Bronze Goat)", "rank": 3, "owner": "hkokko", "tags": ["Dwarven", "Genertela", "Glorantha", "Pamaltela"], "id": 780, "notes": "Herds of dwarven construct released to destroy vegetation completely. Goats are replaced by blades. Makes steam engine noises with smoke coming out of nostrils. Abilities: Immunity to vegetation, Vulnerability to lightning. (RQ6: pg 312-316) \n\nUpdated from source: Anaxial's Manifest"}, {"name": "Pol Joni Hunter", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Prax"], "id": 783, "notes": "Orlanth Initiate"}, {"name": "Zebra Rider", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Pavis", "Prax"], "id": 786, "notes": "Average height, slight build, black hair, dark/black eyes, trousers, mantle/cloak. Their helm crests are red, yellow and black."}, {"name": "Fonritian Slave Soldier", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 788, "notes": "\"He is marked on the face and limbs with ritual scarification, which marks him as a slave soldier of the owner.\" See Glorantha.com"}, {"name": "Afadjann (Fonritian) Merchant", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 796, "notes": ""}, {"name": "Afadjann Dancer (Fonrit)", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 797, "notes": ""}, {"name": "Afadjann (Fonritian) Masarin (Noble)", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 792, "notes": ""}, {"name": "Afadjann (Fonritian) Masarin Female (Noble)", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 793, "notes": ""}, {"name": "Lucan (Timinit) Worker", "race": "Lucan (Timinit)", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Islands", "Jrustela", "Pamaltela", "Umathela"], "id": 798, "notes": "GB pg 27-28 "}, {"name": "Kareeshtu (Fonritian) Masarin (Noble)", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 799, "notes": "The Owneds are required to display some mark of their slavery \u2013 most proudly display the insignia of their pyramid as a badge or a tattoo."}, {"name": "Kareeshtu (Fonritian) Masarin Female (Noble", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 800, "notes": "Wear a long robe covering head and body. May wear veil. The Owneds are required to display some mark of their slavery \u2013 most proudly display the insignia of their pyramid as a badge or a tattoo"}, {"name": "Skeleton, Dark Troll", "race": "Troll, Dark", "rank": 3, "owner": "Pruneau", "tags": ["Glorantha", "Undead"], "id": 804, "notes": "Abilities: Undead (Rq6 page 316). Immune to the effects of serious wounds. Reduce the damage dice of slashing/thrusting weapons by 1 die step against them and increase the damage of blunt weapons by 1 die step. Major wounds do not incapacitate, Rq6 pg 384"}, {"name": "Humakt Initiate, Prax", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Prax"], "id": 842, "notes": "\n\n\"Must uphold the Code of Humakt. This includes requirements that a member must (1) always fight other Humakt members fairly, (2) honor the fallen, and (3) maintain strict truth and confidence with one another. Combat between members may continue only to the first fallen, not to the death, and the loser must surrender a prize to the victor.\" - Cult Compendium"}, {"name": "Lamia", "race": "Lamia", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Desert", "Fantasy", "Fonrit", "Pamaltela"], "id": 2839, "notes": "Gaze attack single male opponent per round using Dominate Male Humanoid or fall in love and under her full command. If falls under her command does not need to concentrate. Illusion keeps her serpentine tail look human but it will feel scaly etc. If illusion broken the Seduction ones will get another willpower roll against domination. Gaze attack can be used once per day per target."}, {"name": "broo.info 'Tribal Broo' C", "race": "Broo", "rank": 3, "owner": "touristupdatenola", "tags": ["Fantasy", "Glorantha", "Pamaltela"], "id": 824, "notes": "Tribal Goatkin, permanent member of a tribe, of medium caste.  "}, {"name": "Yelmalio Initiate, Prax", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Pavis", "Prax"], "id": 826, "notes": "Details on Gloranthan spells converted to RQ6 located here (http://goo.gl/Ew28rn).\nKuschile Horse Archery skill allows the use of the bow while riding a horse at their Combat Style ability."}, {"name": "Sun Dome Militia on Patrol", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Pavis", "Prax"], "id": 833, "notes": "Details on Gloranthan spells converted to RQ6 located here (http://goo.gl/Ew28rn).\n"}, {"name": "Sun Dome Militia on Warpath", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Pavis", "Prax"], "id": 834, "notes": "Yelmalio Initiate Details on Gloranthan spells converted to RQ6 located here (http://goo.gl/Ew28rn).\n"}, {"name": "Warg", "race": "Wolf", "rank": 3, "owner": "MarcusScipio", "tags": [], "id": 849, "notes": "An abnormally large wolf,twisted by magic hunting in packs of 3-6. Attacks by attempting to Grip it's prey. Gripped victim sustains biting damage every round. Rq6 pg 396 ,Night Sight, (RQ6: pg 312-316)"}, {"name": "Elemental (4m^3)", "race": "Elemental", "rank": 3, "owner": "skoll", "tags": [], "id": 917, "notes": ""}, {"name": "Lizardfolk Seasoned Skirmisher", "race": "Lizardfolk Male", "rank": 3, "owner": "ronix", "tags": ["Fantasy", "Islands", "Jungle", "Monster island", "River", "Swamp"], "id": 3146, "notes": ""}, {"name": "Amurru Hunter (Skilled)", "race": "Human", "rank": 3, "owner": "ronix", "tags": ["Human", "Hunter", "Mythic babylon"], "id": 9796, "notes": "Skilled Amurru hunter"}, {"name": "Shade: Darkness Elemental, 1 cubic meters", "race": "Elemental", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Raw"], "id": 919, "notes": "Immunity: Darkness, Vulnerable:Light. Takes double damage from light. \n"}, {"name": "Sea Lion", "race": "Seal", "rank": 3, "owner": "hkokko", "tags": ["Sea"], "id": 3054, "notes": ""}, {"name": "Dehori - Hands from the Darkness", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Uz"], "id": 3049, "notes": "Creature of Darkness. Drastic Resolutions"}, {"name": "Major Nature Spirit for Monster Island Tribe", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 970, "notes": "RQ6 pg 407-408"}, {"name": "Nature Spirit for Monster Island Tribe", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 969, "notes": "RQ6 pg 407-408"}, {"name": "Minor Nature Spirit for Monster Island Tribe", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 971, "notes": "RQ6 pg 407-408"}, {"name": "Fire Spirit Intensity 2", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Spirit"], "id": 981, "notes": "Can be 4 cubic meter elemental or act according to MI pg 402-403. "}, {"name": "Darkness Spirit Intensity 2", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Spirit"], "id": 983, "notes": "Can be 2 cubic meter elemental or act according to MI pg 402-403. "}, {"name": "Earth Spirit Intensity 2", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Spirit"], "id": 985, "notes": "Can be 4 cubic meter elemental or act according to MI pg 402-403. "}, {"name": "Dark Troll, Kyger Litor Initiate", "race": "Troll, Dark", "rank": 3, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Pamaltela", "Uz"], "id": 1768, "notes": ""}, {"name": "Student of Dervishes of Copper Sands", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Pavis", "Prax"], "id": 1011, "notes": "Pale orange clothing thru out"}, {"name": "Scorpion Troll Hireling", "race": "Scorpion Troll", "rank": 3, "owner": "Pruneau", "tags": ["Bagog", "Chaos"], "id": 1018, "notes": "RQ6 pg 441-442.  Adhere. Initiate to Bagog."}, {"name": "Gibberer (Shadow taken shaman)", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "Jungle", "Monster island", "Mountains"], "id": 1026, "notes": "A muttering shaman with ever darker getting skin and very frail looking body. .  If receives a major wound dies but shadow departs and wrestles with next victim who may only evade. If manages to wrestle then spirit combat (using shaman's binding skill as spectral combat) . if it wins then it dissipates the original soul = eternal death. See MI pg 220-221"}, {"name": "Nukekubi (Flying Head)", "race": "Nukekubi", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "High mountains", "High plateau", "Jungle", "Monster island"], "id": 1032, "notes": "Head detached"}, {"name": "Olgoi (Jolt Worm)", "race": "Olgoi (Jolt Worm)", "rank": 3, "owner": "hkokko", "tags": ["High plateau", "Monster island"], "id": 1033, "notes": "usually hidden underground. Acid spit. Electric jolt Zap vs Endurance. Same level of success then Victims locations are stunned for 1d3 round. Olgoi win by one level victim unconscious 1d3 minutes. Two level success heart attack and collapse. "}, {"name": "Ophidiodis", "race": "Ophidiodis", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island", "Pamaltela"], "id": 1034, "notes": "Regeneration (1HP/hour in every location) MI pg 255 Action points =+12"}, {"name": "Oviraptor, Young Adult", "race": "Oviraptor", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Dinosaur", "Fantasy", "High mountains", "High plateau", "Jungle", "Monster island", "Mountains"], "id": 1035, "notes": "MI pg 256"}, {"name": "Pachycephalosaurus, Young Adult", "race": "Pachycephalosaurus", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Dinosaur", "Fantasy", "Jungle", "Monster island"], "id": 1036, "notes": "MI pg 257"}, {"name": "Firebound - Flaming Skeleton", "race": "Skeleton", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Undead"], "id": 1045, "notes": "Criminals and the vice-filled betrayers of the Suns holy light can stray off the path of the dead when they go to be judged by the Emperor of the Cosmos. Such souls attempt to return to life, or try to lose themselves in the underworld, hoping that they will remain unfound. Should the day come, however, that they are returned then some, rather than being smited by the Holy Light of the Emperor, they are given to Seelth Capersane, the Guardian of the Firebound. Captured by fire, and bound by flame, those undead monstrosities who are shown something less than the Emperors wrath become the Firebound.\n\nThe Firebound are flaming skeletal humanoids, tatters of flesh hang loosely, burning, from their ribs, and whilst they carry no weapon their hands are dangerous enough for their burn brighter than the rest of their body. The Firebound are only ever sent as a retribution from the gods for the most heinous of crimes such as consorting with unwholesome enemy gods, or killing the nobility. http://www.nikkeffingham.com/runequest/undead.htm\n\n"}, {"name": "Skeleton of Than", "race": "Skeleton", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Undead"], "id": 1044, "notes": "A Skeleton of Than is exactly like a normal skeleton except that it has no head. Use exactly the same rules as for normal skeletons, but keep 'Head' as a hit location on their chart. If an attack ever results in a Head hit then it passes harmlessly though the skeleton for no damage. If one looks on the Spirit Plane they can see the head of the dead skeleton mistily formed above it's shoulder blade.\n\n"}, {"name": "Vorompatra (Predator Bird) ", "race": "Vorompatra (Predator Bird)", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "High mountains", "Jungle", "Monster island"], "id": 1062, "notes": "MI pg 278 Flightless bird - hunting Flocks of 2 to 5 adults. ability to track down wounded prey"}, {"name": "Vorslurp", "race": "Panopticus", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "High mountains", "High plateau", "Jungle"], "id": 3263, "notes": "MI pg 278-279. Drops on top of head and drills by acid holes thru head. Once Major wound is reached devours brains and takes control of central nervous system though control causes strange actions. When hitting the vorslurp one causes damage both to beast and the victim. "}, {"name": "City Guard", "race": "Human", "rank": 3, "owner": "vesper", "tags": [], "id": 1101, "notes": ""}, {"name": "Hyborian Slave Merchant", "race": "Human", "rank": 3, "owner": "vesper", "tags": [], "id": 1103, "notes": ""}, {"name": "Snake, Spit", "race": "Snake, Chaos", "rank": 3, "owner": "hkokko", "tags": ["Aig", "Chaos", "Dorastor", "Prax"], "id": 1127, "notes": "Spits max 3 times an hour. "}, {"name": "Glarg", "race": "Glarg", "rank": 3, "owner": "hkokko", "tags": ["Aig", "Chaos", "Dorastor"], "id": 2930, "notes": "Dorastor pg 49. Stand about 3-4.5 meter tall. They have three legs, knotted barrel shaped body and four long stalk like necks topped with grotesque heads full of spicy tusks. If the damage penetrates armor the head stays attached and drains 1d6 STR points - permanent unless cured by Heal Characteristics spell. +3AP due to Multiheaded. "}, {"name": "www.broo.info; Crimson Joker; Lunars", "race": "Human", "rank": 3, "owner": "touristupdatenola", "tags": ["Fantasy"], "id": 1110, "notes": "Lunar Imperial heavy infantry; worshipper of \"The Crimson Bat\"; they will have 30x d6 gold, 50x D6 silver, 10x 1d8-1 copper in loot.  \n\nWeapons will be poisoned with a paralyzing toxin that immobilizes the victim for 1d12-1 hours on a failed endurance test.\n\nIgnore any chaotic features that change stats, hit locations, hit points etc."}, {"name": "www.broo.info; Lunar; Sable Joker: Merc", "race": "Scorpion Man", "rank": 3, "owner": "touristupdatenola", "tags": ["Bagog", "Chaos", "Fantasy", "Glorantha"], "id": 1111, "notes": "Poisonous sting; has a natural chitin carapace which provides 3 to 4 armour points protection on limbs and 4 to 5 armour points protection on torso and head; Movement Rate is 9; Dexterity Bonus; this monster is a Lunar imperial hunter, catcher & scout.  Carries 5x 1d6-2 in gold, 10x 1d3-1 in silver and 10x 1d10-1 in copper.\n\nWith regard to Chaotic Features:  Any chaotic features that changes Stats, Hit Points, or Location should simply be ignored by you."}, {"name": "Snake, Fang", "race": "Chaos Snake", "rank": 3, "owner": "hkokko", "tags": ["Aig", "Chaos", "Prax"], "id": 1126, "notes": ""}, {"name": "Human Slave Guard", "race": "Human", "rank": 3, "owner": "vesper", "tags": ["Fantasy"], "id": 1122, "notes": ""}, {"name": "Kyrosian Phalangist", "race": "Human", "rank": 3, "owner": "TBear", "tags": [], "id": 1123, "notes": "Phalangists are generally drawn from the ranks of Free Citizens of the city."}, {"name": "Catoblepas", "race": "Catoblepas", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Genertela", "Glorantha", "River", "Swamp"], "id": 1131, "notes": "Can grapple with any target within 1d3 meters. Single target can be opponent of its deathly gaze. Endurance vs Endurance. Needs to be able to target this with Athletics skill. "}, {"name": "Hyaenodon", "race": "Hyena", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Fonrit", "Glorantha", "Jolar", "Pamaltela"], "id": 2516, "notes": "Usually hunts in packs of 2d6 in plains and 2d10 on river valley.  Although unrelated to true hyenas, these animals look somewhat similar, but with striped rather than spotted fur, and a short black mane as well as a longer snout and somewhat slimmer build. They are ferocious creatures, and hunt their own prey, rather than living off carrion. They hunt in small packs of up to eight individuals, but are not particularly fast runners, so that they prefer relatively slow-moving prey."}, {"name": "Cattle, Bull", "race": "Cattle", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Mountains", "Mythic rome", "River", "Sartar"], "id": 1133, "notes": "Charge attack needs space"}, {"name": "Hellion", "race": "Hellion", "rank": 3, "owner": "hkokko", "tags": ["Spirit"], "id": 1141, "notes": "Sentient null forces usually inhabiting Sorcery Plane in the Underworld. They look like translucent silvery bubbles crackling with energy. They tap victims. They learn sorcery and surround themselves with servants and are sometimes found together with a sorcerer\n\nAbilities: Essence Drain with intensity 1d6 (Tap Characteristics (RQA 254) with a lash of energy up to 10 meters \n\nCHA and POW are relevant only for spirit control - no other purposes. "}, {"name": "Lizard, Rock", "race": "Giant Lizard", "rank": 3, "owner": "hkokko", "tags": ["Aig", "Fantasy", "Mountains", "Pavis", "Ruins", "Sartar"], "id": 1143, "notes": "RQ pg 369. Lives in large colonies"}, {"name": "Hag, Old", "race": "Hag", "rank": 3, "owner": "hkokko", "tags": ["Genertela", "Mountains", "Pamaltela", "Ruins", "Spirit", "Undead"], "id": 1145, "notes": "Abilities: Allergic to sunlight (dissolves and forces to return to home). Can create unlimited succession of shades in the darkness (only one exists at the time) 1mp per cubic meter. Can shape change back to spirit and materialize again (1 mp)"}, {"name": "Satyr", "race": "Satyr", "rank": 3, "owner": "hkokko", "tags": ["Elf forest", "Genertela", "Sartar"], "id": 1147, "notes": "Abilities: Musical influence - everyone who hears satyr's pipes is affected. Old Song - as long as pipes are successfully playing the song - the song affects everybody group roll. Will dance or do the appropriate thing as per song - gets a second roll if damaged. Sleeping can be woken by failing on endurance roll if somebody tries to wake up. song of Madness - will continue screaming or singing merrily even if wounded during the song. "}, {"name": "Wild Hill Broo Shaman", "race": "Broo", "rank": 3, "owner": "Col_D", "tags": [], "id": 1149, "notes": ""}, {"name": "Dorastan Swamp Gator", "race": "Crocodile", "rank": 3, "owner": "Col_D", "tags": [], "id": 1150, "notes": "Abilities: Cold Blooded (RQ6: pg 312-316) , RQ pg 344\n\nThis represents a mutated variety of crocodile/alligator which lurks beneath the surface of the chaos tainted swamps in Dorastor. They are consistently mutated in bizarre and horrifying ways, often paralysing their victims in terror, which they use to full advantage surprising their prey.\nDue their often strange colouration, they have lost their natural camouflage and are less patient in attacking than their normal counterparts."}, {"name": "Chaos Foci", "race": "Broo", "rank": 3, "owner": "Col_D", "tags": [], "id": 1151, "notes": "Acolyte of Primal Chaos.\nIt's Deathly Aura does not affect those tainted with Chaos.\n\nThis Broo is blessed by chaos (heavily mutated) and as such, is both feared and venerated by those Broo who surround it.\nIt's physical form is very varied but it possesses a number of useful mutations that mean the other Broo wish to keep it around...and it's blood is 60% proof."}, {"name": "Before Me - Minor Air Nature Spirit", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1152, "notes": "RQ6 pg 407-408"}, {"name": "On My Right - Minor Air Nature Spirit", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Spirit"], "id": 1153, "notes": "RQ6 pg 407-408"}, {"name": "Behind Me - Minor Air Nature Spirit", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Spirit"], "id": 1154, "notes": "RQ6 pg 407-408"}, {"name": "On My Left - Minor Water Nature Spirit", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Spirit"], "id": 1155, "notes": "Guardian Spirit against other spirits RQ6 pg 407-408"}, {"name": "Above Me - Minor Fire Nature Spirit", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Spirit"], "id": 1156, "notes": "RQ6 pg 407-408"}, {"name": "Below Me - Zolan Zubar Minor Darkness Nature Spiri", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Spirit"], "id": 1157, "notes": "RQ6 pg 407-408"}, {"name": "Below Me - Zolan Zubar Darkness Nature Spirit", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Spirit"], "id": 1159, "notes": "RQ6 pg 407-408"}, {"name": "Minor Chalk Man Spirit", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Spirit"], "id": 1160, "notes": "RQ6 pg 407-408"}, {"name": "Chalk Man - Kalf Minor Curse Spirit", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1164, "notes": "RQ6 pg 401"}, {"name": "Dara - Minor Chalk Man Spirit", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Spirit"], "id": 1165, "notes": "RQ6 pg 407-408"}, {"name": "Herkan - Minor Chalk Man Spirit", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Spirit"], "id": 1166, "notes": "RQ6 pg 407-408"}, {"name": "Chalk Man - Ikspit Minor Nature Spirit", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1167, "notes": "RQ6 pg 407-408"}, {"name": "Keko - Minor Chalk Man Spirit", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Spirit"], "id": 1168, "notes": "RQ6 pg 407-408"}, {"name": "Orbidi - Minor Chalk Man Spirit", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Spirit"], "id": 1169, "notes": "RQ6 pg 407-408"}, {"name": "Initiate of Omg", "race": "Human", "rank": 3, "owner": "Gagarin", "tags": ["Monster island"], "id": 1170, "notes": ""}, {"name": "Dark Troll, Zorak Zoran Initiate", "race": "Troll, Dark", "rank": 3, "owner": "hkokko", "tags": ["Glorantha"], "id": 1763, "notes": ""}, {"name": "Ahuizotl", "race": "Dog", "rank": 3, "owner": "hkokko", "tags": ["Jungle"], "id": 3309, "notes": "MI pg 191"}, {"name": "Skilled Serpent People Agent, Student of the Way", "race": "Serpent People", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High mountains", "High plateau", "Jungle", "Monster island"], "id": 1201, "notes": ""}, {"name": "Kitsune, Young", "race": "Kitsune (Werefox)", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "Jungle", "Monster island"], "id": 3310, "notes": "MI pg 232"}, {"name": "Assistant of Seven Winds Spirit Society", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 1204, "notes": ""}, {"name": "Assistant Shaman of Chalk Man Spirit Society", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Spirit society"], "id": 1205, "notes": ""}, {"name": "Kolati Shaman Assistant", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Sartar"], "id": 1207, "notes": ""}, {"name": "Nature Spirit (Mandahi) for Monster Island Tribe", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1210, "notes": "RQ6 pg 407-408"}, {"name": "Nature Spirit (Mandahi) for Monster Island, Minor", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1211, "notes": "RQ6 pg 407-408"}, {"name": "Nature Spirit (Mandahi) for Monster Island, Large", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1212, "notes": "RQ6 pg 407-408"}, {"name": "Predator Spirit ", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Spirit"], "id": 1216, "notes": "3 point predator spirit. Abilities: Predator Warping (RQ6: PG 312-316) pg 409 "}, {"name": "Spirit Worshipper Primitive Islander Mandahi Kahun", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 1219, "notes": "Blowgun has POT 70 poison "}, {"name": "Ancestor Spirit, Large (Retired RQ6)", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 1223, "notes": "RQ6 pg 400-401."}, {"name": "Ancestor Spirit, Minor", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1222, "notes": "RQ6 pg 400-401. "}, {"name": "Ancestor Spirit, Grand - Balanced", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 1224, "notes": "5 point ancestor spirit"}, {"name": "Nature Spirit (Gyaosi) for Monster Island", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1227, "notes": "RQ6 pg 407-408"}, {"name": "Nature Spirit (Gyaosi) for Monster Island, Large", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1228, "notes": "RQ6 pg 407-408"}, {"name": "Nature Spirit (Gyaosi) for Monster Island, Minor", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1229, "notes": "RQ6 pg 407-408"}, {"name": "Spirit Worshipper Primitive Islander Gyaosi", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 1232, "notes": "Blowgun has POT 70 poison "}, {"name": "Nature Spirit (Oodaki) for Monster Island", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1235, "notes": "RQ6 pg 407-408"}, {"name": "Nature Spirit (Oodaki) for Monster Island, Large", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1236, "notes": "RQ6 pg 407-408"}, {"name": "Nature Spirit (Oodaki) for Monster Island,Minor", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1237, "notes": "RQ6 pg 407-408"}, {"name": "Spirit Worshipper Primitive Islander Oodaki", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 1241, "notes": "Blowgun has POT 70 poison "}, {"name": "Nature Spirit (Varanri) for Monster Island", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1245, "notes": "RQ6 pg 407-408"}, {"name": "Nature Spirit (Varanri) for Monster Island, Minor", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1246, "notes": "RQ6 pg 407-408"}, {"name": "Nature Spirit (Varanri) for Monster Island, Large", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1247, "notes": "RQ6 pg 407-408"}, {"name": "Spirit Worshipper Primitive Islander Varanri ", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 1250, "notes": "Blowgun has POT 70 poison "}, {"name": "Nature Spirit (Kumongi) (for Monster Island)", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1257, "notes": "RQ6 pg 407-408"}, {"name": "Nature Spirit (Kumongi) (for Monster Island), Mino", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1258, "notes": "RQ6 pg 407-408"}, {"name": "Nature Spirit (Kumongi) (for Monster Island), Larg", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1259, "notes": "RQ6 pg 407-408"}, {"name": "Undeath Spirit", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Spirit"], "id": 1261, "notes": ""}, {"name": "Spirit Worshipper Primitive Islander Kumongi", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 1267, "notes": "Blowgun has POT 70 poison "}, {"name": "Nature Spirit (Kangi) for Monster Island", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1272, "notes": "RQ6 pg 407-408"}, {"name": "Nature Spirit (Kangi) for Monster Island, Minor", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1273, "notes": "RQ6 pg 407-408"}, {"name": "Nature Spirit (Kangi) for Monster Island, Large", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1274, "notes": "RQ6 pg 407-408"}, {"name": "Spirit Worshipper Primitive Islander Kangi", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 1277, "notes": "Blowgun has POT 70 poison "}, {"name": "Nature Spirit (Gamari) for Monster Island", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1281, "notes": "RQ6 pg 407-408"}, {"name": "Nature Spirit (Gamari) for Monster Island, Minor", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1282, "notes": "RQ6 pg 407-408"}, {"name": "Nature Spirit (Gamari) for Monster Island,Large", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1283, "notes": "RQ6 pg 407-408"}, {"name": "Spirit Worshipper Primitive Islander Gamari", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 1286, "notes": "Blowgun has POT 70 poison "}, {"name": "Nature Spirit (Kamacuri) for Monster Island, Minor", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1289, "notes": "RQ6 pg 407-408"}, {"name": "Nature Spirit (Kamacuri) for Monster Island", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1290, "notes": "RQ6 pg 407-408"}, {"name": "Nature Spirit (Kamacuri) for Monster Island, Large", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1291, "notes": "RQ6 pg 407-408"}, {"name": "Spirit Worshipper Primitive Islander Kamacuri", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 1296, "notes": "Blowgun has POT 70 poison "}, {"name": "Bat,  Giant", "race": "Bat,  Giant", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Desert", "Jungle", "Monster island"], "id": 1301, "notes": "Mania: Avoid Water. "}, {"name": "Vampire Bat,  Giant", "race": "Bat,  Giant", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Jungle", "Monster island"], "id": 1302, "notes": "Mania: Avoid Water. "}, {"name": "Nature Spirit (Ghidori) for Monster Island", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1304, "notes": "RQ6 pg 407-408"}, {"name": "Nature Spirit (Ghidori) for Monster Island, Minor", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1305, "notes": "RQ6 pg 407-408"}, {"name": "Nature Spirit (Ghidori) for Monster Island, Large", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1306, "notes": "RQ6 pg 407-408"}, {"name": "Spirit Worshipper Primitive Islander Ghidori", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 1310, "notes": "Blowgun has POT 70 poison "}, {"name": "Frost Giant", "race": "Giant, 6 meter", "rank": 3, "owner": "skarza", "tags": [], "id": 9950, "notes": "Frost giants stand an average of 6.4 metres (21 ft) in height, and inhabit the bitter cold northern regions of the World. Their skin colour is bluish white or ivory, with hair of white or yellow. Even their eyes tend to be either very light blue or yellow in colour. They prefer large castles or massive frozen caverns to call home. Half of frost giant lairs will keep from 1d 6 winter wolves as both pets and guard dogs. A frost giant\u2019s life expectancy is about 250 years, and while not known for their intelligence, like the fire giant, they are very capable fighters.\n\nThey tend to dress for battle wearing scale, ring, or chain armour and plate helms adorned with horns. When not dressed for combat, they wear heavy furs and animal skins. Frost giants prefer giant-sized 2-handed weapons in combat, favouring the great axe. They like to strike from concealment, sometimes bursting up from the snow to catch opponents unaware. Like most giants, they will usually open by\nthrowing large stones and then charging into a group of opponents.\n\n\nWhen battling giants, melee combat hit locations are rolled on 1d10 in the case of giants up to SIZ 35 and 1d6 when striking giants in excess of SIZ 35. This indicates the difficulty (or sheer impossibility)\nof reaching the upper areas of the body. Ranged weapon users roll 1d20 as normal.\n\nResistance: cold"}, {"name": "Nature Spirit (Anguri) for Monster Island", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1315, "notes": "RQ6 pg 407-408"}, {"name": "Nature Spirit (Anguri) for Monster Island, Minor", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1316, "notes": "RQ6 pg 407-408"}, {"name": "Nature Spirit (Anguri) for Monster Island,Large", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1317, "notes": "RQ6 pg 407-408"}, {"name": "Spirit Worshipper Primitive Islander Anguri", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 1322, "notes": "Blowgun has POT 70 poison "}, {"name": "Nature Spirit (Gabari) for Monster Island", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1325, "notes": "RQ6 pg 407-408"}, {"name": "Nature Spirit (Gabari) for Monster Island, Minor", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1326, "notes": "RQ6 pg 407-408"}, {"name": "Nature Spirit (Gabari) for Monster Island,Large", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1327, "notes": "RQ6 pg 407-408"}, {"name": "Spirit Worshipper Primitive Islander Gabari", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 1331, "notes": "Blowgun has POT 70 poison "}, {"name": "Lizardman", "race": "Serpent People", "rank": 3, "owner": "JuanLuis", "tags": [], "id": 1334, "notes": "Abilities: Cold Blooded, Night Sight (RQ6: pg 312-316)\n"}, {"name": "Law Spirit", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Spirit"], "id": 1336, "notes": "Like Bane spirit but can only attack Chaos spirits RQ6 pg 401"}, {"name": "Storm Bull Spirit", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1338, "notes": "RQ6 pg 407-408"}, {"name": "Storm Bull Spirit, Minor", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1339, "notes": "RQ6 pg 407-408"}, {"name": "Storm Bull Spirit, Large", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1340, "notes": "RQ6 pg 407-408"}, {"name": "Storm Bull Spirit, Grand", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1341, "notes": "RQ6 pg 407-408"}, {"name": "Storm Bull Spirit, Huge", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1342, "notes": "RQ6 pg 407-408"}, {"name": "Bison Spirit", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1351, "notes": "RQ6 pg 407-408"}, {"name": "Bison Spirit, Minor", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1352, "notes": "RQ6 pg 407-408"}, {"name": "Bison Spirit, Large", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1353, "notes": "RQ6 pg 407-408"}, {"name": "Bison Spirit, Grand", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1354, "notes": "RQ6 pg 407-408"}, {"name": "Medicine Plant Spirit", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1357, "notes": "RQ6 pg 407-408"}, {"name": "Medicine Plant Spirit, Minor", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1358, "notes": "RQ6 pg 407-408"}, {"name": "Medicine Plant Spirit, Large", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1359, "notes": "RQ6 pg 407-408"}, {"name": "Medicine Plant Spirit, Grand", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1360, "notes": "RQ6 pg 407-408"}, {"name": "Medicine Plant Spirit, Huge", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1361, "notes": "RQ6 pg 407-408"}, {"name": "Oakfed Holy Fire Spirit", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Genertela", "Glorantha", "Pamaltela"], "id": 1364, "notes": "RQ6 PG 412. Intensity 3. Hitpoints = POW. Immunity to physical attacks, vulnerable only to magic. . (RQ6: pg 312-316)  Attack with Spectral combat with Spirit Damage as damage. Wraith attacks bypass all except magical defence. Wounds turn necrosis that do not recover except with magic. Can attack thru physical objects. These spirits attack and destroy (by fire) impure beings (such as the Chaos tainted). While they appear different, and their attack appears different, in rules terms they can be treated roughly as wraiths - they can manifest in the mundane world and attack physically. Generally must be explicitly commanded to attack and do not use complex tactics. \r\n"}, {"name": "Oakfed - Burning Flint, Minor", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1365, "notes": "RQ6 pg 407-408"}, {"name": "Oakfed - Burning Flint", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1366, "notes": "RQ6 pg 407-408"}, {"name": "Oakfed - Burning Flint, Large", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1367, "notes": "RQ6 pg 407-408"}, {"name": "Oakfed - Burning Flint, Grand", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1368, "notes": "RQ6 pg 407-408"}, {"name": "Oakfed - Burning Flint, Huge", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1369, "notes": "RQ6 pg 407-408"}, {"name": "Oakfed Campfire  Spirit, Minor", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Spirit"], "id": 1371, "notes": "Ignite spell"}, {"name": "broo.info:  Trollkin Rebel", "race": "Trollkin", "rank": 3, "owner": "touristupdatenola", "tags": ["Fantasy", "Glorantha", "Uz"], "id": 1389, "notes": ""}, {"name": "Gaiean Forest Bear", "race": "Bear", "rank": 3, "owner": "DCAnsell", "tags": [], "id": 1390, "notes": "Abilities: Intimidate, Night Sight (RQ6: pg 312-316) RQ6 pg 336"}, {"name": "Impala Spirit, Minor", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1394, "notes": "RQ6 pg 407-408"}, {"name": "Impala Spirit", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1395, "notes": "RQ6 pg 407-408"}, {"name": "Impala Spirit, Large", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1396, "notes": "RQ6 pg 407-408"}, {"name": "Impala Spirit, Great", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1397, "notes": "RQ6 pg 407-408"}, {"name": "Impala Spirit, Huge", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1398, "notes": "RQ6 pg 407-408"}, {"name": "Impala Nomad, Waha Spirit Worshipper", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Prax"], "id": 1401, "notes": "Small in stature"}, {"name": "Impala Nomad, Storm Bull Spirit Worshipper", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Prax"], "id": 1404, "notes": "Small in stature"}, {"name": "Rhino Spirit, Minor", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1410, "notes": "RQ6 pg 407-408"}, {"name": "Rhino Spirit", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1411, "notes": "RQ6 pg 407-408"}, {"name": "Rhino Spirit,Large", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1412, "notes": "RQ6 pg 407-408"}, {"name": "Rhino Spirit,Great", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1413, "notes": "RQ6 pg 407-408"}, {"name": "Rhino Spirit,Huge", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1414, "notes": "RQ6 pg 407-408"}, {"name": "Lizardman Shaman", "race": "Serpent People", "rank": 3, "owner": "JuanLuis", "tags": [], "id": 1428, "notes": "Abilities: Cold Blooded, Night Sight (RQ6: pg 312-316)\n"}, {"name": "Mildur soldier", "race": "Human", "rank": 3, "owner": "Arglindel", "tags": [], "id": 1436, "notes": ""}, {"name": "Protector of the forest", "race": "Elf", "rank": 3, "owner": "Arglindel", "tags": [], "id": 1437, "notes": ""}, {"name": "Dwarf guardian", "race": "Dwarf", "rank": 3, "owner": "Arglindel", "tags": [], "id": 1452, "notes": ""}, {"name": "Captain of the guard", "race": "Human", "rank": 3, "owner": "Arglindel", "tags": [], "id": 1456, "notes": ""}, {"name": "Magic Spirit", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 1463, "notes": "RQ6 pg 400-401."}, {"name": "Bear", "race": "Bear", "rank": 3, "owner": "Arglindel", "tags": ["Fantasy"], "id": 1470, "notes": "Abilities: Intimidate, Night Sight (RQ6: pg 312-316) RQ6 pg 336"}, {"name": "Le\u00f3nido", "race": "Human", "rank": 3, "owner": "Arglindel", "tags": [], "id": 1525, "notes": "Night sight, Intimidate"}, {"name": "Male Orlanthi Mercenary", "race": "Human", "rank": 3, "owner": "Col_D", "tags": [], "id": 1524, "notes": "Typical example of a warrior from a band of Orlanthi mercenaries,  following male Storm Tribe Gods such as Orlanth or Odayla. "}, {"name": "Uruk-Hai Leader", "race": "Goblin", "rank": 3, "owner": "Arglindel", "tags": [], "id": 1478, "notes": ""}, {"name": "Uruk-Hai ", "race": "Goblin", "rank": 3, "owner": "Arglindel", "tags": [], "id": 1483, "notes": ""}, {"name": "Soldier of Cariliss", "race": "Human", "rank": 3, "owner": "Arglindel", "tags": [], "id": 1501, "notes": ""}, {"name": "Soldier of Nothumbria", "race": "Human", "rank": 3, "owner": "Arglindel", "tags": [], "id": 1505, "notes": ""}, {"name": "Hombre escropi\u00f3n.", "race": "Scorpion Man", "rank": 3, "owner": "Arglindel", "tags": [], "id": 1540, "notes": "Adhere."}, {"name": "Druid", "race": "Human", "rank": 3, "owner": "Arglindel", "tags": [], "id": 1542, "notes": ""}, {"name": "Suleiyan Warriors", "race": "Human", "rank": 3, "owner": "DCAnsell", "tags": [], "id": 1552, "notes": "These men represent a fairly elite Suleiyan warband, as might be found on an important raid, or guarding a chieftain's camp. They could also represent almost any group of fairly formidable 'nomadic' warriors."}, {"name": "Raptor Striders", "race": "Allosaurus", "rank": 3, "owner": "tzunder", "tags": [], "id": 1553, "notes": "Powerful reptilian riding beasts, usually trained for riding but still adept at fighting alone or as a mount.\nNote that the mounted combat trait aid the rider of a strider."}, {"name": "Skilled Serpent People Warrior- Silent watch", "race": "Serpent People", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High mountains", "High plateau", "Jungle", "Monster island"], "id": 4773, "notes": "Monster Hide Half Plate. "}, {"name": "Sun Worshipping Initiate", "race": "Human", "rank": 3, "owner": "tzunder", "tags": ["Fantasy"], "id": 1576, "notes": ""}, {"name": "Sun Worshipping Acolyte", "race": "Human", "rank": 3, "owner": "tzunder", "tags": ["Fantasy"], "id": 1577, "notes": ""}, {"name": "Student of Furthest College", "race": "Human", "rank": 3, "owner": "Pruneau", "tags": ["Genertela", "Glorantha", "Lunar"], "id": 1582, "notes": "Students of the Furthest College of Magic, in training at Corflu, under the leadership of the Seven Mothers priests there."}, {"name": "Newtling Zola Fel Chief", "race": "Newtling", "rank": 3, "owner": "Pruneau", "tags": ["Prax", "Zola fel"], "id": 1589, "notes": "Hold Breath,Swimmer (RQ6: pg 312-316) , SC pg 124, BaB pg 45, 189"}, {"name": "Infantry Soldier of the Royal Army", "race": "Human", "rank": 3, "owner": "Baldr12", "tags": [], "id": 1599, "notes": ""}, {"name": "Ranger of the Royal Guard", "race": "Human", "rank": 3, "owner": "Baldr12", "tags": [], "id": 1600, "notes": ""}, {"name": "Light Cavalry of the Royal Army", "race": "Human", "rank": 3, "owner": "Baldr12", "tags": [], "id": 1601, "notes": "\n\n\nLIGHT HORSE\nSTR: 21;CON: 16;SIZ: 31;DEX: 12;INT: 7;POW: 3\nMOVEMENT: 12 m\n1D20 Location\tAP/HP\n01-03\tRight Hind Leg\t1/10\n04-06\tLeft Hind Leg\t1/10\n07-09\tHindquarters\t1/11\n10-12\tForequarters\t1/12\n13-14\tRight Front Leg\t1/9\n15-16\tLeft Front Leg\t1/9\n17-20\tHead\t1/10\nAthletics 68%, Brawn 84%, Endurance 55%, Evade 49%, Perception 32%, Willpower 32%"}, {"name": "Heavy Cavalry of the Royal Army", "race": "Human", "rank": 3, "owner": "Baldr12", "tags": [], "id": 1602, "notes": "HEAVY HORSE\nMOVEMENT: 12 m \nSTR: 22;CON: 14;SIZ: 32;DEX: 10;INT: 12;POW: 6\n01?03\tRight Hind Leg\t2/10\n04?06\tLeft Hind Leg\t2/10\n07?09\tHindquarters\t2/11\n10?12\tForequarters\t2/12\n13?14\tRight Front Leg\t2/9\n15?16\tLeft Front Leg\t2/9\n17?20\tHead\t5/10\n Athletics 62%, Brawn 84%, Endurance 58%, Evade 50%, Perception 48%, Willpower 42%"}, {"name": "Captain of Infantry Soldier of the Royal Army", "race": "Human", "rank": 3, "owner": "Baldr12", "tags": [], "id": 1603, "notes": ""}, {"name": "Captain of Ranger of the Royal Guard", "race": "Human", "rank": 3, "owner": "Baldr12", "tags": [], "id": 1604, "notes": ""}, {"name": "Medium Disrupt Magic Spirit", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 1622, "notes": ""}, {"name": "Angry Thanatari Head, Major", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 1627, "notes": "Priest can use heads magic with his own skill - and now with heads POW.  Use of Rune Magic drains its strength in POW from head. "}, {"name": "Afadjannian Black Baboon - Secret Police", "race": "Giant Baboon", "rank": 3, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1681, "notes": "Secret police and hunters for escaped slaves "}, {"name": "Afadjann Initiate of Hanjethulut", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1698, "notes": ""}, {"name": "Afadjann Masarin - Initiate of Fida'ls", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1701, "notes": ""}, {"name": "Student of Lamsabi", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fonrit", "Pamaltela"], "id": 1705, "notes": ""}, {"name": "Elf, Yellow - Warder", "race": "Elf, Yellow", "rank": 3, "owner": "hkokko", "tags": ["Errinoru", "Fantasy", "Fonrit", "Glorantha", "Pamaltela"], "id": 1708, "notes": "Abilities: Forest Sense  (RQ6: pg 312-316)  GB pg 18.  More powerful version of life sense.  \"Dark olive brown skin, lack all body and head hair except for patches of moss\" Blowpipe = Inject Venom Special Effect."}, {"name": "Elf, Yellow - Warder- Aldrya Wood Lord Initiate", "race": "Elf, Yellow", "rank": 3, "owner": "hkokko", "tags": ["Errinoru", "Fonrit", "Glorantha", "Pamaltela"], "id": 1709, "notes": "Abilities: Forest Sense (RQ6: pg 312-316)  GB pg 18.  More powerful version of life sense.  \"Dark olive brown skin, lack all body and head hair except for patches of moss\" Blowpipe = Inject Venom Special Effect."}, {"name": "Afadjann Thief - Initiate of Selarn", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1713, "notes": ""}, {"name": "Afadjann Initiate of Baraku", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1719, "notes": ""}, {"name": "Nature Spirit (Pamalt), Minor", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1723, "notes": "RQ6 pg 407-408"}, {"name": "Nature Spirit (Pamalt)", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1724, "notes": "RQ6 pg 407-408"}, {"name": "Nature Spirit (Pamalt), Large", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1725, "notes": "RQ6 pg 407-408"}, {"name": "Doraddi Peltast, Initiate of Pamalt", "race": "Agimori", "rank": 3, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1734, "notes": ""}, {"name": "Agimori Warrior, Initiate of Pamalt", "race": "Agimori", "rank": 3, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1729, "notes": "BaB pg 30-36. Tireless runners: STRx4 in open country running without tiring. "}, {"name": "Agimori Peltast, Initiate of Pamalt", "race": "Agimori", "rank": 3, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1732, "notes": "BaB pg 30-36. Tireless runners: STRx4 in open country running without tiring. "}, {"name": "Initiate of Pavis", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Pavis", "Prax"], "id": 1746, "notes": ""}, {"name": "Merchant, Initiate of Issaries", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Prax"], "id": 1800, "notes": ""}, {"name": "Human, Initiate of Gark the Calm", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fonrit", "Genertela", "Glorantha", "Pamaltela"], "id": 1813, "notes": "The Cult of Gark the Calm thrives in the shadowy corners of Hombori Tondo, exploiting the city\u2019s disparities of wealth and power to recruit desperate followers. In a city teeming with intrigue and unrest, the cult offers a seductive promise: eternal peace, freedom from life\u2019s burdens, and the utility of uncomplaining, undead servitude. Gark\u2019s followers\u2014known as Garkists\u2014are practical necromancers who use corpses as tools of labor and societal function, particularly as tireless workers for the city\u2019s ambitious building projects, trade enterprises, and even menial labor.\n\nBattle cries: \n\t1.\t\u201cPeace in Death!\u201d\nA chilling cry as they advance, offering their enemies the \u201cmercy\u201d of eternal calm.\n\t2.\t\u201cJoin the Labor Eternal!\u201d\nSpoken with eerie conviction, as if the enemy is already destined to become a part of their tireless workforce.\n\t3.\t\u201cThe Stillness Claims You!\u201d\nA foreboding declaration, meant to freeze their foes in fear as they march forward.\n\t4.\t\u201cWork, Obey, Decay!\u201d\nA mantra that embodies the cult\u2019s cold pragmatism and the fate they see for all.\n\t5.\t\u201cThe Calm Takes All!\u201d\nA grim, resolute proclamation of Gark\u2019s inevitability, shouted as they charge.\n\t6.\t\u201cYield to the Eternal!\u201d\nSpoken with a mix of fervor and menace, implying resistance is pointless.\n\t7.\t\u201cYour Flesh Has Purpose!\u201d\nA macabre cry, driving home the cult\u2019s view of corpses as resources.\n\t8.\t\u201cNo Rest for the Living!\u201d\nA dark inversion of their ideals, marking their enemies for toil\u2014or death.\n\t9.\t\u201cTo Stillness, To Service!\u201d\nAn unsettlingly serene chant as they engage in combat, reflecting their zealous calm.\n\t10.\t\u201cAll Hail the Silent God!\u201d\nA reverent shout, elevating Gark\u2019s presence as they bring violence cloaked in peace.\n"}, {"name": "Jungle Troll Hunter, Moorgarki Initiate", "race": "Jungle Troll", "rank": 3, "owner": "hkokko", "tags": ["Errinoru", "Fantasy", "Fonrit", "Glorantha", "Jungle", "Pamaltela", "Uz"], "id": 1819, "notes": " GB pg 41"}, {"name": "Afadjann (Fonritian) Harem Dancer Seseine Initiate", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1841, "notes": ""}, {"name": "Human, Eurmal Initiate", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Prax", "Sartar"], "id": 1847, "notes": ""}, {"name": "Earth Temple Guard, Babeester Gor Initiate", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fonrit", "Genertela", "Glorantha", "Pamaltela", "Prax", "Sartar"], "id": 1853, "notes": ""}, {"name": "Earth Worshipper, Maran Gor Initiate", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Pamaltela", "Prax", "Sartar"], "id": 1863, "notes": ""}, {"name": "Human, Zola Fel Initiate", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Prax", "Zola fel"], "id": 1888, "notes": ""}, {"name": "Bison Nomad Raider, Gagarth Initiate", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Pamaltela"], "id": 1896, "notes": "Swarthy, dark hair, beard, muscular"}, {"name": "Merchant, Initiate of Etyries", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Prax"], "id": 1908, "notes": ""}, {"name": "Dark Troll, Aranea Initiate", "race": "Troll, Dark", "rank": 3, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Pamaltela", "Uz"], "id": 1914, "notes": ""}, {"name": "Dark Troll, Gorakiki Beetle Initiate", "race": "Troll, Dark", "rank": 3, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Pamaltela", "Uz"], "id": 1932, "notes": ""}, {"name": "Dark Troll, Gorakiki Locust Initiate", "race": "Troll, Dark", "rank": 3, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Pamaltela", "Uz"], "id": 1935, "notes": ""}, {"name": "Dark Troll, Gorakiki Moth Initiate", "race": "Troll, Dark", "rank": 3, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Pamaltela", "Uz"], "id": 1938, "notes": ""}, {"name": "Dragonewt - Crested", "race": "Dragonewt - Scout", "rank": 3, "owner": "Chlodoweg", "tags": ["Glorantha"], "id": 1947, "notes": ""}, {"name": "Street Thug", "race": "Human", "rank": 3, "owner": "Chlodoweg", "tags": [], "id": 1978, "notes": ""}, {"name": "Ernalda Initiate", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Sartar"], "id": 1982, "notes": "Initiate of Earth Goddess"}, {"name": "Telmor Initiate", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Sartar"], "id": 1988, "notes": "The Telmori are not Orlanthi and are one of the Beast Nations, originating in far-off Ralios and Fronela. They primarily hunt, although some herding and farming is practiced by some members. They fight incessantly with their neighbors. The Telmori are patrilineal, belonging to their father\u2019s lineage. The Telmori take (and sell) slaves."}, {"name": "Vinga Initiate", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Prax", "Sartar"], "id": 1994, "notes": ""}, {"name": "Cannibal Cult Initiate", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Prax"], "id": 2005, "notes": ""}, {"name": "Trollkin, Xiola Umbar Initiate", "race": "Trollkin", "rank": 3, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Prax", "Sartar", "Uz"], "id": 2018, "notes": ""}, {"name": "Passion Spirit, Intensity 1", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Mythic babylon", "Spirit"], "id": 2027, "notes": "Passion spirits are described for example in Mythic Babylon page 266 and the passion spirits themselves at RAW pg 144-145"}, {"name": "Dark Troll, Subere Initiate", "race": "Troll, Dark", "rank": 3, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Prax", "Sartar", "Uz"], "id": 2031, "notes": ""}, {"name": "Dark Troll, Xentha Initiate", "race": "Troll, Dark", "rank": 3, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Pamaltela", "Prax", "Sartar", "Uz"], "id": 2042, "notes": ""}, {"name": "Giant Locust", "race": "Giant Locust", "rank": 3, "owner": "hkokko", "tags": ["Insect", "Mount", "Uz"], "id": 2048, "notes": "Bite secretes goo that reduces the CHA of opponent by 1d10 until washed off. POT 10 poison"}, {"name": "Yinkin Initiate", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Prax"], "id": 2052, "notes": ""}, {"name": "Odayla Initiate", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Prax", "Sartar"], "id": 2058, "notes": ""}, {"name": "Human, Urain Initiate", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Prax"], "id": 2064, "notes": ""}, {"name": "Member of a Band, Donandar Acolyte", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 2071, "notes": ""}, {"name": "Human, Lodril Initiate", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Pamaltela"], "id": 2076, "notes": ""}, {"name": "Human, Yelm Initiate", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Pamaltela"], "id": 2082, "notes": ""}, {"name": "7 Mothers - Jakaleel the Witch Initiate", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Prax", "Sartar"], "id": 2088, "notes": ""}, {"name": "Lunar Irrippi Ontor Initiate", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Lunar", "Prax", "Sartar"], "id": 2094, "notes": ""}, {"name": "Lunar Queen Deezola Initiate", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Lunar", "Prax", "Sartar"], "id": 2106, "notes": ""}, {"name": "7 Mothers -Teelo Norri Initiate", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Prax", "Sartar"], "id": 2112, "notes": ""}, {"name": "Human, Initiate of Pocharngo", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Glorantha"], "id": 2119, "notes": "Servant of Chaotic God of Mutation source of the Gorps. Shamblers are seriously corrupted cross between Swamp Thing, Hunchback of Notre Dame, unbridled power of Chaos and whatever they once were before turning to Pocharngo's way. Runes are Chaos and Movement. See Lords of Terror pg 66"}, {"name": "Old woman, Ty Kora Tek Initiate", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Prax", "Sartar"], "id": 2127, "notes": ""}, {"name": "Old woman, Ty Kora Tek Acolyte", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Prax", "Sartar"], "id": 2128, "notes": ""}, {"name": "Woman, Uleria Initiate", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Prax", "Sartar"], "id": 2133, "notes": ""}, {"name": "Woman, Asrelia Initiate", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Prax", "Sartar"], "id": 2142, "notes": ""}, {"name": "Yelorna Initiate", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Pavis", "Prax"], "id": 2199, "notes": ""}, {"name": "Nature Spirit (Lion)", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 2203, "notes": "RQ6 pg 407-408"}, {"name": "Nature Spirit (Lion), Grand", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 2204, "notes": "RQ6 pg 407-408"}, {"name": "Nature Spirit (Lion), Cub", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 2205, "notes": "RQ6 pg 407-408"}, {"name": "Cordner's Hired Bandits", "race": "Human", "rank": 3, "owner": "SFLucid", "tags": [], "id": 2215, "notes": "They have \"Glyphs\" tattooed to the underside of the plate of their mouth. When touched with their tongues by a prolonged period they are teleported to a designated location.   "}, {"name": "Goblin, Elite Raiders", "race": "Goblin", "rank": 3, "owner": "SFLucid", "tags": [], "id": 2221, "notes": "Standing 60 to 120 cm, These nasty little monsters delight in swarming other humanoids which they then eat.\n\nGoblins primarily haunt the frontier lands where the military doesn't have a strong presence. Individually they are not very threatening and are considered the weakest of monsters. However, their numbers grow fairly quickly due to their ability to come into maturity at an accelerated rate, making them a rapidly increasing threat if not dealt with quickly.\n\nGoblins are commonly found in caves and rely on attacking or stealing from settlements to sustain themselves, including the raw flesh of sapient species. The place a group of goblins are living together in is referred to as a 'goblin nest'. Goblins are an all-male species, but possess the ability to breed with any race with the pregnancy always resulting in goblin children. Even within the span of one week, a single captive can be forced to birth several new goblins. As such, women are among what they take from settlements to use for breeding until their eventual deaths at the hands of their goblin captors.\n\nGoblins have an excellent sense of smell, especially when it comes to prey. They can even smell metal, making them dangerous to anyone wearing metal armor. They also have excellent night vision; if they detect any light in their nest, they know there are intruders.\n\nOccasionally a birthing of a larger, stronger and smarter goblin, a hobgoblin is smuggled off and a new nest is started with it as the leader. If found the fledgling will be surely killed out of fear of a challenge of leadership.   "}, {"name": "Ogre Warrior", "race": "Ogre, Primal", "rank": 3, "owner": "SFLucid", "tags": [], "id": 2224, "notes": "Typical Ogre - >3m tall.\n\nLike a mini-giant. Wears scraps of fur and leathers. "}, {"name": "Smilodon", "race": "Smilodon", "rank": 3, "owner": "SFLucid", "tags": [], "id": 2226, "notes": "Often known as sabre-toothed tigers, although this is a misnomer, these big cats are noted for both their intimidating physical size and pro\u00adnounced canine fangs which arch down well below the lower jaw and average around 30cm in length. Smilodon are incredibly robust and strong when compared with other big cats \u2014 especially in their forequarters.\n\nBuilt for power rather than speed, they are ambush hunters, using height to leap down on their prey, combining the delivery of a stabbing downward thrust with their incisors together with the impact of their sheer  bulk to overwhelm their victims. Death is usually delivered by crushing the windpipe, a task made easier if the prey has been surprised, stabbed and then crushed under smilodon\u2019s weight.\n\nSmilodon hunt in small family packs of between three and eight animals, although lone smilodon are also known. Their pow\u00aderful forelimbs mean they are excellent climbers, and so they make use of any naturally high terrain to ambush their prey."}, {"name": "Snake, Giant", "race": "Snake, Giant", "rank": 3, "owner": "SFLucid", "tags": [], "id": 2228, "notes": "Abilities: Camouflaged or Gaze Attack (Mesmerism), Cold blooded, Grappler (RQ6: pg 312-316) . RQ pg 387-388\n"}, {"name": "Human, Gloomshark Initiate", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Dorastor", "Fonrit", "Pamaltela", "Sea"], "id": 2238, "notes": ""}, {"name": "Doraddi Bolongo Initiate", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 2251, "notes": ""}, {"name": "Woman, Grain Goddess Initiate", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Prax", "Sartar"], "id": 2257, "notes": ""}, {"name": "Fonrit Woman, Grain Goddess Initiate", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fonrit", "Genertela", "Glorantha", "Pamaltela"], "id": 2260, "notes": ""}, {"name": "Ludoch - Cetoi Mermen Temptress", "race": "Ludoch - Cetoi Mermen", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Monster island", "Sea"], "id": 2266, "notes": ""}, {"name": "Vormain Pirate, Tsankth Initiate", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Vormain"], "id": 2275, "notes": ""}, {"name": "Doraddi Hunter, Initiate of Rasout", "race": "Agimori", "rank": 3, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 2283, "notes": ""}, {"name": "Human, Caladra & Aurelion Initiate", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Holy country", "Pamaltela"], "id": 2294, "notes": ""}, {"name": "Dwarf Warrior, Flintnail Initiate", "race": "Dwarf", "rank": 3, "owner": "hkokko", "tags": ["Dwarven", "Genertela", "Glorantha", "Pavis"], "id": 2300, "notes": "Abilities: Earth Sense,Night Sight. Only dwarves can operate dwarven missile weapons. If they go to wrong hands - dwarves will send constructs to get them back"}, {"name": "Pujaleg Bat People Hunter, Skilled one", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Errinoru", "Fonrit", "Pamaltela"], "id": 2310, "notes": "Bat People user their transform spells to turn into giant bats. "}, {"name": "Woman, Dendara Initiate", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Dragon pass", "East", "Genertela", "Glorantha", "Inland pamaltela", "Lunar", "Pamaltela"], "id": 2322, "notes": ""}, {"name": "Troll, Dark - Black Sun Initiate", "race": "Troll, Dark", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Kralorela"], "id": 2329, "notes": ""}, {"name": "Merchant, Lokarnos Initiate", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Prax", "Sartar"], "id": 2335, "notes": ""}, {"name": "Sartar Exile Warrior (Mastakos Initiate)", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Pamaltela", "Prax", "Sartar"], "id": 2347, "notes": ""}, {"name": "Dark Troll Hunter, Zong Initiate", "race": "Troll, Dark", "rank": 3, "owner": "hkokko", "tags": ["Genertela", "Pamaltela", "Uz"], "id": 2353, "notes": ""}, {"name": "Northern Warrior (Valind Initiate)", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Fronela", "Glorantha"], "id": 2359, "notes": ""}, {"name": "Human, Lemure Initiate", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Genertela", "Pamaltela"], "id": 2374, "notes": ""}, {"name": "Human, Hungry Jack Initiate", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Glorantha"], "id": 2380, "notes": ""}, {"name": "Woman, Voria  Initiate", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Dragon pass", "East", "Genertela", "Glorantha", "Inland pamaltela", "Lunar", "Pamaltela"], "id": 2403, "notes": ""}, {"name": "Green Elf, Aldrya Woodlord Initiate", "race": "Elf, Green", "rank": 3, "owner": "hkokko", "tags": ["Elf forest", "Genertela", "Pamaltela"], "id": 2410, "notes": "RQA pg 353. GB "}, {"name": "Woman, Dorasta Initiate", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Dorastor", "Genertela", "Glorantha"], "id": 2416, "notes": ""}, {"name": "Wolf Pirate, Ygg of Threestep Initiate", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Dragon pass", "Glorantha", "Pamaltela", "Sea", "Umathela"], "id": 2437, "notes": "Swarthy, dark hair, beard, muscular"}, {"name": "El-Jazuli - Sister Witch Initiate (Fonrit)", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 2476, "notes": ""}, {"name": "Dirt Devil", "race": "Dirt Devil", "rank": 3, "owner": "hkokko", "tags": ["Errinoru", "Fonrit", "Jolar", "Kothar", "Pamaltela"], "id": 2496, "notes": "Drastic Resolutions: Volume Darkness pg 46. Hide in holes burrowed underground. When somebody is above attacks often with surprise, grapples the victim and finishes it within tight confines of the hole. Fighting in confined spaces is at Formidable difficulty with any medium or large weapons. "}, {"name": "Arsinutu", "race": "Rhino", "rank": 3, "owner": "hkokko", "tags": ["Fonrit", "Forest", "Glorantha", "Pamaltela"], "id": 2523, "notes": "Anaxial's Annex. Although unrelated to jitanos, arsinutus appear somewhat similar. They have two huge, conical horns on their snouts with two much smaller bony knobs on the forehead. Jitanos are the commonest large herbivores of the Fonrit lowlands. They are solitary creatures, with a rhinoceros-like build and short, blackish-brown fur. The two rounded, bony knobs on their nose are their most distinctive feature. They are not at all intelligent, and a clever hunter can easily outmanoeuvre them. Females are smaller\n\nCombat Tactics: Fortunately, jitanos are not especially aggressive, although they will fight fiercely when cornered or when protecting young. When enraged, they charge at any opponents in sight, and butt with their nose-horns. They may augment their Butt skill with Charge at Foe when appropriate."}, {"name": "Loper", "race": "Horse", "rank": 3, "owner": "hkokko", "tags": ["Forest", "Jolar", "Pamaltela"], "id": 2531, "notes": "Anaxial's Annex. These strange looking herbivores inhabit have a heavy build, and dark brown fur with paler markings on the face and underbelly. Their hind legs are shorter than their forelimbs, and they can briefly stand upright to pull down leaves from trees with their clawed forepaws. Apart from this, their torso and head more closely resemble those of a horse than any other animal. They are normally solitary.\n\nMost remarkably, however, lopers have a natural ability to teleport, being able to vanish from one place and re-appear elsewhere. Normally, they use this as a defensive ability, vanishing to escape from predators or other threats, rather than tackling them in physical combat. \n\nCan freely teleport to a new location once per round. The location must be within a number of metres equal to POW x2."}, {"name": "Chonchon", "race": "Chonchon", "rank": 3, "owner": "hkokko", "tags": ["Dorastor", "Errinoru", "Jolar", "Kothar", "Pamaltela"], "id": 2532, "notes": "Anaxial's Annex. These foul spirits manifest physical bodies at night, but must return to the Spirit World if they are touched by sunlight. In physical form, the chonchon looks like a bodiless human head with large ears that it flaps like wings to keep itself aloft. They are named for their call of 'kon-kon!' which is rightly feared by most locals.\n\nAs purely magical beings, any anti-magic spells cast at them will injure them and may prevent them from using any of their magical abilities, including the power of flight which is their only means of locomotion.\n\nChonchons are malevolent and will seek to destroy any mortals who visit their remote haunts. They will concentrate on a single intruder, which they will bite and hang on to with their teeth. The bite of a chonchon drains magical energy from the victim, and works in a similar fashion to the sorcerous Tap spell against the victim's best magical ability. However, unlike a Tap spell, the effect is temporary, and the ability will be regained at a rate of +10 per day until it reaches its former level.\n\nIf attack goes thru if successful drains 1d6MP and adds to its own - will hang on and continue draining. Vulnerable to Dismiss Magic and Neutralize Magic - loses intensity Magic Points. "}, {"name": "Erinjo - Swamp goblin", "race": "Erinjo", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Hornilio", "Pamaltela", "Swamp"], "id": 2544, "notes": "Anaxial's Annex. The Erinjo live in the southern reaches of Hornilio, where the climate becomes too uncomfortable for most humans. They are short goblins, under four feet in height, but with bulky, rounded bodies. Four stubby legs project from their undersides, and can be used as paddles underwater. Their upper bodies are covered in thick pelt of moss, but their long arms are naked and tan coloured. Their heads are flattened side to side, with a wide mouth filled with dagger-like teeth. Unlike most other goblins, erinjo are not entirely herbivorous, and do eat some insects and small grubs from time to time.\n\nErinjo rarely see humans or other outsiders, and are rarely attacked by the native wildlife, so that they lead a fairly idyllic existence. However, they are noted for their magical prowess, which is particularly associated with powers of heat, and they are sometimes hired by more northerly slorifings to help protect them or to provide other magical services. Their large eyes are also able to see in conditions of low light, so that erinjo can act as lookouts for other goblins.\n\nErinjo prefer to avoid direct confrontation, and will attack from a distance with their magic, which may induce fever-like sensations or make weapons or other tools too hot to handle. If forced into close combat, adult erinjo will fight with bamboo spears, while their young scramble across the opponent to distract and hinder him.\n\n"}, {"name": "Oralan (Swamp Goblin) Female", "race": "Scythanni (Sozganjio Swamp Gob", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Hornilio", "Pamaltela", "Slon", "Sozganjio", "Swamp"], "id": 2545, "notes": "Anaxial's Annex. Oralans are female slorifings, and mate with all of the male varieties. They are among the most humanoid of all the goblins, but possess a mottled greenish-yellow skin and bedraggled fern-like hair. They are shy of outsiders, and will always hide when any approach. Any slorifings living nearby will also try to distract the intruders away from an oralan's lair, for they are a rare race essential to the survival of all goblin-kind. Oralans also maintain most of the ancient lore and myths of the slorifing people, and many are full-fledged shamans.\n\nWhen a male slorifing reaches the age where it must mate, it seeks out the nearest oralan, and conducts a special mating ritual. Once the ritual is completed, the male travels to a secluded spot, digs a hole in the ground and crawls within to die. Soon after, a fernlike plant grows on the ground above the hole and sprouts pods from which a litter of miniature imps will eventually be released. Almost all of these imps will resemble the male parent, but around one in twenty will be a miniature oralan. Oralan imps seek out the adults to teach them, but eventually each will travel away to make its own solitary lair."}, {"name": "Nakasa , Earth Temple Guardian", "race": "Nakasa", "rank": 3, "owner": "hkokko", "tags": ["Aggar", "Aig", "Dragon pass", "Esrolia", "Glorantha", "Heortland", "Holy country", "Sartar"], "id": 2546, "notes": "Anaxial's Roster pg 89 Protector of Babeester Gor temples. Against multiple foes or obviously superior opponents, a nakasa will roar. The roar is most effective against men (women resist with Easy) . Nakasa have hairy, striped, hyena-like bodies and scaly, reddish, crocodilian heads. Huge, razor-sharp quills jut from their powerful shoulders, and their roar strikes fear into the bravest of men. \n\n"}, {"name": "Urgarugar - Headhanger with 5 Heads", "race": "Urgarugar - Headhanger V2", "rank": 3, "owner": "hkokko", "tags": ["Aig", "Chaos", "Dorastor", "Kralorela", "Prax", "Vormain"], "id": 2551, "notes": "\"Urgarugar are strange Chaos arthropods, with flabby, white, maggot-like bodies and four jointed limbs ending in huge pincers. They have no head of their own; their sensory organs and mouth are located in a pushed-in mass at the front of their bodies. Urgarugar eat only sentient creatures, for they derive their sustenance from souls, not flesh. To consume the soul of a victim, the monster eats its head. A day later, the head sprouts on a stalk from the creature\u2019s body. It will remain there for months while the monster slowly devours its soul. Eventually, the head drops off and rots away. \" Anaxial's Roster Urgarugar can use the spells of their heads. ***Note: 4 additional combat actions*** +4 actions"}, {"name": "Captured Heads for Headhanger", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 2552, "notes": "Priest can use heads magic with their original skill and now with heads POW.  "}, {"name": "Kyrosian Spearmen", "race": "Human", "rank": 3, "owner": "DCAnsell", "tags": [], "id": 2564, "notes": "These are the professionals, either civic militia members of long standing, or lower ranking members of one of the professional regiments maintained by the king and oligarchs."}, {"name": "Mummy, Sorcerous", "race": "Mummy", "rank": 3, "owner": "hkokko", "tags": ["Errinoru", "Fantasy", "Fonrit", "Genertela", "Glorantha", "Pamaltela", "Undead"], "id": 2834, "notes": " Suspectible to fire (damage rolled as % -> fire - continues damage each fire on that hitloc). This one is animated by intensity 3 undeath spirit. Tries to grapple and strangle. "}, {"name": "Sorcerer of the Void (Amoral and Dedicated)", "race": "Human", "rank": 3, "owner": "tzunder", "tags": ["Fantasy"], "id": 2577, "notes": "A sorcerer of an evil or twisted persuasion. Not physical but clever and poweful.\nClassically lightly armoured and with a guard of minions."}, {"name": "Town Guard on Patrol", "race": "Human", "rank": 3, "owner": "tzunder", "tags": ["Fantasy"], "id": 2580, "notes": "Standard Fantasy Town Guard\n"}, {"name": "Plant Elemental Swamp Defender", "race": "Elemental", "rank": 3, "owner": "tzunder", "tags": ["Fantasy"], "id": 2607, "notes": "A huge bipedal elemental of moss, fungi, vines and creepers that emerges from the swamp to protect the bayou. May Batter or Strangle, which is an Engulf attack (RQ6 p.351)"}, {"name": "European Knight [13th Century]", "race": "Human", "rank": 3, "owner": "Urizen", "tags": [], "id": 2608, "notes": ""}, {"name": "Random Personality", "race": "Human", "rank": 3, "owner": "hkokko", "tags": [], "id": 2612, "notes": "Quick way to have character personalities "}, {"name": "Balazaring Foundchild Initiate", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Balazar"], "id": 2675, "notes": ""}, {"name": "Nature Spirit (Balazaring)", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 2677, "notes": "RQ6 pg 407-408"}, {"name": "Nature Spirit (Balazaring), Large", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 2678, "notes": "RQ6 pg 407-408"}, {"name": "Nature Spirit (Balazaring), Small", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 2679, "notes": "RQ6 pg 407-408"}, {"name": "Nature Spirit (Balazaring), Huge", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 2680, "notes": "RQ6 pg 407-408"}, {"name": "Traveling Chalana Arroy Healer", "race": "Human", "rank": 3, "owner": "Pruneau", "tags": [], "id": 2698, "notes": ""}, {"name": "Trollkin Skirmisher", "race": "Trollkin", "rank": 3, "owner": "Chlodoweg", "tags": ["Genertela", "Glorantha", "Uz"], "id": 2691, "notes": ""}, {"name": "High Llama rider", "race": "Human", "rank": 3, "owner": "Chlodoweg", "tags": ["Glorantha", "Prax"], "id": 2692, "notes": ""}, {"name": "Silverflame Brightspear", "race": "Human", "rank": 3, "owner": "Chlodoweg", "tags": ["Dragon pass", "Glorantha"], "id": 2703, "notes": ""}, {"name": "Silverflame Shining Scimitar", "race": "Human", "rank": 3, "owner": "Chlodoweg", "tags": ["Dragon pass", "Glorantha"], "id": 2704, "notes": ""}, {"name": "Silverflame Silverbow", "race": "Human", "rank": 3, "owner": "Chlodoweg", "tags": ["Dragon pass", "Glorantha"], "id": 2705, "notes": ""}, {"name": "Orc Reaver", "race": "Goblin", "rank": 3, "owner": "Matt_E", "tags": [], "id": 2744, "notes": "Thick skin already figured in; scavenged armour & weapons of many possible types"}, {"name": "Belgoi", "race": "Human", "rank": 3, "owner": "Michael", "tags": ["Dark sun", "Fantasy"], "id": 2748, "notes": "Domination & attract spells"}, {"name": "Dwarven Mine Engineer", "race": "Dwarf", "rank": 3, "owner": "Ratfink", "tags": [], "id": 2829, "notes": "Dwarven mining engineer in leather scale and cap."}, {"name": "Korantine Sabatine", "race": "Human", "rank": 3, "owner": "Cedoc", "tags": ["Korantia"], "id": 3566, "notes": "The Sabatines, which is the ancient name for all the cult\u2019s followers, now refers to a mercenary force of non-citizens who provide security for warehouses and banks and for major shipments of commodities and valuable goods."}, {"name": "Leaping Bear , Young Adult", "race": "Leaping Bear", "rank": 3, "owner": "hkokko", "tags": ["Pent", "Prax"], "id": 2867, "notes": "Leaping bears are tiger-sized animals with dark-furred ursine bodies and dog-like heads and tails. Effective predators, they hunt at night and leap from ambush onto passing prey animals. They eat only a small amount of vegetable matter, and greatly prefer fresh meat. They are generally solitary, except when a mated pair is protecting their cubs. AR pg 82"}, {"name": "Grotaron (Maidstone Archer)", "race": "Grotaron", "rank": 3, "owner": "hkokko", "tags": ["Fronela", "Glorantha"], "id": 2870, "notes": "\"Grotarons are a race of bizarre giants native to northern Fronela. They are vaguely humanoid, but they have no head, a great mouth in their chest, and a third arm sprouting from their \u201cneck.\u201d Each hand has a single yel- low eye on its back. They seem to have senses similar to humans, despite having no visible ears or nostrils. They speak their own unfathomable lan- guage, but those who travel usually learn talents that allow them to com- municate with humans.Tactics: Grotarons fire full-sized spears from their bows, with devastating power and accuracy. In hand to hand combat, they usually hold a shield in their central arm and two large weapons in their other arms. They rely on their superior strength and size to batter their enemy into submission. Grotarons dislike killing without reason, and prefer to capture a fallen foe rather than slay him.\n\" AA pg 152"}, {"name": "Pterodactyl Zombie", "race": "Pterodactyl", "rank": 3, "owner": "hkokko", "tags": ["Flying", "Glorantha", "Jungle", "Monster island", "Undead", "Upland marsh"], "id": 2878, "notes": "Very large flying dinosaur - wingspan 10-12m"}, {"name": "Gorgon", "race": "Gorgon", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Raw official", "Rq6"], "id": 2885, "notes": "RAW pg 248-248 Scales on serpentine locations; Hoplite armour on upper body. "}, {"name": "Dark Troll Zombie", "race": "Troll, Dark", "rank": 3, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Pamaltela", "Undead", "Upland marsh", "Uz"], "id": 2901, "notes": ""}, {"name": "Lesser Vampire", "race": "Vampire", "rank": 3, "owner": "hkokko", "tags": ["Aig", "Chaos", "Genertela", "Glorantha", "Pamaltela", "Rq6", "Undead", "Upland marsh"], "id": 2912, "notes": "Abilities: Weakness (Death/Rune Magic, Sky/Fire Rune Magic, Sunlight) Allergic to sunlight (powers do not work). Can drain 1d3 Magic points recharge itself, rest of the drain is lost. If victim is down to zero can steal 1d3 Rune Spells permanently. Lose 1MP per night. When trying to resist Death Rune Magic cain Formidable penalty and its effects will be doubled. 1d6 points damage per round in running water - cannot be regenerated. Loses draining and gaze plus turning to smoke under sun.  Will not reflect on mirror. Cannot look or approach directly Death Rune. Contact with Death Rune causes 3 points of damage.  Will die if impaled in the heart.  If goes to negative hit points turns to smoke and starts to regenerate 1 point per round. Can turn to wolf,bat,smoke \n"}, {"name": "Firebat", "race": "Firebat", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Prax"], "id": 2915, "notes": "ToTRM #14. Never seen to eat. Feed on ambient chaos. Can burst to flame at will. Immune to fire. Any hit causes the location to burst into fire for 1d6 damage, armor counts for the first round. If defender does nothing else he can put out the fire on an athletics roll or rolling in the ground. Parrying weapon bursts into fire and loses 1d6 per round unless from metal. Missiles burst into fire and damage is reduced by 1d6. Regenerates 3p/round. Seen in Tunneled Hills and Krjalki Bog"}, {"name": "Styracosaurus Broo - Thed & Mallia Initiate", "race": "Broo", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha", "Prax"], "id": 2921, "notes": "Saurian Broos Dorastor pg 41"}, {"name": "Stegosaurus Broo - Thed Initiate", "race": "Broo", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha", "Prax"], "id": 2922, "notes": "Saurian Broos Dorastor pg 41"}, {"name": "Hellwood Elf, Aldrya Woodlord Initiate", "race": "Elf, Green", "rank": 3, "owner": "hkokko", "tags": ["Elf forest", "Genertela", "Pamaltela"], "id": 2934, "notes": "Dorastor pg 52"}, {"name": "Spider Spirit, Minor", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 2943, "notes": "RQ6 pg 407-408"}, {"name": "Spider Spirit, Large", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 2944, "notes": "RQ6 pg 407-408"}, {"name": "Spider Spirit, Huge", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 2945, "notes": "RQ6 pg 407-408"}, {"name": "Spider Spirit, Grand", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 2946, "notes": "RQ6 pg 407-408"}, {"name": "Spider Spirit", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 2948, "notes": "RQ6 pg 407-408"}, {"name": "Male Hunter Spider", "race": "Giant Spider", "rank": 3, "owner": "hkokko", "tags": ["Aig", "Dorastor", "Genertela", "Glorantha", "Insect", "Pamaltela"], "id": 2953, "notes": "Dorastor pg 64-65"}, {"name": "Watch Beetle", "race": "Karrg Beetle", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Insect", "Uz"], "id": 2966, "notes": ""}, {"name": "Ostrich", "race": "Ostrich", "rank": 3, "owner": "hkokko", "tags": ["Aig", "Desert", "Prax"], "id": 2967, "notes": ""}, {"name": "Snake Spirit, Minor", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 2969, "notes": "RQ6 pg 407-408"}, {"name": "Snake Spirit, Grand", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 2970, "notes": "RQ6 pg 407-408"}, {"name": "Snake Spirit, Huge", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 2971, "notes": "RQ6 pg 407-408"}, {"name": "Snake Spirit, Large", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 2972, "notes": "RQ6 pg 407-408"}, {"name": "Elf Hunter", "race": "Elf", "rank": 3, "owner": "Sidfrid", "tags": [], "id": 3005, "notes": ""}, {"name": "Bonacon", "race": "Bison", "rank": 3, "owner": "hkokko", "tags": ["High plateau", "Holy country", "Raw", "Raw official", "Rq6", "Sartar"], "id": 3030, "notes": "RAW pg 232. "}, {"name": "Giant Elkhorn Beetle", "race": "Karrg Beetle", "rank": 3, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Insect", "Uz"], "id": 3033, "notes": "Drastic Resolutions"}, {"name": "Chicken Broo", "race": "Broo", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha", "Prax"], "id": 3045, "notes": ""}, {"name": "Giant Worm - Quenlarg", "race": "Snake, Giant", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Fronela", "Pent", "Sartar"], "id": 3064, "notes": "A quenlarg\u2019s head is snake-like in shape but is eyeless and has a mouth filled with a double row of sharp teeth instead of fangs. Segmented rings of blue-grey armour cover the entire body, with the tail ending in a blunt spike. They burrow through rocky soil or permafrost, \n\nTypically 4,5 meters long, attack from the ground\n\nUpdated from source: Anaxial's Manifest"}, {"name": "Alligator - Young Adult", "race": "Crocodile", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Genertela", "Glorantha", "Islands", "Jungle", "Monster island", "Pamaltela", "Rq6", "Sea", "Umathela"], "id": 3069, "notes": "RQ pg 344"}, {"name": "Changa (Giant Cricket) ", "race": "Changa (Giant Cricket)", "rank": 3, "owner": "hkokko", "tags": ["Insect", "Uz"], "id": 3070, "notes": "Drastic Resolutions, Anaxial's Annex"}, {"name": "Korantine Citizen Militia", "race": "Human", "rank": 3, "owner": "Cedoc", "tags": ["Korantia"], "id": 3558, "notes": ""}, {"name": "Korantine Bandit", "race": "Human", "rank": 3, "owner": "Cedoc", "tags": ["Korantia"], "id": 3557, "notes": "This man, though dirty, is carrying well-maintained armor and weapons."}, {"name": "Morokanth Hunter", "race": "Morokanth", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Prax"], "id": 3110, "notes": ""}, {"name": "Maggot, Giant", "race": "Maggot, Giant", "rank": 3, "owner": "hkokko", "tags": ["Animal", "Glorantha"], "id": 3117, "notes": "Drastic Resolutions, Into the Troll Realms. Once maggot hits it continue automatically making damage though armor protects. Live in smelly conditions - Endurance roll or demoralized. "}, {"name": "Superior Warrior Trollkin", "race": "Trollkin", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Uz"], "id": 3118, "notes": ""}, {"name": "Korantine Citizen Cavalry", "race": "Human", "rank": 3, "owner": "Cedoc", "tags": ["Korantia"], "id": 3560, "notes": ""}, {"name": "Korantine Levy Slinger", "race": "Human", "rank": 3, "owner": "Cedoc", "tags": ["Korantia"], "id": 3561, "notes": ""}, {"name": "Bison Nomad, Storm Bull Spirit Worshipper, Strong ", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Prax"], "id": 3152, "notes": "Swarthy, dark hair, beard, muscular"}, {"name": "Troll, Old School", "race": "Troll, Great", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Raw", "Raw official", "Rq6"], "id": 3568, "notes": ""}, {"name": "Sartar River Raider", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "River", "Sartar"], "id": 3171, "notes": ""}, {"name": "Sartar River Raider, Orlanth Initiate", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "River", "Sartar"], "id": 3172, "notes": ""}, {"name": "Demon Warrior, Minor Being", "race": "Serpent People", "rank": 3, "owner": "hkokko", "tags": ["Demon", "Fantasy"], "id": 3183, "notes": "Large muscular demon. "}, {"name": "Demon Protector, Minor Being", "race": "Serpent People", "rank": 3, "owner": "hkokko", "tags": ["Demon", "Fantasy"], "id": 3203, "notes": "Large muscular demon. Will only fight if there is direct threat to what it has been summoned to guard. Instructions need to be very precise. "}, {"name": "Vin Raider", "race": "Human", "rank": 3, "owner": "Ratfink", "tags": ["Bluewilds"], "id": 3222, "notes": "The Vin are warriors and raiders, taking what they required or want from all those that they encounter on the Sea. They have small fast longboats to raider coastal villages or merchantmen, and larger fleets that they call home."}, {"name": "Zombie", "race": "Zombie", "rank": 3, "owner": "hkokko", "tags": ["Raw", "Undead"], "id": 3224, "notes": ""}, {"name": "Zombie of Sartar River Raider", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "River", "Sartar", "Undead"], "id": 3225, "notes": ""}, {"name": "City Gang Member", "race": "Human", "rank": 3, "owner": "hkokko", "tags": [], "id": 3235, "notes": ""}, {"name": "Cob Hobbler - Jungle Pig", "race": "Cob Hobbler - Jungle Pig", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "High mountains", "High plateau"], "id": 3248, "notes": "Cob Hobbler in Jungle Pig. Emerging parasitic - see MI pg 206. Action points + 4 due to multilimbed.  \"The spindly legs of a cob hobbler allow it to climb walls or trees with ease, and grant it a superior movement rate. Other than this the parasite grants no other advantage, the base creature remaining relatively intact save for its subverted nervous system. A favoured tactic is to leap from ambush at a trail- ing or lone victim, grapple them with two legs then use the emaining ones to run off at high speed, to eat their prey later. The only significant threat it poses are the spore patches upon its legs, which spread the seeds of a new generation if the cob hobbler is killed in combat. This can be very dangerous since a cloud of spores can corrupt an entire region, turning most of the native animals into multi-legged horrors.\""}, {"name": "Rokurokubi", "race": "Rokurokubi", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Jungle"], "id": 3267, "notes": "Solitary creatures - special powers in darkness. MI pg 263-264 for description and especially tactics. "}, {"name": "Ettin, Serpent People Warrior", "race": "Ettin, Serpent People", "rank": 3, "owner": "hkokko", "tags": [], "id": 3268, "notes": "MI pg 216 +1 Combat Action due to Multi-headed. Monster Hide Half Plate.  MI pg 178-179"}, {"name": "Sphinx", "race": "Chimera", "rank": 3, "owner": "Sidfrid", "tags": [], "id": 3274, "notes": "Habilidades: Volar, Multicabezas, Venenoso. Generalmente se lo encuentra solo como algun guardi\u00e1n (RQ6: pg 312-316) RQ6 pg 343. La cabeza de la serpiente es venenosa. Hace acertijos a los que le enfrente antes de atacarlos, generalmente usa ataque en picada si no responde bien."}, {"name": "Tarshite Bandit", "race": "Human", "rank": 3, "owner": "Chlodoweg", "tags": [], "id": 3277, "notes": ""}, {"name": "Redalda Horsefolk", "race": "Human", "rank": 3, "owner": "Sven", "tags": ["Dragon pass", "Prax", "Sartar"], "id": 3297, "notes": ""}, {"name": "Rat Broo", "race": "Broo", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 4123, "notes": ""}, {"name": "Weasel Broo", "race": "Broo", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 4124, "notes": ""}, {"name": "Serpent People Courtesan", "race": "Serpent People", "rank": 3, "owner": "hkokko", "tags": [], "id": 3303, "notes": ""}, {"name": "Nightwalker", "race": "Nightwalker", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Mountains", "Unique"], "id": 3308, "notes": "Unique creature of darkness. Fatigue Drain (Aura), Immunity (Temperature), Regeneration (1 HP per hour) MI pg 247. \"At the start of each round anyone within five metres gains a level of fatigue unless they succeed in a Hard Endurance roll. Worse still, any weapon which strikes her automatically applies its damage roll to itself, ignoring its own Armour Points. Only if it survives the blow does the weapon inflict the same damage upon her. Thus a spear hitting her for 5 points of damage would shatter before it could harm its intended victim.\""}, {"name": "Serpent People Barkeep", "race": "Serpent People", "rank": 3, "owner": "hkokko", "tags": ["Monster island"], "id": 3313, "notes": "\n"}, {"name": "Sting Ray", "race": "Sting Ray", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Sea"], "id": 3332, "notes": "Anaxial's Annex. POT 60 poison"}, {"name": "Archelon", "race": "Tiger Turtle", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Sea"], "id": 3340, "notes": "Anaxial Annex. Moves 2 meters on land. MI pg 276. These are giant turtles, fifteen feet or more in length. Its shell is hard and leathery, similar to that of a leatherback turtle rather than the more typical horny covering of its other relatives. Archelons are peaceful unless attacked, and even then not especially dangerous for their size. They mainly eat clams, although they supplement their diet with squid and other soft-bodied creatures. Like all turtles, archelons lay eggs and must visit dry land to do so, burying the eggs in the sand of a suitable beach before heading back out to sea again. These eggs are considered a delicacy by many of the natives of the East Isles, but the Sofali people of the Tortugax islands and eastern Pamaltela regard the animal as sacred, as direct descendants of the turtle-god Sofals, and will protect its eggs if necessary, although they will certainly eat those of smaller species.\n"}, {"name": "Exiger, Humakt Initiate", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Mari mountains", "Pamaltela"], "id": 3352, "notes": ""}, {"name": "Ibo, Sabiha's Companion", "race": "Human", "rank": 3, "owner": "raleel", "tags": ["Jewel of khadim bey", "Spider god's bride"], "id": 4196, "notes": "Possessions: Leather armour (shirt and leggings), Ikuna knife, 5 sp.\n\nDescription: Tall, black-skinned, with a simple robe used to conceal his armour.\n\nTactics: Ibo employs a variety of tactics. He always enters a rage, and then either flanks and sneak attacks, or tries to grapple weak-looking opponents. Being lightly armed and armoured himself, he stays well away from people in heavy armour wielding heavy weapons.\n\nThe style emphasises entering into a violent frenzy where personal safety\nand pain are disregarded. At the beginning of a fight, or upon taking an\ninjury, a berserker may attempt to roll his POW x5 to enter a frenzy. When in\na frenzy:\n? Damage modifier is increased by one step.\n? Parrying or Evading attacks are one step more difficult.\n? Endurance rolls for resisting the effects of injury are one step easier.\n? Effects of Fatigue are ignored.\nAfter the fight any deferred Fatigue levels plus one additional level are\napplied."}, {"name": "Guerrero Argoniano", "race": "Human", "rank": 3, "owner": "Arglindel", "tags": [], "id": 3390, "notes": "Inmune al veneno y enfermedades"}, {"name": "Guardi\u00e1n Argoniano", "race": "Human", "rank": 3, "owner": "Arglindel", "tags": [], "id": 3391, "notes": "Inmune al veneno y enfermedades"}, {"name": "Magic Protection Spirit", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 3404, "notes": "RQ6 pg 400-401."}, {"name": "Quackjohn, Gringle's Assistant", "race": "Duck", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Sartar"], "id": 3406, "notes": ""}, {"name": "Dragonewt - Beaked Warrior - Sorcery", "race": "Dragonewt - Beaked Warrior", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 3407, "notes": "Reincarnation. Scales are the armor. Not afraid to die. Reincarnation. Reincarnation. Right Action skill - if Right Action roll succeeds must choose from the left side otherwise from right side. Personality traits: Curiosity and Apathy. Leader and Follower. Impulsive and Cautious. Calm and Nervous. Trusting and Suspicious.\n"}, {"name": "Centaur Warrior, Northern", "race": "Centaur", "rank": 3, "owner": "hkokko", "tags": ["Fantasy"], "id": 3412, "notes": ""}, {"name": "Sartar Clan Thane, Horsemaster", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "River", "Sartar"], "id": 3419, "notes": ""}, {"name": "Waterleaper", "race": "Waterleaper", "rank": 3, "owner": "hkokko", "tags": ["Pamaltela", "Pavis"], "id": 3425, "notes": "These unintelligent water-demons are of low power. They attack by leaping from the water and trying to grab a single target, carrying that victim back underwater with them. A water-leaper will cease its attacks as soon as it has its prey. If a group of water leapers is encountered, each will go for a different target. Voughs often domesticate these creatures, but the river elves ignore them, as the water-leapers are strictly carnivorous and do not attack elves.This race of freshwater animals is of unknown origin. The skull and skin of one specimen has been brought to the New Pavis Lhankor Mhy temple, and the sages therein conjecture that the beasts are possibly native to another continent; possibly Pamaltela. \n\nWater Leapers look like enormous legless toads. They possess great bat-like wings, and sinuous, muscular tails. In a normal attack, a water-leaper will suddenly boom out of the water (achieving surprise), swoop up on a powerful wing beat, and try to both bite and grapple with the tail. It may be noted that water-leapers cannot move about on land - they must either swim or fly. However, a water-leaper laying on its belly on the shore could flap its wings and get airborne.It will use the Leap ability to drag the opponent to water and Grip unto it.  If the victim resist, then the water leaper will loose its bite, but will continue to cling with its tail, doing constriction damage. It will then attempt to bite again and again (as well as strike with the tail, if it did not hit in the initial attack). After the first, surprising round, friends can help the water- leaper\u2019s victim from falling into the water by clinging to him (forgoing their own attacks) and holding him up. If the water-leaper missed its initial attack, it will keep on attacking unless injured.Any character trying to resist the water- leaper\u2019s pull towards the water may not try to fight or perform other actions on that round.\n"}, {"name": "Ogre, Gloranthan - Berak Tal", "race": "Ogre, Gloranthan", "rank": 3, "owner": "Col_D", "tags": [], "id": 3431, "notes": "This Gloranthan Ogre follows a sub-cult,  alongside Cacodemon,  known as Berak-Tal. As expected, the cult is one of cannibalism and murder,  but is focused on remaining hidden and protecting ogre brethren and family. It is often centred around a single ogre matriarch and her extended kin, established in an area from which they draw their human prey. Road-side inns,  isolated hamlets and backwater farmsteads are ideal hunting grounds. In these places the ogre cultists lay many traps and snares to aid the ritualistic hunting and trapping of their sentient meals. This example is of a typical 'family' member, who are notably faster and more dextrous than usual ogres. "}, {"name": "Umathelan Barbarian Warrior", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Umathela"], "id": 3439, "notes": "These tribal storm worshipping barbarians are allies of the Aldryami. The Orlanthi of the hills are light skirmishers with bows, spears, and axes. Their leaders and champions are often armoured and fight with long, curved, two-handed blades that are devastatingly effective. Typically they come from Kormarkan, Vralos, Orik and Sulayz.\n"}, {"name": "Cerngoth Marine", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Umathela"], "id": 3444, "notes": "Cerngoth is a thalassocracy that dominates the cities of coastal Umathela"}, {"name": "Sedalpist Sorcerer Apprentice/Adept", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela", "Umathela"], "id": 3452, "notes": "The Sedalpist School of Malkionism has its origins during the turbulent era of Fonritian occupation and the Season Wars. Non-violence is at the core of Sedalpist philosophy. Many Sedalpists abstain from eating meat (most eat fish, although some sects of Sedalpism abstain even from that). However, most agree that violence in self-defense can be justified, and Sedalpist communities maintain military forces (most commonly Orlanthi mercenaries) for their defence. Sedalpists have incorporated many of the meditative techniques of the Cult of Silence, and seek to attain a state of Perfect Reason through meditation.\n"}, {"name": "Umathelan Merchant", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela", "Umathela"], "id": 3456, "notes": ""}, {"name": "Cheetah", "race": "Tiger", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Kothar", "Mythic babylon", "Pamaltela"], "id": 3538, "notes": "RQ6 pg 390. Of slighter build than other big cats, the cheetah is built for speed, not power. Unlike other panthers, they hunt during the day, chase antelopes and other prey after the initial ambush and finish them off with a suffocating bite to the throat. Although they normally hunt alone, small groups are sometimes encountered, but do not hunt or fight cooperatively. They can, with some difficulty, be trained, and have been used as hunting animals by some Fonritian nobles.\n\nCheetah was made by Rasout to be fast, so that no prey could outrun her. But she did not have the strength to take the largest prey."}, {"name": "Painted Wolf", "race": "Wolf", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Kothar"], "id": 3540, "notes": "Usually hunts in packs of 12-20. Prefers to select Grip and Choose location. \nGripped victim sustains biting damage every round.  Rq6 pg 396. \n\nLong ago, there were many wolves and dogs in Pamaltela, but as times grew hard and Chaos grew stronger, some of them banded together to survive. They learned to hunt in packs even more sophisticated than those of the Genertelan wolves, and discovered cunning ways to bring down prey. They bred amongst themselves so much that soon all of their pups looked the same, with patches of black, white, and yellow fur, as if all their different ancestors had been mixed into one. These were the first Painted Wolves, named for their curious patchwork appearance. \n\nThey live in packs of up to twenty adults, and, like the wolves of Genertela, they can augment each other while cornering or bringing down prey. \n\nUse Corner Prey : Permits a group of three or more warriors to draw into close formation, placing more open or disordered opponents at a disadvantage (provided the \u2018unit\u2019 cannot be outflanked) and thus reducing each foe\u2019s Action Points by one if they engage.\n"}, {"name": "Bakru", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Fonrit", "Glorantha", "Raw", "Raw official", "Rq6"], "id": 3544, "notes": "RAW pg 228. Killing them is said to bring extremely bad luck in the form of a curse."}, {"name": "Halfling", "race": "Halfling (Dark Sun)", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Raw official", "Rq6"], "id": 3550, "notes": "RAW pg 249-250"}, {"name": "Mountain Goat", "race": "Caprids", "rank": 3, "owner": "eggdropsoap", "tags": ["Balazar", "Fantasy", "Griffin mountain", "High mountains", "High plateau", "Mountains"], "id": 3552, "notes": "Acrobatics skill is for balance only."}, {"name": "Satyr", "race": "Human", "rank": 3, "owner": "Cedoc", "tags": ["Korantia"], "id": 3571, "notes": "A satyr is the male equivalent of  a nymph, an ethereal creature that takes on humanoid form \u2013 if  always betrayed by bestial features such as excessive hair, shaggy or even goat-like legs and animal-like genitalia and horns. A satyr can use his instrument to perform one of  the following miraculous effects: Beast Form, Berserk, Corruption, Enthrall, Fear, Madness.  The Magnitude and Intensity of  the Miracle is equal to half  the satyr\u2019s POW."}, {"name": "Nymph", "race": "Human", "rank": 3, "owner": "Cedoc", "tags": ["Korantia"], "id": 3572, "notes": ""}, {"name": "Lycanthrope", "race": "Wolf", "rank": 3, "owner": "Cedoc", "tags": ["Korantia"], "id": 3575, "notes": "This large shaggy wolf is a lycanthrope, a shapeshifter of great power. Usually leads a pack of 12-30 wolves. Immune to mundane attacks. Vulnerable to silver. Prefers to select Grip and Choose location. Gripped victim sustains biting damage every round."}, {"name": "Delecti's Horror", "race": "Delecti's Horror", "rank": 3, "owner": "hkokko", "tags": ["Undead", "Upland marsh"], "id": 3590, "notes": ""}, {"name": "Stranglekelp", "race": "Stranglekelp", "rank": 3, "owner": "hkokko", "tags": ["Sea"], "id": 3600, "notes": "+2 AP up to 6 stalks. Lives in ocean floor - fronds seeking flesh to eat. "}, {"name": "Man At Arms, Order of Iron Serpent", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Pamaltela", "Umathela"], "id": 3599, "notes": ""}, {"name": "Kasagath Hunter", "race": "Malasp - Piscoi Mermen", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Sea"], "id": 5300, "notes": "GB pg 29-30. Live in Banthe, Kereneth, Jorkar, and Dashomo Seas. While the mermen most familiar to humans are those born from the union of gods of storm and sea, there are other races, less well known, that dwell entirely beneath the waves and lack any relationship to the air. The kasagath \u00e2\u20ac\u02dcshark-men\u00e2\u20ac\u2122 are particularly unpleasant example, warring with their aquatic neighbours almost constantly, although they care little for the dry surface world. They dwell in moderately deep seas, rarely approaching the surface or shallow waters, although only their greatest priests can approach the abyssal depths.\n\nKasagath are vaguely humanoid from the waist up, showing their relation to the Man rune, but their heads are monstrous. They have small fins on their elbows, and a much larger fin on the middle of their backs. Their fingers end in vicious talons, and their wide mouths are full of sharp teeth. From the waist down, they are fully shark-like, and they reproduce in the same manner as those creatures. They have a tough, blackish skin covered with abrasive cuticles. Unlike surface-dwelling mermen, they are unable to breathe air, and have large gill-slits near their shoulders.\n\nKasagath worship hostile deities of the sea, many of them unfamiliar to surface-dwellers. Some tribes have turned wholly to the worship of Chaos, deliberately warping their bodies as signs of their devotion, and destroying even their own kin in constant bloody battles.\nAnaxial's Annex"}, {"name": "Dullahan of Vagrant Story", "race": "Human", "rank": 3, "owner": "Donesteban", "tags": ["Fantasy", "Undead"], "id": 3682, "notes": "Echolocation, Magic sense, Undead. Inmune to bleed, compel surrender, disarm, impale, stun location, take weapon and trip. It moves levitating above the ground and can change elevation with a movement of 2 to fly or falling. His armor is physical, but his body's parts are incorporeal and invisible. These \"ghost\" body parts can only be damaged by spells or magic weapons. One of the Dullahan's ghost parts contains its essence (roll 1d3, 1 head, 2 torso, 3 abdomen). If this part or another different two suffer a major wound, the dullahan dies. The same happen if someone destroys a total of three physical parts (with sunder for example), including the Dullahan\u00b4s weapon. The Dullahan not need their legs to move or their arms to wield his weapon, and loss of limbs only affects the Dullahan in the way described above. As loot, remaining parts of armor and the weapon can be used normally, but may need some repairs due to rust and the past of time."}, {"name": "Orco(350)", "race": "Goblin", "rank": 3, "owner": "aljadroth", "tags": [], "id": 5293, "notes": "Pagina 369 rq6"}, {"name": "Waloon Deserters - Pikeman", "race": "Human", "rank": 3, "owner": "littlemute", "tags": [], "id": 5888, "notes": ""}, {"name": "Geyser - Waterspout", "race": "Geyser", "rank": 3, "owner": "hkokko", "tags": ["Sea"], "id": 3729, "notes": "\"Large intelligent waterspout. Despite being full of rage it will attack with intelligence and cunning. The Geyser shoots powerful jets of water out of its main body to knock crew into the ocean. These will be directed against those wearing the heaviest armour, perched in rigging, helming the ship or operating ballista wherever possible.\" HIGV1 pg 218 If hit with jet match attack vs Brawn or Athletics otherwise swept to sea with drowning starting immediately with hard difficulty. "}, {"name": "Shadow Squid", "race": "Giant Octopus", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Monster island", "Sea"], "id": 3733, "notes": "Shadow squids are human-sized creatures found in deep oceans with ivory white jaws and large blood red eyes that roam for prey and are named for speeding up from the shadowy depths. Attacking with eight arms and two longer tentacles they grip opponents to bite and drain fatigue eventually draining strength and are known as 'Vampire Squids' due to this feeding method and their deep ocean habitat +3 AP RQ6 pg 379 Rather than crushing they latch onto an opponent limiting his movement, and causing a loss of vision and buoyancy. See extensive details at  HIGV1 pg 230 "}, {"name": "Turanian Slaver", "race": "Human", "rank": 3, "owner": "Zombo", "tags": [], "id": 3738, "notes": ""}, {"name": "Kozaki Raider", "race": "Human", "rank": 3, "owner": "Zombo", "tags": [], "id": 3739, "notes": ""}, {"name": "Kozaki Hetman", "race": "Human", "rank": 3, "owner": "Zombo", "tags": [], "id": 3740, "notes": ""}, {"name": "Capybara Monk", "race": "Morokanth", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Kralorela", "Teshnos"], "id": 3750, "notes": "**Augment Skill:*** 1 Magic Point per level of Intensity. A level of Intensity improves the success chance of the skill by one grade. For example, increasing a skill from Standard to Easy costs 1 Magic Point; increasing it to Very Easy costs 2, and so on.\n***Invoke Trait:*** 2 Magic Points. All traits have a default Intensity of 1.\n***Enhance Attribute:*** 3 Magic Points per step of increase. Each step is a level of Intensity (for example, enhancing Dam- age Modifier by one step, from 1d2 to 1d4 costs 3 Magic Points; enhancing from 1d2 to 1d6 costs 6 Magic Points and so forth). (RQ6: pg 224)"}, {"name": "Student of Impenetrable Silence", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fantasy"], "id": 3754, "notes": "**Augment Skill:*** 1 Magic Point per level of Intensity. A level of Intensity improves the success chance of the skill by one grade. For example, increasing a skill from Standard to Easy costs 1 Magic Point; increasing it to Very Easy costs 2, and so on.\n***Invoke Trait:*** 2 Magic Points. All traits have a default Intensity of 1.\n***Enhance Attribute:*** 3 Magic Points per step of increase. Each step is a level of Intensity (for example, enhancing Dam- age Modifier by one step, from 1d2 to 1d4 costs 3 Magic Points; enhancing from 1d2 to 1d6 costs 6 Magic Points and so forth). (RQ6: pg 224)"}, {"name": "Student, Fellowship of the Snake", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fantasy"], "id": 3760, "notes": ""}, {"name": "Arandinni - East Isles Demon", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Aig", "Glorantha", "Islands"], "id": 3770, "notes": ""}, {"name": "Basilisk, Gloranthan", "race": "Basilisk Cockatrice", "rank": 3, "owner": "hkokko", "tags": ["Aig", "Chaos", "Fantasy", "Genertela", "Glorantha", "High mountains", "High plateau", "Monster island", "Mountains", "Pamaltela"], "id": 3774, "notes": "AiG. Basilisk Gaze Attack vs Willpower - failure means instant death. "}, {"name": "Gloranthan Bat, Giant", "race": "Gloranthan Bat, Giant", "rank": 3, "owner": "hkokko", "tags": ["Jungle", "Mountains", "Pamaltela"], "id": 3776, "notes": ""}, {"name": "Knight from D&D to Mythras", "race": "Human", "rank": 3, "owner": "Donesteban", "tags": ["Classic fantasy", "Human"], "id": 3792, "notes": "PARRY: The knight have a free parrying attemp every round. \n\nClad in shining armor and trained since chilhood, knights are a breed of minor but proud nobles. Usually act as officers and warriors for more powerful nobles, but some others indulge in a risky life of plunder and abuse, turning into robber knights."}, {"name": "Zombie Knight from D&D to Mythras", "race": "Human", "rank": 3, "owner": "Donesteban", "tags": ["Classic fantasy", "Human"], "id": 5024, "notes": "PARRY: The knight have a free parrying attemp every round. \n\nAlthough no longer lived, this knight still has formidable martial skills. His armor is badly damaged, revealing the wounds that caused his death.\n\nAverage Lair: Non-sapient undead do not create lairs, they are either created to serve some function, are the result of spontaneous animation in areas steeped in necromantic magic.\n\nTreasure Type: Nil\n\nAbilities: \n\nImmunity (Fear, Sleep, and Charm)\n\nIntensity 3\n\nUndead: The creature is immune to the consequences of both fatigue and severe injuries. Undead are thus immune to all the detrimental effects of Serious Wounds. Even Major Wounds do not incapacitate them, although they can still have locations severed or shattered as per normal. The head and chest location typically stores the magic that is animating the creature. Any location (and those contiguous to it) that is smashed or severed from the bound area ceases to function, but the remainder of the body can continue if it still has limbs with which to act. A Major Wound to the magic-infused location destroys the undead outright."}, {"name": "Gladiator - Provocator", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Fonrit"], "id": 3798, "notes": "Uses either Batter Aside or Solid Stance combat style. "}, {"name": "Gladiator - Murmillo", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Fonrit"], "id": 3800, "notes": "Uses either Batter Aside or Solid Stance combat style. "}, {"name": "Gladiator - Sartar", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Fonrit"], "id": 3802, "notes": "Uses either Daredevil or Intimidating Scream combat style. "}, {"name": "Gladiator - Esrolian", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Fonrit"], "id": 3803, "notes": "Uses either Defensive minded or Hooker combat style. "}, {"name": "Gladiator - Hoplomachus", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Fonrit"], "id": 3804, "notes": "Uses either Defensive minded or Cautious Fighter combat style. "}, {"name": "Gladiator - Retiarius", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Fonrit"], "id": 3806, "notes": "Uses either of the combat styles. "}, {"name": "Gladiator - Dimachaerus", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Fonrit"], "id": 3807, "notes": "Uses either of the combat styles. \"or weapons however, a dimachaerus wielded two Siccae (curved knives) or twin Gladii (short swords), making defence difficult but potentially allo- wing the gladiator to launch flurries of attacks.\""}, {"name": "Dragonsnail, Three headed", "race": "Dragonsnail, Three headed", "rank": 3, "owner": "hkokko", "tags": ["Aig", "Chaos", "Marsh", "Nest of chaos", "Prax"], "id": 3823, "notes": "+2 AP due to multiheaded. Treat shell as empty until one of the parts of Dragonsnail has retreated inside. Anyone falling prone will be engulfed by foot. "}, {"name": "Gargoyle, Medium Lesser Horned", "race": "Gargoyle, Lesser Horned", "rank": 3, "owner": "hkokko", "tags": ["Aig", "Fantasy", "Glorantha"], "id": 3829, "notes": "Aig GB pg 19"}, {"name": "Ghoul, Human (Gloranthan), Seasoned", "race": "Ghoul", "rank": 3, "owner": "hkokko", "tags": ["Aig", "Fantasy", "Glorantha", "High plateau", "Monster island", "Rq6", "Undead"], "id": 3831, "notes": "Paralyzing bite has POT 70 poison. "}, {"name": "Ghoul, Human (Gloranthan), Strong One", "race": "Ghoul", "rank": 3, "owner": "hkokko", "tags": ["Aig", "Fantasy", "Glorantha", "High plateau", "Monster island", "Rq6", "Undead"], "id": 6256, "notes": "Paralyzing bite has POT 70 poison. "}, {"name": "Lesser Hydra, 5 headed", "race": "Hydra, Ophidian", "rank": 3, "owner": "hkokko", "tags": ["Aig", "Chaos", "Glorantha", "Off the beaten path", "Sartar"], "id": 3841, "notes": "Abilities: +4 Action Points. MI pg 224.Any detrimental effect due to serious or major wound only affects that head. Each head has its own willpower resistance roll.  "}, {"name": "Rainbow Snake", "race": "Snake, Giant", "rank": 3, "owner": "hkokko", "tags": ["Aig", "Chaos", "Prax"], "id": 3852, "notes": "First attack on mesmerized target chest or abdomen. Attack automatically establishes a grapple. Next turn onwards damage with no armour protection"}, {"name": "Slime Snake", "race": "Snake, Giant", "rank": 3, "owner": "hkokko", "tags": ["Aig", "Chaos", "Prax"], "id": 3853, "notes": "Attack automatically establishes a grapple. Next turn onwards damage with no armour protection"}, {"name": "Ooling", "race": "Snake, Giant", "rank": 3, "owner": "hkokko", "tags": ["Aig", "Cloud forest", "Fantasy", "High plateau", "Jungle", "Kralorela", "Monster island"], "id": 3858, "notes": "\"Ooling have sandy-brown bodies with black blotches along their backs, outlined with dusty green flecks. Unlike most snakes, they bears their young live rather than laying eggs. They are most at home in sandy soil, and have spread from their native Kethaela all along the Manirian and Praxian coast. They can wait for years between feedings. In the dry riverbeds of Prax they often wait for decades, and then seem to appear in profusion to feast upon the creatures that gather to drink during the seasonal floods.\" Anaxial Roster"}, {"name": "Gloranthan Venomous Snake", "race": "Snake, Poisonous", "rank": 3, "owner": "hkokko", "tags": ["Aig", "Errinoru", "Glorantha", "Jolar", "Kothar", "Pamaltela"], "id": 3859, "notes": ""}, {"name": "Praxian Jackrabbit", "race": "Rabbit", "rank": 3, "owner": "hkokko", "tags": ["Prax"], "id": 3863, "notes": ""}, {"name": "Stingworm", "race": "Stingworm", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Insect", "Uz"], "id": 3885, "notes": "The larvae of several giant insects are collectively referred to as \u2018stingworms\u2019. Stingworms resemble caterpillars, but with longer legs better adapted for fast movement. Both land- and water-dwelling forms exist. The creatures repeatedly molt throughout their life, increasing in size each time. The abilities below are for a stingworm that has completed the last pre-adult molt, and is about to pupate. This stage is the longest, and some species actually spend longer as larvae than they do as pupae or adults. Stingworms lie in wait for prey, often concealed beneath mud, stones, or other debris, or in the water if aquatic. When a suitable target passes by, they lash out suddenly, grab it with their sharp mandibles, and inject their venom with bite or sting, depending on the species. Anaxial 1d4+2 rounds of unconsciousness"}, {"name": "Arachan Hunter", "race": "Arachan", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Jrustela"], "id": 3886, "notes": "There are many species of timinit commonly referred to as 'arachans', some of which are actually insectoid, rather than spider-like. All species of arachan are obligatory carnivores, and cannot gain any nutrition from vegetable matter. They will eat almost any kind of fresh animal matter, and have no taboo against the consumption of sentient creatures. They have even been known to eat each other if sufficiently hungry, which may explain their generally solitary nature. In most arachan societies complex rituals have been developed which must be undertaken whenever two individuals meet, and which ensure that one will not attempt to eat the other. Commonly, the visitor presents the resident with a gift of food, but many subtle and even artistic variations exist; for example the Red-patch Arachans pluck the strands of small, special, webs like a musical instrument. These rituals vary from species to species, and so arachans of different species will avoid each other as far as possible, unless they have somehow been able to learn the correct greeting ritual.\n\nBrown-banded Arachans are a particularly common eight-limbed species, using their rear four limbs for walking, and the front four as arms. They have no necks, so that they are unable to turn their heads independently of the rest of their upper torso. Their name comes from the mottled pattern of brown stripes on their black, hairy, bodies. Brown-banded Arachans also have two large, dimly glowing, red eyes above their mouthparts, with many smaller eyes to either side.\n\nThis is one of the most sophisticated and intelligent of timinit species, although too alien to be readily comprehensible to humans. They weave complex and beautiful silken webs both as dwelling places and to entrap animals in, but they also hunt for prey. The silk they spin is so thin that the individual threads are almost invisible, yet so strong that a knife will not cut it and most humans cannot break it - Formidable Difficulty. Of course, being flexible, it can be easily moved aside, but the webs used to catch prey are coated with glue, making this a risky proposition. Many brown-banded arachans know magic to augment the glue on their webs, or make the webs even more effective as traps.\n\nBrown-banded Arachans lay a dozen or so eggs, which the female guards fiercely. These hatch into miniature versions of the adult, which will be cared for by the mother for about a year before they grow large enough to venture out on their own. From that point, they will no longer be welcome at their mother's home unless they perform the proper ritual. They live for around 10 years. http://www.ttrotsky.pwp.blueyonder.co.uk/annex/annex13.htm"}, {"name": "Giant Worm - Sandswimmer", "race": "Snake, Giant", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Fronela", "Pent", "Sartar"], "id": 3888, "notes": "Up to 6 meters long, attack from the ground. Lives only in deserts. "}, {"name": "Death Curse Spirit", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Spirit"], "id": 3964, "notes": ""}, {"name": "Gloranthan Darkness Spirit ", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 3975, "notes": ""}, {"name": "Gloranthan Death Spirit", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 3980, "notes": ""}, {"name": "Gloranthan Death Spirit - Major", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 3981, "notes": ""}, {"name": "Ranuga, the Master Strangler", "race": "Human", "rank": 3, "owner": "raleel", "tags": ["Spider god's bride", "The eidolon of the ape"], "id": 3987, "notes": "Possessions: Green silk robe, black turban, quarterstaff, two gold rings (worth 100 sp each), monkey-shaped talisman on golden chain (worth 50 sp).\nDescription: Clad in voluminous Eastern robes of the finest silk and a black turban, Ranuga sports a goatee and a perpetual smirk on his handsome face. Despite the teachings of the cult, Ranuga is vain and enjoys material pleasures. The acolytes fear him, perhaps even more than the high priest.\nTactics: Ranuga prefers to stay back and let his underlings fight, although he quickly steps in if opposition seems stiff, for failing to deal with intruders would limit his chance of advancement in the cult."}, {"name": "Savage Ape", "race": "Ape, Carnivorous", "rank": 3, "owner": "raleel", "tags": ["Spider god's bride", "The eidolon of the ape"], "id": 3988, "notes": "Formidable Natural Weapons, Frenzy (RQ6: PG 312-316) , MI pg 196\nSpecial Rules: If the grapple attack succeeds, the Games Master should resolve combat normally using the grapple rules from the Core Rulebook. Savage apes will always attempt to inflict pain on any creature they are grappling.\nNotes: Savage apes are quite large creatures, with strength in excess of what might be expected even from their massive frames. Apes are naturally quadrupeds, but are also comfortable walking and standing on their hind legs. Savage apes are primarily vegetarian, though they often supplement their diet with insects and the occasional small animal. They are most often found in small family groups led by an old silverback male."}, {"name": "Adepts of the Yellow Mountain", "race": "Human", "rank": 3, "owner": "raleel", "tags": ["Spider god's bride", "The eidolon of the ape"], "id": 3990, "notes": "Shemite, Possessions: Golden coloured robe, black turban.\n\nDescription: Similar to the other adepts of the temple, but with golden robes to mark their status. Tactics: Grapple attacks are a favourite of these unarmed fighters.\n\nNotes: The Adepts gain a +10% skill test bonus when attempting to scale or climb.\n\nAs expert grapplers, Any opposed rolls to escape from the Grip Special Effect or Grappling are one step harder. Unarmed Only.\n\nAs expert strikers, their unarmed attacks parry as M size weapons."}, {"name": "Gloranthan Death's Blessing Spirit", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 3994, "notes": ""}, {"name": "Gloranthan Death Spirit - Lesser", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": [], "id": 4006, "notes": ""}, {"name": "Gloranthan Beast Spirit - Lesser", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 4007, "notes": ""}, {"name": "Gloranthan Beast Spirit", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 4008, "notes": ""}, {"name": "Gloranthan Beast Spirit - Major", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 4009, "notes": ""}, {"name": "Gloranthan Mastery Spirit", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 4013, "notes": ""}, {"name": "Gloranthan Mastery Spirit - Major", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 4014, "notes": ""}, {"name": "Gloranthan Mastery Spirit - Grand", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 4015, "notes": ""}, {"name": "Darkness Passion Spirit - Lesser", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 4027, "notes": "Passion spirits are described for example in Mythic Babylon page 266 and the passion spirits themselves at RAW pg 144-145"}, {"name": "Death Passion Spirit - Lesser", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 4033, "notes": "Passion spirits are described for example in Mythic Babylon page 266 and the passion spirits themselves at RAW pg 144-145"}, {"name": "Risotadas el Garrote", "race": "Centaur", "rank": 3, "owner": "kortatu", "tags": ["Fantasy", "Glorantha"], "id": 4039, "notes": ""}, {"name": "Sog Sodhi (Shapechanged)", "race": "Ape, Carnivorous", "rank": 3, "owner": "raleel", "tags": ["Spider god's bride", "The eidolon of the ape"], "id": 4043, "notes": "This creature is able to actively parry or deflect attacks using its natural weapons. \n\nSpecial Rules: If the grapple attack succeeds, the Games Master should resolve combat normally using the grapple rules from the Core Rulebook. Savage apes will always attempt to inflict pain on any creature they are grappling.\n\nNotes: Savage apes are quite large creatures, with strength in excess of what might be expected even from their massive frames. Apes are naturally quadrupeds, but are also comfortable walking and standing on their hind legs. Savage apes are primarily vegetarian, though they often supplement their diet with insects and the occasional small animal. They are most often found in small family groups led by an old silverback male."}, {"name": "Jahwar", "race": "Human", "rank": 3, "owner": "raleel", "tags": ["Knife of the necromancer", "Spider god's bride"], "id": 4045, "notes": "Possessions: Leather shirt and pants, short sword, 4 SP. Small carved ivory handled eating knife, which cannot be used for combat. (worth\n1 SP)\nDescription: Slightly overweight yet surprisingly nimble, Jahwar has dark hair and a few missing teeth. He claims to have been a gladiator\nin his youth.\nTactics: Jahwar tries to work with his henchmen to get into a good flanking position. He prefers to employ sneak tactics and often bides his\ntime picking the right moment to strike.\nNotes: Jahwar does not own a dagger or an axe, but due to his time as a gladiator he possesses the skills to use both."}, {"name": "Guard Dog", "race": "Wolf", "rank": 3, "owner": "raleel", "tags": ["Knife of the necromancer", "Spider god's bride"], "id": 4046, "notes": "Night Sight, (RQ6: pg 312-316) "}, {"name": "Pterodactyl Sorn", "race": "Pterodactyl", "rank": 3, "owner": "hkokko", "tags": ["Dinosaur", "East isles", "Flying", "Glorantha", "Monster island", "Sea"], "id": 4047, "notes": "Try to grapple and drop from altitude. "}, {"name": "Xamalki", "race": "Xamalki", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Pamaltela", "Slon"], "id": 4054, "notes": "WF #15. \"Two thumbs & eight  fingers per hand, the size of shovels. Some of the  fingers have claws. Xamalki are huge burrowing chaos things. Unknown in Genertela, however."}, {"name": "Ghoul", "race": "Ghoul", "rank": 3, "owner": "raleel", "tags": ["Knife of the necromancer", "Spider god's bride", "Undead"], "id": 4070, "notes": "If the ghoul's bite penetrates armour, the victim must make an unopposed Endurance roll to resist infection. Once an infected victim dies, it gives every appearance of having passed on. But, after 1d6+3 days it revives with an unholy vitality, its soul corrupted into an undead spirit driven by its foul cravings. The ghoul scratches its way free of what- ever burial fixture holds it and then goes in search of its first meal.\n\nThe only way to ensure a ghoul will not rise from an infected body is to burn it as soon as possible \u2013 which is one of the reasons why certain cultures cremate, rather than bury, their dead.\n\nLifting a ghoul\u2019s curse can only be done through a Cure Malady spell of a Magnitude greater than the POW of the ghoul which bit them. An infected victim may not even be aware of their fate; those that are, are doomed without magi- cal intervention. Even hacking off a bitten limb will not lift the curse that impregnates the soul and hibernates, waiting for death so it can be triggered.\n\nEven a dismembered ghoul will eventually regrow new body parts at the rate of one Hit Point per location every week until it is complete once more. The only sure way to kill one is with fire, which inflicts normal damage.\n\nUndead - you gotta sever a limb before it's not useful. head or chest major wound puts them down. Serious wounds have no effect."}, {"name": "Blood Golem", "race": "Geyser", "rank": 3, "owner": "raleel", "tags": ["Knife of the necromancer", "Spider god's bride"], "id": 4078, "notes": ""}, {"name": "Zombie Guard", "race": "Zombie", "rank": 3, "owner": "raleel", "tags": ["Cloud forest", "Fantasy", "Glorantha", "Jungle", "Monster island", "Revivified", "Rq6", "Undead"], "id": 4099, "notes": ""}, {"name": "Mudshark (Adult)", "race": "Crocodile", "rank": 3, "owner": "manfriday", "tags": ["Fantasy", "Genertela", "Glorantha", "Islands", "Jungle", "Monster island", "Pamaltela", "Rq6", "Sea", "Umathela"], "id": 4106, "notes": "Movement 3 on land 6 in water\nWhen in the water, mudsharks gain an extra action point"}, {"name": "Dog Broo", "race": "Broo", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 4125, "notes": ""}, {"name": "Pig Broo", "race": "Broo", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 4127, "notes": ""}, {"name": "Ant, Giant - Queen ", "race": "Ant, Giant", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island", "Rq6"], "id": 4142, "notes": ""}, {"name": "Ant, Fire", "race": "Ant, Giant", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 4143, "notes": "Most agonising bite of small insects POT 85"}, {"name": "Eogyrin - Carnivorous Ambhibian", "race": "Crocodile", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Genertela", "Glorantha", "Monster island", "Pamaltela", "Slon", "Swamp"], "id": 5302, "notes": "Anaxial Annex. In southern Porlaso the swamp-dwelling dinosaurs mingle with a variety of giant carnivorous amphibians which prey upon local fish and invertebrates. Largest of all is the eogyrin, a fifteen foot long crocodile-like creature with smooth, glistening, green skin and a long fin on its back. Although its head is shorter than that of a true crocodile, the eogyrin can still deliver a fearsome bite. They rarely surface from beneath the murky water, except briefly to breathe or to pounce upon an occasional passing surface creature. Living so far south, they have not developed enough experience of humans to show any fear of them.\n\nUpdated from source: Anaxial's Manifest"}, {"name": "Celtic Hunting party", "race": "Human", "rank": 3, "owner": "JonR", "tags": [], "id": 4151, "notes": "8 Celtic hunters"}, {"name": "Osan's Messengers", "race": "Human", "rank": 3, "owner": "raleel", "tags": ["Jewel of khadim bey", "Spider god's bride"], "id": 4193, "notes": "Possessions: Riding horse, studded leather, turbaned helmet, scimitar, Khazistani Short bow, 15 sp.\nDescription: Hook-nosed, with turbaned helmets and cloaks over their armour.\nTactics: These spies take orders from and protect Osan, but not if their own lives are at stake. However, they know that they are doomed if they flee and Osan survives. Therefore, they are much more likely to flee if Osan is killed first."}, {"name": "Shemite asshuri", "race": "Human", "rank": 3, "owner": "raleel", "tags": ["Spider god's bride"], "id": 4194, "notes": "The Shemite Asshuri make the Shemish armies very strong. They are well trained, well equipped, and often lead by exceptional generals.\n\nPossessions: armor,  weapons, 1d8 sp."}, {"name": "Abu Khafi's Guards", "race": "Human", "rank": 3, "owner": "raleel", "tags": ["Jewel of khadim bey", "Spider god's bride"], "id": 4197, "notes": "Possessions: Leather armour, scimitar, heavy wooden shield, javelin, 1d8 sp.\nDescription: The mercenary are stone-faced killers, known for their callousness. They wear uniforms of red leather.\nTactics: The foreign city guards (grudgingly) do as they are told by their officers. They summon help only if sorely outnumbered."}, {"name": "Mimic", "race": "Mimic", "rank": 3, "owner": "hkokko", "tags": ["Classic fantasy"], "id": 4199, "notes": "Damaging the Top is the same as damaging the Head\nDamaging the Right or Left Side is the same as damaging a Leg"}, {"name": "Killer Mimic", "race": "Mimic", "rank": 3, "owner": "hkokko", "tags": ["Classic fantasy"], "id": 4200, "notes": "Damaging the Top is the same as damaging the Head\nDamaging the Right or Left Side is the same as damaging a Leg"}, {"name": "Rust Monster", "race": "Rust Monster", "rank": 3, "owner": "hkokko", "tags": ["Classic fantasy"], "id": 4201, "notes": "Striking an armoured body location, weapon, or item of metal manufacture causes the item to lose 1d6 Armour Points. This attack is not augmented by the creatures Damage Bonus. An item reduced to 0 Armour Points literally falls apart into a pile of rust. Magic items may ignore 1 point of this damage for each point of magic bonus possessed. "}, {"name": "Were-Bat", "race": "Bat,  Giant", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Jungle", "Lycanthrope", "Monster island", "Trowjang"], "id": 4226, "notes": "Mania: Avoid Water. "}, {"name": "Were Deer", "race": "Deer", "rank": 3, "owner": "hkokko", "tags": ["Fronela", "Kralorela", "Lycanthrope", "Ralios"], "id": 4228, "notes": ""}, {"name": "Osan's Jaguar", "race": "Tiger", "rank": 3, "owner": "raleel", "tags": ["Islands", "Jewel of khadim bey", "Jungle", "Swamp"], "id": 4248, "notes": "RQ6 pg 390"}, {"name": "Abu Khafi's Serving Girls", "race": "Human", "rank": 3, "owner": "raleel", "tags": ["Jewel of khadim bey", "Spider god's bride"], "id": 4249, "notes": "Possessions: Scanty clothing, stabbing dagger, 1 sp.\n\nDescription: The very definition of saucy wenches, these girls have been carefully recruited by Abu Khafi to be his eyes and ears among the customers, providing him with a wealth of information that he can use to blackmail or influence others. These girls have been trained as fine thieves and fairly decent spies.\n\nTactics: Although they prefer to stay out of combat, the serving-girls can be deadly if they work together to flank and sneakily attack unsuspecting victims using stealth."}, {"name": "Abu Khafi, Tavern Owner and Lotus Trader", "race": "Human", "rank": 3, "owner": "raleel", "tags": ["Jewel of khadim bey", "Spider god's bride"], "id": 4250, "notes": "Possessions: Fine clothing, exquisite curved dagger, two doses of large scorpion venom, keys to all doors in house, 99 sp.\nDescription: Shaven-headed, with a well-oiled beard and a sly grin to match. Abu is a native of Jairan to the west, and so are most of his staff. He wears fine quality silken clothing.\nTactics: If forced to fight, Abu positions himself so as to gain flanking and moves to stealthily attack with his poisoned dagger.\nVenom:\nScorpion Venom\nThis variety of trapped poison blade causes extreme nausea and paralysis.\nApplication: Injection\nOnset time: Nausea after 1D2 minutes (due to potency), Paralysis after 2D6 minutes.\nDuration: 1 hour\nResistance Time: The victim must make a Endurance roll at the Onset Time of each poison stage. Failure indicates that Condition has taken effect.\nPotency: 70\nResistance Resilience\nConditions: Nausea, Paralysis, Death (very rare). The venom causes the victim to start feeling sick, they begin to shiver and may well vomit for 1D3 minutes sporadically. If the second Resistance roll is failed then the location affected (chosen randomly) begins to suffer paralysis. If the second Resistance roll is critically failed then there is a 5% chance the target will die.\nAntidote/Cure: There are numerous herbal anti-venoms. The anti- venom must be introduced using a successful First Aid or Healing test. The anti-venom\u2019s Potency is 65 and it is added to the victim\u2019s Resilience test to help them fight off the effects of the venom throughout its duration."}, {"name": "Melik Khan", "race": "Human", "rank": 3, "owner": "raleel", "tags": ["Jewel of khadim bey", "Spider god's bride"], "id": 4251, "notes": "Possessions: Chainmail, leather leggings, fine quality scimitar, 91 sp.\nDescription: Middle-aged, bald-headed, with haggard eyes and a drooping moustachio, Melik Khan\u2019s appearance is slowly starting to take on the look of a lotus-addict. Even so, he is a wealthy and influential man, and he commands several cavalry companies.\nTactics: Although weakened by age and drugs, the general is still a formidable foe when armed with his weapon of choice, the scimitar."}, {"name": "Palace  Guard", "race": "Human", "rank": 3, "owner": "raleel", "tags": [], "id": 4266, "notes": "A little heavier armor than the standard guard. Strength and Dex slightly above norm, kicking them into a real challenge for a strong party (3Ap, 1d2 damage mod)"}, {"name": "Dark Troll Lead Hunter, Elder Wilds", "race": "Troll, Dark", "rank": 3, "owner": "thischarmingmanc", "tags": ["Genertela", "Uz"], "id": 4291, "notes": ""}, {"name": "Yarasilban Hoplite", "race": "Human", "rank": 3, "owner": "bturner", "tags": ["Human", "Korantia", "Yarasilba"], "id": 4300, "notes": ""}, {"name": "Chaos Corrupted Dwarf Warrior", "race": "Dwarf", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Dwarven", "Genertela", "Glorantha", "Tork"], "id": 4309, "notes": "In Tork area most of the dwarves where overwhelmed and some corrupted. Many are malformed and some have chaotic features. The armor they wear is of uneven and malformed condition - like they could not keep their thoughts on finishing it. Only dwarves can operate dwarven missile weapons. If they go to wrong hands - dwarves will send constructs to get them back"}, {"name": "Harnic City Guard", "race": "Human", "rank": 3, "owner": "Fiddler", "tags": [], "id": 4315, "notes": "Trained City Guard found in most Harnic Cities."}, {"name": "Dark Troll Hunter, Elder Wilds", "race": "Troll, Dark", "rank": 3, "owner": "thischarmingmanc", "tags": ["Genertela", "Uz"], "id": 4316, "notes": ""}, {"name": "Troll, Great Troll Hunter - elder wilds", "race": "Troll, Great", "rank": 3, "owner": "thischarmingmanc", "tags": ["Elder wilds", "Uz"], "id": 4318, "notes": ""}, {"name": "Dark Troll Raider, Elder Wilds", "race": "Troll, Dark", "rank": 3, "owner": "thischarmingmanc", "tags": ["Genertela", "Uz"], "id": 4319, "notes": ""}, {"name": "Troll, Great Troll Raider - elder wilds", "race": "Troll, Great", "rank": 3, "owner": "thischarmingmanc", "tags": ["Elder wilds", "Uz"], "id": 4320, "notes": ""}, {"name": "Dark Troll, Mother - Elder Wilds", "race": "Troll, Dark", "rank": 3, "owner": "thischarmingmanc", "tags": ["Elder wilds", "Genertela", "Glorantha", "Uz"], "id": 4326, "notes": ""}, {"name": "Melik Khan's Guards", "race": "Human", "rank": 3, "owner": "raleel", "tags": ["Jewel of khadim bey", "Spider god's bride"], "id": 4343, "notes": ""}, {"name": "Berserker from D&D to Mythras", "race": "Human", "rank": 3, "owner": "Donesteban", "tags": ["Classic fantasy", "Human"], "id": 4483, "notes": "Frenzy: The berserker can enter or leave the state of frenzy as a free action on any of their turns.\n\nThese savage warriors live only for battle, howling prayers to their gods while charging. They roam conflict zones, often joining the weaker side to toughen wars."}, {"name": "Cavaliere feudale inizio 14o sec", "race": "Human", "rank": 3, "owner": "malato", "tags": [], "id": 4365, "notes": "Bel cavaliere potente"}, {"name": "Nature Spirit (Condor spirit) - intensity 2", "race": "Spirit", "rank": 3, "owner": "bturner", "tags": ["Fantasy", "Korantia"], "id": 4383, "notes": "RQ6 pg 407-408\nIncreases Perception or Survival skill"}, {"name": "Nature Spirit (Hakkar) - intensity 2", "race": "Spirit", "rank": 3, "owner": "bturner", "tags": ["Fantasy", "Korantia"], "id": 4382, "notes": "RQ6 pg 407-408\nA hakkar is a small doglike predator native to the Saradian coast and the Hundred Days Desert"}, {"name": "Nature Spirit (Ash Deer) - intensity 1", "race": "Spirit", "rank": 3, "owner": "bturner", "tags": ["Fantasy", "Korantia"], "id": 4388, "notes": "RQ6 pg 407-408"}, {"name": "Nature Spirit (Mountain goat) - intensity 2", "race": "Spirit", "rank": 3, "owner": "bturner", "tags": ["Fantasy", "Korantia"], "id": 4386, "notes": "RQ6 pg 407-408"}, {"name": "Nature Spirit (Mountain goat) - intensity 1", "race": "Spirit", "rank": 3, "owner": "bturner", "tags": ["Fantasy", "Korantia"], "id": 4387, "notes": "RQ6 pg 407-408"}, {"name": "Nature Spirit (Hakkar) - intensity 1", "race": "Spirit", "rank": 3, "owner": "bturner", "tags": ["Fantasy", "Korantia"], "id": 4389, "notes": "RQ6 pg 407-408\nA hakkar is a small doglike predator native to the Saradian coast and the Hundred Days Desert"}, {"name": "Nature Spirit (Ash Deer) - intensity 2", "race": "Spirit", "rank": 3, "owner": "bturner", "tags": ["Fantasy", "Korantia"], "id": 4391, "notes": "RQ6 pg 407-408"}, {"name": "Nature Spirit (Sandstorm) - intensity 2", "race": "Spirit", "rank": 3, "owner": "bturner", "tags": ["Fantasy", "Korantia"], "id": 4394, "notes": "RQ6 pg 407-408\nAble to create a sandstorm over 1 sq km per intensity."}, {"name": "Nature Spirit (Underground spring) - intensity 2", "race": "Spirit", "rank": 3, "owner": "bturner", "tags": ["Fantasy", "Korantia"], "id": 4395, "notes": "RQ6 pg 407-408\nAble to create a spring producing 1 liter of water per minute per intensity."}, {"name": "Rannagul Warrior", "race": "Human", "rank": 3, "owner": "bturner", "tags": ["Hunter", "Korantia"], "id": 4396, "notes": ""}, {"name": "Combattente baltico di linea", "race": "Human", "rank": 3, "owner": "malato", "tags": [], "id": 4402, "notes": "Guerrieri estoni o lettoni addestrati dai Cavalieri\nPerlopi\u00f9 indossano armature di cuoio leggere"}, {"name": "Apprendista Fratello nella Spada ", "race": "Human", "rank": 3, "owner": "malato", "tags": [], "id": 4403, "notes": "Cavaliere Ordinato di fresco\nproviene dalla piccola nobilt\u00e0 tedesca o dei dintorni, ha un buon addestramento di base ed indossa roba di cotta di maglie a maniche corte , porta spada scudo e daga"}, {"name": "Dragonne", "race": "Dream Dragon", "rank": 3, "owner": "Donesteban", "tags": ["Animal", "Classic fantasy", "Desert", "Fantasy", "Flying", "Forest", "Jungle", "Mountains"], "id": 4407, "notes": "Terrifying: Is the dragonne\u00b4s terrifying roar. Cost 1 AP, and can be used  only if the bystanders can hear the dragonne. In addition to fear effect, those within 3 metres must make an unopposed Endurance roll. Anyone who is unsuccessful is deafened for 1d6 melee rounds, unable to communicate verbally. If used more than once an hour, the dragonne must make an Endurance roll with each roll after the first becoming one grade harder. Failing the Endurance roll gives the dragonne one level of fatigue.\n \nPoor flyer: Attacks while flying are one difficulty step harder.\n\nSemi intelligent beast: Understands the draconic language but can not speak\n\nA mysterious mixture of lion and copper dragon, the dragonne spends most of his time on earth, flying only to locate preys or intruders in their domains. More that evil is fiercely territorial and will try to expel invaders with his terrible roar before attacking.\n\nLive alone (single young males) or in small prides governed by a dominant male with tehir females and some cubs. Occasionally, creatures of other races can be admitted as part of the pride. Unlike lionesses, dragonnesses tend not to leave their refuge, leaving the task of hunting and protect the territory to the males."}, {"name": "Froghemoth", "race": "Froghemoth", "rank": 3, "owner": "Donesteban", "tags": ["Animal", "Classic fantasy", "Fantasy", "Marsh", "Monster", "Swamp"], "id": 4465, "notes": "Average Lair: 1, or 2-4**\n\nTreasure Type: Incidental\n\nCamouflaged: Only submerged in marshy waters.\n\nEngulfing: The maximum size of an engulfed victim is figured as half the Froghemoth own SIZ (33). \n\nFrenzy: Only if weapon \"tongue\" is reduced to 0 or less hp. \n\nImmunity to fire: Only no-magic fires, but this type of fire force the Froghemoth to make a unopposed willpower check if want to approach the source. Magic fires do half damage to the Froghemoth.\n\nResistant to damage of normal weapons: Applied to blunt weapons only.\n\nWeakness contact with electricity: Although it can not cause damage to the Froghemoth, reduces its movement rate and combat style percentage by half for 1d3 turns.\n \nThis huge beast lurk in swamps and underground wells, its mere existence a challenge and a legend to which only the strongest can survive. An adult measures approximately 22 ft (6.7 m) tall and weighs about 16,000 pounds (7.3 mt).\n\nFor most of the day, remains submerged in shallow water, exposing only their eyes and nostrils, which seem to be some kind of aquatic vegetation. A potential prey will be attacked by surprise first with the tongue (Grip) to be carried to the mouth and then, bitten to death (Impale) and swallowed. Tentacles are used in the same fashion against fighting preys (Grip or Pin Weapon). A froghemoth will pursue fleeing prey onto dry land, but only for 1d4 rounds, then will return to its home waters."}, {"name": "Umber Hulk", "race": "Human", "rank": 3, "owner": "Donesteban", "tags": ["Classic fantasy", "Monster", "Underground"], "id": 4476, "notes": "Devious delvers: These creatures have their own and strange language.\n\nEarth sense: By sensing vibration and air pressure, a creature with Earth Sense can fight and make Perception rolls with no penalty as long as their target is no more than their INT in metres away. If using Earth Sense above ground the range is halved.\n\nGaze attack: Victims who fail the Willpower contest also forget all memory of the Umber Hulk so far.\n\nThis terror of the deep lurks behind weakened rock walls, waiting for the passage of his victims. When the time comes, he breaks the wall and attacks wildly, savagely killing and taking with them some bodies to devour. Perhaps fortunately, his hypnotic gaze makes the few survivors do not remember anything of what happened. Mysterious disappearances and useless destruction are the only trace of the passage of these monsters, which they feel a ferocious appetite for the meat of intelligent beings. These terrible events, together with its memory-altering effects, surround these evil beings in an almost supernatural mystique."}, {"name": "Veteran from D&D to Mythras", "race": "Human", "rank": 3, "owner": "Donesteban", "tags": ["Classic fantasy", "Human"], "id": 4479, "notes": "FENCING: The veteran have a free attack with his off-hand weapon every turn if they have two weapons drawed. \n\nBlooded mercenarys and skilled warriors, veterans can be either heroes or scum. By loyalty or gold, for honor or reward, their blades are always ready."}, {"name": "Tooth-Beast", "race": "Tooth-Beast", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Loral", "Monster island"], "id": 4489, "notes": "\"These hairy creatures are ubiquitous on all the larger islands. They are bipedal, with a globular, neckless, body about three feet in height. They are covered in a thick pelt of brownish fur and have small, almost vestigial arms. However, a large mouth filled with huge, elongated razor- sharp teeth occupies much of the front of their bodies. Two round, black, eyes glare with a hungry malevolence from above the mouth, but no nostrils or ears are visible through the pelt. Tooth-beasts attack en masse, with two or three dozen creatures to a pack. Compared with other pack animals, they do not seem to cooperate much, preferring to rely on sheer weight of numbers to bring down their prey and squabble over its corpse.\" TT#13"}, {"name": "Yellow Ape", "race": "Yellow Ape", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Loral", "Monster island"], "id": 4491, "notes": "\"One of the most common monsters on the islands, these appear very similar to gorillas, save for their yellowish fur and two pairs of arms. They attack in small packs of up to eight or so individuals, which show unusual cooperation and cunning. On the island of Zis, the yellow apes seem to be organised into larger groups, and they have been known to man huge bolt-throwers there, which they fire at any passing ships that get too close to the shore\" TT#13"}, {"name": "Loralian Howler", "race": "Velociraptor", "rank": 3, "owner": "hkokko", "tags": ["Forest", "Glorantha", "Jungle", "Loral", "Monster island"], "id": 4498, "notes": "\"Howlers are widespread on Var Loralng, Eschi and Zis, although they have not been observed on any of the smaller islands. They are bipedal creatures, standing around four feet in height, with hairless mottled brown hides and monkey-like faces. Their upper limbs bear long fingers ending in wicked claws, although they lack a thumb. Howlers seem to have an uncanny ability to sense the presence of intruders, even from a full mile away. When they do so, they inflate their entire chest cavity like a balloon and use it to create a terrifying series of howls and woops that echo for miles around. The other creatures of the islands have learnt to associate these sounds with the presence of hated intruders, and immediately begin to congregate on the origin, eager to begin their orgies of violence. Howlers seem to live in colonies of four to five individuals\" tt#13"}, {"name": "Pit Monster", "race": "Snake, Giant", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "Glorantha", "High plateau", "Jungle", "Loral", "Monster island"], "id": 4500, "notes": "\"These strange creatures are found scattered about throughout the jungles, but few people have penetrated far into the interior, so the true extent distribution can only be guessed at. Pit monsters take the form of a large burrowing worm, with a circular mouth about two feet across, lined by triangular teeth. They live in burrows in the ground, and spend most of their time plugging the entrance to the hole with their open maw, waiting for food to drop in. Brush and other debris covers the entrance to the hole, which can therefore be difficult to see in the heavy undergrowth that dominates throughout most of Loral.\" TT#13"}, {"name": "Goblin king", "race": "Goblin", "rank": 3, "owner": "Donesteban", "tags": ["Classic fantasy", "Goblinoid", "Monster"], "id": 4515, "notes": "Average Lair: 120-1200. One third of this number will be male warriors. Goblin females and young are typically non-combatants.\n\nTreasure Type: B, (M)\n\nAbilities:\n\nInfravision: The creature sees into the infrared spectrum. The maximum distance is 18 metres (60 ft) unless specified otherwise. \n\nLight Sensitive: They suffer a 1 grade penalty to Combat Style, Evade, and Perception rolls that deal with vision when fighting in sunlight or its magical equivalent. They suffer no penalties when in torchlight or other forms of artificial lighting.\n\nGoblin SIZ represents mass, not height. When creating a goblin, always calculate weight based on the Lithe or Medium frame. Treat the Height as being two SIZ points lower."}, {"name": "Bugbear male warrior", "race": "Goblin", "rank": 3, "owner": "Donesteban", "tags": ["Classic fantasy", "Goblinoid", "Monster"], "id": 4518, "notes": "Armor: -2 to Initiative. If equipped, new AP is 8 in adbomen/chest. The natural armor is already applied.\n\nAverage Lair: 10-80\n\nTreasure Type: (Bx4, M)\n\nAbilities:\n\nInfravision: The creature sees into the infrared spectrum. The maximum distance is 18 metres (60 ft) unless specified otherwise. "}, {"name": "Hobgoblin, male leader", "race": "Goblin", "rank": 3, "owner": "Donesteban", "tags": ["Classic fantasy", "Goblinoid", "Monster"], "id": 4529, "notes": "Armor: -4 to Initiative. If equipped, new AP is 4 in both legs and arms, 5 in adbomen/chest and head. The natural armor is already applied.\n\nAverage Lair: 90-900. One quarter of this number will be male warriors. Hobgoblin females and young are typically non-combatants.\n\nTreasure Type: B, Cx5, (M)\n\nAbilities:\n\nInfravision: The creature sees into the infrared spectrum. The maximum distance is 18 metres (60 ft) unless specified otherwise. \n\nTunnel Sense: Possess the ability to detect certain underground phenomena by succeeding at an Easy Perception skill roll. This Perception test may be further augmented by Lore (Mineral). Tunnel Sense may be used to detect stonework pits, deadfalls and traps, a slope or grade, approximate depth underground, new tunnel or passage construction, and shifting or sliding walls or rooms. The range of this detection is limited to 3 metres (10 feet)."}, {"name": "Ogre", "race": "Ogre, Primal", "rank": 3, "owner": "Donesteban", "tags": ["Classic fantasy", "Monster"], "id": 4533, "notes": "Armor: -3 to Initiative. If equipped, new AP is 2 in all locations. The natural armor is already applied.\n"}, {"name": "Ghoul, human", "race": "Human", "rank": 3, "owner": "Donesteban", "tags": ["Classic fantasy", "Undead"], "id": 4544, "notes": "Average Lair: 4-24\n\nTreasure Type: (E, M)\n\nAbilities: \n\nDeath Sense: The creature can sense the death of living things and dead flesh at a range of up to half its INT or INS in kilometres.\n\nImmunity (Fear, Sleep, and Charm)\n\nIntensity 2\n\nUndead: The creature is immune to the consequences of both fatigue and severe injuries. Undead are thus immune to all the detrimental effects of Serious Wounds. Even Major Wounds do not incapacitate them, although they can still have locations severed or shattered as per normal. The head and chest location typically stores the magic that is animating the creature. Any location (and those contiguous to it) that is smashed or severed from the bound area ceases to function, but the remainder of the body can continue if it still has limbs with which to act. A Major Wound to the magic-infused location destroys the undead outright.\n\nVenomous: Ghoul Venom. Claw and bite attacks that get through armour causing at least 1 point of damage inject a venom into the victim\u2019s bloodstream. This venom is a simple paralytic poison to render prey immobile whilst it is eaten alive.\n\nApplication: Injection \nPotency: 58 \nResistance: Endurance\n\nOnset time: Immediate Paralysis in location struck. If the location struck is the head or chest, the victim suffers immediate total paralysis; otherwise, it takes 1d3 Rounds to spread through the circulatory system and cause total paralysis.\n\nDuration: 1d6+2 minutes\n\nConditions: If not resisted, the venom acts as a muscle relaxant, immobilising the area struck and soon spreading to the rest of the body. Somewhat cruelly, it does nothing to stop the sensation of pain.\n\nAntidote/Cure: A prophylactic brewed from local herbs is known to tribal shamans, which makes the Endurance roll to resist the venom one step easier. If this is overcome, however, the victim must still wait out the entire duration\nto recover. Neutralise Poison spells or potions have their normal effect."}, {"name": "Ghast, human", "race": "Human", "rank": 3, "owner": "Donesteban", "tags": ["Classic fantasy", "Undead"], "id": 4545, "notes": "Average Lair to 1-6\n\nTreasure Type: (C, D, E, M)\n\nAbilities: \n\nDeath Sense: The creature can sense the death of living things and dead flesh at a range of up to half its INT or INS in kilometres.\n\nImmunity (Fear, Sleep, and Charm)\n\nIntensity 4\n\nUndead: The creature is immune to the consequences of both fatigue and severe injuries. Undead are thus immune to all the detrimental effects of Serious Wounds. Even Major Wounds do not incapacitate them, although they can still have locations severed or shattered as per normal. The head and chest location typically stores the magic that is animating the creature. Any location (and those contiguous to it) that is smashed or severed from the bound area ceases to function, but the remainder of the body can continue if it still has limbs with which to act. A Major Wound to the magic-infused location destroys the undead outright.\n\nRegeneration and Vulnerable (Cold Iron). They regenerate 1 Hit Point of damage per Round to each injured body location from all but a dismembering strike, of which the limb will not grow back. Losing a limb has no adverse effect on the ghast except the loss of its use. The only sure way to kill a ghast is to destroy the creature\u2019s head or chest as bringing either body location to fully negative Hit Points ends its ability to regenerate. Wounds made by weapons or tools manufactured of cold iron are not subject to regeneration.\n\nStench of death and: Accompanies them in a 3 metre (10 foot) radius. Those within range of the stench must succeed at a Willpower roll or be so overcome with nausea as to suffer a penalty of one difficulty grade to all skill rolls until they can leave the area.\n\nVenomous: Ghast Venom. Claw and bite attacks that get through armour causing at least 1 point of damage inject a venom into the victim\u2019s bloodstream. This venom is a simple paralytic poison to render prey immobile whilst it is eaten alive. Even affect elves and half-elves\n\nApplication: Injection \nPotency: 58 \nResistance: Endurance\n\nOnset time: Immediate Paralysis in location struck. If the location struck is the head or chest, the victim suffers immediate total paralysis; otherwise, it takes 1d3 Rounds to spread through the circulatory system and cause total paralysis.\n\nDuration: 1d6+4 rounds\n\nConditions: If not resisted, the venom acts as a muscle relaxant, immobilising the area struck and soon spreading to the rest of the body. Somewhat cruelly, it does nothing to stop the sensation of pain.\n\nAntidote/Cure: A prophylactic brewed from local herbs is known to tribal shamans, which makes the Endurance roll to resist the venom one step easier. If this is overcome, however, the victim must still wait out the entire duration to recover. Neutralise Poison spells or potions have their normal effect."}, {"name": "Aquatic Ghoul (Lacedon), human", "race": "Human", "rank": 3, "owner": "Donesteban", "tags": ["Classic fantasy", "Undead"], "id": 4546, "notes": "Average Lair: 4-24\n\nTreasure Type: (E, M)\n\nAbilities: \n\nAquatic: The creature breathes water rather than air. If taken out of water it begins to suffocate after its CON in minutes if remaining passive, or half that time if moving or fighting. If they stay out of water longer than that allowed by their Aquatic trait, they \u2018die\u2019 until submerged once again in water.\n\nImmunity (Fear, Sleep, and Charm)\n\nIntensity 2\n\nSwimmer: The creature automatically succeeds in everyday moving and manoeuvring whilst swimming, and need not roll their Swim skill unless attempting an unusually difficult task, such as swimming against a powerful tide or leaping up a waterfall. A swimmer may sub- stitute the Swim skill for Athletics and Evade rolls whilst in water.\n\nDeath Sense: The creature can sense the death of living things and dead flesh at a range of up to half its INT or INS in kilometres.\n\nUndead: The creature is immune to the consequences of both fatigue and severe injuries. Undead are thus immune to all the detrimental effects of Serious Wounds. Even Major Wounds do not incapacitate them, although they can still have locations severed or shattered as per normal. The head and chest location typically stores the magic that is animating the creature. Any location (and those contiguous to it) that is smashed or severed from the bound area ceases to function, but the remainder of the body can continue if it still has limbs with which to act. A Major Wound to the magic-infused location destroys the undead outright.\n\nVenomous: Ghoul Venom. Claw and bite attacks that get through armour causing at least 1 point of damage inject a venom into the victim\u2019s bloodstream. This venom is a simple paralytic poison to render prey immobile whilst it is eaten alive.\n\nApplication: Injection \nPotency: 58 \nResistance: Endurance\n\nOnset time: Immediate Paralysis in location struck. If the location struck is the head or chest, the victim suffers immediate total paralysis; otherwise, it takes 1d3 Rounds to spread through the circulatory system and cause total paralysis.\n\nDuration: 1d6+2 minutes\n\nConditions: If not resisted, the venom acts as a muscle relaxant, immobilising the area struck and soon spreading to the rest of the body. Somewhat cruelly, it does nothing to stop the sensation of pain.\n\nAntidote/Cure: A prophylactic brewed from local herbs is known to tribal shamans, which makes the Endurance roll to resist the venom one step easier. If this is overcome, however, the victim must still wait out the entire duration\nto recover. Neutralise Poison spells or potions have their normal effect."}, {"name": "Gargoyle", "race": "Gargoyle, Lesser Horned", "rank": 3, "owner": "Donesteban", "tags": [], "id": 4557, "notes": "Average Lair: 4-16\n\nTreasure Type: Bx10 (M)\n\nAbilities:\n\nCamouflaged: Those attempting to spot the creature suffer a penalty to Perception of two difficulty grades.\n\nDiving Strike:This is effectively charging for creatures which are not land based. Diving Strike increases both the Size of the attack and the creature\u2019s Dam- age Modifier by one step, for this attack only. A diving strike may only be used once per round. The creature must be at least one full round of Movement above its target (or pos- sibly below if submerged) in order to use the diving strike.\n\nFlying: The creature automatically succeeds in everyday moving and manoeuvring whilst flying, and need not roll their Fly skill unless attempting an unusually difficult task, such as flying against a powerful wind, evading a ranged attack in the air, or out-manoeuvring an aerial foe. A flyer may substitute the Fly skill (base STR+DEX) for Evade whilst fight- ing whilst aloft.\n\nInfravision: The creature sees into the infrared spectrum. The maximum distance is 18 metres (60 ft) unless specified otherwise. \n\nFormidable Natural Weapons: This creature is able to actively parry or deflect attacks using its natural weapons. This is due to a combination of fighting style and possessing natural armament being formed from resilient substances such as horn, chitin or bone which are able to shrug off damage from manufactured weapons\n\nIf remaining completely motionless against a rocky background, a gargoyle\u2019s Stealth skill roll is 2 grades easier. They do not require sustenance and they can stand motionless indefinitely."}, {"name": "Hound of Annwn", "race": "Dog", "rank": 3, "owner": "skoll", "tags": ["Annwn", "Mythic britain"], "id": 4901, "notes": "Hounds of Annwn guard the entrance to Annwn - the Other World. In combat they prefer leap/charge attacks, tripping the foe on successful attack. On unsuccessful attack, they run past and prepare for another attack. In addition to normal physical damage they do mana/tenacity-damage. When tenacity is reduced to 0, the character can't leave Annwn. The additional tenacity damage (d3) is done whenever the physical attack does any damage."}, {"name": "Carrion Creeper", "race": "Carrion Creeper", "rank": 3, "owner": "hkokko", "tags": ["Classic fantasy"], "id": 4564, "notes": "+3 Action points. he creature\u2019s eight tentacles are not tracked individually. Instead, when Hit Points are reduced to 0, enough tentacles have been damaged or destroyed to reduce the carrion creeper\u2019s Action Points to 3. When fully negative, the Action Points are reduced to 2 and the tentacles are all either severed or maimed and may no longer be used to paralyse victims. Cutting weapons do full damage, crushing weapons do half, and piercing do only 1 point of damage to the writhing mass of tentacles."}, {"name": "Stirge", "race": "Stirge", "rank": 3, "owner": "hkokko", "tags": ["Classic fantasy"], "id": 4567, "notes": ""}, {"name": "Dark Elf (Drau) Rank 1 Fighter", "race": "Elf", "rank": 3, "owner": "Donesteban", "tags": ["Classic fantasy", "Drau"], "id": 4586, "notes": "Armor: If equipped, sustract -1 to initiative. \n\nAverage Lair: 100-1000\n\nTreasure Type: Nx5, Qx2 (D, E, N)\n\nAbilities: \n\nGear: Drau chain armour, spider silk cloak, and boots.\n\nInfravision: The creature sees into the infrared spectrum, maximun 36 m (120\u2019), \n\nLight Sensitive: They suffer a 1 grade penalty to Combat Style, Evade, and Perception rolls that deal with vision when fighting in sunlight or its magical equivalent. They suffer no penalties when in torchlight or other forms of artificial lighting.\n\nMagic Resistance (50%)\n\nResistance to Sleep and Charm: Drau elves find Willpower Rolls to resist sleep and charm spells 2 grades easier. They may drop this resistance and accept the magic\u2019s effects if they choose.\n\nStealthy: Drau elves wearing nothing more restrictive than light armour find Stealth tests 1 grade easier.\n\nSecret and Concealed Door Detection: Due to their acute senses, a drau elf that succeeds at a Formidable Perception skill test has a chance of noticing a concealed door when merely passing within 3 metres (10 feet) of it. Actively searching allows full Perception as normal.\n\nDark elf SIZ represents mass, not height. When creating an elf male, typically calculate weight based on the Medium frame and females on Lithe. Treat the Height as being two SIZ points lower. Because female dark elves tend to be taller than their male counterparts, when choosing actual height, males should choose from the lower range, and females from the higher.\n\nSpell-Like Abilities\n\nFaerie Lights pg136, Faerie Fire pg167, and Darkness pg144.\n\nEach of these spell-like abilities may be used once per day."}, {"name": "Dark Elf (Drau) warrior", "race": "Elf", "rank": 3, "owner": "Donesteban", "tags": ["Classic fantasy", "Drau"], "id": 4588, "notes": "Armor: If equipped, sustract -1 to initiative.\n\nAverage Lair: 100-1000\n\nTreasure Type: Nx5, Qx2 (D, E, N)\n\nAbilities: \n\nGear: Drau chain armour, spider silk cloak, and boots.\n\n\nInfravision: The creature sees into the infrared spectrum, maximun 36 m (120\u2019), \n\nLight Sensitive: They suffer a 1 grade penalty to Combat Style, Evade, and Perception rolls that deal with vision when fighting in sunlight or its magical equivalent. They suffer no penalties when in torchlight or other forms of artificial lighting.\n\nMagic Resistance (50%)\n\nResistance to Sleep and Charm: Drau elves find Willpower Rolls to resist sleep and charm spells 2 grades easier. They may drop this resistance and accept the magic\u2019s effects if they choose.\n\nStealthy: Drau elves wearing nothing more restrictive than light armour find Stealth tests 1 grade easier.\n\nSecret and Concealed Door Detection: Due to their acute senses, a drau elf that succeeds at a Formidable Perception skill test has a chance of noticing a concealed door when merely passing within 3 metres (10 feet) of it. Actively searching allows full Perception as normal.\n\nDark elf SIZ represents mass, not height. When creating an elf male, typically calculate weight based on the Medium frame and females on Lithe. Treat the Height as being two SIZ points lower. Because female dark elves tend to be taller than their male counterparts, when choosing actual height, males should choose from the lower range, and females from the higher.\n\nSpell-Like Abilities\n\nFaerie Lights pg136, Faerie Fire pg167, and Darkness pg144.\n\nEach of these spell-like abilities may be used once per day."}, {"name": "Dark Elf (Drau) Thief", "race": "Elf", "rank": 3, "owner": "Donesteban", "tags": ["Classic fantasy", "Drau"], "id": 4590, "notes": "Armor: If equipped, sustract -1 to initiative.\n\nAverage Lair: 100-1000\n\nTreasure Type: Nx5, Qx2 (D, E, N)\n\nAbilities: \n\nGear: Drau chain armour, spider silk cloak, and boots.\n\n\nInfravision: The creature sees into the infrared spectrum, maximun 36 m (120\u2019), \n\nLight Sensitive: They suffer a 1 grade penalty to Combat Style, Evade, and Perception rolls that deal with vision when fighting in sunlight or its magical equivalent. They suffer no penalties when in torchlight or other forms of artificial lighting.\n\nMagic Resistance (50%)\n\nResistance to Sleep and Charm: Drau elves find Willpower Rolls to resist sleep and charm spells 2 grades easier. They may drop this resistance and accept the magic\u2019s effects if they choose.\n\nStealthy: Drau elves wearing nothing more restrictive than light armour find Stealth tests 1 grade easier.\n\nSecret and Concealed Door Detection: Due to their acute senses, a drau elf that succeeds at a Formidable Perception skill test has a chance of noticing a concealed door when merely passing within 3 metres (10 feet) of it. Actively searching allows full Perception as normal.\n\nDark elf SIZ represents mass, not height. When creating an elf male, typically calculate weight based on the Medium frame and females on Lithe. Treat the Height as being two SIZ points lower. Because female dark elves tend to be taller than their male counterparts, when choosing actual height, males should choose from the lower range, and females from the higher.\n\nSpell-Like Abilities\n\nFaerie Lights pg136, Faerie Fire pg167, and Darkness pg144.\n\nEach of these spell-like abilities may be used once per day."}, {"name": "Coffer Corpse, human (Barrowmaze)", "race": "Human", "rank": 3, "owner": "Sorn1808", "tags": ["Classic fantasy", "Human", "Monster", "Undead"], "id": 4651, "notes": "Immunity (Fear, Sleep, and Charm)\n\nIntensity 7\n\nTreasure Type: K\n\nAfter suffering a Major Wound to the head, chest or abdomen the Coffer Corpse will collapse as if destroyed.  On the next round it will rise again, and all who see it must make a Willpower resistance roll (vs. the Coffer Corpse's Willpower) or flee as per the Rank 3 Wizard spell Fear (CF pg. 154)\n\nIf the Coffer Corpse makes a successful attack it grapples it's foe - a Coffer Corpse always chooses to attack the head location if it can in order to strangle the victim. "}, {"name": "Clockwork Cobra (Barrowmaze)", "race": "Snake, Poisonous", "rank": 3, "owner": "Sorn1808", "tags": ["Classic fantasy", "Construct"], "id": 4654, "notes": "Clockwork cobras are metal constructs used in crypts to guard precious treasures. They are animated by magic. A clockwork cobra is silent when motionless, but when moving, it emits a repeated Bzzzzzzzzt, click, click, click series of noises."}, {"name": "Wood Golem (Barrowmaze)", "race": "Human", "rank": 3, "owner": "Sorn1808", "tags": ["Classic fantasy", "Construct"], "id": 4655, "notes": "Wood golems are about the size of halflings, and are shaped from wood. They are clumsy and have a low DEX. These golems are particularly susceptible to fire based attacks, and make resistance rolls at one additional difficulty grade. In addition, for fire-based attacks they take 1 more point of damage per damage die rolled."}, {"name": "Stone Statue (Barrowmaze)", "race": "Human", "rank": 3, "owner": "Sorn1808", "tags": ["Classic fantasy", "Construct"], "id": 4706, "notes": "These statues appear to be made simply of some kind of stone, but inside the statue there is a large pocket of molten lava. This statue does not usually attack with fists, but projects lava through the tips of its fingers to inflict 2d6 hit points of burning damage to the struck location. Armor points protect as normal from this.\n\nImmune: Sleep"}, {"name": "Son of Gaxx (Barrowmaze)", "race": "Human", "rank": 3, "owner": "Sorn1808", "tags": ["Classic fantasy", "Human", "Monster", "Undead"], "id": 4658, "notes": "These hideous, rotting undead creatures look like grisly cadavers infested with wiggling Rot Grubs that squirm in and out of their decaying bodies.\n\nThey attack with their fists and with each hit there is a 10% chance that the victim will contract a flesh-eating disease.\n\n**Gaxx Disease** \nApplication: Touch \nPotency (equal to the Gaxx's Endurance) \nResistance: Endurance \nOnset Time: 1 week\nDuration: Permanent until cured \nCondition: The victim loses 1 CON at the onset, and one additional CON each month thereafter.  When CON reaches 0 the victim suffers Death. Antidote/Cure: This disease can be removed with a Cure Disease spell of the appropriate intensity.\n\nMoreover, with each hit Rot Grubs may (25%) burrow into the body of a struck character. Upon contact with a living being, rot grubs will begin to vigorously burrow deep into the body. Fire must be applied to the site of contact at once in order to prevent the rot grubs from burrowing further. This application of flame inflicts 1d6 hit points of damage to the location. If not stopped immediately, within 1d3x10 minutes the rot grubs will find the heart and kill their victim. The spell Cure Disease (of any magnitude) will destroy the rot grubs in a victim's body. If the Rot Grubs kill the character s/he will rise in 1d3 days as a Son or Daughter of Gaxx.\n\nThese undead radiate an aura of fear as per the Rank 3 Wizard spell (40 feet). Any living being that enters this aura must resist (Willpower vs. Willpower) or flee.\n \nSons and Daughters of Gaxx regenerate 1 hit point to each damaged location at the start of every round even after being reduced to zero hit points. They can only be destroyed permanently by holy water, acid, or fire.\n\nIntensity 4\n\nImmune (fear, sleep, charm)"}, {"name": "Dark Elf (Drau) Tracker", "race": "Elf", "rank": 3, "owner": "Donesteban", "tags": ["Classic fantasy", "Drau"], "id": 4659, "notes": "Armor: If equipped, sustract -1 to initiative.\n\nAverage Lair: 100-1000\n\nTreasure Type: Nx5, Qx2 (D, E, N)\n\nAbilities: \n\nGear: Drau chain armour, spider silk cloak, and boots.\n\n\nInfravision: The creature sees into the infrared spectrum, maximun 36 m (120\u2019), \n\nLight Sensitive: They suffer a 1 grade penalty to Combat Style, Evade, and Perception rolls that deal with vision when fighting in sunlight or its magical equivalent. They suffer no penalties when in torchlight or other forms of artificial lighting.\n\nMagic Resistance (50%)\n\nResistance to Sleep and Charm: Drau elves find Willpower Rolls to resist sleep and charm spells 2 grades easier. They may drop this resistance and accept the magic\u2019s effects if they choose.\n\nStealthy: Drau elves wearing nothing more restrictive than light armour find Stealth tests 1 grade easier.\n\nSecret and Concealed Door Detection: Due to their acute senses, a drau elf that succeeds at a Formidable Perception skill test has a chance of noticing a concealed door when merely passing within 3 metres (10 feet) of it. Actively searching allows full Perception as normal.\n\nDark elf SIZ represents mass, not height. When creating an elf male, typically calculate weight based on the Medium frame and females on Lithe. Treat the Height as being two SIZ points lower. Because female dark elves tend to be taller than their male counterparts, when choosing actual height, males should choose from the lower range, and females from the higher.\n\nSpell-Like Abilities\n\nFaerie Lights pg136, Faerie Fire pg167, and Darkness pg144.\n\nEach of these spell-like abilities may be used once per day."}, {"name": "Fire Beetle, Giant", "race": "Giant Beetle", "rank": 3, "owner": "Sorn1808", "tags": ["Classic fantasy", "Fantasy", "Insect", "Rq6"], "id": 4661, "notes": "The fire beetle is so named for the light-producing organs it exhibits on its head and abdomen. They produce light within a 10' radius. Two of these organs are on the head, and one is on the abdomen. If removed from the corpse of the beetle they will continue to illuminate an area for 1d6 days."}, {"name": "Huecuva (Barrowmaze)", "race": "Human", "rank": 3, "owner": "Sorn1808", "tags": ["Classic fantasy", "Human", "Monster", "Undead"], "id": 4665, "notes": "Immunity (Fear, Sleep, and Charm)\n\nIntensity 3\n\nTreasure Type: K\n\nVulnerable: Silver\n\nHuecuvas are undead creatures created from clerics, druids, paladins, or monks who have failed in their vows. As punishment for their heresies, they are doomed to undeath. Huecuvas are sometimes created when a good at neutral cleric changes his alignment to evil and dies without seeking atonement for his wrongs, or when an evil priest is subjected to a particularly powerful curse by her patron deity.\n\nHuecuvas retain dim memories of their old lives and often dwell in desecrated shrines and broken temples that mock their former orders. They hate all living things, but they especially loathe good-aligned priests.\n\nHuecuvas appear as humanoid skeletons wrapped in tarnished, corroded, or tattered vestments.\n\nThe touch of a huecuva inflicts 1d3 points of damage to the touched location, plus the victim must make a Willpower roll vs. the Potency of the huecuva's rotting disease or contract it.  A cure disease spell of sufficient magnitude will remove the disease.\n"}, {"name": "Shadow (Barrowmaze)", "race": "Bone Wraith", "rank": 3, "owner": "Sorn1808", "tags": ["Classic fantasy", "Fantasy", "Undead"], "id": 4670, "notes": "These horrible undead creatures are found amidst ancient ruins or deep beneath the ground. As they exist primarily on the negative material plane they drain strength by merely touching an opponent. They attack living things without hesitation in order to gain the life force of their prey. \n\nAbilities: Immunity to Cold\n\nAP: Calculated as INT+POW\n\nCharacteristic Drain (Strength): Each hit drains 1d4 STR from the target in addition to the cold damage the touch normally inflicts.  If reduced to 0 STR the victim dies and rises as a shadow 1d4 hours later.  Lost STR returns at the rate of 1 point per 10 minutes.\n\nA shadow's attacks bypass all except magical defense (magical weapons may parry a shadow). "}, {"name": "Crypt Shade (Barrowmaze)", "race": "Bone Wraith", "rank": 3, "owner": "Sorn1808", "tags": ["Classic fantasy", "Fantasy", "Undead"], "id": 4671, "notes": "This undead creature is a roughly human-shaped collection of shadows, dust, rotted burial linens, bone fragments, and other sepulcher debris. Spawned from chaos and lingering hate, crypt shades feed on the fear and pain of their victims.\n\nThey attack by engulfing victims within the shifting cloud of grave detritus that gives them shape, battering victims for 1d6 points of damage.\n\nAbilities: Immune (Sleep, Charm). They suffer normal damage from fire, silver, magic, and holy water.\n\nAP: Calculated as INT+POW \n\nIntensity: 2"}, {"name": "Issal serpent - Child of Meffesh", "race": "Snake, Issal", "rank": 3, "owner": "bturner", "tags": ["Animal", "Korantia", "Saradian coast", "Yarasilba"], "id": 4687, "notes": "The issal is a small, fantastically venomous serpent. Issal and their hateful mother, the spirit Meffesh the Silent, range from Assabia and the southern parts of the Taskan Empire south to the Saradian Coast. The issal lurks in the fields, pastures and undergrowth, nurturing fierce hatred within its belly, waiting to unleash its venom upon an unwary farmer. The creatures will attack goats with the same malice that they hold for goatherds.\nSome issal serpents draw upon the anger of their mother Meffesh. These serpents have the Passion of Hatred (humans). They are also much larger and stronger than normal issal.\nAbilities: Cold blooded,Venomous (RQ6: pg 312-316) Inject Venom Maneuver RQ6 pg 316. POT equal to Endurance skill+30, resisted by Endurance. Initial effect is Agony, onset 1d6 rounds. Secondary effect Death, onset 1d6 minutes. Victim may roll to resist both the initial and secondary effects. Secondary effect will not happen if the victim resists the initial effect."}, {"name": "Ghaist (Barrowmaze)", "race": "Human", "rank": 3, "owner": "Sorn1808", "tags": ["Classic fantasy", "Undead"], "id": 4693, "notes": "Akin to a ghoul or a ghast, a ghaist is a terrible undead creature. They appear as purple-hued, emaciated humanoids  with elongated claws and sharp fangs. The mere sight of a ghaist inspires fear, as per the magic-user spell, and they possess the paralytic bite consistent with ghasts.\n\nAbilities: \n\nImmunity (Fear, Sleep, and Charm)\n\nIntensity 3\n\nFear: Anyone seeing a Ghaist must make a Willpower resistance roll (vs. the Ghaist's Willpower) or flee as per the Rank 3 Wizard spell Fear (CF pg. 154)\n\nNecrotic Breath: A Ghaist has a necrotic breath attack it can use once per combat on a single opponent. Anyone who inhales the \u201cBreath of Death\u201d must roll an Endurance check (vs. POT 50) or die. A successful check results in violent choking for 1 round (no other actions can be taken) while the victim recovers. Victims who die of Death Breath revive as Ghaists in 1d4 turns.\n\nVenomous: Ghaist Venom. Claw and bite attacks that get through armor causing at least 1 point of damage inject a venom into the victim\u2019s bloodstream. This venom is a simple paralytic poison to render prey immobile whilst it is eaten alive. Even affect elves and half-elves\n\nApplication: Injection \nPotency: 58 \nResistance: Endurance\n\nOnset time: Immediate Paralysis in location struck. If the location struck is the head or chest, the victim suffers immediate total paralysis; otherwise, it takes 1d3 Rounds to spread through the circulatory system and cause total paralysis.\n\nDuration: 1d6+4 rounds\n\nConditions: If not resisted, the venom acts as a muscle relaxant, immobilising the area struck and soon spreading to the rest of the body. Somewhat cruelly, it does nothing to stop the sensation of pain.\n\nAntidote/Cure: A prophylactic brewed from local herbs is known to tribal shamans, which makes the Endurance roll to resist the venom one step easier. If this is overcome, however, the victim must still wait out the entire duration\nto recover. Neutralise Poison spells or potions have their normal effect."}, {"name": "Spitting Cobra (Barrowmaze)", "race": "Snake, Poisonous", "rank": 3, "owner": "Sorn1808", "tags": ["Classic fantasy"], "id": 4695, "notes": ""}, {"name": "Giant Rattler Snake", "race": "Snake, Giant", "rank": 3, "owner": "Sorn1808", "tags": ["Classic fantasy", "Fantasy", "Rq6"], "id": 4700, "notes": ""}, {"name": "Fly, Giant Carnivorous (Barrowmaze)", "race": "Giant Wasp", "rank": 3, "owner": "Sorn1808", "tags": ["Classic fantasy", "Glorantha", "Insect"], "id": 4701, "notes": "The dreaded giant carnivorous fly is 3' long. They have markings that make them appear similar to giant killer bees. \nThe giant carnivorous fly preys upon these bees, and is immune to their poisonous sting. However, they also prey upon animals and humanoids. These giant flies skulk in shadows, waiting for victims, attempting to gain surprise. These carnivorous flies sometimes jump to a distance of 30' to attack. They attack by biting victims with their formidable mandibles."}, {"name": "Wight (Barrowmaze)", "race": "Human", "rank": 3, "owner": "Sorn1808", "tags": ["Classic fantasy", "Undead"], "id": 4708, "notes": "Wights are undead creatures who were formerly humans or demi-humans in life. A wight's appearance is a weird and twisted reflection of the form it had in life. Wights attack by touching a victim and draining their life energy (Energy Drain).\n\nAverage Lair: 2-16\n\nTreasure Type: (E, M)\n\nAbilities: \n\nImmunity (Fear, Sleep, Hold, Cold, and Charm)\n\nIntensity 4\n\nVulnerable to Silver weapons\n\nEnergy Drain 1: Drains 1 Fatigue. This loss may be resisted with a Willpower roll vs. the Wight's Willpower.\n\nLost Fatigue will recover at the rate of 1 point per week, however a Restoration scroll or spell will recover it early."}, {"name": "Barrow Guardian (Barrowmaze)", "race": "Human", "rank": 3, "owner": "Sorn1808", "tags": ["Classic fantasy", "Construct"], "id": 4709, "notes": "The barrow guardian is similar to a caryatid column, but they are specific to Barrowmaze. They appear as stone statues, pillars, or columns in the form of stately male warriors. Barrow guardians are often used to guard crypts and tombs of import. They are inanimate until someone disturbs the tomb they have been assigned to protect.\n\nWith each hit on a barrow guardian, the character must make an unopposed Brawn check or the weapon becomes stuck in the statue. Bonuses for magical weapons apply to the roll and weapons may be retrieved after combat."}, {"name": "Giant Rattler Snake", "race": "Snake, Giant", "rank": 3, "owner": "raleel", "tags": ["Classic fantasy", "Fantasy", "Toee"], "id": 4791, "notes": ""}, {"name": "Ogre (Classic Fantasy)", "race": "Ogre, Primal", "rank": 3, "owner": "raleel", "tags": ["Classic fantasy", "Monster"], "id": 4794, "notes": "this has been slightly altered for fixed average stats, and I gave them javelins. "}, {"name": "Ogre Leader", "race": "Ogre, Primal", "rank": 3, "owner": "raleel", "tags": ["Classic fantasy", "Monster"], "id": 4956, "notes": ""}, {"name": "Bugbear", "race": "Goblin", "rank": 3, "owner": "raleel", "tags": ["Classic fantasy", "Goblinoid", "Monster"], "id": 4795, "notes": "Average Lair: 10-80\n\nTreasure Type: (Bx4, M)\n\nAbilities:\n\nInfravision: The creature sees into the infrared spectrum. The maximum distance is 18 metres (60 ft) unless specified otherwise. "}, {"name": "Gnoll", "race": "Human", "rank": 3, "owner": "raleel", "tags": ["Classic fantasy", "Gnoll", "Toee"], "id": 4796, "notes": "Gnolls resemble large humanoid hyenas with greenish-grey coats and a reddish-grey to dull yellow manes. They have a long sloped forehead and pointed ears and like to adorn their armour with shabby moth eaten fur capes and vests. They stand just over 2 metres (7 ft) tall. Gnolls have short lifespans of only around 35 years. Different tribes have been known to work together, occasionally befriending orcs, hobgoblins, bugbears, ogres, and trolls. However, they have a strong dislike for goblins, kobolds, humans, demi-humans, and giants."}, {"name": "Ghoul", "race": "Human", "rank": 3, "owner": "raleel", "tags": ["A0", "Classic fantasy", "Danger at darkshelf quarry", "Toee", "Undead"], "id": 4797, "notes": "Average Lair: 4-24\n\nTreasure Type: (E, M)\n\nAbilities: \n\nDeath Sense: The creature can sense the death of living things and dead flesh at a range of up to half its INT or INS in kilometres.\n\nImmunity (Fear, Sleep, and Charm)\n\nIntensity 2\n\nUndead: The creature is immune to the consequences of both fatigue and severe injuries. Undead are thus immune to all the detrimental effects of Serious Wounds. Even Major Wounds do not incapacitate them, although they can still have locations severed or shattered as per normal. The head and chest location typically stores the magic that is animating the creature. Any location (and those contiguous to it) that is smashed or severed from the bound area ceases to function, but the remainder of the body can continue if it still has limbs with which to act. A Major Wound to the magic-infused location destroys the undead outright.\n\nVenomous: Ghoul Venom. Claw and bite attacks that get through armour causing at least 1 point of damage inject a venom into the victim\u2019s bloodstream. This venom is a simple paralytic poison to render prey immobile whilst it is eaten alive.\n\nApplication: Injection \nPotency: 58 \nResistance: Endurance\n\nOnset time: Immediate Paralysis in location struck. If the location struck is the head or chest, the victim suffers immediate total paralysis; otherwise, it takes 1d3 Rounds to spread through the circulatory system and cause total paralysis.\n\nDuration: 1d6+2 minutes\n\nConditions: If not resisted, the venom acts as a muscle relaxant, immobilising the area struck and soon spreading to the rest of the body. Somewhat cruelly, it does nothing to stop the sensation of pain.\n\nAntidote/Cure: A prophylactic brewed from local herbs is known to tribal shamans, which makes the Endurance roll to resist the venom one step easier. If this is overcome, however, the victim must still wait out the entire duration\nto recover. Neutralise Poison spells or potions have their normal effect."}, {"name": "Sergeant (T1, Moathouse)", "race": "Human", "rank": 3, "owner": "raleel", "tags": ["Classic fantasy", "Human"], "id": 4799, "notes": "Guards are militiamen in garrison duty, easily found in every place. "}, {"name": "Veteran Serpent People Warrior - Chromatic Doom", "race": "Serpent People", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High mountains", "High plateau", "Jungle", "Monster island"], "id": 4815, "notes": "Monster Hide Half Plate.  "}, {"name": "Skilled Serpent People Warrior - Fang", "race": "Serpent People", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High mountains", "High plateau", "Jungle", "Monster island"], "id": 4837, "notes": "Monster Hide Half Plate.   "}, {"name": "Elf, Ranger", "race": "Elf", "rank": 3, "owner": "Maakso", "tags": [], "id": 4845, "notes": ""}, {"name": "Lieutenants (T1-4, Broken Tower)", "race": "Human", "rank": 3, "owner": "raleel", "tags": ["Classic fantasy", "Human"], "id": 4919, "notes": ""}, {"name": "Earth Temple Guard Leader", "race": "Human", "rank": 3, "owner": "raleel", "tags": ["Classic fantasy", "Human", "Toee"], "id": 4920, "notes": "Each leader is equipped with one of each of the following:\n\nBlack Puffball Spores\n----------------------\nThese spores are taken from a particularly noxious fungi cultivated by the priests of Zuggtmoy. The fungus grows deep underground and thrives on magical energies, particularly those associated with Elemental Earth. \n\nThe spores are normally contained in glass or thin ceramic jars and used as missile weapons. \n\n__Application__: Inhaled (often through missile weapon)\n__Potency__: 60\n__Resistance__: Endurance (Evade to avoid area of effect)\n__Onset time__: 1d4 rounds\n__Duration__: 1d4+1 hours    \n__Conditions__: When the container is broken, a dark coloured spores fill an area 3 metres (10 feet) in radius. If an Evade roll is successful, the victim is able to leap clear of the area of effect. Those that are less fortunate do not react in time and breathe in an amount of the musty smelling spores and require a successful Endurance roll. Failing this check causes the victim to collapse incapacitated after the onset time and remain unconscious for 1d4+1 hours, unable to be awoken until the duration ends. \n__Antidote/Cure__: These spores may be counteracted by the Healing skill and use of a strong stimulant (taking at least 2 rounds, half that on a critical), otherwise magic must be used. \n\n\nGrey Lotus Pollen\n----------------------\nThe grey lotus is a particularly interesting variant of the lotus family, developing a symbiotic relationship with the animals of the forest. Creatures that brush up against the flower release it\u2019s pollen, which induces extreme fatigue. These creatures lay down and rest and become prey for others. The remains become the food for the grey lotus who benefits from blood and bone left by the predator. \n    \nThe pollen are normally contained in glass or thin ceramic jars and used as missile weapons.\n\n__Application__: Inhaled (often through missile weapon)\n__Potency__: 70\n__Resistance__: Endurance (Evade to avoid area of effect)\n__Onset time__: Immediate\n__Duration__: 1d4 minutes    \n__Conditions__: When the container is broken, a white coloured spores fill an area 3 metres (10 feet) in radius. If an Evade roll is successful, the victim is able to leap clear of the area of effect. Those that are less fortunate do not react in time and breathe in an amount of the musty smelling spores and require a successful Endurance roll. Failing this check causes the victim to lose a level of Fatigue each round until they reach a semi-conscious state, where they stay until the fatigue recovers naturally. \n__Antidote/Cure__:This may be counteracted by the Healing skill and use of a strong stimulant (taking at least 2 rounds, half that on a critical), otherwise magic must be used. The application of Cure Fatigue will halt the progress of these spores, effectively countering the loss, but will not cure the poison until the duration expires.  \n  \nWidowcap spores\n----------------------\nThe widowcap gets its name from the particularly deadly nature of the spores it produces. Normally, it would be ignored or burned out, but the flesh of the widowcap goes for a particularly high price with certain nobility, and thus is a valuable trade good. Those who are knowledgeable and careful are able to harvest the spores as well. They are sold on the black market to assassins all over.\n    \nThe spores are normally contained in glass or thin ceramic jars and used as missile weapons, but sometimes via a simple blow tube delivery.\n\n__Application__: Inhaled (often through missile weapon)\n__Potency__: 60\n__Resistance__: Endurance (Evade to avoid area of effect)\n__Onset time__: Immediate\n__Duration__: 3d4 minutes    \n__Conditions__: When the container is broken, a white coloured spores fill an area 3 metres (10 feet) in radius. If an Evade roll is successful, the victim is able to leap clear of the area of effect. Those that are less fortunate do not react in time and breathe in an amount of the musty smelling spores. The airways of the victim immediately begin to swell and they suffer the effects of Asphyxiation, most often without the benefit of taking a breath first. \n__Antidote/Cure__:This may be counteracted by the Healing skill and use of an anti-inflammatory (taking at least 2 rounds, half that on a critical), otherwise magic must be used. The application of Cure Fatigue will help with the fatigue from Asphyxiation, but won\u2019t cure the poison."}, {"name": "Xenomorph warrior (Human host)", "race": "Lizardfolk Male", "rank": 3, "owner": "Donesteban", "tags": ["Aliens", "Monster", "Mythras imperative"], "id": 4921, "notes": "Acid Blood: Whenever the xenomorph is injured, its acidic blood sprays out over an attacker within hand-to-hand range. It inflicts 1d3 damage for 1d3 rounds to a random Hit Location. The acid will eat through armour first before affecting flesh below. The xenomorph is immune to this and all kinds of acids.\n\nFrenzy: When wounded the xenomorph must succeed in a Willpower roll or enter a frenzy. This lasts a number of rounds equal to the creature\u2019s CON. During the frenzy they must only spend Combat Actions on attacking or moving towards combat. Parrying, evading and anything else is forbidden; all thoughts of self preservation washed away in a red haze. During this time it is immune to all the detrimental effects of Serious Wounds, although a Major Wound will still incapacitate.\n\nLife Sense: In tune with the rhythms of nature, this creature can determine the vitality of any living creature by touch alone. If the creature makes a successful Perception roll, it learns of the target\u2019s current injuries, Fatigue level, and whether it is currently afflicted by any poison or disease. The creature is also aware of any form of life within a number of metres equal to its Willpower skill, which may make Stealth difficult to accomplish."}, {"name": "Xenomorph runner (Canine host)", "race": "Lizardfolk Male", "rank": 3, "owner": "Donesteban", "tags": ["Aliens", "Monster", "Mythras imperative"], "id": 4922, "notes": "Acid Blood: Whenever the xenomorph is injured, its acidic blood sprays out over an attacker within hand-to-hand range. It inflicts 1d3 damage for 1d3 rounds to a random Hit Location. The acid will eat through armour first before affecting flesh below. The xenomorph is immune to this and all kinds of acids.\n\nAcid Spit: As a Combat Action, the xenomorph can spit acid at a distance equal its CON in meters (Usually 13/45\u00b4). This attack requires the use of combat style as usual, can be parried (Size S) or evaded, and cause the same damage as a splash of acid blood. \n\nFrenzy: When wounded the xenomorph must succeed in a Willpower roll or enter a frenzy. This lasts a number of rounds equal to the creature\u2019s CON. During the frenzy they must only spend Combat Actions on attacking or moving towards combat. Parrying, evading and anything else is forbidden; all thoughts of self preservation washed away in a red haze. During this time it is immune to all the detrimental effects of Serious Wounds, although a Major Wound will still incapacitate.\n\nLife Sense: In tune with the rhythms of nature, this creature can determine the vitality of any living creature by touch alone. If the creature makes a successful Perception roll, it learns of the target\u2019s current injuries, Fatigue level, and whether it is currently afflicted by any poison or disease. The creature is also aware of any form of life within a number of metres equal to its Willpower skill, which may make Stealth difficult to accomplish."}, {"name": "Xenomorph drone (Human host)", "race": "Lizardfolk Male", "rank": 3, "owner": "Donesteban", "tags": ["Aliens", "Monster", "Mythras imperative"], "id": 4923, "notes": "Acid Blood: Whenever the xenomorph is injured, its acidic blood sprays out over an attacker within hand-to-hand range. It inflicts 1d3 damage for 1d3 rounds to a random Hit Location. The acid will eat through armour first before affecting flesh below. The xenomorph is immune to this and all kinds of acids.\n\nFrenzy: When wounded the xenomorph must succeed in a Willpower roll or enter a frenzy. This lasts a number of rounds equal to the creature\u2019s CON. During the frenzy they must only spend Combat Actions on attacking or moving towards combat. Parrying, evading and anything else is forbidden; all thoughts of self preservation washed away in a red haze. During this time it is immune to all the detrimental effects of Serious Wounds, although a Major Wound will still incapacitate.\n\nLife Sense: In tune with the rhythms of nature, this creature can determine the vitality of any living creature by touch alone. If the creature makes a successful Perception roll, it learns of the target\u2019s current injuries, Fatigue level, and whether it is currently afflicted by any poison or disease. The creature is also aware of any form of life within a number of metres equal to its Willpower skill, which may make Stealth difficult to accomplish."}, {"name": "Xenomorph ravager (Great feline host)", "race": "Lizardfolk Male", "rank": 3, "owner": "Donesteban", "tags": ["Aliens", "Monster", "Mythras imperative"], "id": 4927, "notes": "Acid Blood: Whenever the xenomorph is injured, its acidic blood sprays out over an attacker within hand-to-hand range. It inflicts 1d3 damage for 1d3 rounds to a random Hit Location. The acid will eat through armour first before affecting flesh below. The xenomorph is immune to this and all kinds of acids.\n\nFrenzy: When wounded the xenomorph must succeed in a Willpower roll or enter a frenzy. This lasts a number of rounds equal to the creature\u2019s CON. During the frenzy they must only spend Combat Actions on attacking or moving towards combat. Parrying, evading and anything else is forbidden; all thoughts of self preservation washed away in a red haze. During this time it is immune to all the detrimental effects of Serious Wounds, although a Major Wound will still incapacitate.\n\nLife Sense: In tune with the rhythms of nature, this creature can determine the vitality of any living creature by touch alone. If the creature makes a successful Perception roll, it learns of the target\u2019s current injuries, Fatigue level, and whether it is currently afflicted by any poison or disease. The creature is also aware of any form of life within a number of metres equal to its Willpower skill, which may make Stealth difficult to accomplish."}, {"name": "Xothique Scaled Goat", "race": "Caprids", "rank": 3, "owner": "Bilharzia", "tags": ["Xothique"], "id": 4939, "notes": "Acrobatics skill is for balance only."}, {"name": "Termite Worker", "race": "Ant, Giant", "rank": 3, "owner": "Bilharzia", "tags": ["Xothique"], "id": 4972, "notes": "Giant termites act like ants in many ways. Sunlight demoralizes them, and they prefer to remain within their immense mounds. Worker termites can create a 10 centimetre thick cement wall that is 3x3 meters across in half an hour if working alone. Each additional worker lessens the time required by ten minutes to a mini-mum of 10 minutes (for 3 workers). About a third of termite nest inhabitants are the warriors with larger heads and hooked jaws. Some termite mounds employ nasute warriors instead of the normal biting types. A few tropical types have warriors capable of both biting attacks and nasute abilities. Nasutes cannot normally bite. Their head is shaped like a bulb with a long narrow gun-like snout extending out the front. Termites are never encountered out foraging. Sometimes a cement-like tunnel is encountered going from their mound to a source of wood \u2014 these tunnels are packed full of termites. Giant termites dwell in large mounds and grow fungus gardens deep within. Termites cannot be poisoned by laying out bait, for they feed only on their fungus gardens. If attackers knock a hole in the rock-hard mound, the termites send out soldiers to delay the attackers while workers seal the opening over with cement. If attackers actually enter the mound, then the termites employ their expertise at tunnel fighting. They may lead attackers into blind alleys, which are then sealed off, or surrounded by warriors. The maze of passages within a mound confuse the invader and is nearly impossible to map, as they twist in all three dimensions. Termites are sometimes attacked anyway, despite the difficulty, to get at their fungus gardens. This fungus is sometimes magical in nature. The effects may vary \u2014 eating a fungus may add a SIZ point to the eater, or it may add a POW point, transform him into some other type of organism, give him one-use Rune spell, or transport him onto a different plane. If it appears that the attackers are likely to defeat the termites and pillage them, the termites will usually try to flee with their fungus balls. "}, {"name": "Romag", "race": "Human", "rank": 3, "owner": "raleel", "tags": ["Toee"], "id": 4983, "notes": "priest of the Earth Elemental Temple. \n\nHe is determined to become the leading cleric of the Temple of Elemental Evil, and is gathering forces to accomplish this. He would particularly enjoy raiding and looting the Water Elemental Temple, and killing its priest.\n\nIf alerted by their guards to the south or by noise in that direction, Hartsch observes I through a peep hole in the door, and throws the large bar on the south door for defense.\n\nRomag wears Chain Mail +2 and carries a mace +1. He carries a purse containing 3 ep, 14 gp, 9 pp, and a jasper (worth 50 gp)."}, {"name": "Blessed Sons of Rahma, Servants of the Cult", "race": "Human", "rank": 3, "owner": "raleel", "tags": ["Spider god's bride", "The daughters of rahma"], "id": 5079, "notes": "These members of the cult have received the \u201cblessing\u201d of Rahma, and resemble undead creatures (although they are not). They cannot transfer any kind of disease and even though they are hideous to look at their stats are not affected.\n\n__Possessions__: Grey robes, short sword, 3 daggers, 2 doses of terinav root poison (see below), 1d4 sp.\n__Tactics__: The Blessed Sons of Rahma are able to see in darkness and use it to their advantage.\n\n**Terinav Root Poison**\nTerinav roots are notorious when boiled and brought down to a fine paste at causing confusing effects when introduced to the blood. This sticky red residue can be applied to a blade and once it enters the bloodstream of a victim it acts quickly to disorientate and confuse them. \n__Application__: Injection.\n__Onset time__: 1D3 Combat Rounds\n__Duration__: 3D6 minutes\n__Resistance Time__: One Resistance roll.\n__Potency__: 45\n__Conditions__: Confusion. If the victim fails his Resistance roll the poison spreads quickly through the whole body. The victim cannot use any knowledge, communication or magic based skills for the Duration of the poison.\n__Antidote/Cure__: A strong brew of herbal tea local to the region can quickly end the poison\u2019s effects, though it causes vomiting and extreme nausea. There\u2019s a 10% chance regardless that at the end of the poison\u2019s Duration the character will be sick for 1D6 minutes until the poison is fully purged. A successful use of the Healing Skill will help counteract this and also the poison. If the cure is applied successfully before the end of the Onset time then the poison fails to take effect."}, {"name": "Copy of Troll, Dark Template 4986", "race": "Troll, Dark", "rank": 3, "owner": "anto0622", "tags": [], "id": 4988, "notes": ""}, {"name": "Jackguars", "race": "Tiger", "rank": 3, "owner": "Bilharzia", "tags": ["Xothique"], "id": 5000, "notes": ""}, {"name": "Mage from D&D to Mythras", "race": "Human", "rank": 3, "owner": "Donesteban", "tags": ["Classic fantasy", "Human"], "id": 5038, "notes": "No two magicians are alike, and if you ask four of them the origin of magic, they will give you seven different answers.\n\nThe mage has the following spells memorized: \nLevel I: Charm Being pg134, Identify pg139, Invisibility (Lesser) pg 140, Magic Missile pg141, Read magic pg142, Sleep pg143 Level II: Dispel Magic pg145, Fireball pg145, Lightning Bolt pg147, Mirror Images pg149."}, {"name": "Cleric from D&D to Mythras", "race": "Human", "rank": 3, "owner": "Donesteban", "tags": ["Classic fantasy", "Human"], "id": 5040, "notes": "The clerics serve a deity and the community of its faithful, with varying degrees of kindness or cruelty according to the nature of their gods.\n\nThe Cleric has the following spells memorized: Level I: Bless pg164, Cure Minor Wounds pg165, Detect evil pg165, Light 167, Protection from Evil pg 168 Level II: Augury pg170, Cure Serious Wounds pg172, Spiritual hammer pg177"}, {"name": "Troll (Classic Fantasy)", "race": "Troll (Classic Fantasy)", "rank": 3, "owner": "raleel", "tags": ["Toee"], "id": 5045, "notes": "Trolls regenerate 1 Hit Point to each damaged hit location at the beginning of every Round. Only wounds inflicted from fire or acid, magical or otherwise, is immune to this regeneration. A severed limb may simply be re-joined to its \u2018stump\u2019 by the troll, taking 1 Action, and it as well will begin regenerating. In the meantime, these severed extremities will continue to fight on separate from the creature itself, with an arm crawling on the ground, a leg or head flopping towards an opponent, etc. Severed limbs have a movement rate of only 1.5 metres (5 ft) per Round. Severing limbs, including the head, will not result in death; however, the troll will still suffer the effects of the injury until healed. To be permanently killed, the troll and all severed limbs must be burned or submerged in acid. If one or more pieces of the troll survive, another complete troll will regenerate from the largest surviving piece after a period of 1 day per piece needing to regenerate. Therefore, if only an arm survives, after 6 more days (one for each missing hit location), a complete troll will grow back"}, {"name": "Owl Bear", "race": "Owl Bear", "rank": 3, "owner": "raleel", "tags": ["Classic fantasy"], "id": 5046, "notes": ""}, {"name": "Sons of Rahma, Servants of the Cult", "race": "Human", "rank": 3, "owner": "raleel", "tags": ["Spider god's bride", "The daughters of rahma"], "id": 5058, "notes": "These are servants of the cult, recruited from among the beggars, thieves and other scum of the city, that have not yet received the \u201cblessing\u201d of Rahma.\n\n__Possessions__: Grey robes, short sword, 3 daggers, 2 doses of terinav root poison (see below), 1d4 sp.\n__Tactics__: The guards attack with poisoned blades and look to get behind their foes, or attack from concealed places.\n\n**Terinav Root Poison**\nTerinav roots are notorious when boiled and brought down to a fine paste at causing confusing effects when introduced to the blood. This sticky red residue can be applied to a blade and once it enters the bloodstream of a victim it acts quickly to disorientate and confuse them. \n__Application__: Injection.\n__Onset time__: 1D3 Combat Rounds\n__Duration__: 3D6 minutes\n__Resistance Time__: One Resistance roll.\n__Potency__: 45\n__Conditions__: Confusion. If the victim fails his Resistance roll the poison spreads quickly through the whole body. The victim cannot use any knowledge, communication or magic based skills for the Duration of the poison.\n__Antidote/Cure__: A strong brew of herbal tea local to the region can quickly end the poison\u2019s effects, though it causes vomiting and extreme nausea. There\u2019s a 10% chance regardless that at the end of the poison\u2019s Duration the character will be sick for 1D6 minutes until the poison is fully purged. A successful use of the Healing Skill will help counteract this and also the poison. If the cure is applied successfully before the end of the Onset time then the poison fails to take effect."}, {"name": "Daughters of Rahma, Lesser Priestesses of the Cult", "race": "Human", "rank": 3, "owner": "raleel", "tags": ["Spider god's bride", "The daughters of rahma"], "id": 5060, "notes": "The Daughters of Rahma are beautiful temptresses, who lure men into the Moon-Garden of Yaatana to become the unwitting prey of Rahma.\n\n__Possessions__: Green silk loincloth, small curved dagger.\n__Tactics__: The lips of each priestess are smeared with moon-juice, enabling them to poison victims by kissing them. In addition, each priestess wears a small concealed dagger in case seduction doesn\u2019t work.\n\n__Moon-Juice of Yaatana__\nThis purple liquid is a special fruit juice mixed with sleeping draught (see page 82 of the Legend rulebook) \u2013 it is delivered as a Contact poison from the lips of the priestesses.\n__Market Price__: 110 sp."}, {"name": "The Dweller in the Pit", "race": "Pit Dweller", "rank": 3, "owner": "raleel", "tags": ["Spider god's bride", "The daughters of rahma"], "id": 5062, "notes": "This monster is truly vile. It is composed of blubber, rubbery flesh and long whipping tentacles. Seven eyes surround a leech like mouth and feint green slime hangs around the maw.\n\n__Possessions__: None. Though adventurers may find some treasure from previous victims \u2013 there is a 25% chance that there\u2019s 2d10x100 SP lying at the bottom of the water and a 15% chance that the dweller, if slain has 4d10x100 SP in various coins and other assorted items in its gut.\n\n__Tactics__: It lurks using Stealth, then attacks with its tentacles attempting to latch on and deliver a follow up bite. If more than two tentacles manage to hit, the creature can attempt to bite as a free attack only at a reduced skill of 70%. Captured victims can try and break free with a Hard Brawn test."}, {"name": "The Crypt-Thing of Khorsul", "race": "Human", "rank": 3, "owner": "raleel", "tags": ["Spider god's bride", "The crypt-thing of khorsul"], "id": 5074, "notes": "__Tactics__: A blood wight enters combat slashing with its claws. Given a chance, it grabs the closest opponent and engulfs it, holding it inside its body until it drowns. Drowned foes are ejected from the blood wight\u2019s body into a heap on the ground (the blood wight later devours any creature it kills). A blood wight\u2019s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Attacks that hit an engulfing blood wight deal half their damage to the monster and half to the trapped victim. An engulfed victim must hold its breath as long as it remains trapped or begin to drown (see the Mythras Rulebook for the rules on drowning). A trapped victim can break free with a successful Hard Unarmed skill test. A blood wight\u2019s body can engulf 30 SIZ worth of opponents.\n__Special__: A blood wight is a very dangerous creation, and thus it cannot truly be killed until its creator (Numas) has been dealt with. Until then, it will regenerate fully regardless of the damage done to it...it will find a way out of rockfalls, climb up sheer cliffs to get out of ravines and pull itself back together if dismembered. It takes 2D4 Rounds to regenerate back to full health."}, {"name": "Yetara, Outcast Priest of Yot-Kamoth", "race": "Human", "rank": 3, "owner": "raleel", "tags": [], "id": 5080, "notes": "Yetara is middle-aged, thin and wiry, with a clean-shaven pate and staring dark eyes lined by heavy eyebrows. He wears a grey hooded robe with long sleeves, as well as a turbaned cap in the Lamuran fashion. Now an outcast from the cult of Yot-Kamoth, he has vowed to some day return to Lamra and exact revenge upon his former cult brothers, claiming the position of high priest that he thinks he deserves.\n\n__Possessions__: Quarterstaff, grey hooded robe, Lamuran turbaned cap, emerald spider signet ring (worth 75 sp), 1 dose of blinding-powder, 1 dose of dreaming-powder, 150 sp.\n\n__Tactics__: In general, Yetara stays away from physical combat and lets Sefu deal with opponents. The priest uses his staff to strike against lightly armoured opponents, and finally uses his alchemical powders when in personal danger.\n__Special Note__: Since Yetara has been cast out from his cult, he does not currently gain any benefit from his rank within it. He has lost his Sorcery Grimoire but his stat-block accounts for the recovery of that magic book should it come to pass.\n\n__Blinding-Powder__ (50 SP): This thick black dust causes temporary blindness. Creatures who fail a Endurance test are blinded for 3d6 rounds.\n__Dreaming-Powder__ (100 SP): This pale yellow powder causes hallucinations and strange visions. Creatures who fail a Endurance test are utterly confused and halve all their skill scores for 1d8 rounds."}, {"name": "Danyia, Bride of the Spider-God", "race": "Human", "rank": 3, "owner": "raleel", "tags": ["Spider god's bride"], "id": 5081, "notes": "Daniya appears as a simple but beautiful slave girl, wearing only a gauzy dress of red silk, held around her slim waist by a gilded belt. She has black hair and the face below her dark, seductive eyes is hidden by a short silvery veil set with pearls.\n\n__Possessions__: Curved dagger, blowgun and six darts with two doses of medium spider venom in a small leather pouch, red silk dress, veil set with pearls (worth 20 SP).\n__Tactics__: The spider-god\u2019s bride does not risk her life in direct confrontation, but prefers to use her skills of persuasion and seduction to further her goals. She appears to be harmless, but can strike suddenly with a poisoned dagger in the back. If forced into melee, she attempts to flank and sneak attack enemies, using her Athletics skill to get away from dangerous opponents. She also attempts to try and get into a position where she can use her blowgun and spider venom laced darts.\n\n__Application: Injection\n__Onset time: 1d6 rounds\n__Duration__: 17 Hours\n__Resistance Time__: The victim must make a Endurance roll at the Onset Time of each poison stage. Failure indicates that Condition has taken effect.\n__Potency__: 70\n__Resistance__: Endurance\n__Conditions__: Paralysis for 4 hours, digestion at 1 point of damage to all locations per hour, until they are cured or die.\n__Antidote/Cure__: There are numerous herbal anti-venoms. The anti-venom must be introduced using a successful First Aid or Healing test. The anti-venom\u2019s Potency is 65 and it is added to the victim\u2019s Endurance test to help them fight off the effects of the venom throughout its duration."}, {"name": "Swashbuckler from D&D to Mythras", "race": "Human", "rank": 3, "owner": "Donesteban", "tags": ["Classic fantasy", "Human"], "id": 5093, "notes": "FENCING: The swashbuckler have a free attack with his off-hand weapon every turn if they have two weapons drawed. \n\nLIGHTFOOTED: The swashbuckler can parry even after running or charging and never are engaged in combat. \n\nExpert swordsmen who live to demonstrate their skill and technique, whether living a dangerous life as a wandering duelist or as fencing masters. The most scrupulous sometimes fight against abuse and injustice, the worst become henchmen or executors."}, {"name": "Hoel", "race": "Human", "rank": 3, "owner": "JonR", "tags": [], "id": 5485, "notes": "Idiot son of Mother Berth. "}, {"name": "Batrachian Chief", "race": "Batrachians", "rank": 3, "owner": "raleel", "tags": ["Fantasy"], "id": 5116, "notes": "Anthropomorphic toads\n\nBatrachian venom is secreted from glands located along their warty backs. Batrachian warriors rub the tips of their Maduvu or blowgun darts in the venom for added injury. \n\n__Application__: Injected or Ingested\n__Potency__: 48 (Batrachian Endurance)\n__Resistance__: Endurance\n__Onset Time__: 1d3+1 Combat Rounds\n__Duration__: 1d2+4 hours\n__Conditions__: suffers dizziness and heart palpitations. These conditions result in a penalty of one Difficulty Grade to any attempted Skill, due to lack of concentration and coordination.\n\n\n__Maduvu__\n![Maduvu](https://s-media-cache-ak0.pinimg.com/736x/63/87/37/6387377ac1e531371dbfaf887a887810.jpg)\nA wavy-bladed dagger carved from the spiral horn of some monstrous beast. Its purpose is more of an assassination weapon, since the horn blade tends to break off in the wound, preventing healing from occurring until it is surgically removed. In addition the porous horn is an ideal method of injecting poisons into the victim.\n\n__Tepoztopilli__\n![Tepoztopilli](http://gigalol.pl/zasoby/arts/images/2013-09-05/1378391492_5.jpg)\nA two handed cross between a spear and a halberd, with an edge formed from obsidian flakes similar to Maquahuitl."}, {"name": "Djinn", "race": "Spirit", "rank": 3, "owner": "Bilharzia", "tags": [], "id": 5140, "notes": "Potent spirits able to perform greater deeds of magical creativity, djinn often strain the skills of a magician to summon and bind to their will \u2013 not least because of their propensity to use their abilities is cunning, resourceful ways. Their personalities range from polite servility to intimidating rebelliousness. Intensity 3 spirits, djinn know 1d3+6 Sorcery spells and have skills of at least 90%."}, {"name": "Collin Dekker", "race": "Human", "rank": 3, "owner": "JonR", "tags": [], "id": 5185, "notes": "Ex Hacker/ cyber cowboy and owner of Jacked out bar. "}, {"name": "Tyr inc. Soldier", "race": "Human", "rank": 3, "owner": "JonR", "tags": [], "id": 5252, "notes": ""}, {"name": "Eryop - Carnivorous Ambhibian", "race": "Crocodile", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Genertela", "Glorantha", "Monster island", "Pamaltela", "Slon", "Swamp"], "id": 5303, "notes": "Anaxial Annex. A bulky brown-skinned creature, similar to an eogyrin but only half as long, an eryop is an aggressive carnivore, but attacks land-based creatures less frequently than its larger counterpart."}, {"name": "Diadect - Carnivorous Ambhibian", "race": "Crocodile", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Genertela", "Glorantha", "Monster island", "Pamaltela", "Slon", "Swamp"], "id": 5304, "notes": "Anaxial Annex. A warty, greenish-brown lizard-like creature, the diadect looks every bit as dangerous as the other great amphibians of the region, especially given its ten foot length. In reality, it is a peaceful herbivore of low intelligence, although it will bite if provoked.\n"}, {"name": "Tanuku - Milk Antelope", "race": "Impala", "rank": 3, "owner": "hkokko", "tags": ["Aig", "Fantasy", "Glorantha", "Jolar"], "id": 5306, "notes": "The tanuku is a common domestic animal among the Doraddi of Jolar. Mistakenly named a 'milk antelope' by the God Learners, the animal actually bears no more than a passing resemblance to the antelopes of Genertela. A tanuku is about the size of a goat, with a sleek, gazelle-like body, a horse-like head and short brown fur with black spots. They have a single hoof on each foot, like a horse, and browse on soft clover. The females supply the Doraddi with milk, while most of the males are slaughtered for meat and only the best kept for breeding. Source: Anaxial Annex\n"}, {"name": "Sargento de la guardia o ejercito (350)", "race": "Human", "rank": 3, "owner": "aljadroth", "tags": [], "id": 5311, "notes": ""}, {"name": "Gust Umbroli", "race": "Elemental", "rank": 3, "owner": "hkokko", "tags": ["Elemental", "Flyer", "Glorantha"], "id": 5316, "notes": "Umbroli are living winds. When summoned, an umbroli isolates \nitself from the general winds of the area. It manifests first as a consciousness in the wind, and so is visible only by its effects (or to magical senses). \nWhen they act, umbroli act as wind. Thus, an umbroli can blow a cloak into a foe\u2019s eyes, hold back water or waves, fill a ship\u2019s sails, or blow out a fire. An umbroli can attack in this manner with its Thrown Debris ability as if it were a Ranged Combat attack. The narrator may apply an edge to this attack depending on the objects or materials in the local area (such as sand).\nIn this form, an umbroli can focus its winds to move and lift objects. This \nconcentrates their strength to affect a single object, but still disrupts loose items in the area. Umbroli can carry man-sized objects, but to do so they must manifest near-hurricane strength winds.\nUmbroli initially appear as winds, but some can form a visible and semi- physical body. When an umbroli takes this form, all of the winds around them become still, because they form the body. Since most umbroli take this form only to appear in front of their worshipper or summoner, and so have already torn up the area with their wind.\n\nInvisible - visible only thru its actions - Formidable for anybody to attack. Move constantly. - Anaxial's Roster\n\n"}, {"name": "Stag Broo", "race": "Broo", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 5342, "notes": ""}, {"name": "Spirit Fox", "race": "Wolf", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Genertela", "Glorantha"], "id": 5345, "notes": "Spirit foxes are sentient magical animal spirits that often manifest as foxes of various colors like red blue and white possessing innate magical talents. Known for cunning and trickery they utilize magical abilities like finding prey dodging attacks and hiding trails sometimes talking seducing or vanishing \n\nBlue of color. Very rare"}, {"name": "Nightflyer (Sen Bardi) Scavenger", "race": "Nightflyer", "rank": 3, "owner": "hkokko", "tags": ["Forest", "Glorantha", "Jungle", "Kralorela", "Peloria", "Uz"], "id": 5347, "notes": "Sen bardi are dark, nocturnal, humanoid creatures about the size of enlo, but with leathery wings instead of arms. These wings have two free, opposable fingers, and sen bardi are surprisingly dexterous when the wings are folded. They have weak, spindly legs, but are able to hop about on the ground. Sen bardi prey upon lizards, small mammals, and large insects, and eat carrion as well. Their habit of stealing shiny objects and food has made them notorious among jungle travelers.\nSen bardi are completely blind, lacking any eyes, but avoid the sunlight because it weakens their natural Darksense ability (apply a -3 handicap to Bite and Darksense while in bright light). They are semi-intelligent, and the rare tamed sen bardi can even learn simple spells. Among themselves, they do not speak a true language, but captured sen bardi are taught to obey commands in the Teshnan or Kralori tongue.\nSen bardi descend from the Uz, although the absence of Uz in Verenela would seem to suggest otherwise. However, the Kralori say that all of the local Uz devolved into sen bardi as a result of their particular brand of ignorance. The Teshnans say that the sen bardi accompanied the Uz to the surface from Hell. The amazons of Trowjang claim that the sen bardi came from the south with the loper people. A few sen bardi live on the Blue Moon Plateau, which could support any of these beliefs.\n\nTactics: A sen bardi normally swoops down from above, uses its Dexterous ability to steal something, and flies off before the target can react. Their claws can even undo buckles and knots. If presented with a more serious threat they flee, but if cornered will nip at an attacker with their sharp teeth. - Glorantha.com"}, {"name": "Snagarl (Sea Wolf) ", "race": "Snagarl (Sea Wolf)", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Sea"], "id": 5349, "notes": "Snagarl are vicious carnivores with the forequarters of wolves and the hindquarters of sharks. Unlike land wolves, they are solitary hunters, although they sometimes hunt in packs of up to four individuals. They display considerable cunning, avoiding clearly superior foes unless desperately hungry. They eat a variety of fish, and swim in most Gloranthan oceans, although they are more common in the east. Snagarl must breathe air at least once per hour.\n\nSnagarl are often tamed by malasps, some groups of which have even have created special breeds. Such breeds specialize in a particular attribute, such as greater strength. The malasps generally use snagarl as hunting or war beasts; where malasps are common, snagarl are far more likely to be encountered with them than on their own.\n\nThe snagarl were born in the Darkness when a pack of wolves fought a school of sharks in an atmosphere that was equally wet and dry. The losers agreed to bear the children of the winners, and these animals were the result.Tactics: Snagarl pounce on their targets from ambush, augmenting their Bite attack with their Ambush ability. They sometimes leap from the water to grab a seal sunning itself on a rock, grabbing the animal in their jaws and dragging them underwater. Note that they cannot use their Scent Prey ability underwater. Snagarl attack with a bite to the fins, tail, or other exposed parts of an animal, attempting to cripple it so that they can close for the kill. Although they will use their claws in defense, they rarely attack prey or foes with them. - Glorantha.com"}, {"name": "Tick, Giant", "race": "Tick, Giant", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Monster island"], "id": 5352, "notes": "Athletics opposed to remove the tick. "}, {"name": "Kelpie", "race": "Horse", "rank": 3, "owner": "hkokko", "tags": ["Sea"], "id": 5353, "notes": "Resembles an ugly, shagg, horse. Anyone touching kelpie will find that the skin is adhesive and will not let go - similar to Glue spell but effects on flesh. Kelpie will gallop to drown the victim. -Gateway Bestiary"}, {"name": "Tusk Rider Skeleton", "race": "Tusk Rider (Half-troll)", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Sartar", "Undead"], "id": 5357, "notes": ""}, {"name": "Tusk Brother Skeleton", "race": "Tusker", "rank": 3, "owner": "hkokko", "tags": ["Aig", "Fantasy", "Glorantha", "Kralorela", "Ralios", "Undead"], "id": 5358, "notes": ""}, {"name": "Tusker Skeleton", "race": "Tusker", "rank": 3, "owner": "hkokko", "tags": ["Aig", "Fantasy", "Glorantha", "Sartar"], "id": 5359, "notes": "Mount of the Tusk riders GB pg 43"}, {"name": "Demi-Bird Skeleton", "race": "Demi-Bird", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Mount", "Undead"], "id": 5360, "notes": ""}, {"name": "Lagarto gigante", "race": "Lizard, Thorny", "rank": 3, "owner": "aljadroth", "tags": [], "id": 5366, "notes": ""}, {"name": "Elemental de fuego", "race": "Elemental", "rank": 3, "owner": "aljadroth", "tags": [], "id": 5368, "notes": ""}, {"name": "Ambush Drake", "race": "Wolf", "rank": 3, "owner": "ShawnLStroud", "tags": ["Animal", "Faerun", "Fantasy", "Hoard"], "id": 5369, "notes": "Night Sight, (RQ6: pg 312-316) , Usually hunts in packs of 12-30. Prefers to select Grip and Choose location. Gripped victim sustains biting damage every round. Rq6 pg 396"}, {"name": "Troll runequest (350)", "race": "Troll (Classic Fantasy)", "rank": 3, "owner": "aljadroth", "tags": [], "id": 5376, "notes": "Vision en la oscuridad, regeneracion de 1 a 3 puntos de golpe de alguna localizacion por ronda de combate, algunos tienen algo de magia comun ver runequest 69"}, {"name": "Human Viking", "race": "Human", "rank": 3, "owner": "Rune77", "tags": [], "id": 5390, "notes": ""}, {"name": "Spadaccino 700", "race": "Human", "rank": 3, "owner": "Rune77", "tags": ["Fonrit"], "id": 5396, "notes": "Uses either of the combat styles. \"or weapons however, a dimachaerus wielded two Siccae (curved knives) or twin Gladii (short swords), making defence difficult but potentially allo- wing the gladiator to launch flurries of attacks.\""}, {"name": "Storm Dragon (Young)", "race": "Stoorworm, No Chaos Feature", "rank": 3, "owner": "Bilharzia", "tags": ["Atar"], "id": 5446, "notes": "Abilities: \nStatic Discharge\nDistance radiating outwards equal to the creature\u2019s CON metres (CON x 3 ft). All opponents in the effect are subject to this damage.\n\nThis attack blasts arcing bolts of lightning straight through all targets in the area of effect. The bolts inflict damage to 1d6 random hit locations on each target with damage based on the specific creature. Both natural and worn armour offer no protection against lightning, while magical armour offers protection equal to its magic bonus. Successfully evading the attack halves the rolled damage, but not the number of hit locations effected. Lightning has the capability of igniting flammable materials. This is equal to the rolled damage x 5%. \nIntimidate (Roar), Cold Blooded, Flying\n"}, {"name": "Sedrali Dog Folk(Female Hunter)", "race": "Dog", "rank": 3, "owner": "hkokko", "tags": ["Glorantha"], "id": 5452, "notes": "\"The sedrali are native to the forests of Ralios. They are unusual among beast-men in that males and females have different forms. Both sexes appear to be part human and part dog, however, and are the same size. The dog portion of a sedrali is similar to a greyhound. They have always been rare, and almost never leave the forest. Female sedrali have dog bodies with human heads. They often hunt as a pack without the men. Although they can and do use magic, and are as intelligent as males, few become accomplished magicians because of their lack of hands, and female shamans are unknown. Tactics: Female sedrali aid their mates as followers, pairing up as evenly as possible. If fighting alone, a female will nip at the lower legs of her opponent to cripple him.\" - Anaxial's Roster\n\n\nSource: Anaxial's Manifest"}, {"name": "Lampressae - Snakemother's Handmaiden", "race": "Snake, Giant", "rank": 3, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Prax", "Sartar"], "id": 5469, "notes": "Human Faced Snake beast of terror. Guardian of Earth Rune Temples.  #WF7"}, {"name": "Undead Dragonewt - Beaked Warrior", "race": "Dragonewt - Beaked Warrior", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Upland marsh"], "id": 5470, "notes": "Undead.  Scales are the armor. Right Action skill - if Right Action roll succeeds must choose from the left side otherwise from right side. Personality traits: Curiosity and Apathy. Leader and Follower. Impulsive and Cautious. Calm and Nervous. Trusting and Suspicious.\n"}, {"name": "Dragonkin, Blue", "race": "Dragonkin, Blue", "rank": 3, "owner": "ShawnLStroud", "tags": ["Faerun", "Fantasy", "Hoard"], "id": 5474, "notes": "Abilities: Earth Sense, Lightning Breath(CON yards long line)\n"}, {"name": "Kobold Raider, Skilled", "race": "Kobold", "rank": 3, "owner": "ShawnLStroud", "tags": ["Faerun", "Fantasy", "Hoard"], "id": 5477, "notes": "Abilities:  Cold-blooded, Infravision, Light Sensitive"}, {"name": "Discepolo della via del pugno aperto", "race": "Human", "rank": 3, "owner": "Rune77", "tags": [], "id": 5481, "notes": ""}, {"name": "Nazi Pterodactyl", "race": "Pterodactyl", "rank": 3, "owner": "raleel", "tags": ["Flying", "Jungle", "Pulp", "Ww2"], "id": 5612, "notes": "Very large flying dinosaur - wingspan 10-12m"}, {"name": "Kingom of War Warrior Society - Dusk Dealer", "race": "Human", "rank": 3, "owner": "byrde1", "tags": ["Fronela", "Glorantha", "Kingdom of war"], "id": 5637, "notes": "An organized band of dealers who takes orders from their mysteriously leader who is only known as Dusk. They are known to carry around some of the best weaponry and armor that money can buy.\nGenerally, they enter into combat with the Fireblade enchantment on their main weapon."}, {"name": "Kingom of War Warrior Society - Ironblood", "race": "Human", "rank": 3, "owner": "byrde1", "tags": ["Fronela", "Glorantha", "Kingdom of war"], "id": 5641, "notes": "The warriors of this society invoke powerful spirits to possess their bodies in battle, turning them into huge war machines."}, {"name": "Kingdom of War Warrior Society - Lavian Cabalist", "race": "Human", "rank": 3, "owner": "byrde1", "tags": ["Fronela", "Glorantha", "Kingdom of war", "Vampire"], "id": 5644, "notes": "Siric Lavian is a vampire lord who has a small army of vampires at his disposal. He is very insistent to retain his humanity as best as possible so he began his reign by integrating his vampire coven into warrior society. The other warrior groups are very tolerant of these monsters especially during night raids against lawful of Fronela. "}, {"name": "Kingom of War Warrior Society - Unloyal", "race": "Human", "rank": 3, "owner": "byrde1", "tags": ["Fronela", "Glorantha", "Kingdom of war"], "id": 5645, "notes": ""}, {"name": "Loskalm Army - Men-of-All", "race": "Human", "rank": 3, "owner": "byrde1", "tags": ["Fronela", "Glorantha", "Loskalm"], "id": 5651, "notes": ""}, {"name": "Lizardfolk Runt (snake breed)", "race": "Serpent People", "rank": 3, "owner": "camocoffey", "tags": [], "id": 5709, "notes": "Abilities: Cold Blooded, Night Sight (RQ6: pg 312-316)"}, {"name": "Pod-Man", "race": "Human", "rank": 3, "owner": "azrooh", "tags": ["Advanced adventures", "Classic fantasy", "Myconid"], "id": 5850, "notes": "Pod-men are commonly found as servants of a Shroom (q.v.), for the Shrooms cultivate them in far greater numbers than they appear in the wild. They are shambling, humanlike plants with strange gaps in their bodies and knobby growths of fungus sprouting from their outer surface."}, {"name": "khwarezmian Riders ", "race": "Human", "rank": 3, "owner": "Wkoppen", "tags": ["Kharezmian", "Mercenaries"], "id": 5848, "notes": ""}, {"name": "Hydra, 6 headed", "race": "Hydra, Ophidian", "rank": 3, "owner": "raleel", "tags": ["Classic fantasy", "Red hand of doom"], "id": 7097, "notes": "**Abilities**: +5 Action Points. MI pg 224.Any detrimental effect due to serious or major wound only affects that head. Each head has its own willpower resistance roll. Spits corrosive acid once per head every 1d3 hours. Killing the beast will create a storm of acidic blood that can burn off the feet of opponents. Poison POT 70 in liquid form Agony and Acid, in gas form Asphyxiation. Duration half the hydras CON in rounds as liquid, minutes as miasma. Acid = strong Acid 1d4 damage to all it touches. When touching flesh causes Agony if not resisted with endurance. In gas form coughing prevents action if not resisted.  "}, {"name": "Death Spirit Intensity 1", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 5976, "notes": "RQ6 pg 401"}, {"name": "Death Spirit Intensity 2", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 5977, "notes": "Core pg 148"}, {"name": "Pirate leader", "race": "Human", "rank": 3, "owner": "raleel", "tags": ["Classic fantasy", "Isle of dread"], "id": 6050, "notes": "These pirates raid coastal villages for slaves."}, {"name": "Sea Snake (Isle of Dread)", "race": "Snake, Poisonous", "rank": 3, "owner": "raleel", "tags": ["Classic fantasy", "Isle of dread", "Sea"], "id": 6051, "notes": "Sea Snake Venom\nApplication: Injected\nPotency: 75\nResistance: Endurance\nOnset time: 1d6+4 minutes\nDuration: 1d3+3 days\nConditions: Bitten victims begin with Agony but can struggle along until 1d6+6 hours after the bite when Asphyxiation strikes, usually resulting in death, unless First Aid is successfully applied to keep the victim breathing. Survivors will then suffer Necrosis, losing 1 Hit Point per day from the location bitten, until the venom is somehow purged or it naturally ends.\nAntidote/Cure: Can be ameliorated with the Healing skill."}, {"name": "Etruscan Daemon - Mythic Rome", "race": "Winged Demon", "rank": 3, "owner": "Gryphaea", "tags": [], "id": 7089, "notes": "Flying, (RQ6: PG 312-316), Terrifying"}, {"name": "Orlanthi Weaponthane", "race": "Human", "rank": 3, "owner": "azrooh", "tags": [], "id": 6088, "notes": ""}, {"name": "Kynokephaloi", "race": "Human", "rank": 3, "owner": "Bilharzia", "tags": ["Mythic constantinople"], "id": 6091, "notes": "The Kynokephaloi, or dog-headed men, can be found in small communities throughout North Africa; and about a thousand live in the Lykos Valley at the heart of Constantinople. They stand taller than a human (about 2 metres on average) although are usually more slightly built. Their heads are those of jackal-like dogs with erect rounded ears. Their fur is black with white and tan patches, and they have a scimitar-shaped tail. They are known as fierce warriors, and some have travelled the Mediterranean Sea in search of work as mercenaries.\n\nBarbarian & North African Culture.\nFlexible halqa armour: a leather lamellar coat (only occasionally in conjunction with mail), and a metal scale cuirass over the top for superior  torso protection. The khud helmet is part solid steel, part leather."}, {"name": "Red Fleet Revenant", "race": "Revenant", "rank": 3, "owner": "bturner", "tags": ["Korantia", "Red fleet", "Undead"], "id": 6096, "notes": "These creatures are bloated in death, their bodies swollen in asymmetric ways by their ongoing corruption and their internal torments. Their skin is a mottled mess of browns, blues and greens. They still wear the armor they wore in life and carry their old weapons, though all their gear shows signs of neglect and mistreatment. Their facial and body features are Archipelagan, though this is hard to recognize.\n\nTheir weapons carry Grave Hunger, a disease with POT equal to the revenant\u2019s Willpower. Initial onset takes 2d6 hours. Symptoms at that point include loss of hair and reduction of CHA by half. After 1d3 days, the secondary onset starts \u2013 wasting of -1 HP to the chest per day, and a Passion of Seek (Grave) equal to the disease POT. If the victim is able to make a second Endurance contest against the disease POT upon appearance of secondary onset, they recover after 1d3 days. Otherwise, the disease continues to wither the victim until death. Sufferers seem to yearn for the grave and feel comforted if they can sleep in contact with the earth. Even so comforted, a sufferer experiences vivid dreams of a cadaverous monarch in a distant throne who grows gradually closer. Healing skill can arrest the progress of the disease up until the secondary onset.\n\nTheir Empty Gaze that allows them for force any they gaze at to make a Willpower check or be shaken, causing the next 1d6 actions at +1 difficulty grade. The effect works as a spell with intensity and magnitude of half the revenant\u2019s POW.\n\nBecause the revenants are abhorrent to Aasrad-Afan, the Devotion (Aasrad-Afan) skill can be used to augment Combat Style skills used to fight them. Killing a revenant causes its bones to turn to dust. The revenant returns 21 days later, its body expelled roughly from the earth at the location of its death. Revenants may be permanently destroyed by flinging their bones outside the Saradian Coast (into the ocean is a good choice)."}, {"name": "Stone Troll", "race": "Troll, Mountain", "rank": 3, "owner": "skarza", "tags": [], "id": 6097, "notes": "Note: INT is INS, if you want a INT equivalent roll 1d6+1 \nTrolls can add their size to their strength for carry purposes (this allows them to carry two 200kg ponies)\n\nStone Trolls vary widely in appearance (though all are between 8' and 10' tall). Very often they are mistaken for either Forest Trolls or Hill Trolls. The only distinguishing mark upon them is that they all have a large, dark patch of skin on their stomachs (similar to a birthmark).\n\nStone Trolls travel in small bands (1-10) marauding the countryside. They make no permanent homes, and have no problem with trespassing on other Troll territory (though they hope to be in and out before anyone notices).\nWhat makes the Stone Trolls unique is the fact that they turn into stone if they are exposed to direct sunlight. Thus, they must always seek shelter in either a heavily-shaded wood or a shallow cave before the sunrises.\n\nStone Trolls most often use their large fists and claws when attacking a foe. However, they are not opposed to using clubs or other simple weapons. In addition, they can hurl rocks up to 100' away. Stone Trolls are immune to naturally occurring heat and cold. In addition, they take half damage from all heat and cold attacks. Also stone trolls are so naturally tough any damage that goes through their rocky hide is reduced by 2 points, to minimum of 0."}, {"name": "Broukolak", "race": "Vampire", "rank": 3, "owner": "Bilharzia", "tags": ["Mythic constantinople"], "id": 6110, "notes": "Greek vampires vary from the classical type in a few key ways.\nFirstly, a broukolak cannot turn a human into a vampire; a broukolak is born, not made. Those destined to become a vampire are born under inauspicious circumstances, such as in a graveyard or at a crossroads on a Saturday. They are usually born with some physical deformation, such as extra fingers, a full pelt of hair, or differently coloured eyes. These children become living broukolakes when they reach puberty, able to transform into a hideous man-wolf hybrid form whenever out of the sun\u2019s light. When in this form they gain the following benefits:\n\n\nLiving broukolakes also suffer from the following penalties:\nForced back into human form if more than half their body is exposed to sunlight.\n\nAn aching thirst for blood in either form, represented by the Crave Blood Passion which begins at 30% + POWx2 and increases by 1d10% every time it is slated with a human\u2019s life.\n\nThey take no penalty if unable to drink blood: it is an addiction but not a dependence.\n\n\nAllergy (Sunlight), Vulnerable(black hawthorn)"}, {"name": "Troglodytes", "race": "Human", "rank": 3, "owner": "Bilharzia", "tags": ["Mythic constantinople"], "id": 6111, "notes": ""}, {"name": "merchant mercenary guard", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 6106, "notes": ""}, {"name": "Tripithamoi", "race": "Human", "rank": 3, "owner": "Bilharzia", "tags": ["Mythic constantinople"], "id": 6107, "notes": "Tripithamoi come from deepest Ethiopia, beyond the burning sands of the Sahara Desert. Arabs and Berbers have traded with the African Empires for years, and occasionally bring back wonders, such as Tripithamoi, who are also known as Pygmaeoi. \n\nThey stand about 1.5 metres high, have black skins, and long, usually braided hair. They are possessed of an inner fire that rages inside them. Their eyes shine red in the dark, and light shines from their open mouths. Their breath is hot enough to boil water. When they are wounded their blood spits and sparks like molten metal; although it is hotter than human blood, it is not hot enough to cause damage. The inner fire waxes and wanes with their emotions; an angry Tripithamos can literally have smoke coming from his ears. Tripithamoi live in villages woven from grass and use weapons made from brass that cannot be damaged by exposure to their inner fire. \n\nThey war with a race of intelligent cranes and hate all manner of birdlife.\n\n\n"}, {"name": "Skiapodes ", "race": "Slime Broo (Pseudopod)", "rank": 3, "owner": "Bilharzia", "tags": ["Mythic constantinople"], "id": 6108, "notes": "Skiapodes originate in Ethiopia. They have come to Mythic Constantinople following a diaspora caused by the Arab invasions of their homelands. Skiapodes have just one leg, which terminates in a single huge foot, easily a metre in length. They otherwise appear\nsimilar to Europeans save for a rich brown tan and curly dark hair.\n\nSkiapodes are remarkably agile jumpers, and can achieve speeds comparable to a two-legged human, covering ground with mighty bounds. Their name (which means \u2018shadow foot\u2019) comes from their propensity to lie on their backs and use their huge foot as a shade\nagainst the sun and a shield against attacks.\n\nSkiapodes are utterly devoted to their spouses and children; infidelity is virtually unknown in Skiapod society. They believe in a strict hierarchy of life, with things with many legs at the bottom along with the no-legs, up to quadrupeds, then humanoids and birds, and with the Skiapodes at the very pinnacle. They treat birds and other two legged creatures as equal to humans, and find eating them as unconscionable as eating human flesh.\n\nCivilised culture - Ethiopia.\nTheir huge foot makes rolls to resist exposure from heat one skill grade easier if they can use it to provide shade. When jumping, Athletics rolls are one skill grade easier. Use this modifier to Athletics when determining how far a Skiapod can jump. The leathery skin on the sole of the foot provides cover like a heater shield, but only when the Skiapod is lying on his back.\n"}, {"name": "Cave Troll", "race": "Troll, Mountain", "rank": 3, "owner": "skarza", "tags": [], "id": 6117, "notes": "Note: INT is INS, if you want a INT equivalent roll 1d6+4 \nTrolls can add their size to their strength for carry purposes (this allows them to carry two 200kg ponies)\n\nCave Trolls are the ugliest of all the Trolls (with maybe the exception of certain War Trolls). They resemble their cousins the Treeherds only slightly. They have long patches of stringy hair, long and bulbous (and often runny) noses, and large black ears. The little clothing they wear amounts to a loin cloth.\n\nCave Trolls live in small \u201cfamily\u201d-like units of 1-10 Trolls (one or two males, one or two females, and the rest are young Trolls). They only venture out during the night or on very cloudy days (they take 1 hit every 6 minutes that they are exposed to direct sunlight). They hunt large beasts that live in or near their caves. However, they are particularly fond of manflesh and will occasionally venture into small settlements to gather such meat. Cave Trolls will live an average of 300 years, having 0-3 children each 100 years.\n\nCave Trolls use either their natural claws in melee, or very crude weapons (clubs, etc.). They can even throw rocks (up to 100' range). Cave Trolls are immune to naturally occurring heat and cold. In addition, they take half damage from all heat and cold attacks.Also cave trolls are so naturally tough any damage that goes through their rocky hide is reduced by 3 points, to minimum of 0."}, {"name": "Forest Troll", "race": "Troll, Mountain", "rank": 3, "owner": "skarza", "tags": [], "id": 6122, "notes": "Note: INT is INS, if you want a INT equivalent roll 1d6+2 \nTrolls can add their size to their strength for carry purposes (this allows them to carry two 200kg ponies)\n\nForest Trolls bear the closest resemblance to the Treeherds. They are 8' to 10' in height. Their hair is either dark green or mottled brown and black. Their skin is usually a mottled grey green (with large moles and warts). Their noses are less bulbous than most Trolls, but are very long. They wear more clothes than other Trolls, but still little more than vests and boots made of animal hides.\n\nForest Trolls live in small nomadic clans in large forests (2- 20 Trolls per clan). They have an average lifespan of 300 years. They can live comfortably outdoors, so long as they are under a heavy canopy of leaves. When exposed to direct sunlight, they are partially blinded (Formidable to all actions). Like most of Trollkind, Forest Trolls find Human and Elf meat particularly tasty. They often go out of their way to track and kill a wanderer in their woods.\n\nForest Trolls avoid using weapons (unless forced to fight a foe they consider very dangerous). Instead, they will use their natural weapons of claws and teeth. They have even been known to heft small trees at opponents (up to 100' away). When forced to use weapons, they will generally use weapons taken from humans they have eaten. Forest Trolls are immune to naturally occurring heat and cold. In addition, they take half damage from all heat and cold attacks. Also Forest trolls are so naturally tough any damage that goes through their tree-like hide is reduced by 2 points, to minimum of 0."}, {"name": "Hill Troll", "race": "Troll, Mountain", "rank": 3, "owner": "skarza", "tags": [], "id": 6123, "notes": "Note: INT is INS, if you want a INT equivalent roll 1d6+2 \nTrolls can add their size to their strength for carry purposes (this allows them to carry two 200kg ponies)\n\nHill Trolls are quite tall (at 9' to 12' tall). Their arms are longer than other Trolls (sometimes even dragging the ground). They have long, stringy hair that grows far down their back and under their arms. The only clothing they wear consists of simple cloaks made from animal hides. Their skin is covered with abrasions and scratches that never seem to heal. Hill Trolls seem to be a cross-breed between Cave Trolls and Forest Trolls.\n\nHill Trolls live an average 300 years long. During their long life, they will live in small communities (3-30) in shallow caves found in rolling hills. Over a period of 10 years, 15-20 Trolls will be born to a tribe. Hill Trolls are hunters. They thrive on the rich wild life found in the rolling hills. Unfortunately, this often includes various other races, such as Gnomes, Dwarves, and Humans. However, they are limited to hunting during the twilight hours just before dark, just after dawn, or during the night time hours. During daytime, they are at Hard to all actions. In addition, they are temporarily blinded if ever exposed to direct sunlight (Herculean to all actions for as long as in the direct sunlight).\n\nThese Trolls do not often use crafted weapons (relying instead on their natural weaponry\u2014claws and fists). This is usually because Hill Trolls lack the ability to make such weapons. When they do use a weapon, it is one they have taken from a previous victim. For ranged combat, these Trolls can hurl rocks up to 100' away. Hill Trolls are immune to naturally occurring heat and cold. In addition, they take half damage from all heat and cold attacks. Also hill trolls are so naturally tough any damage that goes through their rocky hide is reduced by 3 points, to minimum of 0."}, {"name": "Mountain Troll", "race": "Troll, Mountain", "rank": 3, "owner": "skarza", "tags": [], "id": 6124, "notes": "Note: INT is INS, if you want a INT equivalent roll 2d6+1 \nTrolls can add their size to their strength for carry purposes (this allows them to carry two 200kg ponies)\n\nMountain Trolls are the tallest of all the Trolls (at 12' to 15' tall). They have very angular features, but heavily muscled bodies. Their hair is bushy and usually dark in color. Mountain Trolls live in canyons, shafts, and natural caverns high up in the mountains. They will attack anyone or anything that crosses their path. They do not live in permanent homes; moving like nomads from peak to peak in the mountains. Unlike other Trolls (except the War Troll), this hearty breed is unaffected by sunlight and is often known to spend their days moving around in the highest reaches of the tallest mountains.\n\nMountain Trolls are the most sophisticated of all the Trolls (unless the War Trolls are counted as \u201csophisticated\u201d). They fashion complex weapons of beaten metals, stone, and wood. Such weapons might include maces, simple swords, and war mattocks. However, they are not hesitant to just bash with their huge fists. When time and space permit, Mountain Trolls will happily heft rocks upon their opponents (up to 100' away).\n\nMountain Trolls are immune to naturally occurring heat and cold. In addition, they take half damage from all heat and cold attacks. Also mountain trolls are so naturally tough any damage that goes through their rocky hide is reduced by 3 points, to minimum of 0.They are also immune to stun effects from special effects and serious wounds."}, {"name": "Sea Troll", "race": "Troll, Mountain", "rank": 3, "owner": "skarza", "tags": [], "id": 6128, "notes": "Note: INT is INS, if you want a INT equivalent roll 1d6+2\nTrolls can add their size to their strength for carry purposes (this allows them to carry two 200kg ponies)\n\nSea Trolls have large clawed hands that are webbed and their wild, unruly tresses are green and look ever so much like patches of seaweed. Their rough, rocky skin is black or dark green. They range in height from 8' to 10' tall.\n\nBoth salt water and fresh water breeds of sea Trolls exist (the fresh water variety are usually known as Lake Trolls). They dwell in dark, murky waters terrorizing fish schools and Merman settlements. Like Mermen, they have the ability to come out of the water, but only for about an hour at a time, and they abhor the sun (though they operate normally in its light). They use this amphibious ability to raid an occasional fishing village or ship.\n\nAt times, they work with the Sharkmen, combining their brawn with the Shuikmar\u2019s brains (which all Trolls are short on). Sea Trolls rely almost entirely upon their natural weaponry (claws and teeth). However, they are sometimes armed by other forces (such as their frequent ally, the Sharkmen). Also sea trolls are so naturally tough any damage that goes through their rocky hide is reduced by 2 points, to minimum of 0."}, {"name": "Snow Troll", "race": "Troll, Mountain", "rank": 3, "owner": "skarza", "tags": [], "id": 6129, "notes": "Note: INT is INS, if you want a INT equivalent roll 1d6+2\nTrolls can add their size to their strength for carry purposes (this allows them to carry two 200kg ponies)\n\nSnow Trolls are the palest of all Trollkind. Their hair is either off-white or mottled grey and white. They have over-sized hands and feet. Their skin fits loosely over their large frames. Like other Trolls, their eyes are black. Snow Trolls have a slightly shorter life expectancy than normal Trolls (only 200 years), but they live in a much fiercer environment. They usually build small communities (2-20 Trolls in each community) in naturally occurring snow/ice caves. They sleep most of the day (they turn to solid ice if exposed to direct sunlight; they revert to icy flesh again upon nightfall), rising just before sunset to begin preparing for the night hunting. They hunt wild animals of the snowy lands (including seals and fish)\u2014but, like most Trolls, long for the taste of Human, Elf, or Dwarf flesh.\n\nSnow Trolls usually attack with their natural weaponry (claws and fists); sometimes luring a potential victim by pretending to be wounded and alone in the snow. When defending their lair, they will often hurl large ice chunks at their foes (up to a range of 100'). They are immune to naturally occurring heat and cold, and only take half damage from fire and cold attacks. Also snow trolls are so naturally tough any damage that goes through their rocky hide is reduced by 3 points, to minimum of 0."}, {"name": "Goblin chief (Shardakh)", "race": "Goblin", "rank": 3, "owner": "skarza", "tags": [], "id": 6139, "notes": "Shardakh, a hobgoblin, is chief of the goblin tribe. He is large and heavily muscled, the most physically imposing member of the tribe. Shardakh maintains his rule by relentless use of physical force \u2014 rarely to the point of death or serious physical injury, but enough to keep the warriors cowed. In addition, Shardakh will never appear amongst the tribe without one of his personal bodyguards at his side. Though not especially bright, Shardakh's rough style of leadership works well on the goblinoid mentality. The village has prospered under his leadership.\n\nEnhancing Shardakh's physical dominance is an iron gauntlet he wears on his right hand at all times. The gauntlet has magical properties that make it a valuable find for the adventurer. Though no heavier to the user than if it were made of leather, it adds 50 pounds of smashing force to any blow delivered by the wearer ( + 2 to hits delivered, + critical range to hit). It has a similar effect on blows delivered with a weapon held in the right hand. The gauntlet also acts as full strength plate armor against any blow delivered to the hand (10 AP to hand and forearm).\n\nHe is aggressive at all times. He never parlays, preferring to dictate terms to a defeated foe. He is no fool; he will run if the circumstances call for it. In combat Shardakh relies heavily on his gauntlet of power to deliver the decisive blow. He has no subtlety whatsoever in his approach, knowing that his clumsiness can only be offset by his great natural strength augmented by his magic gauntlet. Should the party capture Shardakh, he might give treasurefinding clues in exchange for his release. He will never, however, lead a party to his own treasure room.\n\nSpecialized with scimitar. 5 luck points.\narmour +1 AP, scimitar +1 damage +10% crit range to hit\n\n**Armour Proficiency**: You are trained in the use of all armours up to and including plate, knowing how to position yourself to receive a blow in such a way as to deflect a portion of the attack. Light armours receive 1 extra armour point, and heavy armours 2. The only stipulation is that you have to know the attack is coming. In addition, when worn, only 1/4 the total ENC of the armour is counted towards Encumbrance instead of half.\n\n**Combat Proficiency**: Being a master of armed and unarmed combat, Fighters gain a further +5% to their Combat Style. added\n\n**Weapon Specialization**: Your Combat Style is improved by 10% when using your weapon of specialisation. added. You gain +1 Action Point for the purposes of Parrying only.\n\n**Weapon Master**:As for specialisation, plus gain a 1-step improvement to damage modifier."}, {"name": "human mage (Thuram)", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 6151, "notes": "Thuram is a priest of the order, a man of Vassa (Arabic) origin (even Thuram isn't sure exactly of his racial mix) who is now second in command of the Temple. Thuram has concentrated his study of Dark magic on barring portals, and is an expert in most spells that control doors and locks.\n\nHe casts the spell that keeps the outer door shut and can perform the same magic on any door within the temple. Close inspection of Thuram's person will reveal that his right hand (hidden by a glove) is artificial, constructed of iron and silver. This hand has been imbued with power in its own right. If removed from Thuram's body the hand will continue to function and will have the same effect as a knock spell. Due to the wakened nature of its removal it only has a 20% chance of working vs normal locks and 45% vs magical ones. The hand can be used to open doors four times a day. If attached to the stump of an arm of someone with 14+ POW it will work at full power.\n\nRing stored Manna +4"}, {"name": "Troll hunter (Riscen Ganimer)", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 6159, "notes": "ASSASINATE: During its first turn, the assassin has +25% on attack rolls against any creature that hasn't taken a turn. In addition, any hit the assassin scores against a surprised creature allows to choose critical effects.\n\nEVASION: In area effect defence cases, a successful roll results in the character take no damage and a failed roll resulting in only half damage. \n\nSNEAK ATTACK: The assasin can backstab in the same ways as a thief; their damage modifier increase three ranks.\n\nArtful Dodger: possess fast reflexes and gain 1 extra Action Point, which may only be used to Parry or Evade. In addition, you may use the Evade skill to dodge a melee attack without falling prone. Against a ranged attack, you only end up prone if you fail the roll.\n\nClimb Walls: may ignore 1 grade of difficulty to your Athletics roll when performing any attempt at climbing. In addition the Armour Penalty to Base Movement when climbing may be ignored.\n\nHide in Shadows: all Perception rolls to spot you are 1 difficulty grade harder.\n\nQuick: The thief can add 2m (5 ft.) to her base movement rate. The metre/foot conversion is not exact, being simplified to better work with existing movement modifiers and battle grids.\n\n\nArmour: padded leather with extra plates sown in on chest, abdomen and head.\n\nRiscen is a short man of mixed descent with reddish-brown hair and light green eyes beneath thick eyebrows. He is a cunning, wicked thief who can affect a very charming manner, or a brave appearance, whenever it suits his purpose.\n\nHe travels about from place to place in the guise of almost any profession \u2014 whichever seems most appropriate for aiding or entertaining the local inhabitants. After gaining the trust of unsuspecting victims, he wil stop at nothing \u2014 not even murder \u2014 to make his gain. Yet he is a coward when directly confronted with danger.\n\nGanimer and his servant, a Northman named Jiord, have presently been masquerading as Troll hunters, traveling from farm to farm along the edge of the East-wood. In exchange for food, shelter, and a little reward money in advance, he disappears for a few hours each day and comes back with fanciful tales of daring attacks on Trolls whose great size and matchless ferocity would make even a host of the King's guardsmen blanch. By concocting bits of gossip about the neighbors and telling amusing stories, he can prolong their stay for several days after the farmers get skeptical about his Troll-hunting exploits. When he finally senses that one more Troll-raid on his host's barn will prove too dangerous to his person or his purse, he heads off quickly for new territory.\n\nGanimer is so practiced a liar that his sincerity will be doubted only by the most astute, if at all (until, of course, time gives him away). He can be counted on to bring up the rear of the expedition and to disappear if the going gets rough. He is a danger to anyone carrying something of value, or to anyone who has discovered the whereabouts of some bit of treasure. He is most likely to strike from behind or in the dark. He has no capacity for loyalty or self-sacrifice; he will easily sacrifice his servant, if necessary, to save himself in a pinch.\n\nGanimer will pretend to be an enthusiastic member of any expedition that he's with, as long as it is convenient. When serious trouble arises he will flee; but, when he's with others he will first direct at least one of them to engage in a frontal assault/defense, claiming that he will make a move to get to their opponent's rear.\n\nWhen Riscen Ganimer is alone with anyone who is likely to be carrying something valuable, or when he wants to gain sole possession of some treasure that they know about, he will attack them from behind at the first opportunity (or even frontally if he has Jiord's help). If he meets with serious resistance he will seek to flee (or summon Jiord). If he can't get away or get help he will fight to protect himself \u2014 usually with dagger lunges at the legs and groin, or something thrown at the eyes. He is not a strong conventional fighter, and so will fight that way only as a last resort.\n"}, {"name": "human mage (Senzal)", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 6152, "notes": "Senzal is another full priest of the order. Responsible for the instruction of the novitiates, he is especially skilled in the Black Arts. Senzal can deliver a deadly mindblast, and has instructed his pupils in the rudiments of the art.\n\nStaff +3 Manna Stored\n\nMindrape\nConcentration, Resist (Willpower)\nThis diabolical spell plunders the victim\u2019s mind of its memories, leaving them catatonic wreaks. The caster can affect targets of up to 3 INT per intensity. If the target fails to resist, the sorcerer plunges into their mind and begins ransacking its knowledge. Each minute the target suffers a point of damageto their INT. At zero the transfer is complete, leaving the victim mindless. Interrupting the process before it has completed causes the spell to fail but any accumulated damage to INT is permanent.\n\nIf the memory was successfully ripped free, the caster may then access these memories until the spell expires. In game terms the caster can recall any fact the victim knew if they spend one round in concentration searching the plundered knowledge. In addition, the caster is able to substitute any ransacked skill that the victim knew at a higher level for their own before making a skill roll. When the spell ends, the memories dissipate into the aether, forever lost. Using stolen memories in this way can be extremely dangerous. A fumbled check of a plundered skill causes the caster to suffer a permanent blurring of their personality with that of their victim. This can often drive the sorcerer to insanity.\n\nTorment\nConcentration, Resist (Willpower)\nThe caster can inflict dreadful amounts of pain on a victim of up to 3 SIZ per intensity. If the target fails to resist the spell, no actual damage is caused but the agony cripples the victim. When the target attempts any Skill Test, the dice roll must also be equal to or less than their Willpower; else they fail due to the torment."}, {"name": "Stone Troll (Gwiliam)", "race": "Troll, Mountain", "rank": 3, "owner": "skarza", "tags": [], "id": 6156, "notes": "Note: INT is INS, if you want a INT equivalent roll 1d6+1 \nTrolls can add their size to their strength for carry purposes (this allows them to carry two 200kg ponies)\n\nStone Trolls vary widely in appearance (though all are between 8' and 10' tall). Very often they are mistaken for either Forest Trolls or Hill Trolls. The only distinguishing mark upon them is that they all have a large, dark patch of skin on their stomachs (similar to a birthmark).\n\nStone Trolls travel in small bands (1-10) marauding the countryside. They make no permanent homes, and have no problem with trespassing on other Troll territory (though they hope to be in and out before anyone notices).\nWhat makes the Stone Trolls unique is the fact that they turn into stone if they are exposed to direct sunlight. Thus, they must always seek shelter in either a heavily-shaded wood or a shallow cave before the sunrises.\n\nStone Trolls most often use their large fists and claws when attacking a foe. However, they are not opposed to using clubs or other simple weapons. In addition, they can hurl rocks up to 100' away. Stone Trolls are immune to naturally occurring heat and cold. In addition, they take half damage from all heat and cold attacks. Also stone trolls are so naturally tough any damage that goes through their rocky hide is reduced by 2 points, to minimum of 0.\n\nGwilam the Troll is not exactly a gourmet, but he worships at the altar of food with a passion unsurpassed. He wields his heavy spear energeticaly to ensure that his god never goes long without a sacrificial victim.\n\nUnder no circumstances will he retreat from a fight with some potential meal, but he is just smart enough to attempt to chase his prey indoors or underground as sunrise nears. When indoors, especially in cramped places, he will lose some of his mobility.\n In his own Troll hole, however, he will fight even more fiercely, for he is also enthusiastic about his possessions, and guards them jealously.\n\nWhen the Trolls are fighting together (2 or 3), their extensive experience at coordinated attacks will add + 5 to their attack and defence skills."}, {"name": "Stone Troll (Floid)", "race": "Troll, Mountain", "rank": 3, "owner": "skarza", "tags": [], "id": 6157, "notes": "Note: INT is INS, if you want a INT equivalent roll 1d6+1 \nTrolls can add their size to their strength for carry purposes (this allows them to carry two 200kg ponies)\n\nStone Trolls vary widely in appearance (though all are between 8' and 10' tall). Very often they are mistaken for either Forest Trolls or Hill Trolls. The only distinguishing mark upon them is that they all have a large, dark patch of skin on their stomachs (similar to a birthmark).\n\nStone Trolls travel in small bands (1-10) marauding the countryside. They make no permanent homes, and have no problem with trespassing on other Troll territory (though they hope to be in and out before anyone notices).\nWhat makes the Stone Trolls unique is the fact that they turn into stone if they are exposed to direct sunlight. Thus, they must always seek shelter in either a heavily-shaded wood or a shallow cave before the sunrises.\n\nStone Trolls most often use their large fists and claws when attacking a foe. However, they are not opposed to using clubs or other simple weapons. In addition, they can hurl rocks up to 100' away. Stone Trolls are immune to naturally occurring heat and cold. In addition, they take half damage from all heat and cold attacks. Also stone trolls are so naturally tough any damage that goes through their rocky hide is reduced by 2 points, to minimum of 0.\n\nFloid lives to kill as much as he kills to live. Inside or out, he will pursue any potential victim with reckless abandon. He is the type to kill, eat, and belch first, then not bother to ask any questions at all. He uses a heavy club for his sport, believing it to be a more intimate weapon of destruction than others, and prefers, whenever possible, to finish of the wounded victims with just his hands and teeth. This enthusiasm, however, leaves him vulnerable to a carefully planned trap, and has more than once brought him close to missing his sunrise curfew.\n\nWhen the Trolls are fighting together (2 or 3), their extensive experience at coordinated attacks will add + 5 to their attack and defence skills. "}, {"name": "Stone Troll, (Lawenc)", "race": "Troll, Mountain", "rank": 3, "owner": "skarza", "tags": [], "id": 6158, "notes": "Note: INT is INS, if you want a INT equivalent roll 1d6+1 \nTrolls can add their size to their strength for carry purposes (this allows them to carry two 200kg ponies)\n\nStone Trolls vary widely in appearance (though all are between 8' and 10' tall). Very often they are mistaken for either Forest Trolls or Hill Trolls. The only distinguishing mark upon them is that they all have a large, dark patch of skin on their stomachs (similar to a birthmark).\n\nStone Trolls travel in small bands (1-10) marauding the countryside. They make no permanent homes, and have no problem with trespassing on other Troll territory (though they hope to be in and out before anyone notices).\nWhat makes the Stone Trolls unique is the fact that they turn into stone if they are exposed to direct sunlight. Thus, they must always seek shelter in either a heavily-shaded wood or a shallow cave before the sunrises.\n\nStone Trolls most often use their large fists and claws when attacking a foe. However, they are not opposed to using clubs or other simple weapons. In addition, they can hurl rocks up to 100' away. Stone Trolls are immune to naturally occurring heat and cold. In addition, they take half damage from all heat and cold attacks. Also stone trolls are so naturally tough any damage that goes through their rocky hide is reduced by 2 points, to minimum of 0.\n\n\nLawenc is the youngest, but most combat ready of the trolls, having spent many hours swinging his huge axe, a + 20 Troll-sized battle-axe (must be 18+ Strength to wield) (NOT ADDED to trolls attack stat). He will defer to the others, but is also wanting to prove himself so could bet reckless in he feels he can win, which he often does.\n\nWhen the Trolls are fighting together (2 or 3), their extensive experience at coordinated attacks will add + 5 to their attack and defence skills."}, {"name": "Human soldier (Borandil 'Trollhopper')", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 6160, "notes": "Borandil is a member of the the lord's warriors who is serving at Elnost. Borandil has been selected to accompany the party to ensure that the terms of the contract are met. He carries the authorization which will allow funds to be dispersed from the treasury at Carandor.\n\nA tall warrior of mixed blood \u2014 in what proportions he has no idea \u2014 Borandil has been chosen to accompany the party because of his nickname: Trollhopper. He acquired this name in an incident in the East-wood in which a patrol he was leading took to the trees to avoid a particularly dangerous Troll. The Troll was unfortunate enough to be standing under Borandil's tree as Borandil lost his perch. He landed right on the Troll's shoulder. Fortunately for Borandil, the point of his sword thrust into the neck of the Troll as he landed, killing the Troll almost instantly. Back at Elnost, Borandil tried to explain the unusual angle of the sword thrust as the result of a prodigious leap which carried him over the Troll as he landed the telling blow. His companions told a different tale, but Borandil was still tagged with the mockheroic nickname of Trollhopper.\n\nAs can be seen from the preceding tale, Borandil lacks the stoic bravery usual to the Northmen. He is quite capable of abandoning the group at truly critical moments. He has seen enough action, however, to stand up to any situation that does not threaten the integrity of the party."}, {"name": "Troll hunter (Jiord)", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 6168, "notes": "chainmail\n\n__Armour Proficiency__: Light armours receive 1 extra armour point, and heavy armours 2. The only stipulation is that you have to know the attack is coming. In addition, when worn, only 1/4 the total ENC of the armour is counted towards Encumbrance instead of half.\n\n__Combat Proficiency__: Being a master of armed and unarmed com- bat, Fighters gain a further +5% to their Combat Style. ADDED.\n\n__Weapon Specialization__: Your Combat Style is improved by 10% when using your weapon of specialisation. You gain +1 Action Point for the purposes of Parrying only. Not added.\n\n__Weapon Master__:As for specialisation, plus gain a 1-step improvement to damage modifier.\n\nJiord is a tall Northman who serves Ganimer. In younger days he served a local lord, in the ranks of his personal guard. But he had a hot temper which repeatedly caused him trouble; finally, an argument with the lord himself caused him to be dismissed. He wandered around for a while as a warrior-for-hire, but never found a permanent home again.\n\nOne day, while in a rather disreputable tavern, he met his future master. Riscen Ganimer had been interested in finding a strong companion who could handle some of his physical labor and help protect him in tough situations. While observing Jiord from a dark corner of the tavern, Ganimer decided that this strapping Northman might be strong enough, mean enough and dumb enough to fit the bill. During the course of the evening Jiord got himself into a fierce tavern brawl with another fellow who, though smaller, was quick and resourceful (and less drunk) . As the smaller fellow was getting the better of things, Ganimer slipped in close and, at the first opportunity, stabbed him in the back of the knee with his dagger. This was enough to throw the advantage to Jiord, who proceeded to finish him off with a heavy bowl and a broken bottle.\n\nJiord never forgot the help he received from Ganimer that night. Partly out of gratitude, and partly because his throat had been heavily damaged in the fight \u2014 to the degree that he has never been able to talk with more than a hoarse, gravelly mumble \u2014 he has given his permanent service to the glib man who has proved he can provide for the both of them.\n\nJiord is generally quiet in the presence of strangers, and has learned from his master some of the value of cunning over brute strength. Hence, he lets his master do the thinking and talking, and he tries to keep his temper in check until they have the greatest need for it."}, {"name": "War Warg", "race": "Wolf", "rank": 3, "owner": "skarza", "tags": [], "id": 6165, "notes": "Wargs are bred from cursed Wolves. Unusually large 6-8 foot (8-11 with tail) and fierce, they are also more intelligent than their canine ancestors. They serve as mounts for dark races and as guards and scouts, usually hunting in packs of 12-30.\n\nWargs appear in two different breeds, common wargs and true wargs.\n\nCommon Wargs are extremely large breed of war-wolves, bred from ordinary wolves. \n\nWar-Wargs are a breed of common Wargs and wild eastern hyenas. \n\nPrefers to select Grip and Choose location. Gripped victim sustains biting damage every round.  Rq6 pg 396\n"}, {"name": "Kraan / lesser Fellbeast", "race": "Basilisk Cockatrice", "rank": 3, "owner": "skarza", "tags": [], "id": 6179, "notes": "Kraan are large reptilian-looking flying spawn, with membranous black wings equipped with sharp talons. They have long necks and large jaws filled with sharp teeth. Their lean bodies are covered with a leathery dark-grey hide and their feet have razor-sharp claws that they employ to fearsome effect when diving down upon their chosen target.\n\nKraan will likely be encountered with a rider seated astride their back. But is not uncommon for them to be used without riders, particularly when they are sent to scout areas of forest, or to seek targets of opportunity and attack them. \n\nThey have very good eyesight and can detect movement on the ground from height of up to 10,000 feet (3.3 kilometres). Kraan will always attack in a dive, unless they are mounted and their rider chooses not to.\n\n***Special Rules***: A riderless Kraan will always attack horses in preference to any other creature type. If a Kraan kills a horse, it will attempt to land and feast upon its carcass. This is when they are at their most vulnerable.\n\n***Typical Armour***: Thick Hide. No Armour Penalty.\nSometimes Head and body scale-plate adds 4 AP; -3 SR) \n\n***Kraanblade***: This is an incredibly sharp metal blade attached to harnesses that straps around a Kraan tail. The weapon can then be used in place of the beast\u2019s normal attack or attacks if desired. When wielded, it gives the beast a tail attack and does 1d10 damage to this attack.\n\n***dive attack***:Combines the effect of charge and leap attack, only the person attacked or those on the same SR can attack a diving creature."}, {"name": "Werebear", "race": "Bear", "rank": 3, "owner": "raleel", "tags": ["Classic fantasy", "Fantasy"], "id": 6187, "notes": "Disease Immunity, Immunity (Normal Weapons), Intimidate, Night Sight, Regeneration, Vulnerable (Magic and Silver)"}, {"name": "Zlanbeast / Greater Fellbeast", "race": "Basilisk Cockatrice", "rank": 3, "owner": "skarza", "tags": [], "id": 6200, "notes": "Zlanbeasts are very large reptilian-looking flying spawn, with membranous black wings equipped with long, sharp talons. They have muscular necks and large jaws filled with razor-sharp teeth. Their bodies are covered with a leathery dark grey hide and their great feet have sharp claws, each one as long as the blade of a broadsword, which they employ to fearsome effect when raking a target.\n\nZlanbeasts have excellent vision, both in utter darkness and in bright daylight. They have strong powers of regeneration and will automatically regain one lost hit point per round of combat. When not engaged in battle, a Zlanbeast can restore itself to its original hits score in one hour.\n\nZlanbeasts rarely engage in combat. But when they do, they are devastating aerial attackers. They will seek to snatch opponents in their claws, soar upwards and then release them to fall to a crushing death on the ground far below. They will give vent to a piercing shriek that will cause fear in the hearts of the most courageous of human warriors.\n\n***stun screech***: Zlanbeasts employ an ear splitting screech in combat. When done, every creature in a radius equal to the beast\u2019s POW in metres becomes stunned unless he can overcome the beasts influence with his Willpower in an opposed test. \n\nThe stun effect lasts for a combat turn and the effected player can take no offensive actions. The screech can be done every 10 \u2013 CON/5 turns.\n\n***Zlanblade***: This is an incredibly sharp metal blade attached to harnesses that straps around a Zlanbeast's tail. The weapon can then be used in place of the beast\u2019s normal attack or attacks if desired. When wielded, it gives the beast a tail attack and does 2d8 damage to this attack."}, {"name": "Giant Eagle (minor)", "race": "Eagle, Giant", "rank": 3, "owner": "skarza", "tags": [], "id": 6210, "notes": "Massive creatures of the air, the Great Eagles are magnificently large. The wingspans of these creatures range from 20'- 40' for the minor variety, 40'-60' for the lesser, up to a breathtaking 120'-180' for the greater Great Eagles. In shape and coloring, they are akin to their smaller cousins, the standard eagles of the wild.\n\nAbsolute rulers of the sky, the Great Eagles build their eyries in the peaks and crags of the loftiest mountains. Great Eagles, in whatever abode they take up, are often fierce, noble enemies of evil. They will often patrol the lands wherein they reside, observing all that passes, and perhaps providing aid to those in need when it suits the propriety of these creatures.\n\n\nFrom time to time, Great Eagles have been known to provide transport for those in desperate need, but this is not something to be counted upon by those who might seek Great Eagles for just his purpose. Great Eagles decide who they will indulge on a case-by-case basis. As a mount, Great Eagles can carry from 200 pounds/90 kg/55 ENC. (Minor); 600 pounds/275 kg/165 ENC. (Lesser), to 1,500 pounds/680 kg/410 ENC. (Greater), and gives the rider a special bonus of +10 to all Riding manuevers.\n\nGreat Eagles use their sharp sight, hooked beak, vice-like talons, and great battering wings to vanquish lesser foes, while the eagle\u2019s wisdom and knowledge allied with strategic expertise is often enough to defeat greater adversaries."}, {"name": "Griffin", "race": "Griffin", "rank": 3, "owner": "skarza", "tags": [], "id": 6202, "notes": "Metallic plumage clothes the Griffin\u2019s head and wings (30' wingspan) and feathers conceal the razor-sharp talons of its forequarters. Tawny fur covers its lion\u2019s hindquarters. The noble but fierce bearing of this beast is such that down the ages many have chosen it as a heraldic symbol for their lineage or kingdom.\n\nMuch like some large birds of prey, Griffins prefer to nest on high peaks or cliff-faces, where they inhabit stony caves of sufficient size to house a pride of Griffins; one dominant male with some few youthful males and many females. The females give birth to 1 cub a year (on average). However, there are many Griffins that are bred in captivity because if intensely trained in their youth, a Griffin will become a fierce, loyal steed, obedient to none save its rider. As a mount, it can carry up to 500 pounds (225 kg or 135 ENC,) giving its rider a special bonus of +10 to all Riding\nmaneuvers.\n\nThese creatures are adept at plunging attacks from the sky, bringing their raking claws and tearing beaks to bear upon grounded foes. However, the Griffin is also particularly good in aerial combat, seemingly able to almost hover in one place briefly, and to turn its large body on a dime. They are most effective when they bear a rider of some sort, who is armed with a pole-arm or lance.\n\nEvades without going prone.\n\nThey generally attack from above using their Aerobatics and Grab Victim abilities, often hoisting a victim aloft with their foreclaws and then raking and tearing at them with their hind legs and sharp beak. If a victim resists in the air, the griffin will drop it. Once the prey is dead, the griffin will carry it back to its aerie.\n\nWhen fighting smaller opponents, griffins use the same technique, and may drop victims from great heights. If a creature is too heavy or bulky to lift, the griffin will attack with its beak and foreclaws, from above if possible. Several griffins may mob a single attacker. Against aerial opponents, the griffin makes repeated runs past the target, and attacks with its beak and foreclaws."}, {"name": "human mage (Eldamir)", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 6211, "notes": "Five years Caldamir's junior, Eldamir was a mere youth when his brother convinced him of the wisdom of following the Dark Lords. A Mage by profession, Eldamir grew quickly in skill and soon matched his brother in power. The two left their home, their sole purpose having become the service of the Dark Lords. Eldamir resembles his brother, though his eyes are blue, and he is an inch or two shorter. He tends to wear robes, and lurks about the gorge, looking for more slaves. It has been many years since the brothers' fall to darkness, and both are completely consumed by their dedication to evil. Conversion is virtually unthinkable, and mercy from either is highly unlikely. While they do maintain some free will, both are absolutely dedicated to their masters.\n\nWhile Caldamir is forced to stay close to the caves to supervise and control the slave and Trolls, Eldamir spends many of the daylight hours roaming around the area in search of victims. If he has time to prepare an illusion spell before he is noticed, several things could happen to unsuspecting adventurers: they could be lured over the edge of the gorge, thinking it to be solid ground; they could be lured into one of the traps, mistaking it for something else or being too distracted to be on the lookout for such things; they could be lured into one of the caves, thinking that they could see treasure. If acting against just one adventurer, his range of illusion spells is greater: he can make someone think that his armour and his weapons are burning hot, causing him to discard them; he can make someone suspect his companions of treachery; he can cause someone to ignore signs of danger, etc.\n\nIf he is caught off-guard himself, he will pretend to be a crazed old man who was separated from his party - a group headed toward Carandor. If he actually has to fight, he will use his throwing dagger, with which he is very skillful, and then will grab the nearest club or weapon.\n\nhas staff that adds 4 to MP.\n\nrobes give permanent protection as the folk magic spell,reduce the damage taken by 1d3 points."}, {"name": "Doppelganger", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Classic fantasy"], "id": 6238, "notes": "\"These creatures are able to assume the shape of humans, non-hu- mans, and humanoids alike through a form of shape changing mim- icry, transforming their bodies even into the weapons, armour, or clothing possessed by their victims. For this reason, they are unable to drop or otherwise discard \u2018carried\u2019 items, but if out of sight may absorb them back into their bodies to convey the appearance of having discarded them.The natural form of the doppelganger is generally humanoid, with frail bodies, thick grey hairless skin, and large bulging cat-like yellow eyes. able to read minds as per the Read Thoughts spell at will, and uses this ability to gather information about its vic- tim before assuming its form. It does not gain any skills possessed by the subject, instead attempting to fool others using the Acting skill to mimic the mannerisms of the individual in question. A successful Insight roll used on the target during the use of telepathy makes all Acting skill rolls 1 grade easier.\nThe doppelganger is able to take the form of any humanoid target between half and twice its SIZ, duplicating both its form and any equipment carried or worn, after which it will attempt to kill the original and assume its place. If this proves unsuccessful, it will cre- ate as much confusion as possible, causing doubt as to which is the original.\" Classic Fantasy"}, {"name": "Killer Frog, Giant", "race": "Toad, Cliff", "rank": 3, "owner": "hkokko", "tags": ["Animal", "Classic fantasy", "Jungle"], "id": 6239, "notes": ""}, {"name": "Poisonous Frog, Giant", "race": "Toad, Cliff", "rank": 3, "owner": "hkokko", "tags": ["Animal", "Classic fantasy", "Jungle"], "id": 6240, "notes": "Poison POT is only 55"}, {"name": "Hell Hound", "race": "Dog", "rank": 3, "owner": "hkokko", "tags": ["Classic fantasy"], "id": 6243, "notes": "\"These large fire-breathing canines originate from the Nine Hells. Hell hounds are large canines with glowing red eyes, a reddish-brown to rusty red coat, and teeth and tongue as black as coal. They are very percep- tive and silently hunt their prey until letting loose with a blast of burning hot breath when within range.Hell hounds are sapient and possess a rudimentary language consist- ing of barks, whines, and yelps; this along with body language makes them very capable of communicating even complex information to the rest of the pack. \" Classic Fantasy. Can see the invisible if they succeed with willpower contest"}, {"name": "Nightmare (Horse Demon)", "race": "Horse", "rank": 3, "owner": "hkokko", "tags": ["Classic fantasy"], "id": 6244, "notes": "\"These large black horses are gaunt and skeletal, with glowing red eyes, and hooves of fire and smoke. They originate from the lower planes, where they are used as the mounts of powerful devils and demons. However, nightmares can also serve as mounts for more terrestrial monsters such as night hags, vampires, spectres, and liches. possess an empathic form of communication that allows them to communicate amongst themselves\" Classic Fantasy"}, {"name": "Human Fighter (Arfanhil)", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 6253, "notes": "A brash youth whose spirit has yet to be broken despite his imprisonment of nearly a year, Arfanhil has the will of his princely Summerlendian ancestors, if not the official recognition. His natural parents killed, he was raised by a family of mixed-blood settlers.\n\nOne night a young woman appeared at the door, claiming to be his sister, and telling him that he was the last heir to the Lordship of the region. Then she gave him the amulet and left. Confused and upset, the boy tried to forget about the strange visit, but was plagued by dreams. At last he could ignore his heritage no longer. He set out from his home alone to find the tomb of his ancestor. Although a quick and agile fighter, the naive youth was easily entrapped by the evil brothers. Try as they might, however, they could get nothing from him about the nature of the amulet. He was imprisoned in the hope that he might eventually break down.\n\nArfanhil is now seventeen, stands 6'2\" tall and weighs about 160 pounds (he is underweight because of his poor diet). He has light hair and grey eyes.\n\nAt all time he is kept locked inside the slave room, chained to the wall. He will be a willing partner to anyone who can help him escape, and if the group seems reputable, he might entrust them to aid him in finding the treasure. He only wants the amulet, and will offer the rest of the hoard to the adventurers as reward."}, {"name": "'fighter' Hill Troll", "race": "Troll, Mountain", "rank": 3, "owner": "skarza", "tags": [], "id": 6260, "notes": "Note: INT is INS, if you want a INT equivalent roll 1d6+2 \nTrolls can add their size to their strength for carry purposes (this allows them to carry two 200kg ponies)\n\nHill Trolls are quite tall (at 9' to 12' tall). Their arms are longer than other Trolls (sometimes even dragging the ground). They have long, stringy hair that grows far down their back and under their arms. The only clothing they wear consists of simple cloaks made from animal hides. Their skin is covered with abrasions and scratches that never seem to heal. Hill Trolls seem to be a cross-breed between Cave Trolls and Forest Trolls.\n\nHill Trolls live an average 300 years long. During their long life, they will live in small communities (3-30) in shallow caves found in rolling hills. Over a period of 10 years, 15-20 Trolls will be born to a tribe. Hill Trolls are hunters. They thrive on the rich wild life found in the rolling hills. Unfortunately, this often includes various other races, such as Gnomes, Dwarves, and Humans. However, they are limited to hunting during the twilight hours just before dark, just after dawn, or during the night time hours. During daytime, they are at Hard to all actions. In addition, they are temporarily blinded if ever exposed to direct sunlight (Herculean to all actions for as long as in the direct sunlight).\n\nThese Trolls do not often use crafted weapons (relying instead on their natural weaponry\u2014claws and fists). This is usually because Hill Trolls lack the ability to make such weapons. When they do use a weapon, it is one they have taken from a previous victim. For ranged combat, these Trolls can hurl rocks up to 100' away. Hill Trolls are immune to naturally occurring heat and cold. In addition, they take half damage from all heat and cold attacks. Also hill trolls are so naturally tough any damage that goes through their rocky hide is reduced by 3 points, to minimum of 0.\n\nTroll #1 is a vicious fighter who will use his spear with great effectiveness in any major confrontation. If he finds his prey alone, or if he has the help of another Troll, he will attempt to subdue him by using the handle of his spear as a club, in order to take the prey alive.\n\nTroll #1's special characteristic among the three is that he will attempt to desert the service of the two brothers at the first opportunity if their control over him is weakened, although he will not do so in the middle of a fight unless he is losing and can SEE that his captors are unable to control him any longer.\n\nAll three Trolls will be roaming about at night in search of food, and will attempt to capture alive anyone who might be of use to Caldamir and Eldamir. All three Trolls will rush to the aid of a fellow Troll who is in need of help with his prey. As sunrise nears, barring unusual circumstances, all of them will be heading back to their lairs; adventurers can follow them then to discover the whereabouts of the base of operations for the servants of Evil"}, {"name": "'berserker' Hill Troll", "race": "Troll, Mountain", "rank": 3, "owner": "skarza", "tags": [], "id": 6261, "notes": "Note: INT is INS, if you want a INT equivalent roll 1d6+2 \nTrolls can add their size to their strength for carry purposes (this allows them to carry two 200kg ponies)\n\nHill Trolls are quite tall (at 9' to 12' tall). Their arms are longer than other Trolls (sometimes even dragging the ground). They have long, stringy hair that grows far down their back and under their arms. The only clothing they wear consists of simple cloaks made from animal hides. Their skin is covered with abrasions and scratches that never seem to heal. Hill Trolls seem to be a cross-breed between Cave Trolls and Forest Trolls.\n\nHill Trolls live an average 300 years long. During their long life, they will live in small communities (3-30) in shallow caves found in rolling hills. Over a period of 10 years, 15-20 Trolls will be born to a tribe. Hill Trolls are hunters. They thrive on the rich wild life found in the rolling hills. Unfortunately, this often includes various other races, such as Gnomes, Dwarves, and Humans. However, they are limited to hunting during the twilight hours just before dark, just after dawn, or during the night time hours. During daytime, they are at Hard to all actions. In addition, they are temporarily blinded if ever exposed to direct sunlight (Herculean to all actions for as long as in the direct sunlight).\n\nThese Trolls do not often use crafted weapons (relying instead on their natural weaponry\u2014claws and fists). This is usually because Hill Trolls lack the ability to make such weapons. When they do use a weapon, it is one they have taken from a previous victim. For ranged combat, these Trolls can hurl rocks up to 100' away. Hill Trolls are immune to naturally occurring heat and cold. In addition, they take half damage from all heat and cold attacks. Also hill trolls are so naturally tough any damage that goes through their rocky hide is reduced by 3 points, to minimum of 0.\n\nOnce started in a fight he will not stop until either he or his victim is dead. He has been scolded many times by his masters for bringing in dead victims, but his intellect is too dim to fully understand their instructions, and when he is earnestly engaged in a battle his feeble mind is so completely occupied that Caldamir and Eldamir can't reach him with their spells. This trait has forced him more than once to find temporary shelter away from his lair because he was just ending a battle as sunrise neared.\n\nTroll #2 likes to use a large, spiked club when he is hunting. As he attacks, he swings it mostly up and down, attempting to smash his opponent or prey. One can best approach him by constantly moving side to side.\n\nAll three Trolls will be roaming about at night in search of food, and will attempt to capture alive anyone who might be of use to Caldamir and Eldamir. All three Trolls will rush to the aid of a fellow Troll who is in need of help with his prey. As sunrise nears, barring unusual circumstances, all of them will be heading back to their lairs; adventurers can follow them then to discover the whereabouts of the base of operations for the servants of Evil."}, {"name": "'smart' Hill Troll", "race": "Troll, Mountain", "rank": 3, "owner": "skarza", "tags": [], "id": 6263, "notes": "Note: INT is INS, this troll has an INT of 8\n\nTrolls can add their size to their strength for carry purposes (this allows them to carry two 200kg ponies)\n\nHill Trolls are quite tall (at 9' to 12' tall). Their arms are longer than other Trolls (sometimes even dragging the ground). They have long, stringy hair that grows far down their back and under their arms. The only clothing they wear consists of simple cloaks made from animal hides. Their skin is covered with abrasions and scratches that never seem to heal. Hill Trolls seem to be a cross-breed between Cave Trolls and Forest Trolls.\n\nHill Trolls live an average 300 years long. During their long life, they will live in small communities (3-30) in shallow caves found in rolling hills. Over a period of 10 years, 15-20 Trolls will be born to a tribe. Hill Trolls are hunters. They thrive on the rich wild life found in the rolling hills. Unfortunately, this often includes various other races, such as Gnomes, Dwarves, and Humans. However, they are limited to hunting during the twilight hours just before dark, just after dawn, or during the night time hours. During daytime, they are at Hard to all actions. In addition, they are temporarily blinded if ever exposed to direct sunlight (Herculean to all actions for as long as in the direct sunlight).\n\nThese Trolls do not often use crafted weapons (relying instead on their natural weaponry\u2014claws and fists). This is usually because Hill Trolls lack the ability to make such weapons. When they do use a weapon, it is one they have taken from a previous victim. For ranged combat, these Trolls can hurl rocks up to 100' away. Hill Trolls are immune to naturally occurring heat and cold. In addition, they take half damage from all heat and cold attacks. Also hill trolls are so naturally tough any damage that goes through their rocky hide is reduced by 3 points, to minimum of 0.\n\nBecause of his affinity to the ways of evil, it is possible to talk him out of doing harm by claiming to be one of the darklords servants. Yet when he is in the presence of his masters such a delusion is not possible.\n\nMost of the time (80%), when he encounters strangers (while not in the company of Caldamir or Eldamir) who do not by some obvious trait appear opposed to the ways of evil, he will ask the Question, \"Do you follow the Dark Lords?\" Any hesitation in affirming allegience to them will cause him to treat that person or group as an enemy. He will immediately attack, unless he faces a large group. In that case he will return swiftly to his masters.\n\nAll three Trolls will be roaming about at night in search of food, and will attempt to capture alive anyone who might be of use to Caldamir and Eldamir. All three Trolls will rush to the aid of a fellow Troll who is in need of help with his prey. As sunrise nears, barring unusual circumstances, all of them will be heading back to their lairs; adventurers can follow them then to discover the whereabouts of the base of operations for the servants of Evil"}, {"name": "Ghost (King Beregor)", "race": "Bone Wraith", "rank": 3, "owner": "skarza", "tags": [], "id": 6265, "notes": "He will appear suddenly and silently whenever anyone digs into the burial ground of his subjects or enters his crypt. His aim is to scare off intruders; to do so he will display his fiercest visage and rear back his sword menacingly as he charges forward. \n\nThe combination of seeing his fiery looks and feeling the cold, clammy effect of his sword passing through the body should cause an inexperienced adventurer to either free in his tracks for one or two rounds or flee immediately with great speed. Contact with the ghostly sword will cause the victim to lose 1 Constitution point, or 2 points if the results would normally indicate a Critical hit, and also causes a level of fatigue on any who fail an opposed endurance roll vs the hit. Even a hardy adventurer will feel uneasy under such circumstances and will have to force himself to keep his ground.\n\nIf intruders are in the crypt, and the King's efforts to scare them off has failed, he will drift off to the trapped doors leading to his burial room (19) and disappear through them, in the hope of enticing the intruder(s) to go there instead of to his son's burial room.\n\nNOTE: If Arfandhil, wearing the amulet (which will have to be secured from Caldamir, of course), enters the tomb, King Beregor will let him and his companions pass.\n\nAttacks bypass all except magical defence. Ignore STR, CON and DEX stats."}, {"name": "Mountain Warg", "race": "Wolf", "rank": 3, "owner": "skarza", "tags": [], "id": 6273, "notes": "Wargs are bred from cursed Wolves. Unusually large 6-8 foot (8-11 with tail) and fierce, they are also more intelligent than their canine ancestors. They serve as mounts for dark races and as guards and scouts, usually hunting in packs of 12-30.\n\nWargs appear in two different breeds, common wargs and true wargs.\n\nCommon Wargs are extremely large breed of war-wolves, bred from ordinary wolves. \n\nMountain Wargs or Grey Wargs were the most common breed of Wargs in the lands.They were huge wolves of dark grey, dark brown or blackish coat and usually lived in packs, separated from their lesser kind, the War-wolves bred by evil tribes but sometimes allied with them as equal partners.\n\nCommon Wargs were sometimes ruled by a single True Warg or lesser Werewolf. \n\n\nPrefers to select Grip and Choose location. Gripped victim sustains biting damage every round.  Rq6 pg 396\n"}, {"name": "Goblin shaman", "race": "Goblin", "rank": 3, "owner": "skarza", "tags": [], "id": 6275, "notes": "Round-headed imps with snub noses and wide, grinning mouths, Goblins possess greenish, yellow skin and large grey eyes They average 4'4\" to 4'7\" in height. Mechanical devices appeal to the clever cruelty intrinsic to Goblins; they have invented many machines of torture as well as those useful in warfare and siege. Utility and strength mark most of their creations, but beauty eludes them.\n\nSkilled miners, Goblins enlarge their underground kingdoms by connecting nearby caverns with tunnels. Often an entire mountain range may be webbed by these passages, effectively detouring travelers to longer routes. Their average life span is 80 years. Goblins stay below ground by day, but night sees them swarming the lands in search of amusement. These wily creatures are deceptively strong.\n\nWhen creating a goblin, always calculate weight based on the Lithe or Medium frame. Treat the Height as being two SIZ points lower. For instance, an average SIZ 8 goblin would be 36 to 40 kg (71 to 90 lb.) if lithe frame, or 50 to 56 kg (106 to 120 lb) if medium. Their height would be between 131 to 140 cm (4\u20194\u2019 to 4\u20197\u2019)."}, {"name": "Drakkar Cavalry Zukanozod", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 6297, "notes": "Rank & File CAVALRY\nZukanozod \u2013 medium (chain) cavalrymen equipped with various weapons such as spears, spiked maces and swords. They are often used as a detached brigade that is separate from a main army group. Their most fearsome troopers are given the title: \u201cDrakkarim Horselords\u201d\n\nNalzheng: A specialised form of hammer, these weapons take their name from the Darkling words nahl darzheng, which mean \u2018darkness fist\u2019. Used exclusively within the Drakkarim military by their cavalry, the nalzheng has a concave striking head and is used to collapse armour and shields. Upon a successful strike, the armour of the opponent is damages as with the Sunder combat Manoeuvre. (This is a free action) If the attack was parried with a shield the shield takes the damage."}, {"name": "Drakkar Cavalry Okganozod (Nalzheng skirmishers)", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 6298, "notes": "Rank & File CAVALRY\nOkganozod \u2013 unarmoured and lightly armed skirmish cavalry. usually carry 4 Barbed javelins. \n\nAny arrows or bolts are equally barbed.\n\nBlack Iron Bow: The black iron bow is the standard elite weapon for Drakkarim archers and other skilled ranged attackers in the Darklands armies. With its shaft of bent and tempered black iron and its braided steel cable for a string, this bow fires its specially crafted metal arrows with remarkable force and accuracy. Though its heavy arrows do not fly as far as a normal longbow, they hurt a great deal more when they hit. A legion of Drakkarim archers with black iron bows is one of the most feared military formations of all.+1 AP effect.\n\nNalzheng: A specialised form of hammer, these weapons take their name from the Darkling words nahl darzheng, which mean \u2018darkness fist\u2019. Used exclusively within the Drakkarim military by their cavalry, the nalzheng has a concave striking head and is used to collapse armour and shields. Upon a successful strike, the armour of the opponent is damages as with the Sunder combat Manoeuvre. (This is a free action) If the attack was parried with a shield the shield takes the damage."}, {"name": "Drakkar Cavalry Rekenarim", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 6299, "notes": "Rank & File CAVALRY\nRekenarim \u2013 Scouts, convoy escorts, and messengers. Mostly these troops work either individually or in small groups. The Rekenarim are formed into orgars only when they are employed on the battlefield. Clad in studded leather.\n\nBlack Iron Bow: The black iron bow is the standard elite weapon for Drakkarim archers and other skilled ranged attackers in the Darklands armies. With its shaft of bent and tempered black iron and its braided steel cable for a string, this bow fires its specially crafted metal arrows with remarkable force and accuracy. Though its heavy arrows do not fly as far as a normal longbow, they hurt a great deal more when they hit. A legion of Drakkarim archers with black iron bows is one of the most feared military formations of all.+1 AP effect.\n\nNalzheng: A specialised form of hammer, these weapons take their name from the Darkling words nahl darzheng, which mean \u2018darkness fist\u2019. Used exclusively within the Drakkarim military by their cavalry, the nalzheng has a concave striking head and is used to collapse armour and shields. Upon a successful strike, the armour of the opponent is damages as with the Sunder combat Manoeuvre. (This is a free action) If the attack was parried with a shield the shield takes the damage."}, {"name": "Drakkar Cavalry Okganozod", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 6321, "notes": "Rank & File CAVALRY\nOkganozod \u2013 unarmoured and lightly armed skirmish cavalry. usually carry 4 Barbed javelins. \n\nAny arrows or bolts are equally barbed.\n\nBlack Iron Bow: The black iron bow is the standard elite weapon for Drakkarim archers and other skilled ranged attackers in the Darklands armies. With its shaft of bent and tempered black iron and its braided steel cable for a string, this bow fires its specially crafted metal arrows with remarkable force and accuracy. Though its heavy arrows do not fly as far as a normal longbow, they hurt a great deal more when they hit. A legion of Drakkarim archers with black iron bows is one of the most feared military formations of all. +1 AP effect.\n\nNalzheng: A specialised form of hammer, these weapons take their name from the Darkling words nahl darzheng, which mean \u2018darkness fist\u2019. Used exclusively within the Drakkarim military by their cavalry, the nalzheng has a concave striking head and is used to collapse armour and shields. Upon a successful strike, the armour of the opponent is damages as with the Sunder combat Manoeuvre. (This is a free action) If the attack was parried with a shield the shield takes the damage."}, {"name": "Drakkar Infantry Kondulaga", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 6301, "notes": "Rank & File INFANTRY\nKondulaga \u2013 lightly armoured (studded leather) line infantry archers.\n\nBlack Iron Bow: The black iron bow is the standard elite weapon for Drakkarim archers and other skilled ranged attackers in the Darklands armies. With its shaft of bent and tempered black iron and its braided steel cable for a string, this bow fires its specially crafted metal arrows with remarkable force and accuracy. Though its heavy arrows do not fly as far as a normal longbow, they hurt a great deal more when they hit.+1 AP effect."}, {"name": "Drakkar Infantry Konkordulaga", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 6302, "notes": "Rank & File INFANTRY\nKonkordulaga \u2013 Archers who are specialised in warfare in forests and in difficult ground. They are composed of the best marksmen drawn from the Kondulaga orgars.\n\nBlack Iron Bow: The black iron bow is the standard elite weapon for Drakkarim archers and other skilled ranged attackers in the Darklands armies. With its shaft of bent and tempered black iron and its braided steel cable for a string, this bow fires its specially crafted metal arrows with remarkable force and accuracy. Though its heavy arrows do not fly as far as a normal longbow, they hurt a great deal more when they hit."}, {"name": "Drakkar specialist troop Shadlizog", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 6310, "notes": "Rank & File SPECIALIST TROOPS\nShadlizog - Military police.\n\nBlack Star: An oversized mace with a long handle and several rigid spikes emerging from its flanged head, the Black Star is a speciality weapon used by Drakkarim Infantry troops called Shieldbreakers. Using the same principle as the stiletto, these weapons allow a wielder to ignore cloth and leather based Armour points. Used in conjunction with nalzheng-wielding skirmishers, Shieldbreakers equipped with Black Stars can decimate a defensive line of lightly-armoured warriors with brutal ease.\n\nDark Axe: A wicked barbed axe favoured by many Drakkarim soldiers for its ability to catch an opponent\u2019s weapons and tear them out of their grasp, this axe has several metal protrusions around the head and along its metal-jacketed haft. Any time an opponent is struck by a Dark Axe in melee combat while wielding a one-handed melee weapon the attacker can perform a free disarm combat Manoeuvre in addition to any one chosen."}, {"name": "Drakkar specialist troop Lenagnarim", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 6311, "notes": "Rank & File SPECIALIST TROOPS\nLenagnarim \u2013 Pioneer and engineer troops.\n\nDark Axe: A wicked barbed axe favoured by many Drakkarim soldiers for its ability to catch an opponent\u2019s weapons and tear them out of their grasp, this axe has several metal protrusions around the head and along its metal-jacketed haft. Any time an opponent is struck by a Dark Axe in melee combat while wielding a one-handed melee weapon the attacker can perform a free disarm combat Manoeuvre in addition to any one chosen."}, {"name": "Drakkar specialist troop Ruzzarim", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 6313, "notes": "Rank & File SPECIALIST TROOPS\nRuzzarim \u2013 Shadza trained to operate siege engines. \n\nDark Axe: A wicked barbed axe favoured by many Drakkarim soldiers for its ability to catch an opponent\u2019s weapons and tear them out of their grasp, this axe has several metal protrusions around the head and along its metal-jacketed haft. Any time an opponent is struck by a Dark Axe in melee combat while wielding a one-handed melee weapon the attacker can perform a free disarm combat Manoeuvre in addition to any one chosen."}, {"name": "Drakkar specialist troop Eginashadim", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 6318, "notes": "Rank & File SPECIALIST TROOPS\nEginashadim \u2013 Sailors who crew the Drakkarim naval fleets.\n\nDark Axe: A wicked barbed axe favoured by many Drakkarim soldiers for its ability to catch an opponent\u2019s weapons and tear them out of their grasp, this axe has several metal protrusions around the head and along its metal-jacketed haft. Any time an opponent is struck by a Dark Axe in melee combat while wielding a one-handed melee weapon the attacker can perform a free disarm combat Manoeuvre in addition to any one chosen."}, {"name": "Drakkar Infantry Shadza (shieldsplitters)", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 6320, "notes": "Rank & File INFANTRY\nShadza \u2013 the regular line infantry \u2018grunts\u2019 of Drakkarim orgars, usually equipped with hand weapons, shields and medium weight armour (scale).\n\nBlack Star: An oversized mace with a long handle and several rigid spikes emerging from its flanged head, the Black Star is a speciality weapon used by Drakkarim Infantry troops called Shieldbreakers. Using the same principle as the stiletto, these weapons allow a wielder to ignore cloth and leather based Armour points. Used in conjunction with nalzheng-wielding skirmishers, Shieldbreakers equipped with Black Stars can decimate a defensive line of lightly-armoured warriors with brutal ease.\n\nDark Axe: A wicked barbed axe favoured by many Drakkarim soldiers for its ability to catch an opponent\u2019s weapons and tear them out of their grasp, this axe has several metal protrusions around the head and along its metal-jacketed haft. Any time an opponent is struck by a Dark Axe in melee combat while wielding a one-handed melee weapon the attacker can perform a free disarm combat Manoeuvre in addition to any one chosen.\n\nDoubled Crossbow: Essentially two crossbows joined with the same stock and handle.  Two separate triggers, side by side, are included along with two separate bolt shafts and strings, one over the other.\nThe design decreases the crossbows range in comparison to that of the standard crossbow, although normal crossbows and the doubled crossbow fire the same type of bolt. Both strings of this odd but useful weapon can be cranked back with a single hook, making this a rapid-firing weapon that can fire two bolts per melee round in the hands of someone who has proficiency with this weapon"}, {"name": "Viking Karl", "race": "Human", "rank": 3, "owner": "Gryphaea", "tags": [], "id": 6331, "notes": ""}, {"name": "Brown Elf Ranger", "race": "Elf", "rank": 3, "owner": "hkokko", "tags": ["Elf forest", "Genertela", "Glorantha"], "id": 6534, "notes": "Leave cloak adds makes stealth rolls one grade easier in a forest"}, {"name": "Kynoprosopoi - Mythic Rome", "race": "Human", "rank": 3, "owner": "Gryphaea", "tags": [], "id": 6334, "notes": ""}, {"name": "Bandit, Veteran", "race": "Human", "rank": 3, "owner": "SFLucid", "tags": [], "id": 6342, "notes": "Veteran Bandits who have battered aside their competitors \n"}, {"name": "Human Guard, Skilled Swordsman", "race": "Human", "rank": 3, "owner": "SFLucid", "tags": [], "id": 6346, "notes": "Basic Skilled Swordsman"}, {"name": "Human Guard, Skilled Bowman", "race": "Human", "rank": 3, "owner": "SFLucid", "tags": [], "id": 6347, "notes": "Basic Skilled Bowman"}, {"name": "Old West Posse", "race": "Human", "rank": 3, "owner": "littlemute", "tags": [], "id": 6351, "notes": ""}, {"name": "Fugue spirit", "race": "Spirit", "rank": 3, "owner": "xistodor", "tags": [], "id": 7252, "notes": "a fugue spirit seeks to erase the memories of it's host, knowledge of itself, and those that the summoner has specified. Can not be found in the natural world, must be summoned from the dark corners of Otherside.\n\n(amnesia, covert, manifestation)"}, {"name": "Dwarf Warrior (Madin Fireblade)", "race": "Dwarf", "rank": 3, "owner": "skarza", "tags": [], "id": 6412, "notes": "Dwarves: 4' - 5', resistant to disease; superior sight underground and in near total darkness; suggested professional limitations: arcane spell users; average life-span: 250 years with many individuals reaching 400 years.\n\nLegend and song assert the Dwarves to have been borne of stone, naming them as Sons and Daughters of Earth. They are a stalwart, people, comfortable below ground, where they delve labyrinthine mines and palatial dwellings. Dwarves are masters of metalcraft; but unlike those unsavoury cave dwellers, they design their works to exhibit beauty as well as strength and utility. Full of ridicule for the ways of conjurers, they employ such magic only to enhance the powers of the weapons and artefacts reluctantly released from their forges. Dwarves are short and stocky with ruddy complexions; their dark eyes are deep set, generating the illusion of great wisdom, and their hair is brown or black, occasionally flame-coloured. Dwarves favour colourful clothing and hand arms. Many are proficient with standard bows, but a liking for mechanical devices prompts them to employ crossbows when a need for missile weapons arises.\n\n\nCraftsmanship: The Dwarves practice their crafts obsessively and possess many secrets of making that are unknown to other races, even the Elves. As such they receive an additional 20 skill points to allocate to any Craft skills during character development.\n\nDarkvision: Dwarves have excellent low light vision. In most darkness outdoors and in dimly lit tunnels Dwarves can see 15 meters (50 foot) perfectly and fairly well up to 30 meters (100 foot). In absolute darkness, they can see up to 3 meters (10 foot).\n\nFirestarting: Dwarves have great skill at starting fires, even in the most adverse of weather conditions (such as heavy rain and wind). As such, they receive a bonus of +20% to their skill when undertaking any roll that involves attempting to get a fire started. Gamemasters and players should always use common sense; however, as soaked kindling in heavy rain is just not going to ignite no matter how skilled the Dwarf is.\n\nHardness of Body: Dwarves rarely fall ill. And are also highly resistant to poison, with Endurance Rolls that relate to poisoning and disease being 1 grade easier.\n\nMagic Resistance: Dwarves are highly resistant to Arcane magic; their Willpower Checks 1 grade easier when used to resist. This resistance has no effect on Divine magic. They may not use certain magic items not specifically designed for dwarves or their class. This resistance to magic items applies to all Arcane items, including wands, staves, rods, rings, amulets, potions, horns, and jewels. Only magic weapons such as shields, armour, gauntlets, and girdles can be used without restriction, as can magic items of a divine nature, such as potions of healing. Because of this arcane resistance, dwarves may not be magic-users.\n\nHealthy: Dwarves receive a bonus of +20% to their skill when undertaking any rolls to resist weariness for any reason.\n\nEndurance: Tremendous, see the Healthy racial trait above. They can carry great burdens over long distances with little rest. Dwarves are able to carry +1 to the STR x multiplier (i.e. STR X 3 unburdened, as opposed to STR X 2)\n\nResistance: All Dwarves gain +30% to their skill and characteristic rolls made when enduring against either flame or ice attacks. Fire and ice attacks will do damage normally however, with the Dwarves worn armour protecting against this damage.\n\nTunnel Sense: Due to their subterranean nature, dwarves can detect certain underground phenomena by succeeding at an Easy Perception skill roll. This Perception test may be further augmented by Lore (Mineral) if possessed by the character. Augmenting is detailed in Mythras. Tunnel Sense may be used to detect stonework pits, deadfalls, and traps; a slope or grade; approximate depth underground; new tunnel or passage construction; and shifting or sliding walls or rooms. The range of this detection is limited to 3 metres (10 feet)."}, {"name": "Bolo Lizard", "race": "Bolo Lizard", "rank": 3, "owner": "azrooh", "tags": ["Aig", "Genertela", "Glorantha", "Mount", "Prax"], "id": 6415, "notes": "Mounts for a Lesser Tribe in Prax. Can double their movement rate for CON in rounds"}, {"name": "Ghost pirate captain", "race": "Haunt", "rank": 3, "owner": "skarza", "tags": [], "id": 6445, "notes": "'There is a shimmer in the air and the ghostly form of the pirate captain appears. He turns to face you all, a grotesque sneer on his face distorted by a long black scar running down the left side of it. He swings his cutlass at you and even though it doesn\u2019t connect you feel the pain of it cut deep into your body.'\n\nHe is tied to the treasure he buried when alive.\n\nWither: The spirit is able to physically damage corporeal beings. For the cost of 1 Magic Point, the spirit can make a single attack with a skill equal to whatever Combat Style or Unarmed skill it possessed before death. The blow inflicts damage equal to its usual Spirit Damage that ignores all non-magical parries and physical armour. Magical Armour Points reduce damage as normal. damage is 1d8 or 1d10 depending on combat skill.\n\nMiasma: The spirit can magically induce feelings of dread and horror toanyone within range of its aura. Each wave of miasma costs the spirit 1 Magic Point."}, {"name": "Head Hunter", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 6453, "notes": "Spear has POT 70 poison "}, {"name": "Pit Monster Template 6487", "race": "Pit Monster", "rank": 3, "owner": "kilgs", "tags": [], "id": 6487, "notes": "Otyugh from BBDM p.316\n\nThe Otyugh's eyes are on stalks and extend above the offal in which they may be hiding. \n90% of the time only a single Otyugh is encountered as they will live in a truce state with other subterranean lifeforms in exchange for scavenging their droppings/leavings."}, {"name": "Team Dog (Baran)", "race": "Dog - War", "rank": 3, "owner": "skarza", "tags": [], "id": 6536, "notes": "A large Dog named Baran. The Dog has become especially attached to the team and will obey its handler . If left to his own devices Baran will follow the group, and will defend them if the party is seriously attacked or injured. The dog holds a special hatred for goblins and will attack them on sight.\n\nArmour features:\nStorm Armour:\nThis prototype suit of fine light mesh mail sewn between layers of padded black silk to suppress any noise it might make whilst the wearer moves. It comes complete with a cowl to cover the head and cheeks of the animal, without impeding ears or bite ability.\n \nThe armour is enchanted with two combined spells to enhance its use in covert operations; Toughen and Unburden.  The armour provides 4 AP but has no associated Strike Rank or movement penalties. \n\nDogpack (LBA):\nThe armour has 2 side pouches that are enchanted with Unburden in order to lighten the load of anything contained within them. Whilst it does not provide any additional storage space, it does permit up to 10 ENC of equipment to be carried as if weightless, if its bulk can be fitted inside.\nThe harness also has a lifting/ carry handle to get the dog over objects. Also has drag handles on sides so wounded team members can be dragged to cover.\nBuild into the harness is a fragment taken from the handlers omnilens. this allows the handler to perceive the area just ahead of the dog, effectively 'seeing' what the dog sees. Simple orders can be issued to the dog via the lens too. When not in use the lens folds down and is housed in the harness in a simple concealed pouch. When active the lens is positioned to 'see' over the dogs shoulder, granting forward view , only partially blocked by the dogs head/ears."}, {"name": " Timber Wolf", "race": "Wolf", "rank": 3, "owner": "skarza", "tags": [], "id": 6545, "notes": "I always feel wolves were a bit under-powered (wolf bite is 400 PSI), so this is my take on them... bigger wolf too.\n\nWolves are most active at night but can be roused to activity during the day. Hunting expeditions are highly co-ordinated affairs.\n\nA pack chooses and stalks its prey carefully and attacks, when they happen, consist of successive waves of between three and six animals aiming to incapacitate the prey before tearing out the throat or cutting off air at the windpipe. The alpha male feeds first, followed by the remainder of the pack in an established order. The youngest members of a pack may have to make do with scraps.\n\nIn combat wolves rely on their powerful bite rather than their claws. Once a bite takes hold the wolf locks its jaws, and continues to exert pressure through the canines and by vigorously shaking the head, deepening and lengthening the bites. Wolves therefore tend to choose the Grip and Choose Location Special Effects (always aiming for an exposed area). A Gripped victim sustains biting damage throughout the duration of the grip as the wolf worries at the wound.\n\nIf the alpha male is forced to flee then the pack follows suit, although braver individuals may attempt to gain status by remaining to fight."}, {"name": "Rat Brute", "race": "Slargr", "rank": 3, "owner": "skarza", "tags": [], "id": 6546, "notes": "Rat Brutes are hulking monstrosities that represents the very pinnacle of lethality. They are killing-machines, beast that combines the reflexes of a rat with the brawn and size of an Ogre. They generally appear to be massively over-muscled ratkin standing some 10 feet tall at the shoulder.\n\nIn battle, a Rat brute can become totally consumed with an unnatural rage and will begin to rip, tear and kill anything it has directed its wrath to. A Rat brute moves with a terrifying speed, all that can be heard over the battle are splintered shields, snapped bones, and the roars of the Rat brute drowning out the screams of their victims."}, {"name": "Sea Kral", "race": "Goblin", "rank": 3, "owner": "skarza", "tags": [], "id": 6553, "notes": "Sea-krals are ape-like creatures with dark grey or blue skin and a pelt of thick, white hair growing on the head, neck, and shoulders. Females possess an additional thicket that grows down the bony spine of their backs. Both genders have long arms and an extra bone connecting the wrist to the hand. Long, dextrous fingers capped by a claw-like nail aid them in becoming accomplished craftsmen and bowman. They stand 4'6\" tall. Sea-krals fear the hungry waves, but derive too much pleasure from their violent way of life to abandon the ocean. They build longships in which to ply the seas, raiding and plundering other vessels as pirates. Their boats serve as their only home in spite of the fact that most can not swim. Their average life span is 55 years. They sleep during the day and are active during the night.Leather armor and curved swords are their usual battle garb. 1 AP from tough skin.\n\nTraits: can use slight to throw daggers in hand to hand combat."}, {"name": "Kalkoth", "race": "Lion", "rank": 3, "owner": "skarza", "tags": [], "id": 6559, "notes": "Kalkoths are large, ugly, savage mutant feline predators with four legs, glowering red eyes, and a fanged mouth with a long barbed tongue.\n\nKalkoth are savage, vicious and cruel predators that inhabit the icy wastes. Kalkoth shelter in the subterranean caverns and the mountains of the ice kingdom. Their favourite prey is Baknar, although they relish any opportunity to ambush and kill humans.\n\nCombat: Kalkoth are ambush predators that never hunt alone. They are rarely found above ground in the snowy wastes of their territory. They prefer to remain in their underground caverns where they lie in wait for Baknar taking shelter from the ferocious ice blizzards that sweep across the frozen wastes.\n\nThe barb of a Kalkoth\u2019s tongue contains powerful venom with which it paralyses its victims. This venom takes only a few seconds to act. \n\nKalkoth are mortally afraid of fire. They will retreat and flee from any naked flame. They become frenzied when they detect the scent of Baknar Oil\n\nApplication: Injection.\nOnset time: 1 Combat Round.\nDuration: 3 hours.\nResistance Time: The victim must make a resistance roll at the Onset Time of each stage of the poison. Failure indicates that Condition has taken effect.\nPotency: 75.\nResistance: Endurance.\nConditions: whole body paralysis. Person also comes round having no memory of last 3 hours.\nAntidote/Cure:  magical cure only."}, {"name": "Baknar", "race": "Ape, Carnivorous", "rank": 3, "owner": "skarza", "tags": [], "id": 6557, "notes": "Baknar are large carnivorous bipedal creatures with thick white fur and ridged horns. They stand tall (9 feet / 3 m) and have short tusks.\nAn indigenous creature found only in the frozen North, they are only truly at home in the ice and snow of their frigid domain. Large carnivorous  creatures, the Baknars usually dwell near the coastline. Their typical prey is Gallings, or the smaller Ostrels, two common breeds of birds that live at the sea's edge, but they are also known to hunt and attack humans. \n\nThey are afraid of fire. Baknars are known to sleep for up to three days after eating a large meal. They are preyed upon by Kalkoths. Baknar are fierce predators which usually attack in packs of three. They have been known to set ambushes for the trappers. Starving Baknars will try to kill and eat any warm-blooded creature they encounter.\n \nA slain Baknar generates 8 pints of Baknar Oil. This oil is useful when applied to a medium sized humanoid creature (one pint per humanoid) as it negates Cold Damage for 24-48 hours following application. Baknar also gain this resistance (magical cold is halved). Baknar Oil is especially noisome, although its foul smell vanishes once it has been applied to human skin because it causes the loss of the sense of smell in humans who apply it."}, {"name": "Crystal frostwyrm", "race": "Snake, Issal", "rank": 3, "owner": "skarza", "tags": [], "id": 6560, "notes": "These giant serpent-monsters are made of crystalline minerals. They have pink stone eyes and a hard, almost transparent skin which reveals their internal organs pulsating inside. Their huge mouths open to reveal many rows of jagged crystal teeth. A Crystal Frostwyrm remains dormant in the shape of a large mound of crystals until it detects potential prey within striking distance. At this time, the crystals begin to move and take shape until finally they become a writhing, slithering mass of crystal coils. Crystal Frostwyrms attack in a similar way to natural Giant Snakes. They also spit corrosive saliva at their foes.\n\nThe Crystal Frostwyrms are Crystal Golems crafted to scavenge the wastes of the cities of the Ancients or to guard tombs and temples in the Caverns of the North, but they since evolved into autonomous predatory life forms following the departure of their creator-masters. Crystal Frostwyrms of various sizes can be encountered in the Caverns. They have evolved into merciless predators that act on their killing instinct alone.\n\nTo definitively destroy one of these monsters, Players must destroy the crystals that correspond to its head and its vital internal organs. If this is not accomplished then the monster will rearrange itself. When killed, each segment of the creature shatters and then slowly dissolves. The saliva of Crystal Frostwyrms is corrosive and will cause 2 extra damage with its bite."}, {"name": "Javek", "race": "Amphisboena", "rank": 3, "owner": "skarza", "tags": [], "id": 6562, "notes": "A massive two-headed ice snake, snow-white in colour and with transparent fangs. The Javek is an impressive sight to behold when it rears up to reveal its glittering belly scales. When preparing to attack, sticky blue venom will drip from the tips of its fangs. Native to the icy wastes, the Javek is a creature that inspires fear and awe in equal measure. The Ice Barbarians often take Javek skins and fashion them into waistcoats as a symbol of status. The killing of a Javek is part of an Ice Barbarian\u2019s \u2018coming of age\u2019 ritual for adolescent males of a tribe.\n\nThe Javek is a stealthy hunter and uses its snowy camouflage to good effect when ambushing its prey. In the attack, it will seek to inflict one bite to inject its venom, causing severe damage to its luckless victim. In its natural habitat it is almost invisible. It remains entirely motionless until the moment it rears up and strikes. The venom of a Javek is possibly the most powerful natural one known and, it has no known antidote. Javeks can only use their fatal venomous bite once per day per head.\n\nJavek venom\nApplication: Injection.\nOnset time: instant for agony to location struck, 2 Combat Rounds for  whole body, end of duration, Death.\nDuration: 6D10 minutes.\nPotency: 85.\nResistance: Endurance.\nConditions: Agony, Death.\nAntidote/Cure: Magical healing is the only option.\n"}, {"name": "Quartermaster  Jesna Genbella (Bell)", "race": "Elf", "rank": 3, "owner": "skarza", "tags": [], "id": 6585, "notes": "Light-footedness: Half Elves inherit some grace from their elven parent. As such half elves wearing nothing more restrictive than light armour find Stealth tests 1 grade easier.\n\nElven Stamina: Elves receive a bonus of +10% to their skill when undertaking any rolls to resist weariness for any reason.\n\nElven Vision: Their vision under moonlight or starlight is as good as a Man\u2019s during the height of daylight on a clear sunny day. In other situations, when there is any light source, they can see at least 10 meters (30 feet) perfectly and fairly well up to 20 meters (65 feet). In absolute darkness, however, they are no better than Men (i.e. they can\u2019t see at all). \n\nEndurance: They do not carry great burdens, but they are capable of travelling 16-20 hours a day. The Half-elves who have chosen an immortal life however do not require sleep to rest; instead they may choose to rest in a trance for 1D4 hours a day. Whilst in this trance, they cannot be awakened, but when the trance ends, they will have restored all lost power points (and lost fatigue points or Weariness levels if these optional rules are being used). They will awake from this trance fully rested as though they had just slept soundly for eight hours.\n\nElven Hardness of Body: Immortal half Elves are never affected by the ravages of disease and diseases have no effect upon them so have the ability: Disease Immunity. In addition, they never lose their vigour as they grow older. As such they never suffer from the effects of Aging. They are also resistant to the effects of poison and receive a bonus of +10% to the die roll when attempting to resist the effects of any poison that enters their system. Unfortunately they take twice as long to heal then Men but do not scar when injured.\n\nAnimal Affinity: Elves have a great rapport with good animals, such as horses and eagles, feel empathy with such animals and as such, receive a bonus of +10% to their Ride and animal training skills \n\nIn appearance she is 5'9\" and weights in at 125lbs soaking wet. Her tortoiseshell hair is tied back in a long tight ponytail (she never untied it when working, and rarely with company, if she does she really trust the person). Her Oval jade eyes and set pleasantly in her softly angular face. She like to dress in her combat fatigues even when out of 'work' as she does not really have much of a clue about what to wear.\n\nBell is an enigma; she is fastidious with equipment and also has a good eye for knowing what the team needs. She has a tendency to absentmindedly run any item she is going to give the team across the side of her chin, much like a cat would. This is logical, as she IS a cat. Cursed for some long forgotten slight by a powerful, but drunk sorcerer, Bell was a common or garden tortoiseshell domestic cat. She has little memory of that life, and does not even know she is cursed. "}, {"name": "Darkland Agent", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 6589, "notes": "These agents are found in various locations, both city and wilderness, spreading fear, hatred or simply observing and reporting back. Most cells have a Magical Item called the Dark Whisperer.\n\nA Dark Whisperer is a magical stone crafted in the depths of the Darklands. Each Dark Whisperer is keyed to a specific Darklord or aid and can be used by agents acting far from the Darklands to communicate with their masters. The item itself looks like a palm-sized, oval piece of onyx with a whirlpool of dim purple light rotating within. An agent with a Dark Whisperer may use it to enter a trance and beg for the attention of the Darklord/aid the Whisperer is keyed to. If the Darklord/aid chooses to acknowledge them, they may converse normally through the medium of the stone. Either party may end the conversation at will.\n\nCells are typically 3-6 strong, and will use various local help for whatever their current goal is. Some work alone, these are the hardest to find as they could be anyone and anywhere.\n\nWeapons and armour vary, but the usually dress in the clothes common to the area and avoid armour to blend in. \n\nSafe houses are defended using short double shot disc crossbows, these as stocky to allow rapid movement in close areas, and therefore have reduced range, but make up for it by allowing 2 shots before reloading. Both can be shot at once, striking the same location with deadly effect.\n\nThis rare form of heavy crossbow fires an extremely thin steel disk from a horizontal shaft.  The weapon is decidedly more effective than other crossbows or bows against lightly armoured targets at close range and can inflict severe wounds against them. However, the disk crossbow is not as deadly against well-armoured foes as they lose the AP effect that crossbows have (house rule).\n\nThe disk-firing crossbow resembles a heavy crossbow. A wood block with a slit parallel to the crossbows handle and the absence of a bolt shaft on top of the crossbow reveals the weapon for what it truly is.  The fact that the disk crossbow fires a projectile of carefully forged and sharpened metal is a factor that contributes to its rarity, \n\nSome highly specialised forms are doubled Disc crossbows, essentially two disc crossbows joined with the same stock and handle.  Two separate triggers, side by side, are included along with two separate disc shafts and strings, one over the other. The design considerably decreases the crossbows range in comparison to that of the standard crossbow. Both strings of this odd but useful weapon can be cranked back with a single hook, making this a rapid-firing weapon that can fire two discs per melee round in the hands of someone who has proficiency with this weapon.\n"}, {"name": "Drakkar Infantry Shadza", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 6591, "notes": "Rank & File INFANTRY\nShadza \u2013 the regular line infantry \u2018grunts\u2019 of Drakkarim orgars, usually equipped with hand weapons, shields and medium weight armour (scale).\n\nBlack Star: An oversized mace with a long handle and several rigid spikes emerging from its flanged head, the Black Star is a speciality weapon used by Drakkarim Infantry troops called Shieldbreakers. Using the same principle as the stiletto, these weapons allow a wielder to ignore cloth and leather based Armour points. Used in conjunction with nalzheng-wielding skirmishers, Shieldbreakers equipped with Black Stars can decimate a defensive line of lightly-armoured warriors with brutal ease.\n\nDark Axe: A wicked barbed axe favoured by many Drakkarim soldiers for its ability to catch an opponent\u2019s weapons and tear them out of their grasp, this axe has several metal protrusions around the head and along its metal-jacketed haft. Any time an opponent is struck by a Dark Axe in melee combat while wielding a one-handed melee weapon the attacker can perform a free disarm combat Manoeuvre in addition to any one chosen.\n\nDoubled Crossbow: Essentially two crossbows joined with the same stock and handle.  Two separate triggers, side by side, are included along with two separate bolt shafts and strings, one over the other.\nThe design decreases the crossbows range in comparison to that of the standard crossbow, although normal crossbows and the doubled crossbow fire the same type of bolt. Both strings of this odd but useful weapon can be cranked back with a single hook, making this a rapid-firing weapon that can fire two bolts per melee round in the hands of someone who has proficiency with this weapon"}, {"name": "merchant mercenary Captain", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 6603, "notes": ""}, {"name": "Drakkar Cavalry Zagganozod", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 6642, "notes": "Rank & File CAVALRY\n\nZagganozod \u2013 heavy cavalry, clad in plain black helmets, scarlet banded chainmail hauberks or scale armour, and primarily armed with lances and/or spears. They also carry an assortment of other weapons strapped to their saddles and bodies.\n\nNalzheng: A specialised form of hammer, these weapons take their name from the Darkling words nahl darzheng, which mean \u2018darkness fist\u2019. Used exclusively within the Drakkarim military by their cavalry, the nalzheng has a concave striking head and is used to collapse armour and shields. Upon a successful strike, the armour of the opponent is damages as with the Sunder combat Manoeuvre. (This is a free action) If the attack was parried with a shield the shield takes the damage."}, {"name": "Drakkar Kraan-riders 'Kraan-Kluzim'", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 6643, "notes": "Rank & File CAVALRY\nKraan-Kluzim \u2013 Kraanriders who operate as scouts or aerial shock troops tasked with eliminating a specific military target of prime importance. They carry Black Crystal Cube explosives and are equipped with bronze crossbows (packing more power), black swords, scimitars and spears.\n\nblack cube: Each black crystal cubes when primed starts to vibrate and what is more, the vibrations build up to an explosive intensity. When they explode tiny fragment of crystal are flung in all directions. Causes 1d6 hits at 1d8 damage. Combined if same location is struck again. 5 m blast radius. (2d6 concussion damage to all locations if used in enclosed space)."}, {"name": "Grtr Lugro (orc) Gorakim 'The Animals'", "race": "Goblin", "rank": 3, "owner": "skarza", "tags": [], "id": 6648, "notes": "These squat, grey-skinned humanoids have sharp yellowed fangs and yellow eyes that can see clearly in dark and smoky atmospheres. However, they are sensitive to ultraviolet light, which makes them less well able to see in daylight than humans (1 grade harder during day). Their lungs are very efficient at filtering and neutralising inhaled toxins, their porous body fat insulates their internal organs from extreme temperatures, and their cartilaginous bones have twice the strength of the human equivalent. Their alimentary canal and stomach are impervious to all non-corrosive poisons.Without a strong officer to command them will not engage in combat unless they outnumber an enemy two-to-one).\r\n\r\nTypical Armour: Tough Hide (AP 1), Studded chain and studded leather\r\nUniform:Blood red \r\nBanner: Warwarg\u2019s jawbone\r\n\r\nLed by Gourgaz (receive +10 to their Combat Skills. They will not seek to evade from combat unless their Gourgaz officer is killed, in which case they will immediately panic and flee). \r\n\r\nThe Gorakim are a naghim of shock troops who wield axes, scimitars and swords. They include greater Captains who are taller and tougher than their counterparts, and enjoy the protection of battle spells that make them immune to psychic and magic attacks. These exceptional lugro are usually mounted on Kraan.\r\n\r\nDark Axe: A wicked barbed axe favoured by many for its ability to catch an opponent\u2019s weapons and tear them out of their grasp, this axe has several metal protrusions around the head and along its metal-jacketed haft. Any time an opponent is struck by a Dark Axe in melee combat while wielding a one-handed melee weapon the attacker can perform a free disarm combat Manoeuvre in addition to any one chosen.\r\n\r\nBlack Star: An oversized mace with a long handle and several rigid spikes emerging from its flanged head. Using the same principle as the stiletto, these weapons allow a wielder to ignore cloth and leather based Armour points."}, {"name": "Grtr Lugro (orc) Kaggazheg 'The Firedogs'", "race": "Goblin", "rank": 3, "owner": "skarza", "tags": [], "id": 6649, "notes": "These squat, grey-skinned humanoids have sharp yellowed fangs and yellow eyes that can see clearly in dark and smoky atmospheres. However, they are sensitive to ultraviolet light, which makes them less well able to see in daylight than humans (1 grade harder during day). Their lungs are very efficient at filtering and neutralising inhaled toxins, their porous body fat insulates their internal organs from extreme temperatures, and their cartilaginous bones have twice the strength of the human equivalent. Their alimentary canal and stomach are impervious to all non-corrosive poisons.Without a strong officer to command them will not engage in combat unless they outnumber an enemy two-to-one).\r\n \r\nTypical Armour: Tough Hide (AP 1), studded chain and leather\r\nUniform:Flame orange\r\nBanner: Flaming dog\u2019s head\r\n\r\nWarwarg riders equipped with spears, swords and bows which act as a fast-moving mounted light infantry force. The leaders of the Fire-dogs all wear charred warwarg pelts. warwolf Breeders leading warwolf packs which they use as an initial wave of shock troops. \r\n\r\nGreaters are resistant to fire, half damage from natural flame, 2 AP resistance to magical fire.\r\n\r\nBlack Iron Bow: The black iron bow is the standard elite weapon for  archers and other skilled ranged attackers in the Darklands armies. With its shaft of bent and tempered black iron and its braided steel cable for a string, this bow fires its specially crafted metal arrows with remarkable force and accuracy. Though its heavy arrows do not fly as far as a normal longbow, they hurt a great deal more when they hit. A legion of Drakkarim archers with black iron bows is one of the most feared military formations in all of Magnamund.+1 AP effect."}, {"name": "Grtr Lugro (orc) Konkorim 'The Hunters'", "race": "Goblin", "rank": 3, "owner": "skarza", "tags": [], "id": 6650, "notes": "These squat, grey-skinned humanoids have sharp yellowed fangs and yellow eyes that can see clearly in dark and smoky atmospheres. However, they are sensitive to ultraviolet light, which makes them less well able to see in daylight than humans (1 grade harder during day). Their lungs are very efficient at filtering and neutralising inhaled toxins, their porous body fat insulates their internal organs from extreme temperatures, and their cartilaginous bones have twice the strength of the human equivalent. Their alimentary canal and stomach are impervious to all non-corrosive poisons.Without a strong officer to command them will not engage in combat unless they outnumber an enemy two-to-one).\r\n \r\nTypical Armour: Tough Hide (AP 1), studded leather and chain\r\nUniform:Putrescent yellow\r\nBanner: Bow crossed by 3 black arrows\r\n\r\nAll these troops are archers.\r\n\r\nBlack Iron Bow: The black iron bow is the standard elite weapon for rare lugro archers and other skilled ranged attackers in the Darklands armies. With its shaft of bent and tempered black iron and its braided steel cable for a string, this bow fires its specially crafted metal arrows with remarkable force and accuracy. Though its heavy arrows do not fly as far as a normal longbow, they hurt a great deal more when they hit.+1 AP effect."}, {"name": "Grtr Lugro (orc) Moggador 'The Hammerers'", "race": "Goblin", "rank": 3, "owner": "skarza", "tags": [], "id": 6651, "notes": "These squat, grey-skinned humanoids have sharp yellowed fangs and yellow eyes that can see clearly in dark and smoky atmospheres. However, they are sensitive to ultraviolet light, which makes them less well able to see in daylight than humans (1 grade harder during day). Their lungs are very efficient at filtering and neutralising inhaled toxins, their porous body fat insulates their internal organs from extreme temperatures, and their cartilaginous bones have twice the strength of the human equivalent. Their alimentary canal and stomach are impervious to all non-corrosive poisons.Without a strong officer to command them will not engage in combat unless they outnumber an enemy two-to-one).\r\n \r\n\r\nTypical Armour: Tough Hide (AP 1), studded leather and chain\r\nUniform:Midnight blue\r\nBanner: Crossed warhammers\r\n\r\nLarge and muscular troopers armed with heavy warhammers.\r\n\r\nBlack Star: An oversized mace with a long handle and several rigid spikes emerging from its flanged head. Using the same principle as the stiletto, these weapons allow a wielder to ignore cloth and leather based Armour points"}, {"name": "Grtr Lugro (orc) Nadul-Nakim 'The Nightfighers'", "race": "Goblin", "rank": 3, "owner": "skarza", "tags": [], "id": 6652, "notes": "These squat, grey-skinned humanoids have sharp yellowed fangs and yellow eyes that can see clearly in dark and smoky atmospheres. However, they are sensitive to ultraviolet light, which makes them less well able to see in daylight than humans (1 grade harder during day). Their lungs are very efficient at filtering and neutralising inhaled toxins, their porous body fat insulates their internal organs from extreme temperatures, and their cartilaginous bones have twice the strength of the human equivalent. Their alimentary canal and stomach are impervious to all non-corrosive poisons.Without a strong officer to command them will not engage in combat unless they outnumber an enemy two-to-one).\n\nTypical Armour: Tough Hide (AP 1), studded leather and scale\nUniform: Black\nBanner: Plain black shield upon black flag\n \nAll these troops dress totally in black. They blacken their faces prior to battle and before they conduct night assaults."}, {"name": "Grtr Lugro (orc) Nanenrakim 'The Lifestealers'", "race": "Goblin", "rank": 3, "owner": "skarza", "tags": [], "id": 6653, "notes": "These squat, grey-skinned humanoids have sharp yellowed fangs and yellow eyes that can see clearly in dark and smoky atmospheres. However, they are sensitive to ultraviolet light, which makes them less well able to see in daylight than humans (1 grade harder during day). Their lungs are very efficient at filtering and neutralising inhaled toxins, their porous body fat insulates their internal organs from extreme temperatures, and their cartilaginous bones have twice the strength of the human equivalent. Their alimentary canal and stomach are impervious to all non-corrosive poisons.Without a strong officer to command them will not engage in combat unless they outnumber an enemy two-to-one).\r\n\r\nTypical Armour: Tough Hide (AP 1), studded leather and scale\r\nBanner: Single black arrow\r\n\r\nThe Lifestealers are all armed with bows and comprise the most effective archer naghim in all of the orgars.\r\n\r\nBlack Iron Bow: The black iron bow is the standard elite weapon for archers and other skilled ranged attackers in the Darklands armies. With its shaft of bent and tempered black iron and its braided steel cable for a string, this bow fires its specially crafted metal arrows with remarkable force and accuracy. Though its heavy arrows do not fly as far as a normal longbow, they hurt a great deal more when they hit. +1AP effect."}, {"name": "Grtr Lugro (orc) Ogshashez 'The Throatslitters'", "race": "Goblin", "rank": 3, "owner": "skarza", "tags": [], "id": 6654, "notes": "These squat, grey-skinned humanoids have sharp yellowed fangs and yellow eyes that can see clearly in dark and smoky atmospheres. However, they are sensitive to ultraviolet light, which makes them less well able to see in daylight than humans (1 grade harder during day). Their lungs are very efficient at filtering and neutralising inhaled toxins, their porous body fat insulates their internal organs from extreme temperatures, and their cartilaginous bones have twice the strength of the human equivalent. Their alimentary canal and stomach are impervious to all non-corrosive poisons.Without a strong officer to command them will not engage in combat unless they outnumber an enemy two-to-one).\r\n\r\nTypical Armour: Tough Hide (AP 1), studded leather and scale\r\nUniform:Rich purple\r\nBanner: Curved, serrated long knife\r\n\r\nThese troops always carry two or more long, serrated knives, with which to finish off wounded soldiers on the battlefield. They also include infiltrators, assassins and expert ambushers that excel at discreetly eliminating targets beyond the enemy\u2019s front lines. Veteran Ogshashez may fight with any 2 weapons at once with no penalty."}, {"name": "Grtr Lugro Lajakaan 'The Stonehearts'", "race": "Goblin", "rank": 3, "owner": "skarza", "tags": [], "id": 6655, "notes": "These squat, grey-skinned humanoids have sharp yellowed fangs and yellow eyes that can see clearly in dark and smoky atmospheres. However, they are sensitive to ultraviolet light, which makes them less well able to see in daylight than humans (1 grade harder during day). Their lungs are very efficient at filtering and neutralising inhaled toxins, their porous body fat insulates their internal organs from extreme temperatures, and their cartilaginous bones have twice the strength of the human equivalent. Their alimentary canal and stomach are impervious to all non-corrosive poisons.Without a strong officer to command them will not engage in combat unless they outnumber an enemy two-to-one).\r\n\r\nTypical Armour: Tough Hide (AP 2), studded leather and chain\r\nUniform:Grey\r\nBanner: Grey heart pierced by a long serrated scimitar\r\n\r\nLed by Gourgaz (receive +10 to their Combat Skills. They will not seek to evade from combat unless their Gourgaz officer is killed, in which case they will immediately panic and flee). \r\n\r\nEquipped with curved swords, the Lajakaan have a reputation for being exceptionally cruel and sadistic soldiers. Their veterans are as tough as their name suggests, increasing their natural armour by +1."}, {"name": "Megalania", "race": "Giant Lizard", "rank": 3, "owner": "skarza", "tags": [], "id": 6660, "notes": "Resembles a greyish-green komodo dragon except for its great size; Megalania  is about 23 feet (7 meters) long,it also has a venomous bite just like its relative, the Komodo Dragon. \nAlthough fortunately rare,they will eat almost any kind of flesh, frequently feeding on large creatures. They show no fear of humans, and will try and eat any that get in their way. The creatures are only ever encountered on their own, and abandon their eggs after burying them in shallow soil.\n\nPoison Potency: 65\nOnset time 1d6 minutes\nduration: megalania CON x 2 in hours\neffects: 1 bleeding effect happens on onset and then every 2 hours.\ntreatment: Compression / tourniquet delay absorption of the venom and so help retard onset of symptoms. Tourniquet should be tight enough to occlude the venous flow but not the arterial flow. A useful guide is that it should be loose enough to permit a finger to slip under it. The tourniquet should be released for 30 seconds every 15 minutes to allow slow release of venom into circulation, thereby enabling its neutralization. The bite wound should be gently wiped with sterile cotton gauze. In doing this it doubles time between bleed effects. If done so an endurance roll assisted by the healing skill of the doctor is allowed for each blood lose effect.\n\nAntivenom spells or potions are the only real treatment for the venom."}, {"name": "Spit Toad", "race": "Toad, Cliff", "rank": 3, "owner": "skarza", "tags": [], "id": 6661, "notes": "The spit toad is a huge solitary amphibian that lies in wait for the approach of a meal. It leads its attack with a spit of acid from an ambushing position; usually out in the water. If it achieves surprise, it will always strike the head and can cause blind opponent as its 'free' critical combat action, spitting acid in the eyes of the victim. The blinded prey will then be leapt on and swallowed, before the toad jumps back to safety and digest the meal."}, {"name": "Armoured Sohleugir slave guards (Lizardman)", "race": "Lizardfolk Male", "rank": 3, "owner": "skarza", "tags": [], "id": 6677, "notes": "Textured, jade scales shimmer on the hide of the amphibious Sohleugir, interupted by fin-like ridges rising along the spine. These jagged spikes march from the tip of the three foot tail to the crown of the draconic, snouted head. A transparent, extra lid covers the eye underwater or against dust in the air. The digits of hands and feet bear translucent, claw-like nails. They stand 5'8' to 6'6\" tall.\n\nArmour is metal Laminar, with studded leather arm and leg greaves -4 to SR."}, {"name": "Generic Greater Lugro (orc)", "race": "Goblin", "rank": 3, "owner": "skarza", "tags": [], "id": 6679, "notes": "These squat, grey-skinned humanoids have sharp yellowed fangs and yellow eyes that can see clearly in dark and smoky atmospheres. However, they are sensitive to ultraviolet light, which makes them less well able to see in daylight than humans (1 grade harder during day). Their lungs are very efficient at filtering and neutralising inhaled toxins, their porous body fat insulates their internal organs from extreme temperatures, and their cartilaginous bones have twice the strength of the human equivalent. Their alimentary canal and stomach are impervious to all non-corrosive poisons.\n\nTypical Armour: Tough Hide (AP 1), Studded chain and studded leather"}, {"name": "Rock Grub", "race": "Snake, Giant", "rank": 3, "owner": "skarza", "tags": [], "id": 6682, "notes": "Deep below the surface monstrous inserts chew their way through rock and stone. Rock Grubs are enormous creatures, looking like beetle-headed worms. They bore vast channels, cutting everything in their path with enormously powerful mandibles and leaving only a sticky trail of slime behind them. They are completely blind, but they appear to be able to sense the heat of living things. They are attracted to warmth, and will attempt to eat any living things they encounter, grasping them in the jaws and crushing them before digesting them. Dwarves sometimes follow Rock Grubs as they burrow through the ground, for they know that the creatures can uncover seams of precious metals ready to be mined."}, {"name": "Undine: 7 cubic metre Water Elemental", "race": "Elemental", "rank": 3, "owner": "skarza", "tags": [], "id": 6690, "notes": "Abilities: Immunity: Water, Vulnerable: Fire. Takes double damage from Fire. Immunity to serious and major wounds.\n\nIf Engulf is not evaded then all hitlocs are damaged by same damage. If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn.\n\nUndines manipulate water, whether free-flowing or standing. They can create currents, eddies and whirlpools, redirect tides, lessen (or heighten) waves, and so forth. Undines smash enemies with pummelling waves, shoot high speed jets from afar, or engulf a victim, and crush them under immense pressure. Worn armour counts against damage from elemental strikes, but not against Engulfing attacks."}, {"name": "Razorjaw (young)", "race": "Giant Lizard", "rank": 3, "owner": "skarza", "tags": [], "id": 6697, "notes": "The Razorjaw makes its nest among the foul sulphur pools and boiling mud around volcanoes; such a volatile and nauseous habitat suits the vile creature admirably. Thankfully, Razorjaws are very rare, and will only ever be encountered in such inaccessible volcanic areas, where they can wallow and thrash in these stinking pools of mud, sulphur and steam.\n\nOver three metres long, Razorjaws are slimy, reptilian monstrosities with ungainly, leathery bodies and stubby limbs. Their long, scaly necks support eyeless heads with great mouths lined with sharp teeth Razorjaws are deep green in colour. It is a hideous creature that has evolved to kill all other species\n\nDespite their lack of eyes, Razorjaws are not affected by their blindness at all, for they have such an inbuilt hatred of all life that they can attack unerringly. From the very moment it bursts out of its huge, strangely shaped egg, a young Razorjaw knows only that it is hungry, and that it hates!"}, {"name": "Razorjaw (adult)", "race": "Giant Lizard", "rank": 3, "owner": "skarza", "tags": [], "id": 6699, "notes": "The Razorjaw makes its nest among the foul sulphur pools and boiling mud around volcanoes; such a volatile and nauseous habitat suits the vile creature admirably. Thankfully, Razorjaws are very rare, and will only ever be encountered in such inaccessible volcanic areas, where they can wallow and thrash in these stinking pools of mud, sulphur and steam.\n\nOver four metres long, Razorjaws are slimy, reptilian monstrosities with ungainly, leathery bodies and stubby limbs. Their long, scaly necks support eyeless heads with great mouths lined with sharp teeth Razorjaws are deep green in colour. It is a hideous creature that has evolved to kill all other species\n\nDespite their lack of eyes, Razorjaws are not affected by their blindness at all, for they have such an inbuilt hatred of all life that they can attack unerringly. From the very moment it bursts out of its huge, strangely shaped egg, a young Razorjaw knows only that it is hungry, and that it hates!"}, {"name": "Styracosaurus", "race": "Triceratops", "rank": 3, "owner": "skarza", "tags": [], "id": 6723, "notes": "Huge powerful quadrupeds, propelling themselves on four thick, powerful legs, they are approximately 17 feet long, 6 feet tall at the shoulders and weighed around 4 tons. They each have a frill that emanating from the back of their skulls with 6 spikes that extend out of the edge of it. Each also had a large sharp nose horn, and 2 smaller horns like ridges over their eyes. \n\nThey have a surly and often unpleasant disposition making it likely to charge anything that enters its territory: if the beast fails a willpower roll, then a charge is guaranteed.\n\nCan attempt to gore their foes. The  horn is capable of both Sundering and Impaling and, if a foe is Impaled, the next Combat Action sees the Styracosaurus aim to throw its victim with a toss of its massive head. \n\nIf the impaled victim is conscious, he may pit either his Athletics or Acrobatics against the styracosaurus's Brawn. If successful, he remains impaled. If unsuccessful, or if unconscious, the victim is thrown a number of metres equal to 25\u2013Victim\u2019s SIZ, suffering both damage from the removal of the Impaling horn, plus falling damage due to the severity of the fall."}, {"name": "Thask the Blooded (Mutant Lizardman)", "race": "Lizardfolk Male", "rank": 3, "owner": "skarza", "tags": [], "id": 6728, "notes": "Mutant Sohleugir, leader of the mutant unit, has four arms, used a battleaxe in each. His armour is stained dull red with the blood of his enemies. He is huge and will use his force to batter opponents into submission, or to death.\n\nTextured, jade scales shimmer on the hide of the amphibious Sohleugir, interupted by fin-like ridges rising along the spine. These jagged spikes march from the tip of the three foot tail to the crown of the draconic, snouted head. A transparent, extra lid covers the eye underwater or against dust in the air. The digits of hands and feet bear translucent, claw-like nails. He stand 6'4\" tall.\n\nWearing banded armour on all locations -6 to SR\n\nrank 3 fighter: +2 to heavy armour AP (factored)\n+1 Action Point for the purposes of Parrying only. when Parrying, the weapon is treated as 1 grade larger.\nLUCK: 6"}, {"name": "Brillax Shinescale (slave guard Lizardman)", "race": "Lizardfolk Male", "rank": 3, "owner": "skarza", "tags": [], "id": 6729, "notes": "Leader of the lizard man phalanx\n\nTextured, jade scales shimmer on the hide of the amphibious Sohleugir, interupted by fin-like ridges rising along the spine. These jagged spikes march from the tip of the three foot tail to the crown of the draconic, snouted head. A transparent, extra lid covers the eye underwater or against dust in the air. The digits of hands and feet bear translucent, claw-like nails. They stand 5'8' to 6'6\" tall.\n\nWearing scale armour that is polished and iridescent blue on all locations -6 to SR\n\nrank 2 fighter: +1 to light armour AP (factored)\n+1 Action Point for the purposes of Parrying only.\nLUCK: 5"}, {"name": "Droxl Fettedspike (slave guard Lizardman)", "race": "Lizardfolk Male", "rank": 3, "owner": "skarza", "tags": [], "id": 6731, "notes": "Leader of the lizard man cavalry, rides a Syracosaurus.\n\nTextured, jade scales shimmer on the hide of the amphibious Sohleugir, interupted by fin-like ridges rising along the spine. These jagged spikes march from the tip of the three foot tail to the crown of the draconic, snouted head. A transparent, extra lid covers the eye underwater or against dust in the air. The digits of hands and feet bear translucent, claw-like nails. They stand 5'8' to 6'6\" tall.\n\nWearing splint armour on legs, body and head, scale on arms locations -6 to SR, uses a kite shield covered in dagger size spikes.\n\nrank 2 fighter: +1 to light, +2 to heavy armour AP (factored)\nShield:+1 Action Point for the purposes of Parrying only.\nCombat Style when using any shield is improved by 10% and a shield counts as 1 Size category larger for the purposes of parrying damage\n\nLUCK: 6"}, {"name": "Tumug Manflayer (Hobgoblin warrior)", "race": "Goblin", "rank": 3, "owner": "skarza", "tags": [], "id": 6735, "notes": "leader of Hobgoblin shock troop unit, fights with cold fury any human or elf, choosing those over other foes.\n\nArmour: Tough hide, plus Brigandine on all locations -5 SR\n\n2nd rank ranger:\nArtful Dodger: The Artful Dodger talent requires you to be Unburdened (ENC less than STRx2), and wearing nothing more restrictive than light armour. You possess fast reflexes and gain 1 extra Action Point, which may only be used to Parry or Evade. In addition, you may use the Evade skill to dodge a melee attack without falling prone. Against a ranged attack, you only end up prone if you fail the roll.\n\nDual Weapon Specialisation: You may use the extra Action Point to Parry 1 additional Attack.\n\nYou may use the extra Action Point to make 1 additional Attack. This Bonus attack suffers no additional penalty and may achieve any Special Effect normally allowed the main hand weapon.\n\nSpecies Enemy: Human, elf See passion\nLUCK: 5\n"}, {"name": "Runik Bonemash (Hobgoblin warrior)", "race": "Goblin", "rank": 3, "owner": "skarza", "tags": [], "id": 6736, "notes": "Sub-leader of Hobgoblin shock troop unit\nWears the bones of his foes backed in metal, has an ogre skull as a helm dipped in iron.\n\nArmour: Tough hide, plus bone on all locations -4 SR\n\nrank 2 fighter: +1 to light, +2 to heavy armour AP (factored)\n+1 Action Point for the purposes of Parrying only.\n\nLUCK: 5\n\nA prismatic blade sword is a wooden club edged with obsidian blades."}, {"name": "Pobs Redfletch (Hobgoblin warrior)", "race": "Goblin", "rank": 3, "owner": "skarza", "tags": [], "id": 6737, "notes": "Sub-leader of Hobgoblin archer unit\n\nbow has permanent flame arrow spell imbued in it. Wears bright red armour that looks like bird feather giving the overall appearance of a phoenix.\n\nArmour: Tough hide, plus Enamelled armour on all locations - 5 SR\n\nrank 2 fighter: Agile Defender: If you use the Evade skill to dodge a melee or ranged attack, you only end up prone if you fail the roll.\n\nRanged Weapon: When attacking a target at the weapon\u2019s Effective range, Aiming requires 1 Turn steadying the weapon instead of a full Round, and makes the following attack 1 grade easier. In addition, if not surprised the specialist may automatically fire first (before rolling for initiative) at the beginning of combat, assuming both weapon and ammo are readied. a Master may reduce the reload time of any mastered ranged weapons within their Combat Style by 1. A weapon with 0 reload time may effectively be readied as a free action.\n\n\nLUCK: 6\n\n"}, {"name": "Fox Woman (Human Form)", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Sartar"], "id": 6760, "notes": ""}, {"name": "Guard Beetle", "race": "Giant Beetle", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "Glorantha", "High plateau", "Insect", "Jungle", "Mount", "Uz"], "id": 6762, "notes": ""}, {"name": "Giant Antler Beetle", "race": "Giant Beetle", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "Glorantha", "High plateau", "Insect", "Jungle", "Mount", "Uz"], "id": 6764, "notes": ""}, {"name": "Mud Beetle", "race": "Giant Beetle", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "Glorantha", "High plateau", "Insect", "Jungle", "Mount", "Uz"], "id": 6765, "notes": ""}, {"name": "Great Gray Beetle", "race": "Giant Beetle", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "Glorantha", "High plateau", "Insect", "Jungle", "Mount", "Uz"], "id": 6766, "notes": ""}, {"name": "Shadow", "race": "Bone Wraith", "rank": 3, "owner": "skarza", "tags": [], "id": 6772, "notes": "These horrible undead creatures are found amidst ancient ruins or deep beneath the ground. As they exist primarily on the negative material plane they drain strength by merely touching an opponent. They attack living things without hesitation in order to gain the life force of their prey. \n\nAbilities: Immunity to Cold\n\nCharacteristic Drain (Strength): Each hit drains 1d4 STR from the target in addition to the cold damage the touch normally inflicts.  If reduced to 0 STR the victim dies and rises as a shadow 1d4 hours later.  Lost STR returns at the rate of 1 point per 10 minutes.\n\nA shadow's attacks bypass all except magical defense (magical weapons may parry a shadow). \n\nHP are magic points"}, {"name": "two headed Sohleugir priest (llizard man)", "race": "Ettin, Serpent People", "rank": 3, "owner": "skarza", "tags": [], "id": 6773, "notes": "Textured, red scales shimmer on the hide of the amphibious Sohleugir, interupted by fin-like ridges rising along the spine. These jagged spikes march from the tip of the three foot tail to the crown of the draconic, snouted head. A transparent, extra lid covers the eye underwater or against dust in the air. The digits of hands and feet bear translucent, claw-like nails. They stand 6'2' to 7'6\" tall.\n\nTwo headed lizard men are often found serving as priests for their more normal relations seem to regard them as being\nblessed by their Gods. They worship a whole host of savage reptilian Deities and Snake Demons. They are bigger and crueller than their more normal cousins, and are allowed free rein to slaughter slaves and prisoners as the mood takes them, for they serve the Gods and their actions are never questioned.\n\n+1 Combat Action due to Multi-headed. Wears Brigandine armour with banded on head -6 SR.\n\nVampiric Touch\nInstant, Rank Acolyte, Resist (Endurance), Touch\nThis powerful spell heals the worshipper by draining the vitality of the target. If not resisted, the victim loses a number of Hit Points from each location to heal any damage currently suffered by the concurrent locations of the caster. The maximum number of Hit Points which may be transferred (per location) is equal to the Magnitude of the miracle. However, the victim cannot lose any more points than would take his own equivalent location down to a Major Wound. Vampiric Touch will even heal maimed or reattach severed locations if cast within an hour of receiving the Major Wound. Beyond this period a Regrow Limb spell is required.\n\nAnaemia\nInstant, Ranged, Rank Initiate, Resist (Endurance)\nThis miracle causes blood within a creature to be thinned, weakening them significantly. If not resisted, the spell will reduce the target\u2019s Fatigue level as per bleeding. The victim suffers the loss of one level per two points of the miracle\u2019s Magnitude. At the conclusion of the miracle the victim\u2019s fatigue level recovers to its previous value, assuming the spell was not fatal.\n\nBoil Blood\nInstant, Ranged, Rank Acolyte, Resist (Endurance)\nThis dreadful spell induces the blood of a single target to begin boiling within their body, literally causing them to cook from the inside or even blow limbs off! If the target fails to resist, his blood will superheat, inflicting 2D6 damage per Hit Location (roll separately for each location). Armour points are not effective against this damage and any location which suffers a Major Wound and fails its Resilience test is blown apart."}, {"name": "Black Lion", "race": "Lion", "rank": 3, "owner": "skarza", "tags": [], "id": 6790, "notes": "It is not known whether black lions are the result of a wizard\u2019s experiment or natural crossbreeding in the wild. What is certain, however, is that they are a cross between a black panther and lion, a mix that makes them the most savage of all the hunting cats. These deadly predators are found where the grasses of hot plains meet the thick vegetation of jungles. They usually sleep all day, languishing in the crook of a branch high above the ground. Come twilight, they will descend trom their lofty perch to hunt wild boar, deer and other nocturnal creatures. They can run, leap and climb well, and are consequently very dangerous to all creatures. Once a Black Lion is on the trail its prey, there is little the hapless quarry can do to escape the best's claws and teeth.\n\nSome have tried to tame Black Lions, but with little success, for the creatures are as wild as enraged tigers. Occasionally, however, men have been able to separate some cubs from their mother, steal them and domesticate them for use as guards and pets. But Black lions never remain loyal to any  master for very long and sooner or later turn on him and extract their revenge for their imprisonment.\n"}, {"name": "carriage ghost (3 intensity)", "race": "Haunt", "rank": 3, "owner": "skarza", "tags": [], "id": 6802, "notes": "The spectral shape of a tall man with wary black hair and green eyes, his figure almost covered by a voluminous black and purple cloak.\n\nThe haunt fell from the counts carriage (which it is tied too) and wishes for others to suffer the same fate. It casts a combination of might, telekinesis and knock to attempt to throw the passengers from the vehicle.\n\nThis 'spell' is cast as one action but costs 3 MP and lasts POW in minutes, more then enough time to throw people from the carriage."}, {"name": "Werewolf (Wolf form)", "race": "Werewolf (Wolf form)", "rank": 3, "owner": "skarza", "tags": [], "id": 6803, "notes": "Lycanthropy, Prefers to select Grip and Choose location. Gripped victim sustains biting damage every round."}, {"name": "werewolf (hybrid form)", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 6804, "notes": "Lycanthropy, Prefers to select Grip and Choose location. Gripped victim sustains biting damage every round."}, {"name": "Snivel the gnome", "race": "Halfling (Dark Sun)", "rank": 3, "owner": "skarza", "tags": [], "id": 6805, "notes": "Darkvision: Gnomes have excellent low light vision. In most darkness outdoors and in dimly lit tunnels gnomes can see 15 meters (50 foot) perfectly and fairly well up to 30 meters (100 foot). In absolute darkness, they can see up to 3 meters (10 foot).\n\nHardness of Body: Gnomes are highly resistant to poison, with Endurance Rolls that relate to poisoning being 1 grade easier.\n\nMagic Resistance: Like dwarves, gnomes are highly resistant to Arcane magic; Willpower Checks are 1 grade easier when used to resist. \n\nSnivel the Gnome pulls out a dagger, and you can see that the blade is discoloured - poison! What's more, the Gnome is athletic, and he dodges and weaves, so he is not easy to hit.\n\nvenom blade\nApplication: Injection\nOnset time: 1D2 Combat turns\nDuration: permanent\nResistance Time: One Resistance roll.\nPotency: 55.\nResistance: Endurance.\nConditions: death\n\nASSASINATE: During its first turn, the assassin has +25% on attack rolls against any creature that hasn't taken a turn. In addition, any hit the assassin scores against a surprised creature allows to choose critical effects.\n\nEVASION: In area effect defence cases, a successful roll results in the character take no damage and a failed roll resulting in only half damage. \n\nSNEAK ATTACK: The assasin can backstab in the same ways as a thief; their damage modifier increase three ranks.\n\nArtful Dodger: possess fast reflexes and gain 1 extra Action Point, which may only be used to Parry or Evade. In addition, you may use the Evade skill to dodge a melee attack without falling prone. Against a ranged attack, you only end up prone if you fail the roll.\n\nClimb Walls: may ignore 1 grade of difficulty to your Athletics roll when performing any attempt at climbing. In addition the Armour Penalty to Base Movement when climbing may be ignored.\n\nHide in Shadows: all Perception rolls to spot you are 1 difficulty grade harder.\n\nQuick: The thief can add 2m (5 ft.) to base movement rate. "}, {"name": "Wraith intensity 3", "race": "Spirit", "rank": 3, "owner": "skarza", "tags": [], "id": 6823, "notes": "RQ6 PG 412. Intensity 3. Hitpoints = POW.  Attack with Spectral combat with Spirit Damage as damage.Wraith attacks bypass all except magical defence. Wounds turn necrosis that do not recover except with magic. Can attack thru physical objects. Cannot move beyond its tomb/place of death"}, {"name": "Corporal Salma Shan (pilot)", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 6824, "notes": "Leather leg greaves +1 (AP 3) -1 to SR penalty, +5 to evade, endurance, and willpower. it also reduces any stunning effects on serious wounds to the legs by 1.(factored)\n\nringmail armour\n\nSaber made of High steel with +10 non-magical (factored)\n\nStanding 5' 7\" tall and 122 lbs, this dusky skinned woman has a naive feel about her. A particularly notable feature is her winning smile. She has a round face with a softly shaped jaw, a small nose, small ears, defined cheekbones and full lips. Her hazel eyes are almond-shaped and she has neat eyebrows. Her black hair is shoulder length and fine, and is usually neatly braided. She has toned arms, a slender torso with modest breasts, a narrow waist, curvy hips, and long toned legs.\n\n\n\n\n\n\n"}, {"name": "Nightmare (Horse Demon)", "race": "Horse", "rank": 3, "owner": "skarza", "tags": [], "id": 6812, "notes": "\"These large black horses are gaunt and skeletal, with glowing red eyes, and hooves of fire and smoke. \n\nIn combat nightmares may rear up and trample as would a normal horse; however, their flaming hooves can cause additional damage. They also possess sharp fanged teeth, which they use to rip into victims, and while they have no need of sustenance, they often eat the corpses of the fallen. Finally, these hell horses are able to breathe out a cloud of hot smoke, obscuring vision and choking those within 3 metres (10 ft) of its head. A successful Endurance roll is required or opponents suffer a 1 grade difficulty penalty to all actions while in the smoke\u2019s area of effect.\n\nAll nightmares possess the ability to fly as well as become either ethereal or astral, allowing them to travel between the planes as desired, and may do so while carrying a rider. They have a hatred of all life originating on the Material Plane and are known to attack on sight, even, when rider-less.\n\nThe creature possesses the ability to enter the Astral and ethereal Plane at will. This requires the Cast Magic Action\nand costs 1 Magic Point."}, {"name": "feral Vampire (strigoi)", "race": "Vampire", "rank": 3, "owner": "skarza", "tags": [], "id": 6817, "notes": "When a vampire is deprived of blood for long periods, it begins to lost its mind. After enough time without blood, they lose any semblance of subtlety and will attack any creature they come across, looking for nothing more than to drink their blood. By repeatedly entering this state the vampire turns feral, constantly mimicking a heightened state of hunger and animalistic cunning.\n\nAll pretence of their humanity has fallen away, leaving only the Vampire hunger and the pure essence of the predator, shaping their flesh to better hunt, kill, and feed. Their bodies curve and bend, their claws become harder and sharper than steel, their fangs grow longer and far more deadly. The most distorted fall onto all fours, their legs and spine twisted, and spikes protrude from their backs. Their ears become pointed like a bat\u2019s, and their mouths extend out like that of some sort of daemonic wolf. As time passes, they no longer resemble anything remotely Human; instead, they are creatures of some deformed nightmare.\n\nTo successfully feed, a vampire must drain a victim of at least two Fatigue levels of blood. This amount of blood is sufficient to sustain the vampire for one week. Drinking blood is also the only way a vampire can heal damage. Draining one Fatigue level from a target heals all of the vampire\u2019s Minor Wounds, draining two Fatigue levels from a target heals all of the vampire\u2019s Serious Wounds, and draining four Fatigue levels from a target heals all of the vampire\u2019s Major Wounds. Healing Major Wounds allows the vampire to regenerate lost or crippled limbs. However, vampires must make a successful standard Willpower roll to stop feeding. If the vampire is currently suffering from a Serious or Major Wound, this Willpower roll becomes Formidable. Also, for each week it does not feed, the vampire suffers a level of Fatigue which does not recover until it feeds again. If the vampire drops to the level of Comatose, they enter a state of suspended animation, but do not die.\n\nblood frenzy: press advantage has no effect on them, and draining one fatigue level of blood can be done in one turn if the strigoi makes an endurance roll.\n\nRampage: When the vampire stuns a victim with a serious wound on its turn, it can take a bonus special effect of change range, touch and make a bite attack.\n\nBite drains 2-4 CON as well as blood."}, {"name": "Giant Ghoul, 4 meter", "race": "Giant, 6 meter", "rank": 3, "owner": "skarza", "tags": [], "id": 6829, "notes": "Roll D10 for melee hit location\n\nGhoul Venom\nClaw and bite attacks that get through armour causing at least 1 point of damage inject a venom into the victim\u2019s bloodstream. This venom is a simple paralytic poison to render prey immobile whilst it is eaten alive.\n\nApplication: Injection\nPotency: 58\nResistance: Endurance\nOnset time: Immediate Paralysis in location struck. If the location struck is the head or chest, the victim suffers immediate total paralysis; otherwise, it takes 1d3 Rounds to spread through the circulatory system and cause total paralysis.\nDuration: 1d6+2 minutes\n\nConditions: If not resisted, the venom acts as a muscle relaxant, immobilising the area struck and soon spreading\nto the rest of the body. Somewhat cruelly, it does nothing to stop the sensation of pain.\n\nAntidote/Cure: A prophylactic brewed from local herbs is known to tribal shamans, which makes the Endurance roll to resist the venom one step easier. If this is overcome, however, the victim must still wait out the entire duration to recover. Neutralise Poison spells or potions have their normal effect."}, {"name": "Armoured Zombie Knight", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 6836, "notes": "Although no longer lived, this knight still has formidable martial skills. His armor is badly damaged, revealing the wounds that caused his death.\n\nPARRY: The knight have a free parrying attempt every round. "}, {"name": "Thassaloss (lesser)", "race": "Vorox", "rank": 3, "owner": "skarza", "tags": [], "id": 6840, "notes": "The thassaloss is a four-armed, golem-like automaton made of bone. The greater and lesser forms have a major difference, that of sentience (possessed only by the greater form). Both forms look alike and share many special defenses; both may sometimes use weapons rather than their claws (especially for the lesser thassaloss). The thassaloss usually has a blackened appearance, and from the eye sockets, a sickly emerald glow emanates.\n\nThe lesser thassaloss usually attacks with two weapons in addition to its talons, or four weapons instead of its talons. Its gaze weapon paralyzes one enemy within 10 yards (once per turn, in addition to melee attack routine). for 2d4 round; this Renders victims incapable of movement; those targeted must succeed in an unopposed Endurance roll to avoid 1d8 minutes of paralysis.   The lesser thassaloss has no intelligence, however, and will attack melee opponents randomly unless commanded to do otherwise."}, {"name": "Vampire Mist", "race": "Mist Giant", "rank": 3, "owner": "skarza", "tags": [], "id": 6850, "notes": "A vampiric mist, also known as crimson death or crimson mist, was an incorporeal undead creature that fed on its victims' blood and body fluids. Vampiric mists were the remains of nearly destroyed vampires that could not return to their resting places to regenerate.\n\nExtra tentacle adds +1 action point. Tentacle grips and then on next round victim is engulfed. Add a new tentacle per played and +1 Action point. Take the body hit location down by 2 for each tentacle, up to maximum of 4 extra tentacles.\n\nWhen struck, on the next round the victim is engulfed by the mist, and suffers 1d2 damage to the locations engulfed through armour. They also suffer the effects of blood loss.\n\nWhen the tentacle hits, it causes no damage, but the victim suffers 1d4 CON loss, which adds a like amount of hits to the mist.\n\nCan only evade."}, {"name": "Wood Golem", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 6851, "notes": "Wood golems are about 6.5 foot in size, and are shaped from wood. These golems are particularly susceptible to fire based attacks, and make resistance rolls at one additional difficulty grade. In addition, for fire-based attacks they take x2 damage.\n\nSplintering:\nAs a free action once every 1d4+1 rounds, a wood golem can launch a barrage of razor-sharp wooden splinters from its body in a 20-foot-radius burst. All creatures caught within this area must evade (for half damage) or take damage as listed. Armour applies."}, {"name": "animated armour", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 6852, "notes": "spirit animated armour."}, {"name": "minor Spectre (intensity 3)", "race": "Spirit", "rank": 3, "owner": "skarza", "tags": [], "id": 6858, "notes": "Hitpoints = POW. Manifestation. Attack with Spectral combat with Spirit Damage as damage..\n\nCold white lights inhabiting the region where eyes might shine reveal the presence of these nearly invisible spirits. Terror heralds their arrival and fades with the departure of the tattered cloaks they often wrap around their non-corporeal forms.\n\nAll Specters generate terror as a \u201cFear\u201d spell (as the theism spell) within a 100' radius of their presence. Additionally, their insubstantial touch drains a full 5 CON points for those who fail a hard endurance roll. \n\nThe minor form attacks prey with a Shock Bolt (bolts have a range of 100'). Also, these creatures have immaterial bodies such that magical weapons are needed to damage them, and even then they are formidable to hit.\n\n\nBackground: When a living being dies with a lust for power and evil thick in their souls, it may be that their ties to the earth will not be severed upon death. Rather, these souls will gather to them the essence of Unlife, forming the horribly powerful Undead known as Specters. Once made manifest, however, Specters seem woefully incapable of gaining any true power, as if they were played for some cruel joke. Instead, they must be satisfied with performing evil deeds, which they take to with a vengeance."}, {"name": "Rot Ghoul ", "race": "Ghoul", "rank": 3, "owner": "skarza", "tags": [], "id": 6859, "notes": "The first and most obvious sign of a rot ghoul\u2019s presence is the unbearable stench. A rot ghoul is the fi nal degeneration of the ghoul, a shambling leprous monster that sheds skin and drools cranial fluid as it skulks through the tunnels. Worms eat its flesh and clouds of flies and insects surround it but it keeps moving, driven by a hunger for slaughter that death cannot quell. Rot ghouls know they have only a short time before they collapse into a pile of rotten bones and so they desperately try to devour as much flesh as they can before that inevitable fate catches them. \n\nAny wound made by a rot ghoul is automatically infected. This infection reduces healing (both natural and magical) by half and penalises endurance tests made to resist the effects of Serious and Major Injuries by \u201325%.\n\nRot ghouls can also squirt a jet of tainted blood, spittle and bile from their rotten mouths and noses. Those in combat with the ghoul when this happens must make an evade test or be struck. This taint erodes the flesh, dealing 1d6 points of damage to all locations (armour reduces this damage as per acid, but only lasts one round). Those slain by this attack become normal ghouls 1d3 days after dying. A rot ghoul can only spray once every 1d6 rounds.\n\nGhoul Venom: Delay 1d4 rounds, POT22, Full Effect: Paralysis, Duration 1d10 hours or until healed.\n\nall skill rolls done in its presence are at hard due to stench and flies etc.\n"}, {"name": "Necrotic Jelly", "race": "Jellyfish, Giant", "rank": 3, "owner": "skarza", "tags": [], "id": 6860, "notes": "Description: This horrid creature is a 5'-9' tall mass of rotting flesh and bone, maggots, filth and decay. It is shapeless, fluid, and ever-changing, producing rotting psudopods as needed to fulfill its foul desires.\n\nLifestyle: These creatures are most often found as guardians of crypts. They can subsist on nothing (being Undead), but when necessary, they are quite able to suck down vermin or other creatures which might intrude upon the tomb which it stands vigil over.\n\nCombat: These creatures can produce up to 8 clawed psudopods, each of which can function independently from the other, slashing for great effect against up to 4 separate opponents. Its touch drains 2 Constitution points as well as additional Cold damage which reduced DEX by 1d6 (until warmed). Also, wounds delivered by this creature are 50% likely to infect the victim with a disease of the GM\u2019s choice. \n\nFinally, the creature can cast spells with one of its free limbs. It can cast spells Diminish INT,Palsy, Dominate, Madness, Mindblast, It does not cost an Action to cast the spell, as long as it has a free limb, but it does cost the MP and time.\n\nHit locations are:\nBody 01-04\nLimb 1 05-06\nLimb 2 07-08\nLimb 3 09-10\nLimb 4 11-12\nLimb 5 13-14\nLimb 6 15-16\nLimb 7 17-18\nLimb 8 19-20"}, {"name": "Katarina Haydrich (Witch)", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 6868, "notes": "The woman who stands before you is tall and slim, with flowing black hair and mysterious, emerald-green eyes . She is stunningly lovely but very pale; the ivory pigment of her skin is emphasized by the jet-black dress she wears. Cold silver and glinting emerald jewellery adorn her. This is Katarna Heydrich, the Counts sister.\n\nice blue dagger: magically infused with elemental ice, causes freeze burns on contact, hence the high damage. Will melt if exposed to sunlight.\n\nemerald Bracelet: stores Manna: holds 20 MP.\n\nIf she is prepared for a fight she will have cast a combined: cast back, damage and spell resistance at 7 magnitude and a duration of 18 mins (costing 5 MP).\n\nShe will then prepare: animate vs 6 targets at range of 18 metre (magnitude 5) and dominate same parameters (costing 4 MP each)\nFinally she will teleport in using a magnitude 8 teleport with a 180 metre range (costing 3 MP)\n\ntotal MP cost = 16 MP (taken from bracelet)."}, {"name": "Human Fighter (Barkwell)", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 6869, "notes": "Armour Proficiency: light armours receive 1 extra armour point (factored). The only stipulation is that you have to know the attack is coming.\n\nCombat Proficiency: Being a master of armed and unarmed com- bat, Fighters gain a further +5% to their Combat Style. ADDED.\n\nWeapon Specialization: Your Combat Style is improved by 10% when using your weapon of specialisation. ADDED\n\nYou gain +1 Action Point for the purposes of Parrying only. Not added.\n\nuses warhammer in one hand and dagger in other. "}, {"name": "Dwarf rogue (Thrangull)", "race": "Dwarf", "rank": 3, "owner": "skarza", "tags": [], "id": 6876, "notes": "Hardness of Body: Dwarves rarely fall ill. And are also highly resistant to poison, with Endurance Rolls that relate to poisoning and disease being 1 grade easier.\n\nMagic Resistance: Dwarves are highly resistant to Arcane magic; their Willpower Checks 1 grade easier when used to resist. \n\nHealthy: Dwarves receive a bonus of +20% to their skill when undertaking any rolls to resist weariness for any reason.\n\nResistance: All Dwarves gain +30% to their skill and characteristic rolls made when enduring against either flame or ice attacks. Fire and ice attacks will do damage normally however, with the Dwarves worn armour protecting against this damage.\n\nArtful Dodger: The Artful Dodger talent requires you to be Unburdened (ENC less than STRx2), and wearing nothing more restrictive than light armour. You possess fast reflexes and gain 1 extra Action Point, which may only be used to Parry or Evade. In addition, you may use the Evade skill to dodge a melee attack without falling prone. Against a ranged attack, you only end up prone if you fail the roll.\n\nBackstab: Backstab  Because the attacker is typically able to strike without hindrance, like Surprise, the first attack on the target gains a bonus Special Effect if successful. In addition, the thief can shift their Damage Modifier by one step for every two Ranks they have in Thief or Thief-Acrobat.It is not necessary for the thief to gain surprise on her victim, however the attack must be made from outside the victim\u2019s field of vision. Therefore, many thieves will wait for an opponent to become engaged with an ally, then take advantage of the distraction to strike from behind.\n\nAgile: The thief gains superb reflexes. When calculating Initiative the character adds one tenth of his or her Athletics skill to the Initiative 1d10 roll. \n\nClimb Walls: You are very good at climbing anything up to and including sheer surfaces. As long as you are Unburdened (ENC less than STRx2) and wearing nothing more restrictive than light armour, you may ignore 1 grade of difficulty to your Athletics roll.\n\nHide in Shadows: All Perception rolls to spot you are 1 difficulty grade harder.\n\n+2 chain, +2 hammer, +2 shield (+10 to parry)\n\nDaggers are coated with sleep toxin potency: 125; hand axes are coated in blade venom potency: 65; 2 x extra healing potions"}, {"name": "Highwayman (Werlar)", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 6877, "notes": "Armour Proficiency: Light armours receive 1 extra armour point, and heavy armours 2. The only stipulation is that you have to know the attack is coming. In addition, when worn, only 1/4 the total ENC of the armour is counted towards Encumbrance instead of half.\n\nRanged Weapon: When attacking a target at the weapon\u2019s Effective range, Aiming requires 1 Turn steadying the weapon instead of a full Round, and makes the following attack 1 grade easier. In addition, if not surprised the specialist may automatically fire first (before rolling for initiative) at the beginning of combat, assuming both weapon and ammo are readied. a Master may reduce the reload time of any mastered ranged weapons within their Combat Style by 1. A weapon with 0 reload time may effectively be readied as a free action.\n\ncomposite bow +2\n\nLuck: 6"}, {"name": "thug (Orcare)", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 6878, "notes": "Brigandine and hard leather\n\n__Armour Proficiency__: Light armours receive 1 extra armour point, and heavy armours 2. The only stipulation is that you have to know the attack is coming. In addition, when worn, only 1/4 the total ENC of the armour is counted towards Encumbrance instead of half.\n\n__Combat Proficiency__: Being a master of armed and unarmed com- bat, Fighters gain a further +5% to their Combat Style. ADDED.\n\n__Weapon Specialization__: Your Combat Style is improved by 10% when using your weapon of specialisation. You gain +1 Action Point for the purposes of Parrying only. Not added.\n\n__Weapon Master__:As for specialisation, plus gain a 1-step improvement to damage modifier.\n\nluck:3"}, {"name": "Ex merc (Merwai)", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 6880, "notes": "Double linked mail armour\n\n__Armour Proficiency__: Light armours receive 1 extra armour point, and heavy armours 2. The only stipulation is that you have to know the attack is coming. In addition, when worn, only 1/4 the total ENC of the armour is counted towards Encumbrance instead of half.\n\n__Combat Proficiency__: Being a master of armed and unarmed com- bat, Fighters gain a further +5% to their Combat Style. ADDED.\n\n__Weapon Specialization__: Your Combat Style is improved by 10% when using your weapon of specialisation. You gain +1 Action Point for the purposes of Parrying only. Not added.\n\n__Weapon Master__:As for specialisation, plus gain a 1-step improvement to damage modifier.\n\nluck:5"}, {"name": "Saxon Laece", "race": "Human", "rank": 3, "owner": "yngeld", "tags": ["", "Mythic britain"], "id": 7752, "notes": ""}, {"name": "Sorcerer", "race": "Human", "rank": 3, "owner": "Zerahar", "tags": [], "id": 6944, "notes": ""}, {"name": "harbour thugs (Sheasu Vice)", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 6945, "notes": "Thugs in employ of Calderone, 'the Vaduzian'\n\nThe MAC-10 (Magical Assault/Closequarters) is a full auto Wrecker designed to place a large amount of magical projectiles into a small space. it has a 32, 9 carat shot crystal clip which take 3 round to reload."}, {"name": "Grtr Lugro (orc) Marauder", "race": "Goblin", "rank": 3, "owner": "skarza", "tags": [], "id": 7095, "notes": "These squat, grey-skinned humanoids have sharp yellowed fangs and yellow eyes that can see clearly in dark and smoky atmospheres. However, they are sensitive to ultraviolet light, which makes them less well able to see in daylight than humans (1 grade harder during day). Their lungs are very efficient at filtering and neutralising inhaled toxins, their porous body fat insulates their internal organs from extreme temperatures, and their cartilaginous bones have twice the strength of the human equivalent. Their alimentary canal and stomach are impervious to all non-corrosive poisons.\n\nThese are battle-hardened, resourceful and physically tough lugro which comprise war-bands that raid territories bordering upon the Darklands. They are expert infiltrators, scouts,hunters and warriors and are usually mounted on warwargs. They can operate autonomously for months beyond the Darklands, hiding in forest or hills and pillaging remote or poorly defended human settlements. \n\nMarauders smear their blades with Fenblood,a poison extracted from swamp roots originating from the slimefilled rifts of the Darklands, which causes blood poisoning on even a scratch.\n\ntough hide and scale, half plate helm\n\nDark Axe: A wicked barbed axe favoured by many for its ability to catch an opponent\u2019s weapons and tear them out of their grasp, this axe has several metal protrusions around the head and along its metal-jacketed haft. Any time an opponent is struck by a Dark Axe in melee combat while wielding a one-handed melee weapon the attacker can perform a free disarm combat Manoeuvre in addition to any one chosen.\n\nBlack Iron Bow: The black iron bow is the standard elite weapon for rare lugro archers and other skilled ranged attackers in the Darklands armies. With its shaft of bent and tempered black iron and its braided steel cable for a string, this bow fires its specially crafted metal arrows with remarkable force and accuracy. Though its heavy arrows do not fly as far as a normal longbow, they hurt a great deal more when they hit.+1 AP effect.\n\nFang Shield: A middle-sized shield shaped like an oversized arrowhead or spear tip, the fang shield is so-named because it most commonly has two long spikes protruding from its bottom. Worn lengthwise rather than sideways on the arm, the fang shield is as much a stabbing weapon as it is a protective tool. As the shield must be secured firmly to the arm, it is immune to the Grab Weapon Combat Manoeuvre."}, {"name": "Doomhand Cleric", "race": "Goblin", "rank": 3, "owner": "raleel", "tags": ["Classic fantasy", "Goblinoid", "Monster", "Red hand of doom"], "id": 7093, "notes": "Average Lair: 90-900. One quarter of this number will be male warriors. Hobgoblin females and young are typically non-combatants.\n\nTreasure Type: B, Cx5, (M)\n\nAbilities:\n\nInfravision: The creature sees into the infrared spectrum. The maximum distance is 18 metres (60 ft) unless specified otherwise. \n\nTunnel Sense: Possess the ability to detect certain underground phenomena by succeeding at an Easy Perception skill roll. This Perception test may be further augmented by Lore (Mineral). Tunnel Sense may be used to detect stonework pits, deadfalls and traps, a slope or grade, approximate depth underground, new tunnel or passage construction, and shifting or sliding walls or rooms. The range of this detection is limited to 3 metres (10 feet).\n\nrank 2 cleric\n\nCombat Gear 2 potions of healing, \nscroll of spiritual hammer (3 AP, 1d8+1 damage, 5 intensity, 30m (90') range, concentration)\nscroll of animal summoning I (6 intensity, will summon 2 dire wolves with their goblin riders, requires casting roll, 1d20 minutes to arrive)\nCleric Spells Prepared \n Rank 1 - Bless, Curse, Cure Minor Wounds, Silence, Fatigue, Fear\n Rank 2 - Hold Person, Cure Serious Wounds, Lesser Invisibility (as wizard spell), Darkness (as wizard spell)"}, {"name": "Grtr Lugro Orgadak-Taagim 'The Human killers'", "race": "Goblin", "rank": 3, "owner": "skarza", "tags": [], "id": 7094, "notes": "These squat, grey-skinned humanoids have sharp yellowed fangs and yellow eyes that can see clearly in dark and smoky atmospheres. However, they are sensitive to ultraviolet light, which makes them less well able to see in daylight than humans (1 grade harder during day). Their lungs are very efficient at filtering and neutralising inhaled toxins, their porous body fat insulates their internal organs from extreme temperatures, and their cartilaginous bones have twice the strength of the human equivalent. Their alimentary canal and stomach are impervious to all non-corrosive poisons.Without a strong officer to command them will not engage in combat unless they outnumber an enemy two-to-one).\r\n\r\nTypical Armour: scale and Tough Hide (AP 1)\r\nUniform:Dull red\r\nBanner: Impaled human head\r\n\r\nThe Human-killers are equipped with spears and pikes. They include elite squadrons of Kraan Lancers equipped with tall pointed helmets fashioned from a dull-coloured bronze. Some of them carry sorcerous spears wreathed by a crackling coil of magical fire. The Orgadak-Taagim are led by Battlemasters, taller than their comrades and clad from head to foot in black chain mail. They are armed with a barbed flail that they use to urge their troops forward. These Battlemasters are sometimes tasked with leading special units, drawn from several naghims, to destroy specific battlefield targets.\r\n\r\nSwordspear: A sword blade grafted on a spear haft with a set of covered handgrips along its length, the swordspear is another favourite among the lugro troops of the Darklands. Swift and vicious, the swordspear\u2019s main properties are its covered grips and its balanced weight. The first trait adds a +5 bonus in the wielder\u2019s favour against any disarming attempts. The second feature allows the swordspear to be thrown without any penalty to the attack roll. Use the listed range increment for ranged attacks using the swordspear in this manner. Most swordspears are attached to a 10 metre length of chain, limiting their but allowing them to be retrieved as a combat action after they are thrown."}, {"name": "Minotaur", "race": "Minotaur", "rank": 3, "owner": "raleel", "tags": ["Classic fantasy"], "id": 7124, "notes": "Horns and Hide. Warriors may wear any armour"}, {"name": "Hobgoblin Bladebearer", "race": "Goblin", "rank": 3, "owner": "raleel", "tags": ["Classic fantasy", "Goblinoid", "Monster", "Red hand of doom"], "id": 7092, "notes": "Possessions 2 +1 short swords, studded leather armor\n\nAbilities:\n\nInfravision: The creature sees into the infrared spectrum. The maximum distance is 18 metres (60 ft) unless specified otherwise. \n\nTunnel Sense: Possess the ability to detect certain underground phenomena by succeeding at an Easy Perception skill roll. This Perception test may be further augmented by Lore (Mineral). Tunnel Sense may be used to detect stonework pits, deadfalls and traps, a slope or grade, approximate depth underground, new tunnel or passage construction, and shifting or sliding walls or rooms. The range of this detection is limited to 3 metres (10 feet)."}, {"name": "Hobgoblin Regular", "race": "Goblin", "rank": 3, "owner": "raleel", "tags": ["Classic fantasy", "Goblinoid", "Monster", "Red hand of doom"], "id": 7091, "notes": "Armor: -5 to Initiative. \n\nPossessions: potion of healing, scale helm, sclae on chest, abdomen, studded on arms and legs, heavy steel shield, longsword, longbow with 20 arrows\n\nAbilities:\n\nInfravision: The creature sees into the infrared spectrum. The maximum distance is 18 metres (60 ft) unless specified otherwise. \n\nTunnel Sense: Possess the ability to detect certain underground phenomena by succeeding at an Easy Perception skill roll. This Perception test may be further augmented by Lore (Mineral). Tunnel Sense may be used to detect stonework pits, deadfalls and traps, a slope or grade, approximate depth underground, new tunnel or passage construction, and shifting or sliding walls or rooms. The range of this detection is limited to 3 metres (10 feet).\n\nNote from transcriber - I like to keep the stats the same. they operate on the same scale. normally these sorts of guys end up in big packs and tracking different numbers is a pain in the rear"}, {"name": "Vordak", "race": "Skeleton", "rank": 3, "owner": "skarza", "tags": [], "id": 7105, "notes": "Wrapped in a voluminous hooded robe of crimson or bright vermillion, a Vordak can pass easily for a cloaked humanoid unless it is subjected to a close inspection. Only then will its true nature become apparent, by which time it may already be too late for the discoverer to save himself from a grisly death in the grip of its skeletal hands. Uncloaked, a Vordak resembles a humanoid in shape and form, but one that possesses a grey skin (when it remains), a skeletal face and a pair of glowing red eyes. Vordaks exude an aura of evil that can be detected by most goodly magic users and all goodly priests. They are cunning adversaries and should not be treated lightly whenever and wherever they are encountered. Vordaks will employ the use of a psychic Mindblast as a precursor to any close combat in which they engage. \n\n(Opposed willpower rolls EACH TURN until fail, then impose -1 penalty step to all abilities.)\n \nThey have good tactical skills, as befits their designated role as army lieutenants, and they will often prepare traps to ensnare their enemies. Their favoured weapons are large black iron maces. Sometimes they are equipped with magical weapons including, in rare cases, Bluefire powerstaves (enchanted with an intensity 8 damage enhancement). In battle, Vordaks ride upon the backs of Kraan and will oversee the progress of their designated lugro regiment from above. They will also use their elevated position to good effect to scout out the battlefield and ascertain the strengths and weaknesses of enemy formations.\n\nVordaks possess the ability to attack psychically using a Mindblast. Vordaks can use their Mindforce to detect any sentient beings in their vicinity (100 feet / 30 meters radius), and can thus rarely be taken by surprise. Few people can also hide from their scanning and escape them unless they possess some form of mental shielding. When not engaged in combat, they are able to regenerate and fully heal all wounds within an hour of receiving them. When a Vordak is killed, it rapidly decomposes, the human frame of its body undergoing an accelerated decomposition while the silicon-based substance which animated it reverts back into the form of a Vordak Gem. Their bodies ignite and disintegrate, leaving a noisome and poisonous puddle of bubbling residue in their wake. Within this residue will be found the scarlet Vordak Gem. If any human or humanoid should touch this Vordak Gem within a few minutes of the creature being destroyed, they will automatically sustain intensity 2 burns to the hand due to the high temperature of its multi-faceted surface. Moreover, the evil power it contains could corrupt this owner over time and it will certainly make it easier for the agents of Darkness to detect their whereabouts. The soul of a Player who possesses a Vordak Gem at the time of their death will not be able to pass across to the Spirit. They will be trapped in limbo.\n"}, {"name": "Gtr Lugro Kraan lancer", "race": "Goblin", "rank": 3, "owner": "skarza", "tags": [], "id": 7121, "notes": "These squat, grey-skinned humanoids have sharp yellowed fangs and yellow eyes that can see clearly in dark and smoky atmospheres. However, they are sensitive to ultraviolet light, which makes them less well able to see in daylight than humans (1 grade harder during day). Their lungs are very efficient at filtering and neutralising inhaled toxins, their porous body fat insulates their internal organs from extreme temperatures, and their cartilaginous bones have twice the strength of the human equivalent. Their alimentary canal and stomach are impervious to all non-corrosive poisons.Without a strong officer to command them will not engage in combat unless they outnumber an enemy two-to-one).\n\nTypical Armour: banded and Tough Hide (AP 1)\nUniform:Dull red\nBanner: Impaled human head\n\nThe Human-killers are equipped with spears and pikes. They include elite squadrons of Kraan Lancers equipped with tall pointed helmets fashioned from a dull-coloured bronze\n"}, {"name": "Wyrmlord Koth", "race": "Goblin", "rank": 3, "owner": "raleel", "tags": ["Classic fantasy", "Goblinoid", "Monster", "Red hand of doom"], "id": 7145, "notes": "for wyrmlord koth, I gave him a higher intelligence than charisma because I didn't want to write up a sorcerer :)\n\nAbilities:\n\nInfravision: The creature sees into the infrared spectrum. The maximum distance is 18 metres (60 ft) unless specified otherwise. \n\nequipment: wand of magic missile (45 charges), potion of fly, 2 potions of cure serious wounds, bag of holding (type I) containing a scroll of lesser monster summoning, 2 elixirs of truth (going to have to make this up), 743 gp, and 2,980 sp. Spellbook contains spells below + 1d4 1st rank and 1d2 2nd rank\n\nSpells\n2nd \u2014 enfeeblement, hold person, read thoughts, Lightning Bolt\n1st \u2014 charm being, armor, acid arrow x2, shield, spider climb\ncantrips as needed\n\nRank 2 wizard\n\nspellbook\nrank 1 - armor, acid arrow, charm being, disk of burden, shield, spider climb, unseen servant\nrank 2 - enfeeblement, hold person, lightning bolt, read thoughts"}, {"name": "Dire Boar", "race": "Boar, wild", "rank": 3, "owner": "raleel", "tags": ["Fantasy", "Rq6"], "id": 7157, "notes": "RQ pg 337"}, {"name": "Sarnathi Warrior", "race": "Human", "rank": 3, "owner": "Cultistable", "tags": [], "id": 7180, "notes": ""}, {"name": "Ghast", "race": "Zombie", "rank": 3, "owner": "SFLucid", "tags": [], "id": 7208, "notes": "Abilities: \nImmune to Extreme Environments. \n\nFear - Any living creature that sees the creature test Willpower for be struck with fear for a turn and all further actions must be used to flee from creature.\n\nStench - Any living creature that starts its turn within 4m of the creature must test Endurance or suffer 1 grade skill penalty until the start of its next turn. On a successful saving throw, the creature is immune to the creature's Stench for 24 hours. \n\nPoison - Any living creature that is bitten test Endurance or become paralyzed for one turn.\n\nFormidable Natural Weapons - Can Attack an parry with natural weapons shrugging off damage of manufactured weapons.  "}, {"name": "Hobgoblin Veteran", "race": "Goblin", "rank": 3, "owner": "raleel", "tags": ["Classic fantasy", "Goblinoid", "Monster", "Red hand of doom"], "id": 7234, "notes": "**Armor**\n-4 to Initiative\n\n**Possessions**\n3 potion of cure serious wounds, Scale and chain mail, hoplite shield, longsword, longbow with 20 arrows. If provided with extra ammunition, frequently it includes special varieties such as:\n\n- Armor piercing (half maximum damage in armor ignored)\n- barbed (full damage when yanked free)\n- broadhead (bleed or impale for special effects)\n\n**Infravision**\nThe creature sees into the infrared spectrum. The maximum distance is 18 metres (60 ft) unless specified otherwise. \n\n**Tunnel Sense** \nPossess the ability to detect certain underground phenomena by succeeding at an Easy Perception skill roll. This Perception test may be further augmented by Lore (Mineral). Tunnel Sense may be used to detect stonework pits, deadfalls and traps, a slope or grade, approximate depth underground, new tunnel or passage construction, and shifting or sliding walls or rooms. The range of this detection is limited to 3 metres (10 feet).\n\nNote from transcriber - I like to keep the stats the same. they operate on the same scale. normally these sorts of guys end up in big packs and tracking different numbers is a pain in the rear"}, {"name": "Termite Nasute", "race": "Ant, Giant", "rank": 3, "owner": "Bilharzia", "tags": ["Xothique"], "id": 7285, "notes": "Nasutes squirt a globule of fluid 5/10/20 metres, this attack may be parried or evaded Vs the attack roll. If a foe is struck, the creature is granted the Grip effect against the opponent\u2019s limb or the Pin Weapon effect against his weapon instead.  The creature always uses its Brawn skill to resist a victim from breaking free from the glue.\n\n\nGiant termites act like ants in many ways. Sunlight demoralizes them, and they prefer to remain within their immense mounds. Worker termites can create a 10 centimetre thick cement wall that is 3x3 meters across in half an hour if working alone. Each additional worker lessens the time required by ten minutes to a mini-mum of 10 minutes (for 3 workers). About a third of termite nest inhabitants are the warriors with larger heads and hooked jaws. Some termite mounds employ nasute warriors instead of the normal biting types. A few tropical types have warriors capable of both biting attacks and nasute abilities. Nasutes cannot normally bite. Their head is shaped like a bulb with a long narrow gun-like snout extending out the front. Termites are never encountered out foraging. Sometimes a cement-like tunnel is encountered going from their mound to a source of wood \u2014 these tunnels are packed full of termites. Giant termites dwell in large mounds and grow fungus gardens deep within. Termites cannot be poisoned by laying out bait, for they feed only on their fungus gardens. If attackers knock a hole in the rock-hard mound, the termites send out soldiers to delay the attackers while workers seal the opening over with cement. If attackers actually enter the mound, then the termites employ their expertise at tunnel fighting. They may lead attackers into blind alleys, which are then sealed off, or surrounded by warriors. The maze of passages within a mound confuse the invader and is nearly impossible to map, as they twist in all three dimensions. Termites are sometimes attacked anyway, despite the difficulty, to get at their fungus gardens. This fungus is sometimes magical in nature. The effects may vary \u2014 eating a fungus may add a SIZ point to the eater, or it may add a POW point, transform him into some other type of organism, give him one-use Rune spell, or transport him onto a different plane. If it appears that the attackers are likely to defeat the termites and pillage them, the termites will usually try to flee with their fungus balls. "}, {"name": "Termite Soldier", "race": "Ant, Giant", "rank": 3, "owner": "Bilharzia", "tags": ["Xothique"], "id": 7286, "notes": "Giant termites act like ants in many ways. Sunlight demoralizes them, and they prefer to remain within their immense mounds. Worker termites can create a 10 centimetre thick cement wall that is 3x3 meters across in half an hour if working alone. Each additional worker lessens the time required by ten minutes to a mini-mum of 10 minutes (for 3 workers). About a third of termite nest inhabitants are the warriors with larger heads and hooked jaws. Some termite mounds employ nasute warriors instead of the normal biting types. A few tropical types have warriors capable of both biting attacks and nasute abilities. Nasutes cannot normally bite. Their head is shaped like a bulb with a long narrow gun-like snout extending out the front. Termites are never encountered out foraging. Sometimes a cement-like tunnel is encountered going from their mound to a source of wood \u2014 these tunnels are packed full of termites. Giant termites dwell in large mounds and grow fungus gardens deep within. Termites cannot be poisoned by laying out bait, for they feed only on their fungus gardens. If attackers knock a hole in the rock-hard mound, the termites send out soldiers to delay the attackers while workers seal the opening over with cement. If attackers actually enter the mound, then the termites employ their expertise at tunnel fighting. They may lead attackers into blind alleys, which are then sealed off, or surrounded by warriors. The maze of passages within a mound confuse the invader and is nearly impossible to map, as they twist in all three dimensions. Termites are sometimes attacked anyway, despite the difficulty, to get at their fungus gardens. This fungus is sometimes magical in nature. The effects may vary \u2014 eating a fungus may add a SIZ point to the eater, or it may add a POW point, transform him into some other type of organism, give him one-use Rune spell, or transport him onto a different plane. If it appears that the attackers are likely to defeat the termites and pillage them, the termites will usually try to flee with their fungus balls. "}, {"name": "Hobgoblin Sergeant", "race": "Goblin", "rank": 3, "owner": "raleel", "tags": ["Classic fantasy", "Goblinoid", "Monster", "Red hand of doom"], "id": 7325, "notes": "Armor: -4 to Initiative. \n\nPossessions: 3 potion of cure serious wounds, Scale and chain mail, hoplite shield, longsword, longbow with 20 arrows\n\nAbilities:\n\nInfravision: The creature sees into the infrared spectrum. The maximum distance is 18 metres (60 ft) unless specified otherwise. \n\nTunnel Sense: Possess the ability to detect certain underground phenomena by succeeding at an Easy Perception skill roll. This Perception test may be further augmented by Lore (Mineral). Tunnel Sense may be used to detect stonework pits, deadfalls and traps, a slope or grade, approximate depth underground, new tunnel or passage construction, and shifting or sliding walls or rooms. The range of this detection is limited to 3 metres (10 feet).\n\nNote from transcriber - I like to keep the stats the same. they operate on the same scale. normally these sorts of guys end up in big packs and tracking different numbers is a pain in the rear"}, {"name": "Hobgoblin Warrior", "race": "Goblin", "rank": 3, "owner": "raleel", "tags": ["Classic fantasy", "Goblinoid", "Monster", "Red hand of doom"], "id": 7441, "notes": "Armor: -4 to Initiative. \n\nPossessions: potion of healing, scale helm, sclae on chest, abdomen, studded on arms and legs, halberd, arbalest, 20 bolts, 2 bolas\n\nAbilities:\n\nInfravision: The creature sees into the infrared spectrum. The maximum distance is 18 metres (60 ft) unless specified otherwise. \n\nTunnel Sense: Possess the ability to detect certain underground phenomena by succeeding at an Easy Perception skill roll. This Perception test may be further augmented by Lore (Mineral). Tunnel Sense may be used to detect stonework pits, deadfalls and traps, a slope or grade, approximate depth underground, new tunnel or passage construction, and shifting or sliding walls or rooms. The range of this detection is limited to 3 metres (10 feet).\n\nNote from transcriber - I like to keep the stats the same. they operate on the same scale. normally these sorts of guys end up in big packs and tracking different numbers is a pain in the rear"}, {"name": "LAM pupil leader (drugged bully)", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 7467, "notes": "This pupil are under the influence of a magical drug called Glitter and had 10 extra MPs.\n\nThe mages has the following spells memorized: \nLevel I: \nCharm Being, \ncolour cascade\nInvisibility (Lesser)\nMagic Missile \nshield \nSleep \n\nLevel II:\nDispel Magic\nMonster Summoning, Lesser\nLightning Bolt \nWeb"}, {"name": "Red Hand Elite Ogre (Classic Fantasy)", "race": "Ogre, Primal", "rank": 3, "owner": "raleel", "tags": ["Classic fantasy", "Monster"], "id": 7495, "notes": "this has been slightly altered for fixed average stats, and I gave them javelins. \n\nthese Elites wear more armor, and are likely to have better weapons. "}, {"name": "'Lesser' Giant Spider", "race": "Giant Spider", "rank": 3, "owner": "skarza", "tags": [], "id": 7520, "notes": "Giant spiders are huge predatory arachnids; the largest variety of eight-legged web-spinners. Lesser Spiders are 4'-8' in diameter. Lesser Spiders hunt and live in groups of 2-12 and live almost exclusively in dark forests, cave and such like where they can spin their webs.\n\nThe origin of these creatures is certainly not a natural one. Despite their sizes, all types of creatures are related, the smaller versions probably being some sort of evil spawn of the Major Great Spiders, a bane upon the earth if there ever was one.\n\nGroups build their traps along commonly used tracks or trails, leaving an opening for their wandering prey. As the unwary traveler enters the insidious silk canyon, the spiders close off the approach. Then, the spiders close on their victim, injecting a Poison. This breaks the victim\u2019s innards down into a savory jelly that the spider simply sucks out of the imprisoned body."}, {"name": "LAM Spider Centaur", "race": "Spider Centaur", "rank": 3, "owner": "skarza", "tags": [], "id": 7522, "notes": "Possess the upper body of a man, and the lower body of a great spider. He has an oval face with a narrow chin, defined cheekbones and oddly puffy lips. His yellow eyes are narrow, and he has tapered eyebrows. His short, lank, pale grey hair is braided in cornrows. The spider half is black and chitinous, propelling the creature along the ground atop eight wicked, spindly spider legs. He stands about 8 ft tall, and just as wide.\n\nArmour: chitin, scale and plate helm; Strike Rank +15 (including armour),1d6 damage bonus on torso."}, {"name": "Drider", "race": "Spider Centaur", "rank": 3, "owner": "skarza", "tags": [], "id": 7523, "notes": "Driders appear as typical drou from the waist up, with a clear head and two arms extending from their torso. Below the waist, however, they possess a monstrous spider's thorax and eight arachnoid legs. Female driders retain their sleek, beautiful elven shapes above the waist; below, their spider bodies are similarly sleek and smooth. Males, though, are much more bestial. Their faces are a horrific blend of drou and spider, and their bodies are spiny and rough.\n\nFaerie Lights, Faerie Fire, and Darkness. 50% can 'cast' web 3 x day.\n\nmore generic:\nSpider Centaurs have black, red, white and/or grey spider bodies with human upper torsos, having dark hair, skin and eyes.\n\nThey stand 5'4\" to 6' tall (from front feet to head). Spider Centaurs are usually greedy and vicious. They greatly value wealth, both magical and monetary. Loners most of the time, they will stop at nothing to protect their hoard or to gain more. They have an average life span of 100 years. They often use poisons, especially on their weapons, and creatures such as giant spiders often accompany them as pets. Spider Centaurs are often victims of vampirism (treat as a normal vampire except that they can transform themselves into mist, a giant spider, or a small spiderbat)."}, {"name": "Flind", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 7533, "notes": "The flind is a shorter and stronger relative of the gnoll. It possesses a less sloped forehead with rounded ears and is covered with reddish-nbrown fur.\n\nRampage. When the gnoll incapacitates with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack."}, {"name": "pooka", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 7548, "notes": "This creature combines the features of a sprightly youth and a black rabbit. A wicked, whimsical grin gleams on its face.\n\nCapricious in nature, pookas are always in search of fun, though they don\u2019t often care who they inconvenience with their antics\u2014they\u2019re just in it for the whimsy. Always chaotic in nature, some pookas are cruel, some are good-natured, and others are slightly unhinged. There\u2019s no way to tell which kind one is just by looking at it; only by interacting with a pooka does its nature become clear.\n\nHowever, having a conversation with a pooka isn\u2019t easy. Though they\u2019re intelligent, pookas speak in choppy, simple sentences filled with obscure metaphors and nonsensical references. Most creatures who converse with a pooka usually misunderstand it the first time and have to ask the creature to repeat itself. Even their telepathy is filled with strange images and references, such as representing the word \u201celf \u201d with the face of an elf it knew long ago, colloquialisms that only make sense to native speakers of Elven, and so on.\n\nPookas thrive when in the company of others, and they frequently find companionship in a particular individual whether the camaraderie is wanted or not. Pookas prefer creatures of chaotic alignments, don\u2019t trust those with lawful alignments, and find most people with neutral alignments boring.\n\nPookas pull pranks to get to know a person and stay near them to observe the results, invisibly perched on a shoulder or clinging to an article of clothing in animal form. As they usually communicate with their unlucky target (whom they call \u201cfriend\u201d) using telepathy(by touch only), the person\u2019s erratic reactions to the unseen pooka\u2019s pranks and mental \u201cvoice\u201d can make the target appear insane. The pooka doesn\u2019t mind a little rough retaliation, but flees any attempts to kill it.\n\nSome pookas can be helpful, and farmers often leave a portion of their harvest behind as a tribute for any resident pookas. A pooka who is satisfied with such a gift may leave that farmer alone for an entire year, while a pooka who feels slighted by the offering may relentlessly mock the farmer and cause minor accidents on the farm.\n\nPooka's can shapechange in 1 action to any small animal, and can grow said animal to 3 times normal size for up to 5 minutes per hour. SIZ of animal increase by 3, add 1-2d6 to STR and CON.\n\nThey half all non-iron or silver damage (before armour). They also regenerate 2 HP per round.\n\nSpell-Like Abilities \nAt will\u2014detect magic, invisibility (self only)\n3/day\u2014greater illusion(intensity 1) , sleep (intensity 2)\n1/day\u2014suggestion (intensity 1)\n\na pooka can blow across its palm and create a 5-foot-diameter cloud of intoxicating dust. The pooka decides whether the dust acts as an inhaled poison or a mild intoxicant (equivalent to 1\u20132 glasses of beer).\n\nPooka Dust\nApplication: Inhaled\nPotency: 50\nResistance: Endurance (poison)/willpower Intoxication\nResistance Time: Roll willpower resistance every round for 6 rounds\nOnset time: instant\nDuration: 2d6 hours\nConditions:  (poison) 1d2 POW and 1d2 CHA loss, or intoxication (-1 shift) \nAntidote/Cure: Can be alleviate with magical healing or 2 consecutive willpower saves, otherwise, it must run its course."}, {"name": "Giant Lightning Serpent", "race": "Snake, Giant", "rank": 3, "owner": "skarza", "tags": [], "id": 8501, "notes": "a giant blue snake with sparks of electricity dancing between its fangs, while a metal, rattle-tipped tail audibly builds up a charge with every flick of the rattle.\n\nCoil\nThe serpent uses an free action to coil itself; increasing its reach with its fangs from M to VL. After the serpent strikes with its fangs, it becomes uncoiled.\n\nLightning Rattle\nThe serpent rattles its strange metal tail and unleashes a bolt of lightning in a 60-foot line (5 foot wide). The bolt is targeted with a combat style roll and deals 1d10 electricity damage to 1d4 locations (opposed Evade save for 1/2 damage and locations).\n\nOnce the giant lightning serpent uses this ability, it must wait 1d4 rounds before doing so again."}, {"name": "Mist Murderer", "race": "Giant Beetle", "rank": 3, "owner": "kilgs", "tags": [], "id": 7566, "notes": "Out ofthe mist comes what looks like a large insect, pale white in color an flexing sharp claws. A mist murderer appears as a 3-4ft long dead-white cicada with unusually large, razor sharp claws. They spend most of their lives dormant underground as pupae.\nAdult mist murderers burrow out of the ground during foggy weather to ambush prey that passes nearby. They use the fog to their advantage to catch prey, killing and laying their hosts in the bodies, then dying before the mist clears. Mist murderers sense prey nearby during foggy weather while submerged and then extract themselves to hunt it.\nTheir first attack is intended to inject poison and disable the prey. They then fly into the mist about 40ft away and wait for the poison to work. They continue this hit-and-run tactic, lunging out of the mists, until the prey is down. Once it has, they lay their eggs in the body.\n\nEGG-LAYING-A mist murderer can lay its eggs in any helpless, living creature. Then the mist murderer crawls away to die within 1hr. Eggs can be removed/destroyed by a Heal/Hard test OR by magic removing disease or curing (1hpt cured=1 egg destroyed).\n\nBLINDSIGHT [60ft]\nCAMOUFLAGE [works in fog/mist only]\nTREMORSENSE [detect 60ft]\n\n#:Solitary, pair, cluster (3-6), swarm (7-16)\nENV: Warm or temperate forests, marsh & plains\nPOISON"}, {"name": "Sibbicai. Black", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 7712, "notes": "Most likely distant kin of the Vulfen, these humanoids have a jackal\u2019s head and smooth, oily black, short haired coats covering their muscular bodies. Their hair is long only on their heads, like a human, and they usually wear it either up in a crest, or long, down their backs. They stand 5'10\" to 6'5\" tall. They only bite as a last resort.\n\nAn intelligent and cultured people, they fit in well with other mannish races, assuming the other races have no prejudices. Sibbicai are generally quiet and subdued, yet they are quick to anger. Their average life span is 70 years. In battle, they wear armor and use a variety of weapons. Groups of Sibbicai often hire themselves out as mercenaries, but they are very expensive.\n\nFemale leader of the Mercenary band, she has long, flowing black hair down her back. She dresses in Scale armour.\n\n+1 ring of protection."}, {"name": "Imp (a Djinn)", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fonrit", "Spirit"], "id": 7650, "notes": "The weakest of the jinn, their magical abilities are relatively feeble but make good messengers of spies. They are often spiteful and rude. From Fenix. Its Damage Modifier (used for hand to hand combat) is calculated using POWx2. Special abilities are inherent - do not cost a magic point but DO cost action point\n"}, {"name": "Insect Spirit", "race": "Spirit", "rank": 3, "owner": "raleel", "tags": ["Fantasy", "Spirit"], "id": 7657, "notes": "custom spirit for the Sixth World (aka Shadowrun)"}, {"name": "Great Hyena", "race": "Hyena", "rank": 3, "owner": "skarza", "tags": [], "id": 7691, "notes": "They are ferocious creatures, and hunt their own prey, rather than living off carrion. They hunt in small packs of up to eight individuals, but are not particularly fast runners, so that they prefer relatively slow-moving prey."}, {"name": "Centaur Warrior, Aristix", "race": "Centaur", "rank": 3, "owner": "skarza", "tags": [], "id": 7692, "notes": "Aristix (Stix to his friends)is a Skewbald centaur that is not the smartest horse in the herd, but is very capable in a fight. Like his band he hates gnolls and their kin, and abominations such as spider centaurs.\n\nBrown and white streaked hair hangs over a chiseled but frowning face. Glistening hazel eyes,watch over a horseshoe mustache that compliments his cheekbones."}, {"name": "Centaur Warrior, Borostom", "race": "Centaur", "rank": 3, "owner": "skarza", "tags": [], "id": 7693, "notes": "Stom is more sensible then his brother Stix, but not by much, and Like his band he hates gnolls and their kin, and abominations such as spider centaurs.\n\nHe is dark skinned, and dressed in plate, his bald head and craggy but friendly face is scarred in several places by animal and weapon. His equine parts are coal black.\n"}, {"name": "Centaur Warrior, Coriala", "race": "Centaur", "rank": 3, "owner": "skarza", "tags": [], "id": 7694, "notes": "Coriala or Cori is beautiful, with her streaming platinum hair reveals a sculpted, lively face. Her round amber eyes shine appealingly within their sockets over the handsomely spread freckles on her nose and cheeks, that compliment her tanned features. She has form fitting plate armour and barding, over her white hindquarters. Like her band she hates gnolls and their kin, and abominations such as spider centaurs.\n\nThere's something enticing about her, perhaps it's her friendly demeanor or perhaps it's simply her goodwill. But nonetheless, people tend to thank her for her service, while learning as much about her as possible."}, {"name": "Centaur Warrior, Stefolos", "race": "Centaur", "rank": 3, "owner": "skarza", "tags": [], "id": 7695, "notes": "Stefo is a blue roan, with corded muscles under his plate and studded leather barding that does nothing to hide his build that is befitting the leader of his band. He has a hidden compassion, and a soft spot for the underdog. Like his band he hates gnolls and their kin, and abominations such as spider centaurs.\n\nHis blue-black, short hair is pulled back to reveal a slightly wild face. Green eyes, oft narrowed within their sockets, watch over the band he leads.\n\nThere's something enthralling about him, perhaps it's a feeling of arrogance or perhaps it's simply a feeling of comfort. But nonetheless, people hope to one day follow in his footsteps."}, {"name": "Sibbicai, Blue", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 7697, "notes": "Most likely distant kin of the Vulfen, these humanoids have a jackal\u2019s head and smooth, oily black, short haired coats covering their muscular bodies. Their hair is long only on their heads, like a human, and they usually wear it either up in a crest, or long, down their backs. They stand 5'10\" to 6'5\" tall. They only bite as a last resort.\n\nAn intelligent and cultured people, they fit in well with other mannish races, assuming the other races have no prejudices. Sibbicai are generally quiet and subdued, yet they are quick to anger. Their average life span is 70 years. In battle, they wear armor and use a variety of weapons. Groups of Sibbicai often hire themselves out as mercenaries, but they are very expensive.\n\nBlue is the shock trooper of the mercenary band. He wears Double link chain.\nHis greatsword is +1 (not factored)"}, {"name": "Aquastone Construct (Mazij)", "race": "Human", "rank": 3, "owner": "Greshbolt", "tags": ["Construct", "Fantasy"], "id": 7702, "notes": "As constructs made of Aquastone the hindrances of water do not affect them and in fact boost their prowess.  When fighting among water an Aquastone construct may gain 1 action point.\n\nThe Mazij specifically come in three variants their differences are listed below.\nDual Scimitars: Gain the Do or Die combat trait.\nGreat sword: Gain the Batter Aside combat trait.\nGreat Bow: Gain the Ranged Marksman combat trait."}, {"name": "Aquastone Construct (Prutolos)", "race": "Human", "rank": 3, "owner": "Greshbolt", "tags": ["Construct", "Fantasy"], "id": 7703, "notes": "As constructs made of Aquastone the hindrances of water do not affect them and in fact boost their prowess.  When fighting among water an Aquastone construct may gain 1 action point.\n\nThe Prutolos are specifically designed for siege warfare, with an intuitive sense for the structural integrity of objects and can potentially deal extreme damage towards them.\n\nThe construct is able to spend a proactive action to inspect an inanimate object, on their turn they must make an engineering check.  Should they succeed, any attacks against this inanimate object have their damage maximized. "}, {"name": "Sibbicai", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 7713, "notes": "Most likely distant kin of the Vulfen, these humanoids have a jackal\u2019s head and smooth, oily black, short haired coats covering their muscular bodies. Their hair is long only on their heads, like a human, and they usually wear it either up in a crest, or long, down their backs. They stand 5'10\" to 6'5\" tall. They only bite as a last resort.\n\nAn intelligent and cultured people, they fit in well with other mannish races, assuming the other races have no prejudices. Sibbicai are generally quiet and subdued, yet they are quick to anger. Their average life span is 70 years. In battle, they wear armor and use a variety of weapons. Groups of Sibbicai often hire themselves out as mercenaries, but they are very expensive."}, {"name": "Sibbicai, Red", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 7714, "notes": "Most likely distant kin of the Vulfen, these humanoids have a jackal\u2019s head and smooth, oily black, short haired coats covering their muscular bodies. Their hair is long only on their heads, like a human, and they usually wear it either up in a crest, or long, down their backs. They stand 5'10\" to 6'5\" tall. They only bite as a last resort.\n\nAn intelligent and cultured people, they fit in well with other mannish races, assuming the other races have no prejudices. Sibbicai are generally quiet and subdued, yet they are quick to anger. Their average life span is 70 years. In battle, they wear armor and use a variety of weapons. Groups of Sibbicai often hire themselves out as mercenaries, but they are very expensive.\n\nThe archer of the group, he wears lighter armour (ringmail), and uses a broad and short sword in combat. \n\nHis training allows him to reload 1 faster then normal."}, {"name": "Red Cobra", "race": "Snake, Poisonous", "rank": 3, "owner": "hkokko", "tags": ["Monster island", "Pamaltela", "Plains"], "id": 7737, "notes": "POT 6xCON vs Endurance . Onset time 1d3 rounds. A bright red snake about three feet in length. Source: Trilemma. "}, {"name": "Br\u00fcckbanner S\u00f6ldner", "race": "Human", "rank": 3, "owner": "Wololorandom", "tags": [], "id": 7758, "notes": ""}, {"name": "Wolf Construct", "race": "Wolf", "rank": 3, "owner": "skarza", "tags": [], "id": 7802, "notes": "Iron-skinned wolf Constructs often have eyes that glow a deep ruby red. They are often made in numbers and travel in packs like the beasts they resemble, patrolling an area or hunting.\n\n10% have a gaze attack\n\n20% can breath a cone of cold 10' long and 4' wide at base.. \n\nAs breath flame but this attack creates a cone of blistering cold and jagged ice shards. Each opponent within the area of effect suffers cold-based damage to all hit locations; however, they may Evade and if successful only suffer half damage. Armour Points count as normal. Frost breath is capable of coating a victim with a layer of ice. The chance is equal to the rolled damage x5%. If frozen, may spend an Action Point and attempt a Brawn roll to attempt to break free; however, until successful, the unfortunate victim cannot move or perform any other actions."}, {"name": "Ctenmiir", "race": "Vampire", "rank": 3, "owner": "raleel", "tags": ["Chaos", "Fantasy", "Genertela", "Glorantha", "Pamaltela", "Undead"], "id": 7809, "notes": "Abilities: Allergy (Sunlight), Gaze Attack (Domination),  Vulnerable(Special)  (Rq6 page 316). "}, {"name": "Siren", "race": "Gnydron - Piscoi Mermen", "rank": 3, "owner": "raleel", "tags": ["Fantasy", "Sea"], "id": 7812, "notes": "**Alluring**: Produces pheromones which attract and seduce victims, who must succeed in an opposed test of Persistence against the Allurement\u2019s potency of 60%. Allure only works on male humanoids. If the resistance fails the victim is hopelessly allured by the creature for creature's POW Combat Rounds. Using Glamour allows the siren to augment Alluring with folk magic"}, {"name": "wererat (hybrid form)", "race": "Lizardfolk Male", "rank": 3, "owner": "skarza", "tags": [], "id": 7819, "notes": "This hunched creature looks like a human in studded leather, but fur covers its body. Its face is rat-like, and it has a long, naked tail.\n\nThese evil and sneaky creatures can be found lairing in sewers and tunnels beneath cities and towns.\n\nThey possess both the hybrid and animal forms in addition to that of a human. In both their human and hybrid forms, wererats prefer to use weapons as opposed to their natural attack, which pales in comparison to those of the larger werebeasts.\n\nWererats are a little more insular than wererat-kin, and more fond of disappearing among the rats of the sewers than among the commoners of the city. Entire thieves\u2019 guilds and gangs of dozens or even hundreds of wererats can be found in the dark parts of urban hubs. Wererats and wererat-kin agree that secrecy is paramount to their survival, but a head wererat who expects to be in charge of all matters concerning lycanthrope secrecy in his area can become hostile toward nightskulks who do not heed him.\n\nWererats\u2019 cowardice and preference for strength in numbers often dissuades them from becoming adventurers, but their natural ambition and ingenuity can be great assets should they ever end up alone. This most often happens when one or a few wererats dare or are forced by circumstance to strike out on their own to seek wealth, powerful magic items, and other advantages over those who threaten them. Occasionally, powerful head wererats send parties of wererats out to secure their interests around the city and beyond, and such endeavors can easily lead to a life of adventure.\n\ngear: masterwork studded leather, short sword, light crossbow with 20 bolts\n\nDodge: +1 AP, Weapon finesse (DEX + DEX in combat)\n\nEvasion: A rogue can avoid even magical and unusual attacks with great agility. If she makes a successful EVD saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.\n\nScent \nA creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk can be detected at three times these ranges. This is done with a perception roll.\nIf successful, the creature detects another creature\u2019s presence but not its specific location. Noting the direction of the scent is an action. If the creature moves within 5 feet of the scent\u2019s source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.\nA creature with the tracking skill and the scent ability can follow tracks by smell, making a tracking check to find or follow a track. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily. False, powerful odours can easily mask other scents. The presence of such an odour completely spoils the ability to properly detect or identify creatures and track ability.\nCreatures with the scent ability can identify familiar odours just as humans do familiar sights.\n\nsneak attack +1 step"}, {"name": "Skeletal Warrior", "race": "Skeleton", "rank": 3, "owner": "skarza", "tags": [], "id": 7924, "notes": "Skeletal Warriors are the remains of dead warriors whose flesh has long rotted away, which are subsequently animated through magic.Any kind of humanoid skeleton can be animated, and these create tougher than average skeletons, often using skills, armour and weapons from before their 'rebirth'.\n\nSee skeletons for more details on animation etc."}, {"name": "Winter wolf", "race": "Wolf", "rank": 3, "owner": "JInkyz", "tags": [], "id": 7935, "notes": "Winter wolves are larger, smarter, more ferocious wolves with white fur and a deadly breath weapon.\n\nA typical winter wolf is 8 feet long, stands 4-1/2 feet tall at the shoulder, and weighs about 450 pounds. Winter wolves will often ally themselves with frost giants, hill giants, and other large humanoids, serving entire tribes of giants as both scouts and guards.\n\nPrefers to select Grip and Choose location. Gripped victim sustains biting damage every round.  Rq6 pg 396\n\nIce breath: Breath weapon (every 1d4 rounds, cone in feet not meters, 1d6 hits for 2d4 cold damage)"}, {"name": "Ettin", "race": "Ettin", "rank": 3, "owner": "skarza", "tags": [], "id": 7949, "notes": "Ettins are nocturnal two-headed giants standing around 4 metres (13 ft) tall and resembling hill giants in appearance. However, most scholars agree that they are in fact genetically related to orcs. Their right head is dominant and controls their right arm while their left controls the other. Because of this, their right arm and leg are visibly stronger than the left. Since each head operates its own limbs, they may fight with both arms in combat without penalty. They typically duel-wield large one-handed weapons. Ettins prefer to live in remote locales and lair underground in ruins, dungeons, and caverns. While most of the time they live solitary lives, small ettin tribes are known to exist; however, these tribes never number greater than four or five individuals. They are fond of cave bears and sometimes use one or two to guard their dank smelly lairs. While they have no use for treasure themselves, they have been known to use it to buy the services of orcs or goblins.\n\nIn the case of skills based on INT, POW, and CHA, either or both heads may make the noted skill rolls. Any skill roll made by the left head is 1 grade harder to represent that head\u2019s lower intellect. It is at the Games Master\u2019s discretion as to what happens when one head succeeds and one fails on a case-by-case basis. Ettins possess two different Damage Modifiers, the first represents the right arm and the second the left. They also possess two separate Initiatives, with the lower being used if the right head is incapacitated. \n\nWhile each head controls a separate leg, if one of the heads is rendered unconscious or \u2018killed\u2019, the other head can operate both legs at a 2 metre (5 foot) movement penalty and a 1 grade difficulty penalty to any skill roll requiring movement."}, {"name": "Guard Dog", "race": "Dog - War", "rank": 3, "owner": "skarza", "tags": [], "id": 8496, "notes": "All dogs are descended from wolves but millennia of crossbreeding and diversification has produced the myriad breeds (mongrel and pedigree) found across the world. Dogs are easily domesticated, display high degrees of loyalty and can be crossbred to a huge variety of purposes.\n\nSome have Armour."}, {"name": "Harpy", "race": "Harpy", "rank": 3, "owner": "skarza", "tags": [], "id": 7963, "notes": "Harpies combine the head and breast of a woman \u2013 usually an ugly, peevish hag \u2013 with the lower body and wings of a vulture. Harpies are cruel, pernicious creatures that revel in tormenting and inflicting suffering. It is rare for them to kill a foe outright, preferring instead to snatch, scratch and bite before flying off to a safe distance and shrieking insults.\n\nVile and twisted beings; hatred tightens the pale asymmetries of a woman\u2019s face and that same hatred gleams from her narrowed eyes. Tension tempers her slender neck and small breasts.\nThis is reflected in the dirty, blue plumage of her wings and avian body her psyche hungers for violence. Harpies are attracted to areas where evil power has saturated the very air and ground. In these unsavoury areas the Harpy will nest, breeding her young in bare-branched, dead trees, and as often as not slaying the father after the birth of her young to provide the fledglings food. Directed towards all except her own kind and sex, the Harpy\u2019s malice seeks always to bring hurt and misfortune.\n\nHarpies are prone to acts of petty cruelty. A favoured torment is the theft and despoiling of food. Harpies might target an outdoors feast or banquet, or deliberately steal from food stores, setting out to wreck a fine harvest or ruin what meagre supplies a community has managed to put down for the winter months. They rarely take food for their own sustenance: their delight is purely in denying others.  They also enjoy contaminating food stocks with their dung\u2013 rendering it disease-ridden and inedible. They can do this once per day each. They are also fond of stealing small items of value. If an Adventurer gains the enmity of a harpy (easily done), it will follow them for miles, albeit at a safe distance, indulging itself in whatever torments it can devise.\n\nHarpies typically dive and strike, aiming for the head and upper body, inflicting scratches with their sharp claws. Additionally, they attempt to seize weapons and shields (using the Grip special effect) which they then carry away and drop, well out of reach.\n\nHarpies also fight by dropping stones on their foes. These stones are between 5 and 10 kilograms and inflict 1D6 damage for every three metres the stone falls (to a maximum of 10D6). The harpy\u2019s chance to hit decreases by 5% per three metres of distance the stone falls.\nThe Harpy\u2019s deadly cries have been known to paralyze foes, increasing the deadliness of her cruel talons. Harpies are also supernaturally adept with learning the ways of random weapons they may have picked up from previous prey in their claws. The favourite tactic of the Harpy is to wait concealed above in the branches of a dead tree by night, then ambush its prey with the aid of a full contingent of its sisters. \n\nLore: After a lifetime of evil life, filled with the most despicable and unmentionable activities (which were not limited to consorting with both the dead and the demonic), the sorceress Harp the Older became gravid with child. Uncertain as to whom to attribute to event to, she nonetheless brought the child to term, but what a child: a girl\u2019s forebody seemingly melded into the hindquarters of one of the more unsavory birds of prey. Harp raised the child in spite of its disfigurement, obviously mystical in origin; so brought into the world the species known as Harpies.\n"}, {"name": "Ming I the Merciless", "race": "Human", "rank": 3, "owner": "Donesteban", "tags": [], "id": 7975, "notes": "Hail Ming, sovereign of Mongo, emperor of the Universe!"}, {"name": "Heavy Warrior", "race": "Human", "rank": 3, "owner": "sharpweaselz", "tags": [], "id": 8039, "notes": ""}, {"name": "Small Ogre", "race": "Ogre, Primal", "rank": 3, "owner": "skarza", "tags": [], "id": 8053, "notes": "An unkempt, slovenly race whose coarse, grizzled features betray their rapacious greed, Ogres resemble Giants when distance blurs details and disperses their rank odor. They stand 8' to 10' tall. Garments constructed of hastily cured animal skins add to the stench, but contribute little to modesty.\n\nOgres have a 90 year average life span. The fetor of their littered dens keeps most thieves at bay, effectively guarding the enchanted things and extensive wealth garnered within. While relaxing and quarreling at home, a clan of Ogres displays the rollicking exuberance of a band of clowns.\n\nWhen they leave their cave to raid the countryside, this levity yields to intent eagerness for a fight. Wood or stone clubs accompany them on these forays, but are frequently abandoned in the heat of battle for the more satisfying sensation of knuckle against tender flesh and bone.\n\nOgres are quite fond of the soft flesh found on the bones of small children. They have been known to build small cottages in the woods, tempting children with sweet smells of pastries, then jumping from the closet to throw the children into their ovens."}, {"name": "Scout", "race": "Human", "rank": 3, "owner": "sharpweaselz", "tags": [], "id": 8050, "notes": ""}, {"name": "Bear (grizzly)", "race": "Bear", "rank": 3, "owner": "skarza", "tags": [], "id": 8057, "notes": "Bears typically inhabit forested and hilly regions in temperate to arctic zones. They are generally solitary animals although mothers and cubs travel together in packs. The following characteristics represent Grizzly, Kodiak and Polar bears. These are the largest, fiercest, and most unpredictable of the bear species although their need to attack is generally driven by hunger, curiosity and fear. They will roam far and wide in search of food, even entering settlements to scavenge, and prey on smaller creatures. They will pursue and track injured\ncreatures, or those that flee, and leave a discernible trail. Like many predators, playing dead does confuse the bear, and cause it to lose interest which may prove to be a life-saver if attacked. Despite their size and bulk they are swift and remarkable swimmers and climbers. Bears typically attempt to grip with both claws, and then deliver a bite, although swiping with a claw is also an effective means of disabling an enemy. Playing dead is a tactic oft-cited for dealing with bear attacks. This is fine if the bear is acting defensively. If hungry, and actively chasing prey, playing dead may well be quite the wrong way to act. A hungry bear does not care if its meal is static."}, {"name": "Gnoll", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 8058, "notes": "Gnolls resemble large humanoid hyenas with greenish-grey coats and a reddish-grey to dull yellow manes. They have a long sloped forehead and pointed ears and like to adorn their armour with shabby moth eaten fur capes and vests. They stand just over 2 metres (7 ft) tall. Gnolls have short lifespans of only around 35 years. Different tribes have been known to work together, occasionally befriending orcs, hobgoblins, bugbears, ogres, and trolls. However, they have a strong dislike for goblins, kobolds, humans, demi-humans, and giants."}, {"name": "Zombie Grizzly Bear", "race": "Bear", "rank": 3, "owner": "skarza", "tags": [], "id": 8059, "notes": "A monstrous bear, great rents score its flank and greasy, rotten entrails hang from the wound, trailing on the ground. A full quarter of its visage is missing it\u2019s hide, yellow bone exposed to the world. Its roar, carries over everything, as clotted blood and gore spittle spew from its maw. "}, {"name": "Winter wolf", "race": "Wolf", "rank": 3, "owner": "skarza", "tags": [], "id": 8071, "notes": "Winter wolves are larger, smarter, more ferocious wolves with white fur and a deadly breath weapon.\n\nA typical winter wolf is 8 feet long, stands 4-1/2 feet tall at the shoulder, and weighs about 450 pounds. Winter wolves will often ally themselves with frost giants, hill giants, and other large humanoids, serving entire tribes of giants as both scouts and guards.\n\nPrefers to select Grip and Choose location. Gripped victim sustains biting damage every round.  Rq6 pg 396\n\nIce breath: Breath weapon (every 1d4 rounds, cone in feet not meters, 1d6 hits for 2d4 cold damage)"}, {"name": "Gossamer King Cultist", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 8090, "notes": "The cultists don\u2019t dress any differently from the rest of the locals, save for during their secret rituals. At this time, they don filthy robes and elaborate but home-made mosquito masks made of twigs and gourds. They carry sickles at these times, and their outfits are rather sinister.\n\nDuring Combat Cultists prefer to fight together, focusing on the same target in an attempt to overwhelm their foes. They always enter combat with a sickle that\u2019s been treated with a dose of blue whinnis, and given the chance, they reapply poison during combat as the opportunity arises. A cultist who accidentally poisons himself drinks antitoxin the next round.\n\ncultists fight to the death as long as they believe their leader still lives. If they know he has died, they flee combat as soon as they are wounded.\n\nCombat Gear antitoxin, blue whinnis poison (2 doses), sickle, mosquito mask, white robes.\n\nBlue Whinnis\nPrice 120 sp\nApplication: Injection, requires only a small cut\nPotency: 60\nResistance: Endurance\nOnset time: Instant. 2 turns\nDuration: 1d3 hours\nConditions: If not resisted, the victim takes 1 point loss to CON and 2 turns later falls unconscious for the the duration."}, {"name": "Squealing Cythnigot", "race": "Boar, wild", "rank": 3, "owner": "skarza", "tags": [], "id": 8092, "notes": "A twisted monstrosity of a pig. An additional pair of legs sprout from its body and its eyes turn pitch black with no visible whites, while a number of flytraplike jaws sprout from its back. One of these jaws is large enough to snap and bite at foes.\n\nImmune to cold, poison and mind-affecting\n\nResist to acid and fire taking 10 less damage from these effects (cannot be bypassed\nAny non-cold iron or holy damage that goes through their armour is reduced by 3 points.\n\nThe cythnigot attacks whoever is closest to if unless a creature attacks it, in which case it attacks the foe that seems to be able to do the most damage to it.\n\nMorale Once reduced below 0 hit points, the cythnigot flees by flying away.\n\nspell effects:\nConstant \u2014 detect magic, fly\n1/day \u2014 soften earth and stone\n\nWhen cast, all natural, undressed earth or stone in 60 aquare foot is softened. Wet earth becomes thick mud, dry earth becomes loose sand or dirt, and stone becomes soft clay that is easily molded or chopped. \n\nA creature in mud must succeed on an evade roll (free action) or be caught for 1d2 rounds and unable to move, attack, or cast spells. A creature that succeeds can move through the mud at half speed, and it can\u2019t run or charge. Loose dirt is not as troublesome as mud, but all creatures in the area can move at only half their normal speed and can\u2019t run or charge over the surface. Stone softened into clay does not hinder movement.\n\n1/day \u2014 warp wood\nYou cause wood to bend and warp, permanently destroying its straightness, form, and strength. A warped door springs open (or becomes stuck, requiring a brawn check to open). A boat or ship springs a leak. Warped ranged weapons are useless. A warped melee weapon causes a -2 shift penalty on attacks.\nup to 6 units of wood are effected:\n\none unit: Small or smaller object  A Medium object counts as two Small objects, a Large object as four.\n\n1/week\u2014commune (six questions)\n\nHorrific Appearance: As an action, the squealing cythnigot can adopt a hideous stance that causes any creature within 10 feet to become sickened for 1 round if it fails an opposed Will save. When sicked all actions are formidable.\n\nSpores: A creature bitten by a cythnigot must make an Opposed Endurance roll vs the bite or become infested by spores.\n\nThese spores cause quickly growing, semi-animate tangles of twitching spikes and hideous pallid growths of hair-like fibres to erupt from the bite wound and to writhe and wrap around the target\u2019s limbs, causes the victim to become entangled. \n\nAs an action, an entangled character can try to rip the tendrils free; this requires a opposed brawl roll vs the spores brawn of 55.. Plant creatures take a \u20132 shift on the roll. The effects of multiple bites do not stack. This is a disease effect so elves are immune."}, {"name": "Mongrelman", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 8106, "notes": "these hunchbacked creatures are stunted and malformed, with Despite their monstrous appearances, mongrelmen are generally hardworking and peaceful creatures. A mongrelman can produce offspring with any humanoid, mixing bloodlines in strange ways to create hardier crossbreeds. No two mongrelmen look the same. One may have a face that is half hobgoblin, half lizardfolk, with one human-like foot and one cloven hoof, while his sister may have elven ears, a dwarven beard, orc tusks, and clawed hands. Each mongrelman usually has characteristics from at least a half-dozen different races. This strange mixture enforces mongrelmen\u2019s place in the edges of the world, for they are shunned by all who fear their twisted appearance. Mistaken as enemies by all, mongrelmen prefer to be left alone.\n\nMost mongrelmen live below the surface of the world in hidden caves far from civilization. These creatures pride themselves on their survival skills, for the bowels of the earth are no place for weaklings. Other foul and intelligent races who claim dominion in the underworld take mongrelmen as slaves (particularly morlocks), finding this deformed race\u2019s docile nature and hardworking attitude makes them extremely useful as tools of labor. In this role, mongrelmen still fall back on their pride of survival, slow to rebel and patiently waiting for the overthrow of their masters.\n\nMongrelmen dwelling on the surface sometimes live amid the hustle and bustle of cities, sequestering themselves in ghettos and sewers to avoid notice. Urban mongrelmen may rely on begging and pickpocketing to get by, but most form rural communities near trading routes.\n\nDespite their varied physical forms, most mongrelmen average 5\u20136 feet tall and weigh between 150 and 250 pounds on average. A tragically short lifespan limits the creatures\u2019 population growth\u2014 mongrelmen rarely live past 35 years.\n\n\nSound Mimicry\n\nThe creature perfectly imitates certain sounds or even specific voices. The creature makes a Deceit roll opposed by the listener\u2019s insight to recognize the mimicry, although if the listener isn\u2019t familiar with the person or type of creatures mimicked, it takes a \u20132 step penalty on its roll. The creature has a +2 step bonus on its rolls to mimic sounds (including accents and speech patterns, if a voice mimic) it has listened to for at least 10 minutes. The creature cannot duplicate the effects of magical abilities (such as bardic performance or a harpy\u2019s captivating song), though it may be able to mimic the sound of those abilities. This ability does not allow the creature to speak or understand languages it doesn\u2019t know.\n\nArmour varies due to morphology, Fur, chitin none etc."}, {"name": "Sickle Scarecrow", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 8095, "notes": "A wicker-and-gourd scarecrow of a moth-winged woman with 4 sickle blades for fingers and a bulbous gourd for a head.\n\nAnimated scarecrows look just like mundane scarecrows until they come to life, at which point their eyes and mouths glow with fiery light. Scarecrows are usually created as guardians to warn away trespassers. Each scarecrow is unique, but most stand 5 to 6 feet tall and are made of wood, cloth, and rope. Their stuffing of dried grass or straw makes them vulnerable to fire.\n\nA scarecrow cannot speak, and the only sound it makes is the creaking of its wooden frame and the rustling of its straw stuffing when it moves.\n\nIn combat, a scarecrow uses its fascinating gaze, then chooses the largest foe to pummel with its slams. Although unintelligent, the scarecrow does not ignore other enemies, using its fear touch to cow them until the scarecrow kills its first target. A scarecrow usually does not pursue fleeing foes unless specifically commanded to do so by its creator.\n\nFascinating Gaze\nTarget is fascinated, 30 feet, Hard Willpower roll negates. Fascination lasts as long as the scarecrow remains within 300 feet of the fascinated creature. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. \n\nAny potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature\u2019s ally may shake it free of the spell as an action.\n\nThe approach or animation of the scarecrow does not count as an obvious threat to the victim of this particular fascination effect (although the scarecrow\u2019s attack does count as an obvious threat and ends the fascination immediately). This is a mind-affecting effect. \n\nFear\nA scarecrow\u2019s touch infuses its target with overwhelming waves of fear. If the victim fails a hard Willpower save, she cowers and can take no actions other than attempting a new Willpower save at the end of the following round (and each round thereafter) to end this fear. A successful first save leaves the victim shaken for 1 round, unable to attack. This is a mind-affecting fear effect.\n\n"}, {"name": "Scarecrow", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 8096, "notes": "Animated scarecrows look just like mundane scarecrows until they come to life, at which point their eyes and mouths glow with fiery light. Scarecrows are usually created as guardians to warn away trespassers. Each scarecrow is unique, but most stand 5 to 6 feet tall and are made of wood, cloth, and rope. Their stuffing of dried grass or straw makes them vulnerable to fire.\n\nA scarecrow cannot speak, and the only sound it makes is the creaking of its wooden frame and the rustling of its straw stuffing when it moves.\n\nIn combat, a scarecrow uses its fascinating gaze, then chooses the largest foe to pummel with its slams. Although unintelligent, the scarecrow does not ignore other enemies, using its fear touch to cow them until the scarecrow kills its first target. A scarecrow usually does not pursue fleeing foes unless specifically commanded to do so by its creator.\n\nFascinating Gaze\nTarget is fascinated, 30 feet, Hard Willpower roll negates. Fascination lasts as long as the scarecrow remains within 300 feet of the fascinated creature. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. \n\nAny potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature\u2019s ally may shake it free of the spell as an action.\n\nThe approach or animation of the scarecrow does not count as an obvious threat to the victim of this particular fascination effect (although the scarecrow\u2019s attack does count as an obvious threat and ends the fascination immediately). This is a mind-affecting effect. \n\nFear\nA scarecrow\u2019s touch infuses its target with overwhelming waves of fear. If the victim fails a hard Willpower save, she cowers and can take no actions other than attempting a new Willpower save at the end of the following round (and each round thereafter) to end this fear. A successful first save leaves the victim shaken for 1 round, unable to attack. This is a mind-affecting fear effect.\n\n"}, {"name": "aranea", "race": "Giant Spider", "rank": 3, "owner": "skarza", "tags": [], "id": 8101, "notes": "An aranea is an intelligent, shapechanging spider with sorcerous powers. In its natural form, an aranea resembles a humpbacked spider a little bigger than a human, and weighs about 150 pounds. The hump on its back houses the aranea\u2019s brain. All araneas have a single alternate form as well\u2014this alternate form is that of a Small or Medium humanoid. Although an aranea can assume a spider-hybrid variant of this form, it cannot use its change shape ability to assume multiple humanoid forms\u2014this additional shape is locked into one unique appearance.\n\nAraneas typically gather in small colonies of two to six individuals, making webbed nests high in trees. These colonies work together to research magic, and may change membership many times over as individuals leave to pursue their own studies and are replaced by newer members. A single aranea may take on humanoid form and live for years in a humanoid community, never revealing its true nature. Though araneas generally prefer to be left alone, they often prove quite knowledgeable about the ways of magic, and if approached peacefully may be willing to share their expertise for the right price (typically a magic item or some service).\n\nSkilled spellcasters, araneas try to avoid physical combat and use their webs and spells when they can. Rather than kill their enemies, araneas often subdue opponents and hold them for ransom.\n\nWeb\n\nCreatures with the web ability can use webs to support themselves and up to one additional creature of the same size. In addition, such creatures can throw a web up to eight times per day. This is similar to an attack with a net but has the following ranges  5/10/20, and is effective against targets up to 1.5x the size larger than the web spinner. An entangled creature can escape with a successful opposed Brawn roll. This costs an action.\n\nWeb spinners can create sheets of sticky webbing up to three times their size. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a opposed Perception roll vs conceal to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape the webbing gain a +1 shift bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section of web has a number of hit points equal to the info under webbing.\n\nA creature can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.\n\n\nSpells Known\n\n2nd (5/day)\u2014invisibility, mirror image or Misdirection\n\n1st (7/day)\u2014charm person, mage armour +4 AP (already cast), silent image, sleep \n\n0th (at will)\u2014daze, detect magic, ghost sound, light, mage hand, resistance\n\nAranea Venom: \nApplication: injected\nPotency: as END of creature\nResistance: Endurance\nOnset time: instant\nDuration: 6 rounds (30 seconds)\nConditions: Victim loses 1d3 STR per round. These losses does not recover until the poison has been treated. They then return at rate of 1d3 per day.\n\nAntidote/Cure: Can be cured with magic. Another cure is to take the venom from the Aranea and boil it to render it down. this is then drunk with a mixture of herbs. Each dose of the cure grants a new resistance roll vs the poison effects. The total amount of venom that can be harvested is equal to the aranea's endurance divided by 10. This does have the unfortunate side effect of making the drinker feel Nausea for 1d4 hours. Luckily this effect is not cumulative. \n\nDaze\nRange close POW in Metres\nTarget one humanoid creature\nCost: 1\nDuration: 1 turn\nSaving: Opposed Willpower negates\n\nDESCRIPTION\n\nThis spell clouds the mind of a humanoid creature so that it takes no action. The creature is unable to act normally. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.\n\n\nResistance\nRange touch\nTarget creature touched\nCost: 1\nDuration 1 minute\nSaving Throw Willpower negates\n\nDESCRIPTION\n\nImbue the subject with magical energy that protects it from harm, granting it a +5 resistance bonus on saving rolls (brawn, Evade, Endurance and willpower).\n\n\nMisdirection\nRange 10m+5m/I\nCost: 1 MP +1 per intensity\nTarget one creature \nDuration 1 hour/I.\nSaving see below\n\nDESCRIPTION\nBy means of this spell, you misdirect the information from divination spells that reveal auras (detect evil, detect magic, discern lies, and the like). On casting the spell, you choose another object within range. For the duration of the spell, the subject of misdirection is detected as if it were the other object. Neither the subject nor the other object gets a saving throw against this effect. Detection spells provide information based on the second object rather than on the actual target of the detection unless the caster of the detection succeeds on a Will save. For instance, you could make yourself detect as a tree if one were within range at casting: not evil, not lying, not magical, neutral in alignment, and so forth. This spell does not affect other types of divination magic (augury, detect thoughts, clairaudience/clairvoyance, and the like)."}, {"name": "Death Dog", "race": "Two headed Aurochs", "rank": 3, "owner": "Ledad", "tags": ["Classic fantasy", "Dog"], "id": 8123, "notes": ""}, {"name": "Gossamer King Cleric", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 8119, "notes": "The Cleric casts sanctuary on himself on the first round of combat, then follows up by casting summon monster III to conjure 1d3 fiendish giant spiders and drinking his potion of shield of faith soon thereafter.\n\nHe casts wind wall between himself and the PCs and then protection from good before he begins casting spells like spiritual weapon and hold person. If the PCs can engage him in melee before this point, he\u2019ll switch to his spells earlier. He resorts to his spear only as a last resort, since he\u2019s not strong enough for melee combat to be a viable tactic. The cleric uses channelled negative energy whenever he\u2019s surrounded\u2014he doesn\u2019t particularly care whether this catches some of his cultists in the area of effect, but does try to move to exclude them if given the chance.\n\nIf reduced to low hit points, he casts gaseous form and flees into the surroundings to find a hiding spot where he can return to solid form and heal before returning to the fight, at which point he fights to the death.\n\nCombat Gear: potions of cure light wounds (3), potions of shield of faith +2 (2), blue whinnis poison (3 doses), antitoxin (2); Other Gear +1 spear, mosquito mask, white robes, silver unholy symbol\n\nBlue Whinnis\nPrice 120 sp\nApplication: Injection, requires only a small cut\nPotency: 60\nResistance: Endurance\nOnset time: Instant. 2 turns\nDuration: 1d3 hours\nConditions: If not resisted, the victim takes 1 point loss to CON and 2 turns later falls unconscious for the the duration.\n\nSpecial Attacks:\nchannel negative energy 5/day (2d6 damage to all within 30' radius, 1 location only, 'Free' willpower roll for half damage)\n\nSpell-Like Abilities (Both 6/day)\n\nlightning arc: As an action, unleash an arc of electricity targeting any foe within 30 feet as an opposed unarmed attack roll. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric ranks  possess. You can use this ability a number of times per day equal to 3 + 1/6th POW)\n\ntouch of evil (You can cause a creature to suffer the effects of Fever, as an unarmed attack. This ability lasts for a number of rounds equal to your cleric rank (minimum 1). You can use this ability a number of times per day equal to 3 + 1/6th POW)\n\nSpells Prepared\n2nd \ngaseous form \nThis allows the body, along with all worn and carried equipment, to become of a transparent and insubstantial gaseous form. A character under the effects of Gaseous Form possesses a Base Movement rate of 3 metres (10 feet) and cannot travel faster than this outside of being assisted by a strong air current. In this case, the character is able to travel at the speed of the wind, and in the case of a strong headwind, will be pushed backward if the wind speed completely cancels out any forward movement. While in this form, the subject may enter any space that is not designed to be airtight, for example, through a crack in a wall, under a door, and through a sewer grate. Those under the effects of Gaseous Form are difficult to spot due to their transparent nature, and any Perception roll to notice them is automatically 2 grades more difficult. In addition, they are immune to all damage except magical fire and lightning, which does normal damage, and that of a whirlwind, which will inflict double damage. Cannot interact with their own inventory.\n\nmagic vestment\nYou imbue a suit of armour or a shield with an enhancement bonus of +1 per 2 ranks (to max of +3). An outfit of regular clothing counts as armour (with 0 AP base) for the purpose of this spell. If clerical robes are worn it imbues them with the protection of chain (AP 5)with a non added +1 magical bonus per 2 ranks for protection against magical attacks etc\n\nsummon monster: 1d3 fiendish giant spiders, cure serious wounds, hold person, spiritual weapon\n\nwind wall\n(1 round/I)An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength (wall up to 10 ft./I long and 5 ft./I high). It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A brawn save allows a creature to maintain its grasp on an object.) SIZ 5 or less flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures).\n\n1st\u2014command, cure light wounds, protection from good, Cure Fatigue \nsanctuary 1 rd /I.\nAny directly attack must attempt an opposed Wil. roll. If the roll succeeds, can attack normally and is unaffected by that casting of the spell. If the fails, can\u2019t follow through with the attack, its action is lost, and it can\u2019t directly for the duration does not prevent area of effect spells. subject cannot attack without breaking the spell \n\n0 (at will)\u2014bleed, guidance, light, mending"}, {"name": "Maenad", "race": "Satyr", "rank": 3, "owner": "Ledad", "tags": ["Classic fantasy", "Fey"], "id": 8146, "notes": "Abilities: ***Wild Dance**** The maenad performs a crazed\ndance. Any creature within 30 feet of the maenad(including other maenads) must make a willpower check. On a failed saving throw, the creature goes into a frenzied dance. At the start of each adjustement phase, they can repeat the saving throw to end the effect.\nWhile in the frenzied dance, the creature rolls a d10 at the start of each adjustement phasde to determine its behavior.\n1-2. The creature dances and takes 1 fatigue damage.\n3-5. The creature attacks the nearest ally.\n6-8. The creature attacks the nearest enemy.\n9-10. The creature can act and move normally"}, {"name": "Boar, Wild", "race": "Boar, wild", "rank": 3, "owner": "skarza", "tags": [], "id": 8494, "notes": "Wild boars inhabit woods and forests in most temperate climates. The body of the wild boar is compact; the head is large, whilst the legs relatively short. A boar\u2019s coat consists of stiff bristles and finer fur.\n\nThe colour varies from dark grey to black or brown, are there can be great regional differences in colour. Adult boars measure around 2m in length, and stand around 1m at the shoulder. Larger specimens are not uncommon. Males are equipped with large, sharp tusks used for foraging and fighting, and these tusks lend the boar its fearsome reputation. Boars are usually solitary animals outside of the breeding season.\n\nAll boars are aggressive when threatened, usually attempting to intimidate first, and then launch a powerful charge using the tusks to carve at their enemies. Sows with young will almost certainly attempt to defend their progeny from potential attack, and males can be highly territorial \u2013 especially if sows are nearby during the breeding season.\n\nThe animals are prized for their rich meat, strong, warm hide, and their tusks which make excellent trophies. Boar hunting, using hounds to track and flush the animals, is a widespread sport throughout most cultures, but a hazardous one. Large, powerful specimens can easily eviscerate unwary opponents, and whilst much of the challenge comes in facing these creatures with a longspear to receive a charge, hunter injuries and deaths are not uncommon.\n\nSome species, such as goblins and orcs, raise boar as mounts, riding them into battle just as any other steed. A boar cavalry, tusks tipped with iron or even spikes or spines, is a terrifying sight."}, {"name": "King Cobra Sea Snake", "race": "Snake, Poisonous", "rank": 3, "owner": "JInkyz", "tags": [], "id": 8177, "notes": "Venom POT 80 vs Endurance. Onset time 1d3 rounds. \n"}, {"name": "Dead Hoplite phalangite", "race": "Human", "rank": 3, "owner": "Ledad", "tags": ["Classic fantasy", "Human", "Monster", "Undead"], "id": 8178, "notes": "Average Lair: Non-sapient undead do not create lairs, they are either created to serve some function, are the result of spontaneous animation in areas steeped in necromantic magic.\n\nTreasure Type: Nil\n\nAbilities: \n\nImmunity (Fear, Sleep, and Charm)\n\nIntensity 1\n\nSkeletal: Blunt-trauma weapons increase their damage dice by one step when used against skeletons. Reduce the damage dice of slashing weapons by one step and thrusting weapons by two steps.\n\nUndead: The creature is immune to the consequences of both fatigue and severe injuries. Undead are thus immune to all the detrimental effects of Serious Wounds. Even Major Wounds do not incapacitate them, although they can still have locations severed or shattered as per normal. The head and chest location typically stores the magic that is animating the creature. Any location (and those contiguous to it) that is smashed or severed from the bound area ceases to function, but the remainder of the body can continue if it still has limbs with which to act. A Major Wound to the magic-infused location destroys the undead outright."}, {"name": "Ddraig, Welsh Dragon", "race": "Bolo Lizard", "rank": 3, "owner": "Bilharzia", "tags": ["Mythic britain"], "id": 8200, "notes": "Has 3 Luck Points."}, {"name": "Storgh", "race": "Crocodile", "rank": 3, "owner": "skarza", "tags": [], "id": 8212, "notes": "Storgh are large crocodilian Agarashi with dark brown bodies covered by thick horizontally-ridged scales. Their powerful tails are keenly edged and as sharp as a sword. Storghs have no eyes or ears; their great heads are just a blank mask with large flaring nostrils and wide, fanged-filled jaws. There are some very rare variants of Storgh that are born with two heads.\n\nEven without eyes and ears, Storghs can easily localise their prey with their powerful sense of smell and their keen\nsensitivity to vibration. These senses are equally effective above or below water. When hunting, Storghs will lie semi-submerged in murky rivers and muddy pools where they will remain motionless for hours while patiently awaiting their unwary prey. When they detect the close proximity of a warm-bloodied mammal, they will leap to the attack with startling suddenness, clamping them tightly in their crushing jaws, or causing a deep wound with one swipe of their fearsomely sharp tails.\n\n10% of Storgh possess the Agarashi traits of:\n\nBlood: These Agarashi are constantly covered in a dripping, steaming sheath of motile blood. Whenever they strike a\ntarget in combat, some of this acidic fluid splashes into the wound, inflicting great pain and leaving horrendous scars. As a result they are able to inflict one EXTRA point of acid damage automatically in each hit, unless the Player(s) engaged in the fight possesses some form of magical protection against acid.\n\nor \n\nDisease: Agarashi imbued with this trait will give off an overwhelming and sickly stench of putridity. Their hides will be festooned with maggots, and swarms of buzzing flies will surround their mouldering bodies. They are able to inflict +1 extra point of damage automatically in each hit, unless the Player(s) engaged in the fight possesses some form magical protection against virulent disease. Any wound received from an Agarashi imbued with Disease will become infected and inflamed immediately. If a Player loses any hit points during the combat, they must treat their wounds with a healing potion to cure the infection (one dose per wound/location). Failure to do so within 48 hours of receiving the wound(s) will result in death.\n\nMany humans and humanoids have fallen victim to a Storgh while wandering along the seemingly peaceful banks of a gentle river. Because of this, inhabitants have come to fear and despise these monsters. From out of this hatred has arisen a commonly used insult: \u201cSon of a Storgh\u201d."}, {"name": "Lesser Lugro (orc) Scout", "race": "Goblin", "rank": 3, "owner": "skarza", "tags": [], "id": 8213, "notes": "These squat, grey-skinned humanoids have sharp yellowed fangs and yellow eyes that can see clearly in dark and smoky atmospheres. However, they are sensitive to ultraviolet light, which makes them less well able to see in daylight than humans (1 grade harder during day). Their lungs are very efficient at filtering and neutralising inhaled toxins, their porous body fat insulates their internal organs from extreme temperatures, and their cartilaginous bones have twice the strength of the human equivalent. Their alimentary canal and stomach are impervious to all non-corrosive poisons.\n\nThese are resourceful and physically tough lugro which comprise war-bands that raid territories bordering upon the Darklands. They are infiltrators, scouts, hunters and warriors and are usually mounted on warwargs. They can operate autonomously for months beyond the Darklands, hiding in forest or hills and pillaging remote or poorly defended human settlements. \n\nTypical Armour: studded leather, Brigandine helm\n\nDark Axe: A wicked barbed axe favoured by many for its ability to catch an opponent\u2019s weapons and tear them out of their grasp, this axe has several metal protrusions around the head and along its metal-jacketed haft. Any time an opponent is struck by a Dark Axe in melee combat while wielding a one-handed melee weapon the attacker can perform a free disarm combat Manoeuvre in addition to any one chosen.\n\nBlack Iron Bow: The black iron bow is the standard elite weapon for rare lugro archers and other skilled ranged attackers in the Darklands armies. With its shaft of bent and tempered black iron and its braided steel cable for a string, this bow fires its specially crafted metal arrows with remarkable force and accuracy. Though its heavy arrows do not fly as far as a normal longbow, they hurt a great deal more when they hit.+1 AP effect.\n\nFang Shield: A middle-sized shield shaped like an oversized arrowhead or spear tip, the fang shield is so-named because it most commonly has two long spikes protruding from its bottom. Worn lengthwise rather than sideways on the arm, the fang shield is as much a stabbing weapon as it is a protective tool. As the shield must be secured firmly to the arm, it is immune to the Grab Weapon Combat Manoeuvre."}, {"name": "Camel", "race": "Horse", "rank": 3, "owner": "hkokko", "tags": ["Mythic constantinople", "Mythic rome"], "id": 8219, "notes": ""}, {"name": "Caustic Wolf", "race": "Wolf", "rank": 3, "owner": "skarza", "tags": [], "id": 8488, "notes": "Larger then a normal wolf and infused with acidic chemicals, this wolf packs a fearful howl and a nasty bite that counts as strong acid. It can also vomit fourth acid in a stream up to 30 feet.\n\nAcid Breath [action] The wolf unleashes a stream of bright green acid from its mouth, coating all creatures in a 30-foot line. All creatures in the line take 3d6 acid damage (DC 16 basic Reflex save). The caustic wolf cannot use this ability again for 1 minute without making a fatigue check as per breath weapons. \n\nThe 1st target in the line is hit in 1d3+1 locations \nthe 2nd 1d3 \nthe 3rd 1d2 \nand the 4th in 1.\n\nHowl: The wolf unleashes a terrifying howl,allowing it to Demoralize all enemies within 30 feet, so they find all actions Hard to achieve if they fail an opposed willpower roll.\n\nWolves within 100 feet can, as a free action, join the howl, causing the effect to emanate from them as well. This affects additional enemies within 30 feet of them and uses the caustic wolf\u2019s willpower roll with a +10 willpower bonus to their roll. \n\nEnemies cannot be affected by the howl more than once, even if they are near more than one howling wolf. All creatures targeted by this effect are temporarily immune for 24 hours."}, {"name": "Blood Raven", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 8277, "notes": "Blood Ravens are easily recognizable at a distance. As opposed to the bright armour worn by most Sommerlund infantry forces, Blood Ravens wear darkened steel plate, full visor helms, and dark red tabards bearing a raven crest. The official explanation for the tabard\u2019s macabre appearance is that it serves as a living memorial for the soldiers that \u201cshed their blood on Rookhaven soil\u201d during the Battle for Starkriven Pass."}, {"name": "misbigotten Villager", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 8280, "notes": "these hunchbacked creatures are stunted and malformed They fighting to the death and pursue foes as long as they can.\n\nDespite their varied physical forms, most mongrelmen average 5\u20136 feet tall and weigh between 150 and 250 pounds on average. A short lifespan limits the creatures\u2019 population growth, rarely live past 35 years.\n\nSound Mimicry\n\nThe creature perfectly imitates certain sounds or even specific voices. The creature makes a Deceit roll opposed by the listener\u2019s insight to recognize the mimicry, although if the listener isn\u2019t familiar with the person or type of creatures mimicked, it takes a \u20132 step penalty on its roll. The creature has a +2 step bonus on its rolls to mimic sounds (including accents and speech patterns, if a voice mimic) it has listened to for at least 10 minutes. The creature cannot duplicate the effects of magical abilities (such as bardic performance or a harpy\u2019s captivating song), though it may be able to mimic the sound of those abilities. This ability does not allow the creature to speak or understand languages it doesn\u2019t know."}, {"name": "Hallod", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 8503, "notes": "Hallod is a rough-looking man. He is bald and has a prominent scar running down his face from an axe wound he took years ago. He is wearing filthy leather armour and wields a nasty kukri with deadly efficiency.\n\nShould a kukri strike a target that is prone or utterly unaware of the attacker, the attack inflicts an additional 1D3 damage.\n\nheavy crossbow (10 bolts), +1 kukri, Studded leather armour, lesser healing potion, lesser juggernaut mutagen (2), strongbox key\n\nWeapon Specialisation: gain +1 Action Point for the purposes of Parrying only.\n\nArtful Dodger: possess fast reflexes and gain 1 extra Action Point, which may only be used to Parry or Evade. In addition, you may use the Evade skill to dodge a melee attack without falling prone. Against a ranged attack, you only end up prone if you fail\nthe roll.\n\nSR = +4 due to fast reflexes\n\nLuck:4\n\nlesser juggernaut mutagen\nAfter you drink the mutagen, his body becomes thick and sturdy and exhibits a healthy glow, though he appears more ponderous and unobservant.\n\nBenefit: The bonus is +10 to Endurance, you gain 5 temporary Hit Points to all locations. The duration is 1 minute.\n\nWhenever you are at maximum Hit Points for at least 1 full minute, you regain the temporary Hit Points.\n\nDrawback You take a \u201320 penalty to Willpower, Perception checks, and -2 to initiative rolls. \n\n"}, {"name": "Enfermat", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 8476, "notes": "Enfemats are Abyssal bearers of disease and filth. They bear a sickening visage of bloated humanoids covered in pustules which admit toxic vapour when burst. Enfemats consist largely of the rotting flesh with little in the way of vital parts or weak points making them particularly tough for relatively lesser demons. Enfemats often have little sense of self-preservation because, even when they are greatly hurt, they feel little pain.\n\nAP is only to non magic weapons.\n\nNoxious wound: Whenever an emfermat is hit with attack that does damage other than cold toxic gas spews in the wound. All creatures in 5 foot of the emfermat must make an endurance saving throw or take 2 damage to a random location on a failed save through armour as the toxin corrupts the flesh. (none if successful) this extends to any attacks made by the creature, but without the save as the toxic essence is secreted directly into the wound."}, {"name": "Lajakjeza - stonebreakers", "race": "Allosaurus", "rank": 3, "owner": "skarza", "tags": [], "id": 8478, "notes": "They are the size of ponies, with mottled patterned thick scale hides, and powerfully looking back legs tipped in vicious dagger like claws. Their forelimbs are almost as long, ending in twin sickle hooks, and a vestigial claw opposite the others. Each backbone has a set of sharp bony plates protecting its spine, that peters out towards their thick neck and powerful stubby tail. Their heads are a macarbre hybrid of bovine and fish. The blood red rhumy eyes set before elongated ear spikes. They hiss with mouths agape, rows of shark like teeth gorestained and dripping, and they as one emit a shuddering dental drill roar, waves of sound tearing the air as they speed towards you.\n\nThe blast automatically sunders armour it strikes and can be used as a breathe weapon"}, {"name": "Gorodon", "race": "Giant Lizard", "rank": 3, "owner": "skarza", "tags": [], "id": 8504, "notes": "Gorodons are heavy-bodied, scaly reptilian quadrupeds of Agarashi descent. Their bodies grow to a maximum length of 21 feet (7 mtrs) and they move with impressive lizardlike grace despite their considerable weight. These carnivorous creatures have two bull-like horns, one smaller nasal horn, and greenish, porcine eyes that shimmer in the gloom of the shadowy swamps they inhabit. Gorodon constitute one of the most formidable threats to any humans brave or foolish enough to venture into the swamps. Yet there are several hunters who are willing to take the risk, for the horns of a Gorodon have unique qualities much sought after by the alchemists.\n\nGorodon attack fearlessly, either alone or in groups of three to five. They possess highly developed senses of taste and smell. They are fearsome hunters that can pursue their prey for days without pausing for food or rest."}, {"name": "Fever dream alley Haunt", "race": "Haunt", "rank": 3, "owner": "skarza", "tags": [], "id": 8508, "notes": "Unlike normal haunts, dream haunts are subject to damage from some corporeal sources, though their vaporous nature grants them the incorporeal quality.\n\nThey are thus:\nimmune to all nonmagical attack forms, take half damage (50%) from magic weapons, spells, spell-like effects, and supernatural effects, and take full damage from force effects and other incorporeal creatures and effects.\n\nCoercing the addicts to trust them is enough for them to share the nightmarish experiences of being pursued by spider swarms and being caught in the webs of the unseen \u201cmother spider\u201d they claim lurks in the rooftops.\n\nDream Haunt: When Langston twitches again, a small spider scurries from his lips, and reality subtly shifts as a dangerous dream haunt manifests. The manifesting haunt should see Langston\u2019s body spasm as ethereal webs stretch across the alley\u2019s expanse.\n\nEffect The addicts\u2019 current intoxication and the vivid memories of their shared nightmare conjure an aspect of their fears into the waking world. All those affected become engulfed in webs, as per phantasmal web. One round later, Langston\u2019s body twitches violently as he vomits forth a swarm of spiders that immediately attack PCs,. Anyone affected by the phantasmal web\u2019s nausea vomits up an additional spider swarm 1 round later that also attacks PCs. These effects last for 8 rounds before the swarms and webs disappear and reality returns to normal. Damaging the webs or the swarms also damages the haunt.\n\nPhantasmal web:\nSave opposed Willpower\nYou implant within the minds of your targets the illusion that they are engulfed in tangled webs teeming with swarms of tiny spiders. Those who fail to disbelieve the phantasmal web are treated as if in a web spell, but must also make an opposed Endurance save at the beginning of each round or become nauseated (Victim cannot eat, and must roll against his Endurance every time he performs a stressful physical action to avoid being physically sick. Vomiting lasts for 1d3 rounds during which he cannot act.) by the phantasmal spiders.\n\nAs the phantasmal web exists only in the minds of the targets, it cannot be burned or destroyed.Targets cannot escape the phantasmal web by moving, even by teleportation. Freedom of movement allows unobstructed movement but does not negate the nausea effects.Targets of the spell perceive everyone else around them to be engulfed in webs and swarming spiders, but the spell has no visible effect to other creatures (who may assist allies to disbelieve the effect).\n"}, {"name": "dreamspun hungry fog (manifested)", "race": "Gas Cloud", "rank": 3, "owner": "skarza", "tags": [], "id": 8505, "notes": "A miasma of swirling, nightmarish shapes spill forth from the torn-asunder jaws of a corpse the mists drag in their wake.\n\nDreamspawn creatures are created when the lucid bodies of dreamers are killed in certain correupted areas of the Dimension of Dreams, their nightmarish final moments resulting in true death in the waking world. On some rare occasions, the creature or creatures responsible for the death of the dreamer are intrinsically bound to that dreamer\u2019s death throes, their etheric forms dragged along with the victim\u2019s fleeing soul and stranded somewhere between the sleeping and waking worlds. These creatures soon emerge on the Material Plane, bursting forth from their victim\u2019s corpse as nightmarish spectres of the dream-thing they once were. \n\nDreamspawn creatures are always linked by ectoplasmic strands to the corpse of the dreamer that created them. They drain the corpse of fluids and essence in order to manifest, desiccating the remains in the process. Their initial manifestation usually disfigures the corpse in some horrifying manner. Dreamspawn creatures are forced to drag the remains of dead dreamers behind them, motivate to experience the Material Plane but shackled to their creator\u2019s rotting body. \n\nThese otherworldly creatures seek out new host bodies to replace the original rotting corpses that first brought them into the world. This effort allows them to extend their lives as their host body rots beyond repair. Those who hunt these escaped nightmares and seek to silence them have learned to sense the eerie vibrations that accompany the dreamspawn\u2019s violation of planar physics, and use it to their advantage to locate and destroy the creatures.\n\nGaseous:\nA dreamspun hungry fog has a body composed of eerie mist. It can pass through small holes or narrow openings, even mere cracks, but cannot enter water or other liquid. It has no Strength score, and cannot manipulate objects as a result.\n\nBewitching Brume: \nAny creature within 10 feet of a dreamspun hungry fog or currently being affected by its enveloping mists must succeed at a normal Willpower save at the start of that creature\u2019s turn or become shaken for 1 round (only able to parry) at the half-glimpsed shapes of phantoms floating within the fog. This is a mind-affecting fear effect. \n\nEnveloping Mists:\nA dreamspun hungry fog can engulf up to 3 foes. A creature engulfed by the fog does not become impeded and may move normally\u2014such a creature is not in danger of suffocating, but as long as it begins its turn engulfed, it loses 1 action per round in addition to the damage the attack causes. The save to avoid the enveloping mists is opposed evade vs the attack roll.\n\nVulnerable to Wind: \nA dreamspun hungry fog is treated as a SIZ 1 creature for the purposes of determining the effects high wind has upon it.\n\nThoughtsense:\n A dreamspawn creature can automatically detect and locate conscious creatures within the specified range (usually 60 feet). This functions similarly to the blindsight ability. Nondetection, mind blank, and similar effects can block thoughtsense. Thoughtsense can distinguish between sentient (Intelligence 3 or greater) and non-sentient (Intelligence 1\u20132 or INS) creatures, but otherwise provides no information about the creatures it detects.\n\nDiscordant Feedback: \nThe dreamspawn creature\u2019s psychic energy creates an eerie, shrieking feedback in the minds of living creatures in a 10-foot radius. Creatures within the aura take a -1 shift penalty on all attack rolls, skill checks, and saving throws while in the area, and must make a successful Willpower save (unopposed) or take 1d2 points of CHA damage. Spellcasters who attempt to cast spells in the aura\u2019s radius must make a concentration check vs the Dreamspawns Discord skill. If the character fails, the spells MP are expended but does not function. This is a mind affecting effect.\n\nSpan Planes: \nDreamspawn creatures exist partially on the Material Plane and partially in the Dimension of Dreams. Dreamspawn creatures take half damage (50%) from all nonmagical attack forms, and full damage from magical weapons, spells, spell-like effects, supernatural effects, incorporeal creatures and effects, and force effects.\n\nSleepwalker: \nA dreamspawn creature is tethered to the corpse of the dreamer whose death birthed it, using it as a conduit between one world and the next. Typically, the desiccated corpse is dragged lifelessly along with the materialized dreamspawn creature, occupying an adjacent square and moving along with it. As an action, the dreamspawn creature can also withdraw wholly into the corpse where it can control the movements of its host. While inhabiting the corpse, it can attack foes with a slam attack. Any attack against the host deals half damage to the dreamspawn creature as well, although its resistances and immunities may negate some or all of this damage. The dreamspawn creature can materialize from the corpse as a free action. If a dreamspawn creature kills another corporeal target, it can discard its tethered corpse and attach itself to the newly killed victim.\n\nImmune to acid, electricity, mind-affecting effects, sonic; Reduced cold and non magical attacks by attacks by 5 points (shown by AP of creature). silver and good weapon attacks are reduced by 3."}, {"name": "Dreamspawn creature (sleepwalking)", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 8507, "notes": "This represents an average person that has become a dreamspawn creature, for the creature stats see dreamspawn hungry fog.\n\nDreamspawn creatures are created when the lucid bodies of dreamers are killed in certain correupted areas of the Dimension of Dreams, their nightmarish final moments resulting in true death in the waking world. On some rare occasions, the creature or creatures responsible for the death of the dreamer are intrinsically bound to that dreamer\u2019s death throes, their etheric forms dragged along with the victim\u2019s fleeing soul and stranded somewhere between the sleeping and waking worlds. These creatures soon emerge on the Material Plane, bursting forth from their victim\u2019s corpse as nightmarish spectres of the dream-thing they once were. \n\nDreamspawn creatures are always linked by ectoplasmic strands to the corpse of the dreamer that created them. They drain the corpse of fluids and essence in order to manifest, desiccating the remains in the process. Their initial manifestation usually disfigures the corpse in some horrifying manner. Dreamspawn creatures are forced to drag the remains of dead dreamers behind them, motivate to experience the Material Plane but shackled to their creator\u2019s rotting body. \n\nThese otherworldly creatures seek out new host bodies to replace the original rotting corpses that first brought them into the world. This effort allows them to extend their lives as their host body rots beyond repair. Those who hunt these escaped nightmares and seek to silence them have learned to sense the eerie vibrations that accompany the dreamspawn\u2019s violation of planar physics, and use it to their advantage to locate and destroy the creatures.\n\nThoughtsense:\n A dreamspawn creature can automatically detect and locate conscious creatures within the specified range (usually 60 feet). This functions similarly to the blindsight ability. Nondetection, mind blank, and similar effects can block thoughtsense. Thoughtsense can distinguish between sentient (Intelligence 3 or greater) and non-sentient (Intelligence 1\u20132 or INS) creatures, but otherwise provides no information about the creatures it detects.\n\nDiscordant Feedback: \nThe dreamspawn creature\u2019s psychic energy creates an eerie, shrieking feedback in the minds of living creatures in a 10-foot radius. Creatures within the aura take a -1 shift penalty on all attack rolls, skill checks, and saving throws while in the area, and must make a successful Willpower save (unopposed) or take 1d2 points of CHA damage. Spellcasters who attempt to cast spells in the aura\u2019s radius must make a concentration check vs the Dreamspawns Discord skill. If the character fails, the spells MP are expended but does not function. This is a mind affecting effect.\n\nSpan Planes: \nDreamspawn creatures exist partially on the Material Plane and partially in the Dimension of Dreams. Dreamspawn creatures take half damage (50%) from all nonmagical attack forms, and full damage from magical weapons, spells, spell-like effects, supernatural effects, incorporeal creatures and effects, and force effects.\n\nSleepwalker: \nA dreamspawn creature is tethered to the corpse of the dreamer whose death birthed it, using it as a conduit between one world and the next. Typically, the desiccated corpse is dragged lifelessly along with the materialized dreamspawn creature, occupying an adjacent square and moving along with it. As an action, the dreamspawn creature can also withdraw wholly into the corpse where it can control the movements of its host. While inhabiting the corpse, it can attack foes with a slam attack. Any attack against the host deals half damage to the dreamspawn creature as well, although its resistances and immunities may negate some or all of this damage. The dreamspawn creature can materialize from the corpse as a free action. If a dreamspawn creature kills another corporeal target, it can discard its tethered corpse and attach itself to the newly killed victim.\n\nImmune to a mind-affecting effects; Reduced attacks by attacks by 3 points (shown by AP of creature). silver and good weapon are not reduced.\n\n"}, {"name": "Undine: 4 cubic metre Water Elemental", "race": "Elemental", "rank": 3, "owner": "skarza", "tags": [], "id": 8518, "notes": "Abilities: Immunity: Water, Vulnerable: Fire. Takes double damage from Fire. Immunity to serious and major wounds.\n\nOnly damage inflicted by magical spells or weapons affects the elemental, so a sword enhanced with a Bladesharp spell would harm the elemental, but not the damage bonus of its wielder.\n\nIf Engulf is not evaded then all hitlocs are damaged by same damage. If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn.\n\nUndines manipulate water, whether free-flowing or standing. They can create currents, eddies and whirlpools, redirect tides, lessen (or heighten) waves, and so forth. Undines smash enemies with pummelling waves, shoot high speed jets from afar, or engulf a victim, and crush them under immense pressure. Worn armour counts against damage from elemental strikes, but not against Engulfing attacks."}, {"name": "Cult Deacon", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 8522, "notes": "Before Combat If given time to prepare, the cult deacon casts protection from good and divine favour. During Combat The cult deacon uses the copycat spell to provide additional protection, and then moves to flank opponents, using grace if necessary to avoid attacks.\n\nMorale The fanatical cultist fights to the death.\n\nCombat Gear potion of invisibility, scrolls of cure moderate wounds (3), antitoxin, doses of blue whinnis poison(3), vermin repellent (2), leather armour, masterwork spider-leg sickle, amulet of natural armour +1, silver holy symbol of Mog-Lathar, 18 sp\n\nThis wickedly curved sickle is cast in the form of a segmented spider\u2019s leg. It has the same statistics as a normal sickle. The leatherwrapped handle contains a hollow recess that can hold a single dose of poison. Filling the reservoir is a full-round action. Once filled, the reservoir keeps the blade saturated and viable for up to 2 hours. The first successful attack made with the spider-leg sickle during this time administers and expends the dose of poison. Mog-Lathar\u2019s deacons carry masterwork versions of these weapons. The cult uses blue whinnis poison, and within the radius of the dreamstone\u2019s effects the unconsciousness effect may trigger lucid dreaming.\n\nBlue Whinnis\nPrice 120 sp\nApplication: Injection, requires only a small cut\nPotency: 60\nResistance: Endurance\nOnset time: Instant. 2 turns\nDuration: 1d3 hours\nConditions: If not resisted, the victim takes 1 point loss to CON and 2 turns later falls unconscious for the the duration.\n\nSpecial Attacks:\nchannel negative energy 3/day (2d6 damage to all within 30' radius, 1 location only, 'Free' willpower roll for half damage)\n\nSneak attack +1 Shift\n\nSpell-Like Abilities (Both 5/day) copycat (3 rounds), touch of evil (1 round)\n\nCopycat: You can create an illusory double of yourself as an action. This double functions as a single mirror image, and lasts for a number of rounds equal to your cleric rank, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. \n\nTouch of evil (You can cause a creature to suffer the effects of Fever, as an unarmed attack. This ability lasts for a number of rounds equal to your cleric rank (minimum 1). You can use this ability a number of times per day equal to 3 + 1/6th POW)\n\nSpells Prepared\n2nd \ncure moderate wounds, (3 MP)\ninvisibility (3 MP)\ngrace (1 MP)\nDue to this spell\u2019s Instant casting time, the cleric may use grace reactively as well as proactively. Until the end of your turn, your can movement out of combat without needing to roll. \n\n1st (-2 MP cost)\ndisguise self (as change appearance) (1/+1 MP)\nprotection from good (1/+1 MP)\ndivine favour (1/+1 MP)\nDuration:1 Min/I\nCalling upon the strength and wisdom of a deity, you gain a +5 bonus on attack and +1 weapon damage rolls for every two ranks you have (maximum +15/+3). The bonus doesn\u2019t apply to spell damage.\n\nentropic shield (1/+1 MP)\nDuration:1 Min/I\nA magical field appears around you, glowing with a chaotic blast of multicoloured hues. This field deflects incoming arrows, rays, and other ranged attacks. Each ranged attack directed at you for which the attacker must make an attack roll has a 20% miss chance. Other attacks that simply work at a distance are not affected.\n\n0 (at will)\u2014bleed,detect magic, light, resistance\nResistance\nRange touch\nTarget creature touched\nCost: 1\nDuration 1 minute\nSaving Throw Willpower negates\nImbue the subject with magical energy that protects it from harm, granting it a +5 resistance bonus on saving rolls (brawn, Evade, Endurance and willpower).\n"}, {"name": "Barvasi's Band (Sheasu Nights)", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 8523, "notes": "During Combat The rogues attack with wrackers and daggers poisoned with bloodroot, and they attempt to flank their opponents.\n\nMorale The boys flee if reduced to one-quarter of their hit points.\n\nCombat Gear bloodroot poison (2 doses). oil of taggit (2 doses), striped toadstool poison (2 doses);leather armour, masterwork wracker with 2 clips (+5 to hit), masterwork dagger (+5 to hit), sap, alchemy kit, disguise kit, thieves' tools\n\nsap,any blow from surprise to the head that causes a serious would will instead knock target to 1 HP and cause immediate unconsciousness.\n\nPoisoned crystal. (1) (PR): - one (1) step to damage (1d6+1). However if damage is achieved, it is the poison is administered into the target.\n\nSneak attack +2 Shift\n\nArtful dodger: You possess fast reflexes and gain 1 extra Action Point, which may only be used to Parry or Evade. In addition, you may use the Evade skill to dodge a melee attack without falling prone. Against a ranged attack, you only end up prone if you fail the roll.\n\nBloodroot\nPrice 100 sp\nApplication: Injection, requires only a small cut\nPotency: 50\nResistance: Endurance\nOnset time: 1 round \nDuration: 4 rounds\nConditions: If not resisted, the victim takes 1 point loss to CON and POW per round and also suffers the effects of Confusion (as per the spell) for the the duration (1 roll per round is allowed to resist the confusion effects, but not the Stat loss).\n\nstriped toadstool poison\nPrice 180 sp\nApplication: Injested\nPotency: 45\nResistance: Endurance\nOnset time: 10 minutes \nDuration: 4 minutes\nConditions: If not resisted, the victim takes 1d3 point loss to POW and 1 of INT per minute for the the duration.\n\noil of taggit\nPrice 90 sp\nApplication: Injested\nPotency: 65\nResistance: Endurance\nOnset time: 1 minute \nDuration: 1d3 hours\nConditions: If not resisted, the victim is unconscious for the the duration.\n\n"}, {"name": "Silesian Brigand for Codex Baltica", "race": "Human", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 8550, "notes": "Mounted Combat"}, {"name": "Moses Greeley (Sheasu Nights)", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 8541, "notes": "Before Combat Greeley casts protection from good, divine favor, and invisibility.\n\nDuring Combat After casting invisibility, Greeley attempts to escape, but if noticed he begins desperately channeling negative energy to damage all in the room, including his bodyguards.\n\nMorale Greeley fights to the death, screaming prophetic warnings about the foul spirits that inhabit his cult\u2019s temple the whole time.\n\nCombat Gear potion of invisibility, scrolls of cure moderate wounds (3), antitoxin, doses of blue whinnis poison(3), vermin repellent (2), leather armour, masterwork spider-leg sickle, amulet of natural armour +1, silver holy symbol of Mog-Lathar, 18 sp\n\n\nOmni-Shok crystals. (OS): + two (2) to damage vs. unarmoured targets; vs. armoured targets damage stays the same but reduce armour by 3.(2 speedloads)\n\n\nThis wickedly curved sickle is cast in the form of a segmented spider\u2019s leg. It has the same statistics as a normal sickle. The leatherwrapped handle contains a hollow recess that can hold a single dose of poison. Filling the reservoir is a full-round action. Once filled, the reservoir keeps the blade saturated and viable for up to 2 hours. The first successful attack made with the spider-leg sickle during this time administers and expends the dose of poison. Mog-Lathar\u2019s deacons carry masterwork versions of these weapons. The cult uses blue whinnis poison, and within the radius of the dreamstone\u2019s effects the unconsciousness effect may trigger lucid dreaming.\n\nBlue Whinnis\nPrice 120 sp\nApplication: Injection, requires only a small cut\nPotency: 60\nResistance: Endurance\nOnset time: Instant. 2 turns\nDuration: 1d3 hours\nConditions: If not resisted, the victim takes 1 point loss to CON and 2 turns later falls unconscious for the the duration.\n\nSpecial Attacks:\nchannel negative energy 3/day (2d6 damage to all within 30' radius, 1 location only, 'Free' willpower roll for half damage)\n\nSneak attack +1 Shift\n\nArtful dodger: You possess fast reflexes and gain 1 extra Action Point, which may only be used to Parry or Evade. In addition, you may use the Evade skill to dodge a melee attack without falling prone. Against a ranged attack, you only end up prone if you fail the roll.\n\nSpell-Like Abilities (Both 5/day) copycat (3 rounds), touch of evil (1 round)\n\nCopycat: You can create an illusory double of yourself as an action. This double functions as a single mirror image, and lasts for a number of rounds equal to 1+ 2x your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. \n\nTouch of evil (You can cause a creature to suffer the effects of Fever, as an unarmed attack. This ability lasts for a number of rounds equal to your cleric rank (minimum 1). You can use this ability a number of times per day equal to 3 + 1/6th POW)\n\nSpells Prepared\n2nd \ncure moderate wounds, (3 MP)\ninvisibility (3 MP)\ngrace (1 MP)\nDue to this spell\u2019s Instant casting time, the cleric may use grace reactively as well as proactively. Until the end of your turn, your can movement out of combat without needing to roll. \n\n1st (-2 MP cost)\ndisguise self (as change appearance) (1/+1 MP)\nprotection from good (1/+1 MP)\ndivine favour (1/+1 MP)\nDuration:1 Min/I\nCalling upon the strength and wisdom of a deity, you gain a +5 bonus on attack and +1 weapon damage rolls for every two ranks you have (maximum +15/+3). The bonus doesn\u2019t apply to spell damage.\n\nentropic shield (3/+1 MP)\nDuration:1 Min/I\nA magical field appears around you, glowing with a chaotic blast of multicoloured hues. This field deflects incoming arrows, rays, and other ranged attacks. Each ranged attack directed at you for which the attacker must make an attack roll has a 20% miss chance. Other attacks that simply work at a distance are not affected.\n\n0 (at will)\u2014bleed,detect magic, light, resistance\nResistance\nRange touch\nTarget creature touched\nCost: 1\nDuration 1 minute\nSaving Throw Willpower negates\nImbue the subject with magical energy that protects it from harm, granting it a +5 resistance bonus on saving rolls (brawn, Evade, Endurance and willpower).\n\nluck: 5\n"}, {"name": "Stratiotes - Heavy Infantry", "race": "Human", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 8548, "notes": "Built from Mythras pp28-31 and MC p54."}, {"name": "Orthodox Priest", "race": "Human", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 8549, "notes": "Built from Mythras pp28-31 and MC p54."}, {"name": "Imperial Guild Market Inspector", "race": "Human", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 8557, "notes": "Built from Mythras pp28-31 and MC p54.\nPick a trade - Notaries, Money-Lenders, Silversmiths and Goldsmiths, Raw Silk Merchants, Silk Spinners, Silk Weavers, Silk Merchants, Silk Importers, Linen Importers, Spicers and Perfumers, Wax Merchants, Soap Merchants, Grocers, Saddlers, Butchers, Pork Merchants, Fishmongers, Bakers, Innkeepers. "}, {"name": "Stratiotes - Town Guard", "race": "Human", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 8559, "notes": "Built from Mythras pp28-31 and MC p54."}, {"name": "Vadariotes", "race": "Human", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 8560, "notes": "Built from Mythras pp28-31 and MC p54.\nThe Vardariotai uniform consists of a red delmatikon and vrakha and a distinctive yellow headdress called an ggouroton. "}, {"name": "Tavernae Owner/Keeper", "race": "Human", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 8561, "notes": "Built from Mythras pp28-31 and MC p54."}, {"name": "Catholic Priest", "race": "Human", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 8565, "notes": "Built from Mythras pp28-31 and MC p54."}, {"name": "Paramonai", "race": "Human", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 8566, "notes": "Built from Mythras pp28-31 and MC p54 et al."}, {"name": "Greek Street Thug", "race": "Human", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 8567, "notes": "Built from Mythras pp28-31 and MC p54."}, {"name": "Monk - Order of Kappa-Pi-Alpha (Dedicated)", "race": "Human", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 8572, "notes": "Built from Mythras pp28-31 and MC p54.\n5 cult skills @50%\nCult Skills - Trance, Binding, Lore (Theology), Insight, Perception, Folk Magic."}, {"name": "Dream Haunt", "race": "Haunt", "rank": 3, "owner": "skarza", "tags": [], "id": 8574, "notes": "Unlike normal haunts, dream haunts are subject to damage from some corporeal sources, though their vaporous nature grants them the incorporeal quality.\n\nThey are thus:\nimmune to all nonmagical attack forms, take half damage (50%) from magic weapons, spells, spell-like effects, and supernatural effects, and take full damage from force effects and other incorporeal creatures and effects.\n\nG3:\nA successful formidable arcane lore check identifies the sounds and images as components of a conjuration (creation) incantation. All those in the area must succeed at an opposed Willpower save or fall under the effects of a babble spell as they begin gibbering along with the profane chorus and become sickened. Creatures within 30 feet of affected subjects must succeed at a hard Will save or become fascinated for as long as the babble persists (8 rounds), even if they were unaffected by the initial effect.\n\nThe creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature\u2019s ally may shake it free of the spell as an action.\n\nCreatures with the sickened condition experience stomach distress. Sickened creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a to move.\n\nG9:\nPCs inside the room fall into the path of these quickly wandering shades, which manifest a sleep spell effect (opposed Willpower). Those who fall asleep as a result of this spell suffer an additional effect: in their brief, near-lucid slumber their dream-forms pass near Nahum Caligaro as he paces this room\u2019s counterpart in his dream-realm abode. The PCs see the nightmare lord\u2019s warped form, a demonic quasit perched on his shoulder. Both creatures sneer at the ethereal intrusion, and when the affected PCs awaken they   immediately fall under the effects of a fear spell (intensity 8).\n\nG12:\nThe hag\u2019s cackling laughter echoes eerily through the chamber, manifesting as a dream haunt that affects all within the area with hideous laughter (opposed Willpower) for 8 rounds.\n\nThis spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless and can still parry attacks. After the spell ends, it can act normally. On the creature\u2019s next turn, it may attempt a new saving throw to end the effect. If this save is successful, the effect ends but the creature needs to take the rest of the round recovering. If not, the creature continues laughing for the entire duration.\n\nA creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster\u2019s receives a +1 Sift bonus on its saving throw, because humour doesn\u2019t \u201ctranslate\u201d well.\n\nG14:\nOpening the door triggers a dream haunt. A bloody, spidery script begins to scratch itself into the torsos of the corpses within. The script reveals names (\u201cMattie,\u201d \u201cFen,\u201d etc.), professions (\u201cbaker,\u201d \u201cbookseller,\u201d and \u201cpalm reader\u201d among them), times of death (all within the last 2 weeks), and brief descriptions of their terrible ends (\u201cI dreamt of a shadowy figure,\u201d \u201cI thought I could fly,\u201d\u201cMother spider caught me,\u201d and \u201cSally Scrabblebones shucked my marrow,\u201d among others). Affected creatures must make a successful opposed END save when the haunt triggers or become nauseated for 1 round.\n\nG16:\nAs the PCs explore the room, the distant sounds of harps\u2014their strings severely out of tune\u2014begin faintly plucking in a disturbing melody.This dream haunt manifests as a mass cacophonous call Opposed WILL negates(target\u2019s mind with a blaring cacophony of discordant sounds, making it hard for the target to act and concentrate. The creature gains  nausea for the duration), its discordant song reaching out across the planar boundary from a similar effect at this location in the dream realm. After this effect completes, the man\u2019s face in the painting changes to a wretched sneer.\n\nG19:\nWhen the cap that cover the shaft is unsealed, a wave of nausea flows throughout the chamber and a piercing psychic shriek howls from the shaft.All creatures within the cavern that fail an Opposed END save are overwhelmed with vertigo and become nauseated for 1d4 rounds. Nightmarish images swirl all around the cave: the dark expanse of space and the faint echoes of some conjuring call; a gutwrenching impact and visions of entire cities swept away by searing blasts; leering, chanting monks; fantastic, roiling landscapes; people gripped by madness as they gnaw their own bloody tongues; and,\nfinally, a closing gate followed by darkness. Creatures descending the shaft are subject to this same reality warping effect unless they succeed at an opposed Easy END save each round; failure means they must succeed at an additional hard Athletics roll or fall from any unsecured current position to the bottom of the 60-foot shaft, where nothing waits for them beyond the empty lead coffer.\n"}, {"name": "Brigands de brume", "race": "Human", "rank": 3, "owner": "Yrkelia______________@yahoo.fr", "tags": [], "id": 8581, "notes": "Cr\u00e9atures humano\u00efdes semi opaque. Ils ne sont discernables qu'\u00e0 moins de 5 m, le reste du temps, un test de perception (Vue) \u00e0 -30 est n\u00e9cessaire."}, {"name": "Cemetery Priest", "race": "Human", "rank": 3, "owner": "Nigel_Clarke", "tags": ["Mythic constantinople"], "id": 8585, "notes": "Built from Mythras pp28-31 and MC p54."}, {"name": "Scholar", "race": "Human", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 8588, "notes": "Built from Mythras pp28-31 and MC p54."}, {"name": "Greek Thief", "race": "Human", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 8589, "notes": "Built from Mythras pp28-31 and MC p54."}, {"name": "Greek Labourer", "race": "Human", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 8590, "notes": "Built from Mythras pp28-31 and MC p54."}, {"name": "Miracle Worker", "race": "Human", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 8591, "notes": "Built from Mythras pp28-31 and MC p54."}, {"name": "Miracle Worker - Witch (Acolyte)", "race": "Human", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 8592, "notes": "Built from Mythras pp28-31 and MC p54."}, {"name": "Miracle Worker - Witch (Adept)", "race": "Human", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 8593, "notes": "Built from Mythras pp28-31 and MC p54."}, {"name": "Stratiotes - Dekarchos Heavy Infantry", "race": "Human", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 8597, "notes": "Built from Mythras pp28-31 and MC p54.\nLeader of syntophia (10 man company)"}, {"name": "Stratiotes - Dekarchos Town Guard", "race": "Human", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 8598, "notes": "Built from Mythras pp28-31 and MC p54."}, {"name": "Imperial Guild Merchant", "race": "Human", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 8599, "notes": "Built from Mythras pp28-31 and MC p54.\nPick a trade - Notaries, Money-Lenders, Silversmiths and Goldsmiths, Raw Silk Merchants, Silk Spinners, Silk Weavers, Silk Merchants, Silk Importers, Linen Importers, Spicers and Perfumers, Wax Merchants, Soap Merchants, Grocers, Saddlers, Butchers, Pork Merchants, Fishmongers, Bakers, Innkeepers. "}, {"name": "Tavernae Worker", "race": "Human", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 8600, "notes": "Built from Mythras pp28-31 and MC p54."}, {"name": "Fisc Dignitaries - Dedicated", "race": "Human", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 8601, "notes": "Built from Mythras pp28-31 and MC p54.\nKankellarios (clerk) or notarios (scribe)"}, {"name": "Fisc Dignitaries - Proven", "race": "Human", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 8602, "notes": "Built from Mythras pp28-31 and MC p54.\nCan be kourator (curator), meiziteros ton ergodosion (foreman of the factory), episkeptetes (inspector), sakellarios (treasurer), logariastes (accountant), chartoularios (chartulary), aktouarios (paymaster), prokourator (procurer), legatarios (legate), sakellarios (treasurer), dioiketes (tax collector), kommerkiarios (customs officer)."}, {"name": "Varangian Guard Trainee", "race": "Human", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 8605, "notes": "Built from Mythras pp28-31 and MC p54."}, {"name": "Varangian Guard (Proven)", "race": "Human", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 8606, "notes": "Built from Mythras pp28-31 and MC p54."}, {"name": "Hound of Chaos", "race": "Dog", "rank": 3, "owner": "hkokko", "tags": ["Chaos"], "id": 8607, "notes": "Small pet dog but with chaotic feature"}, {"name": "Meerish Thug", "race": "Human", "rank": 3, "owner": "raleel", "tags": ["Meeros", "Meeros falling"], "id": 8619, "notes": "These ruffians might be employed by Heirax or even Cnoethos to assault the characters if one the men thinks they warrant a stiff and painful lesson.\n\nMurder in Meeros is punishable by death, so unless being extremely well-paid, these thugs aim to incapacitate and maim ratherthan kill. However, depending on how the characters deport themselves, Heirax might be willing to pay to have them silenced permanently.\n\nAlthough these are street-toughs, they are not stupid. They use ambush tactics to way- lay the characters, make good use of secluded spots (alleys and the like), and, if the tables turn against them, flee.\n\nHow many thugs are used depends on character numbers. Have an equal number of\nthugs plus up to two or three more if the characters require a challenge.\n\nNone of the thugs use magic and they will be intimidated by anyone who makes more than a casual display of it. This makes them more wary - not less prone to violence.\n\nIf any thug is captured and questioned, there is not much he can tell. Heirax uses agents so the thug will not know who his true employer is.\n\nArmor: Leather Jerkins, Greaves, Vambraces and Kilts"}, {"name": "Brotherhood Acolyte", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 8635, "notes": "During Combat Two acolytes attack intruders with burning hands, while the other two dose their spider-leg sickles with shiver before charging PCs. Morale The acolytes fight to the death.\n\nCombat Gear: scrolls of cure light wounds (2), scroll of delay poison, leather armor, sickle, darts (4)\n\nScarlet spider familiar +1 shift to climb actions 2 HP 1d3 MP 55% to hit\n\nScarlet spider vemon\nApplication: Injection\nPotency: 0 \nResistance: Endurance\nOnset time: 1 turn.\nDuration: 4 turns\nConditions: If not resisted, the victim takes 1 point loss to STR per turn \n\nSpells\n1st\u2014bless, burning hands,\n \nobscuring mist\nRange 20 ft.\nEffect cloud spreads in 20-ft. radius from you, 20 ft. high\nDuration 1 min./I\nSaving Throw none\n\nA misty vapour arises around you. It is stationary. The vapour obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away counts as poor visibility (attacks are hard). Creatures farther away have count as partial darkness (formidable).\n\nA moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell\u2019s area. A wall of fire burns away the fog in the area into which it deals damage. This spell does not function underwater.\n\n0\u2014ghost sound\nguidance Touch; WIL; 1 scene, until discharged; imbues the subject with a touch of divine guidance. The creature gets a +5 bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies. \ntouch of fatigue (touch; END; Target gains 1 fatigue level)\n\nShiver\nPrice 15 sp\nApplication: Ingest or Injection, requires only a small cut\nPotency: 80 \nResistance: Endurance(if END roll fails a hard END roll (not fails opposed roll) addiction occurs\nOnset time: 1 turn.\nDuration: 1d4 hours or minutes\nConditions: If not resisted, the victim takes 1d2 point loss to CON and 50% chance of sleep for 1d4 hours or gain immunity to fear for 1d4 minutes.\nSpecial: shiver\u2019s effects are augmented in the area of the Bridgefront dreamscape.\n\nThis wickedly curved sickle is cast in the form of a segmented spider\u2019s leg. It has the same statistics as a normal sickle but deals impale rather than Bleed. The leatherwrapped handle contains a hollow recess that can hold a single dose of poison. Filling the reservoir is a round action and keeps the blade saturated and viable for up to 2 hours. The first successful attack made with the spider-leg sickle during this time administers and expends the dose of poison. Mog-Lathar\u2019s deacons carry masterwork versions of these weapons. The cult uses blue whinnis poison, and within the radius of the dreamstone\u2019s effects the unconsciousness effect may trigger lucid dreaming."}, {"name": "Invisible Stalker", "race": "Elemental", "rank": 3, "owner": "skarza", "tags": [], "id": 8636, "notes": "No true form can be detected, yet a sense of force and hulking malevolence is undeniable in this creature\u2019s presence.\n\nVery little is known about these enigmatic and mysterious creatures, as their very nature makes details of their true form difficult to discern. Brought to this world from the Plane of Air, these creatures fulfil tasks for those who conjure them. Invisible stalkers act as guardians, assassins, and trackers, occupations in which they excel. Their natural invisibility and skill at stealth allow them to follow their quarry without detection and give them the upper hand when it comes to exterminating a mark.\n\nMany invisible stalkers resent this and see these petty tasks as nothing more than chores dictated by mortals. When given a particularly complex or bothersome task, an invisible stalker seeks to find a loophole in a poorly worded instruction. For instance, wizards calling an invisible stalker into service with the instructions \u201cprotect me from danger\u201d might find themselves escorted to a faraway hidden location, or even brought to the Plane of Air.\n\nDue to their constant summoning, many invisible stalkers harbour hostility for those dwelling on the Material Plane. Those invisible stalkers new to the mortal world only know the stories of their kind and tend to keep an open mind about the intentions of those who call them. Over time, or in the service of a particularly vile master, invisible stalkers form negative opinions of these creatures of flesh and bone, leading to their tendency to pervert their instructions and cause harm to their masters. For older and more experienced invisible stalkers, the only thing protecting those who summon them is the magic that binds them. These creatures automatically try to use inconsistencies in the wording of their tasks and literal twists on the intention to find a way to inconvenience, injure, or even kill the priest or arcanist that brought them to the plane."}, {"name": "Nightmare Chittersnap", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 8637, "notes": "This hideous purple creature walks upright like a man, but its face is that of a spider, and its hands are sickle-shaped claws. This strange humanoid looks like a gangly, distorted caricature of an ettercap, with spiderlike fingers and an enormous wicked grin.\n\nDuring Combat Chittersnap hides behind the cover of webbing high in the chamber\u2019s ceiling,setting off the deadfall trap to make opponents more susceptible to his frightful aura and to draw the adepts from area G15 to attack. Only then does the creature use his ranged webs to disable opponents and command his dream spiders to attack. As a last resort, Chittersnap charges into combat to trigger his frightful presence.\n\nMorale If he is reduced to half his hit points, Chittersnap withdraws from combat by flying or climbing to the dim light of his alcove in area G3. He then retrieves and drinks one of his potions of cure serious wounds, and uses shadow walk to escape the fray.\n\npoison\nApplication: Injected (bite)\nLevel of toxicity:60\nResistance: Endurance\nOnset time: 1d2 turns\nDuration: 10 rounds\nConditions: weakness, The bite caused the victim to become uncoordinated causing a loss of 1d2 DEX per round\ncure: magical healing only\n\nSpider Empathy\nThis ability functions as the druid\u2019s wild empathy, save that an ettercap can only use this ability on spiders. An ettercap gains a +2 shift bonus on this check. Spiders are mindless, but this empathic communication imparts on them a modicum of implanted intelligence, allowing ettercaps to train giant spiders and use them as guardians.\n\nTraps\nThe ettercap is particularly skilled at crafting cunning traps with its webs. Deadfalls, nooses, and spear traps are the most common traps ettercaps build with their webs. An ettercap builds its traps ands resets them if it has time.\n\nEttercap Deadfall:\nPurpose: Death\nTrigger: tripwire\nDifficulty: as per mechanisms of Ettercap\nResistance: Evade only\nEffect: when the tripwire is trigger a large object falls down on the person(s) in the way. Does 4d6 damage, with a Huge size. Can hit up to 4 people in a 10' square. Special effect is Stun location.\n\nEttercap Noose:\nPurpose: Ensnaring\nTrigger: tripwire\nDifficulty: as per mechanisms of Ettercap\nResistance: opposed Evade to jump clear\nEffect: The rope trap entangles to location struck, and must be cut or broken free.\n    \nEttercap Spear Trap:\nPurpose: Maiming\nTrigger: tripwire\nDifficulty: as per mechanisms of Ettercap\nResistance: Either Evade to dive aside or a Hard parry roll if wielding a shield.\nEffect: The spear inflicts 2d8 damage to a random Hit Location, but can be (partially) parried by a shield if its size is sufficient to counteract the spear\u2019s size of Huge. If the trap gains one or more levels of success over the victim it can apply Special Effects, such as Impale.\n\nAura fear: 60 ft: as fear spell but unopposed.\n\nfrightful presence: Any creature attacked by the ettercap must succeed at a normal Willpower save at the start of that creature\u2019s turn or become shaken for 1 round (only able to parry)\n\nregeneration 2 to all locations per round (good spells and weapons, silver nagates this)\n\nreduce non-good or non-silver weapons by half after AP.\n\nfeign death: opposed perception vs deceit to ascertain not dead by normal means.\nWhenever a nightmare creature is unconscious, it appears dead. A conscious nightmare creature can also make itself appear dead as an action. Any creature that physically interacts with a nightmare creature feigning death must succeed a Heal check or perception saving throw opposed by deceit to recognize it is actually alive.\n\nNight Terrors\n\nOnce a nightmare creature enters a target\u2019s mind with its dream or nightmare spell-like ability, it can attempt to control the target\u2019s dream. If the target fails a WIL saving throw, it remains asleep and trapped in the dream world with the nightmare creature. Thereafter, the nightmare creature controls all aspects of the dream. Each hour that passes, the target can attempt another saving throw to try to awaken (it automatically awakens after 8 hours or if the nightmare creature releases it). The target takes 1d4 points of CHA damage each hour it is trapped in the dream; if it takes any CHA damage, it is fatigued and unable to regain arcane spells for the next 24 hours. The target dies if this CHA damage equals or exceeds its actual CHA score.\n\nSpells:\nConstant\u2014protection from good\n\n3/day\ndetect thoughts\n\nYou detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject.\n\n1st Round: Presence or absence of thoughts (from conscious creatures with INT scores of 1 or higher).\n\n2nd Round: Number of thinking minds and the INT score of each. If the highest INT is 26 or higher (and at least 10 points higher than your own INT score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can\u2019t see the creatures whose thoughts you are detecting.\n\n3rd Round: Surface thoughts of any mind in the area. A target\u2019s WIL save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence have simple, instinctual thoughts.\n\nEach round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.\n\ndream\nYou, or a messenger you touch, send a message to others in the form of a dream. At the beginning of the spell, you must name the recipient. The messenger then enters a trance, appears in the intended recipient\u2019s dream, and delivers the message. The message can be of any length, and the recipient remembers it perfectly upon waking. The communication is one-way. The recipient cannot ask questions or offer information, nor can the messenger gain any information by observing the dreams of the recipient.\n\nOnce the message is delivered, the messenger\u2019s mind returns instantly to its body. The duration of the spell is the time required for the messenger to enter the recipient\u2019s dream and deliver the message.\n\nIf the recipient is awake when the spell begins, the messenger can choose to wake up (ending the spell) or remain in the trance. The messenger can remain in the trance until the recipient goes to sleep, then enter the recipient\u2019s dream and deliver the message as normal. A messenger that is disturbed during the trance comes awake, ending the spell.\n\nnightmare\nOpposed WIL save. You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate. The nightmare prevents restful sleep and causes 1d2 Fatigue levels that cannot be returned until rest is achieved. The nightmare leaves the subject fatigued and unable to regain arcane spells for the next 24 hours.\n\nIf the recipient is awake when the spell begins, you can choose to cease casting (ending the spell) or to enter a trance until the recipient goes to sleep, whereupon you become alert again and complete the casting. If you are disturbed during the trance, you must succeed on a Concentration check as if you were in the midst of casting a spell or the spell ends.\n\nsuggestion\n\n\n1/day\u2014shadow walk\nMust be in an area of dim light. You and any creature(s) you touch are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow.\n\nIn the region of shadow, you move at a rate of 50 miles per hour, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane.\n\nBecause of the blurring of reality between the Plane of Shadow and the Material Plane, you can\u2019t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It\u2019s impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 1d10 x 100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you are shunted 1d10 x 1,000 feet in the same direction. If this would still place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no save).\n\nShadow walk can also be used to travel to other planes that border on the Plane of Shadow, but this usage requires the transit of the Plane of Shadow to arrive at a border with another plane of reality. The transit of the Plane of Shadow requires 1d4 hours.\n\nAny creatures touched by you when shadow walk is cast also make the transition to the borders of the Plane of Shadow.\n\nThey may opt to follow you, wander off through the plane, or stumble back into the Material Plane (50% chance for either of the latter results if they are lost or abandoned by you). Creatures unwilling to accompany you into the Plane of Shadow receive a Will saving throw, negating the effect if successful.\n\n\n\n"}, {"name": "Deathweb", "race": "Giant Spider", "rank": 3, "owner": "skarza", "tags": [], "id": 8645, "notes": "This animated husk from an enormous spider seems filled with thousands of living spiders that fall from its body like drops of blood.\n\nA deathweb is the undead exoskeleton of a massive spider animated with the vilest necromancy. The spells that create this monstrosity bind to it thousands of normal spiders, which together form the mind of the undead beast like an arachnid hive. These smaller spiders live in and direct their exoskeleton home, working together to swarm around the deathweb and weave its web sheets.\n\nThe exoskeleton of a deathweb is cracked and full of holes to allow the resident spiders easy passage into and out of it. Although the exoskeleton can be up to 10 feet long, the largest spiders within are only 6 inches in length. The variety in the sizes of the internal spiders allows them to ably move all parts of the exoskeleton, giving the massive carapace amazing dexterity and swiftness, as well as cleverness, perception, and presence.\n\nThese capabilities make deathwebs resourceful and frightening opponents, especially when adversaries mistake them for normal monstrous arachnids or mindless undead. Because of their ability to squeeze into tight surroundings, deathwebs may be found lurking in all manner of niches.\n\nDeathwebs lair where they can build webs to trap passersby, such as among thick trees or in caves or tunnels. The creatures don\u2019t actively collect valuables, but they kill indiscriminately to feed the multitude of spiders within. Webs in a deathweb\u2019s lair are thus likely to contain valuables despite the creature\u2019s lack of interest in wealth.\n\npoison\nApplication: Injected (bite)\nPotency:As END\nResistance: END\nOnset time: 1d2 turns\nDuration: 6 rounds. STR loss, until treated\nConditions: weakness, The bite caused the victim to become weaker and lacking in energy. -1d4 STR\ntreatment: Magic only\n\nInfestation\nAn infestation of poisonous spiders, which nest within this creature\u2019s exoskeleton, constantly surrounds a deathweb, to a radius of 5 feet. Any creature within the infestation takes 1d6 points of damage to a random LOW location at the end of each round it remains in the area. This works through armour like a swarm attack. A creature that takes this damage must make an unopposed END save or be sickened for 1 round. Creatures with the sickened condition experience stomach distress. Sickened creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a to move.\n\nIn addition, those damaged by this infestation are poisoned as well. Any area effect attack that deals 10 or more points of damage to a deathweb destroys its infesting spiders, removing its aura for 3 rounds, after which a new batch of spiders swarms out of the undead\u2019s body to replenish the infestation.\n\nWeb\nCreatures with the web ability can use webs to support themselves and up to one additional creature of the same size. In addition, such creatures can throw a web up to eight times per day. This is similar to an attack with a net but has the following ranges  5/10/20, and is effective against targets up to 1.5x the size larger than the web spinner. An entangled creature can escape with a successful opposed Brawn roll. This costs an action.\n\nWeb spinners can create sheets of sticky webbing up to three times their size. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a opposed Perception roll vs conceal to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape the webbing gain a +1 shift bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section of web has a number of hit points equal to the info under webbing.\n\nA creature can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.\n"}, {"name": "Thennla Minotaur Warrior", "race": "Minotaur", "rank": 3, "owner": "raleel", "tags": ["Meeros", "Thennla"], "id": 8656, "notes": "Socially most minotaurs tend to be bluff, gruff and taciturn with a reputation for being, at best, rude to other species and, at worst, outwardly aggressive. Some of this reputation comes with the struggle minotaurs have with human tongues. They can understand them well enough, but speaking them is difficult. No minotaur can speak a human tongue at higher than 50%, owing the sheer differences in minotaur physiology and vocal dynamics."}, {"name": "Chaos Hybrid", "race": "Chaos Hybrid", "rank": 3, "owner": "raleel", "tags": ["Meeros", "Thennla"], "id": 8658, "notes": "pick one disease or roll 1d6\n\nChaos Hybrids have a chance equal to their Willpower of being cursed (or blessed) with 1d3 Chaotic Features. They are also adept magicians, and most Hybrids can be expected to have a number of Folk Magic spells equal to their CHA. Each pack has at least one priest or shaman with access to the relevant magic.\n\nNote that some hybrids are born with sub-sapient intellects which may cause them to act as little more than mentally impaired beasts. \n\nA Chaos Hybrid carries a disease which can be caught through close proximity to the creature (i.e., close combat engagement distances). Chaos Hybrid corpses remain contagious unless burned. The potency of the disease is always equal to the Chaos Hybrid\u2019s Endurance."}, {"name": "Hook Horror", "race": "Ape, Carnivorous", "rank": 3, "owner": "kilgs", "tags": [], "id": 8663, "notes": "Formidable Natural Weapons, Frenzy (RQ6: PG 312-316)\n\nA hook horror stood about 9 feet (2.7 meters) tall and weighed around 400 pounds (181 kilograms), with a head like a vulture, a neck of crested feathers, and the body of a beetle, whose mottled gray, chitinous exoskeleton was extremely thick and dense and covered with sharp studs. The exoskeleton could be removed from a hook horror and transformed into tough armor.[6] Instead of hands, paws, or claws, its front limbs ended in 12-inch-long (30 centimeters) razor-sharp, blade-like gray metallic hooks, surrounded by red feathers.[6] These hooks were the hook horror's primary method of combat. Its legs were similar to those of a bird, and its head was shaped like that of a vulture, including the hooked beak. Its eyes were multifaceted like those of an insect. They inhabit deep underground corridors and chambers.\n\nHook horrors like to live as families (no more than a dozen, 1d8+4) in subterranean caverns, led by the eldest male, and they caught their food by hunting those areas. They slept around half of the time, moving sluggishly when not under threat, meaning that they could survive on relatively little food for their size. The hook horror was especially susceptible to diseases and parasites. They have a life expectancy of less than forty years\n\nThough their vision is very poor, their hearing is extremely acute and there is only a small chance of surprising a hook horror. The creature's arms end in sharp hook-like talons which it uses in melee. A hook horror cannot speak but communicates with others of its kind by making clacking noises with the exoskeleton - an eerie sound which can alarm the unwary as it echoes around dungeon corridors.\n\nHook horrors preferred to ambush their prey from above. They would work together as a group, and if necessary, retreat using their ability to climb. In a fight, a hook horror would use its clawed arms to trip its opponents.\n\nTREASURE: Individual [A], Family 1d6+# appearing [A]\n\n(Note there is a small chance that the Hook Horror has ingested silver, platinum or electrum. They pass these metals with only a bad-smelling coin left behind. But seem to enjoy the taste.)"}, {"name": "Korantine Raider", "race": "Human", "rank": 3, "owner": "raleel", "tags": ["Korantia"], "id": 8680, "notes": "This man, though dirty, is carrying well-maintained armor and weapons."}, {"name": "Foreign Raider", "race": "Human", "rank": 3, "owner": "raleel", "tags": ["Korantia"], "id": 8683, "notes": "This man, though dirty, is carrying well-maintained armor and weapons."}, {"name": "City guard", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 8693, "notes": "Guards of the city watch are vigilant soldiers, dedicated to keeping the peace and maintaining order. They defend the city walls and gates against external threats, but they also stand ready to break up fights and brawls, disarming or sundering weapons drawn in anger, forcing unruly citizens apart, and tending the wounded.\n\nDifferent types of guards may be created with lighter armour (breastplates and heavy shields) and one-handed weapons (battle axes or longswords). Some guards can Replace halberds with glaives, guisarmes, or ranseurs. Outfitting guards with pikes makes a group of pikemen, while giving them tower shields and short swords creates crossbowmen for a siege. \n\nCombat Gear\npotions of cure light wounds I:3 (2)\nOther Gear half-plate, heavy crossbow with 10 bolts, halberd, broadsword or flail, sap, 5 bp\n\nBoon A guard can give accurate directions to any non-secret location in the city and can allow a PC to enter or leave through a gate after hours or without paying a gate tax.\n\nPower Attack (Combat)\nYou can choose to take a \u20131 step penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage includes, if you are making an attack with a one handed weapon using two hands, the +1 you normally get. You cannot use choose location with this but can sunder. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.\n\nImproved Sunder and damage weapon (Combat)\nYou roll the damage rolls twice when sundering armour or damaging a weapon and take the better. You also receive a +2 to AP whenever an opponent tries to sunder your gear.\n"}, {"name": "Leimoniad", "race": "Human", "rank": 3, "owner": "raleel", "tags": ["Korantia"], "id": 8694, "notes": ""}, {"name": "Alseid", "race": "Human", "rank": 3, "owner": "raleel", "tags": ["Korantia"], "id": 8695, "notes": ""}, {"name": "Hamadryad", "race": "Human", "rank": 3, "owner": "raleel", "tags": ["Korantia"], "id": 8696, "notes": ""}, {"name": "Hydriad", "race": "Human", "rank": 3, "owner": "raleel", "tags": ["Korantia"], "id": 8697, "notes": ""}, {"name": "Young Spider Eater", "race": "Spider Eater", "rank": 3, "owner": "skarza", "tags": [], "id": 8721, "notes": "This strange beast resembles a wasp the size of a human, but with the head of a spider and two long appendages ending in pincers.\n\nAn amalgam of dangerous creatures, this predator, as its name suggests, prefers to hunt and feed upon spiders. Their greatest boon to spider hunting, aside from their stinger, ability to fly, and strong pincers, is their ability to slip through the stickiest of webs in order to get to their prey. Unfortunately for other creatures, when a spider eater is denied its preferred prey, it seeks out any living creature it can find to serve as a host for its ravenous young.\n\nWhen hunting, a spider eater drops from the air onto its victim, stinging the prey with its barbed tail. The creature then returns to the air and hovers, waiting for its venom to take hold. Once the opponent succumbs to paralysis, the spider eater lands again, either to feed or implant its egg.\n\nAlthough more intelligent than the typical beast, to the point where it can understand a language, the spider eater is relatively slow-witted. Nevertheless, it is intelligent enough that it resists training\u2014those who seek to ally with spider eaters must befriend them via diplomacy and gifts of spiders to feed upon or implant eggs into, or via intimidation and coercion.\n\nA young spider eater measures roughly 6 feet long and stands 4 feet tall. The creature has a wingspan just over 10 feet and weighs almost 200 pounds.\n\nConstant\u2014freedom of movement\nThis enables the creature to move and attack normally evenwhile under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. All combat manoeuvrer checks made to grapple the target automatically fail. The subject automatically succeeds on any combat manoeuvrer checks and Escape checks made to escape a grapple or a pin.\n\nvenom has the following characteristics: \nApplication: Injected or smeared.\nOnset Time: 1D3 turns.\nDuration: 1D6 minute.\nResistance Time: at end of onset\nPotency: 40+ CON of eater. \nResistance: Endurance.\nConditions: paralysis. \nAntidote/Cure: Healing skill and magic.\n\nImplant\nA spider eaters grows its eggs inside of a living host. Implanting an egg in a host is a full-round of actions, and the target must be helpless but alive. Once an egg is implanted, it exudes paralytic enzymes that not only keep the victim in state of perpetual paralysis, but also keep it nourished and alive in its comatose but fully aware state. This condition lasts until the egg hatches in 1d6 weeks, at which point the young spider eater consumes most of its host, killing it. An egg can be surgically removed with a formidable Heal check (this check deals 2d6 points of damage to the hosts location regardless of success), at which point the host recovers from the paralysis in 1d6 rounds. Any magical effect that removes paralysis or disease (such as remove paralysis, remove disease, or heal) also destroys the egg, but mere immunity to paralysis or disease does not offer protection.\n"}, {"name": "Satyr", "race": "Chaos Hybrid", "rank": 3, "owner": "raleel", "tags": ["Meeros"], "id": 8724, "notes": "Meerish satyrs are closer to chaos hybrids in stock, but without disease or chaos features. "}, {"name": "Centaur", "race": "Centaur", "rank": 3, "owner": "raleel", "tags": ["Meeros"], "id": 8729, "notes": "The centaur\u2019s anatomy means that the Damage Modifier\nand Hit Points for its upper half are figured using STR x2 and CON\nx2."}, {"name": "dreamspawn blood golem", "race": "Gas Cloud", "rank": 3, "owner": "skarza", "tags": [], "id": 8732, "notes": "A tower of blood in humanoid form sloshes within the clotted surface that holds it in a stable form. This one is made from the blood of 8 corpses, each corpse providing 11 CON.\n\nThought sense:\n A dreamspawn creature can automatically detect and locate conscious creatures within the specified range (usually 60 feet). This functions similarly to the blindsight ability. Nondetection, mind blank, and similar effects can block thoughtsense. Thoughtsense can distinguish between sentient (Intelligence 3 or greater) and non-sentient (Intelligence 1\u20132 or INS) creatures, but otherwise provides no information about the creatures it detects.\n\nDiscordant Feedback: \nThe dreamspawn creature\u2019s psychic energy creates an eerie, shrieking feedback in the minds of living creatures in a 10-foot radius. Creatures within the aura take a -1 shift penalty on all attack rolls, skill checks, and saving throws while in the area, and must make a successful Willpower save (unopposed) or take 1d2 points of CHA damage. Spellcasters who attempt to cast spells in the aura\u2019s radius must make a concentration check vs the Dreamspawns Discord skill. If the character fails, the spells MP are expended but does not function. This is a mind affecting effect.\n\nSpan Planes: \nDreamspawn creatures exist partially on the Material Plane and partially in the Dimension of Dreams. Dreamspawn creatures take half damage (50%) from all nonmagical attack forms, and full damage from magical weapons, spells, spell-like effects, supernatural effects, incorporeal creatures and effects, and force effects.\n\nImmune to mind-affecting effects and magic.\nReduced all non-good or silver damage by 5 points (shown in AP of creature).\n\nBlood Drain\nNeeds to remain in contact with victim to drain blood. Each round of blood drain also deals 1d2 CON damage. A blood golem heals 5 hit points each round it drains blood.\n\nClotted skin Sleepwalker\nA blood golem can congeal its surface into a hard skin as an action, allowing it to assume a vaguely humanoid form. With its skin, it gains 5 AP to all attacks bar bludgeoning (Added), natural armour +6 (added to its base of 2 already), and speed 6 m, but loses its boneless abilities. It can liquefy this skin as an action, losing its natural 6 Natural AP and +5 AP resistance, changing its speed to 4 m, and regaining the boneless abilities. The golem normally maintains its congealed skin, liquefying itself only when it has to pass through obstacles that would hinder its solid form.\n\nImmunity to Magic\nA blood golem is immune to any spell or spell-like ability, in addition, certain spells and effects function differently against the creature.\n\nCure spells affect it as if it were a living creature, but only cure the minimum amount of damage. Spells and effects that specifically affect blood (such as boiling blood) affect it normally.\n\nVulnerable to Bleed\nBleed effects, blood drain, and attacks that target a creature\u2019s blood affect a blood golem normally, by reducing its hits by 5 per round. The golem can spend an action to harden its clotted outer shell to end a bleed effect.\n\nCan constrict after a grip or grapple is established, as the blood flows over the victim."}, {"name": "blood golem", "race": "Gas Cloud", "rank": 3, "owner": "skarza", "tags": [], "id": 8733, "notes": "A tower of blood in humanoid form sloshes within the clotted surface that holds it in a stable form.each body adds 1d10 CON to the construct (most are made of 20 bodies)\n\nImmune to magic\n\nBlood Drain\nA blood golem heals 5 hit points each round it drains blood.\n\nClotted Skin\nA blood golem can congeal its surface into a hard skin as an action, allowing it to assume a vaguely humanoid form. With its skin, it gains  5 AP to all attacks bar bludgeoning (Added), natural armour +6 (added), and speed 6 m, but loses its bonless abilities. It can liquefy this skin as an action, losing its natural +6 Natural AP and +5 AP resistance, changing its speed to 10 feet, and regaining the boneless abilities. The golem normally maintains its congealed skin, liquefying itself only when it has to pass through obstacles that would hinder its solid form.\n\nImmunity to Magic\nA blood golem is immune to any spell or spell-like ability, in addition, certain spells and effects function differently against the creature.\n\nCure spells affect it as if it were a living creature, but only cure the minimum amount of damage. Spells and effects that specifically affect blood (such as boiling blood) affect it normally.\n\nVulnerable to Bleed\nBleed effects, blood drain, and attacks that target a creature\u2019s blood affect a blood golem normally, by reducing its hits by 5 per round. The golem can spend an action to harden its clotted outer shell to end a bleed effect."}, {"name": "Lake Troll", "race": "Troll (Classic Fantasy)", "rank": 3, "owner": "kilgs", "tags": ["Classic fantasy", "Lake", "Lake troll", "Troll"], "id": 8759, "notes": "This large, lanky creature has arms too long for its body. Its hands are webbed and equipped with wicked claws. Its skin is covered in dull green scales and embedded with stones,, and limp hair like scraggly seaweed hangs across its long-nosed face. Water-dwelling cousins of the more common trolls, lake trolls are both stronger and slightly more intelligent, but thankfully less common. Accompanied by a reek of old, rotting fish, these slimy creatures live beneath the surface of lakes, ponds, rivers, and sometimes even ocean coves.\n\nVIOLENTLY TERRITORIAL. A lake troll is savage in the defense of its claimed expanse of territory; any encroachment into the creature\u2019s water is met with sudden violence from the depths.\n\nSAVAGE CUNNING. Lake trolls are cunning ambushers. They make use of the water to cover their attack and to protect themselves from the flames of would-be troll hunters. \n\nMOCKINGLY CRUEL. Lake trolls delight in splintering wood, twisting metal with their talons, and dulling blades on their tough hide. They often prioritize wielders of grand weapons so they can delight in the horror of their newly-disarmed prey. \n\nHARD TO KILL. A lake troll\u2019s regeneration is shut down only by cold and fire damage at nearly the same time, making them tricky to fight and exceedingly difficult to kill. Because they\u2019re reclusive and so very lethal, these creatures are poorly understood by most scholars.\n\nSPECIFIC MECHANICS--\n\n-CAMOUFLAGED--Works only when submerged in water, they prefer to lurk right near the surface.\n\n-REGENERATION--Similar to CF Troll except Lake Trolls regeneration can only be shut down by a combination of burning and cold. They regain 1 HP to each damaged location at the beginning of every Round. Damage from fire OR cold in a Round will slow down their Regeneration but not permanently harm them. After receiving damage from Fire or Cold, the damage requires 2x Rounds to heal 1hp.\n>If a Lake Troll takes both Fire AND Cold damage in the same Round, their Regeneration shuts down entirely for 1d3 Rounds regardless of the kind of damage. This full Round starts immediately upon taking the second form of damage.\n\n-WEAKNESS--Dry skin. Lake Trolls hardly ever will exit a water body knowing their regeneration is vulnerable to drying out. Any Water Troll on dry land will dry out within 2d6+10 Rounds. Magic and other effects can speed this up. Any fire or cold damage, individually, reduces this time limit by 2 Rounds each hit so long as the Troll does not return to more than 3ft of water.\n\n-TERRIFYING--This only applies when a Lake Troll makes its first attack from ambush.\n>On a Failure, the character immediately can do nothing but flee from the creature. If close to shore, they will leap for it. If in the middle of the water, they will cower as far from the edge as possible.\n>On a Fumble, the character is not Knocked Out but immediately falls Prone... if in a boat or on a dock/shore, they will automatically fall into the water. In addition, they are panicked for 1d4 Cycles and simply flail towards safety like a boat or shore. Any Swim or removal of Armor rolls are one-grade more difficult.\n\n--COMBAT STYLE TRAITS-\n\"Block & Catch\"-\nAllows for the use of the Grip special effect as a defensive special effect. [Src: Raleel].\n\nAVERAGE LAIR (d3+1)\n\nTREASURE-Lake Trolls often have an underwater grotto or cave network that sometimes moves between bodies of water such as a pond to a swamp or lake to a swamp etc. Note that Lake Trolls often steal trophies of foe weapons especially fine ones.\n\nTREASURE TYPE- Individual/B, Lair (L, G)(note that magic items are normally [50%] weapons and Works of Art are always finely-crafted weapons or trophies of great value from an opponent such as a medallion, shield, heraldry etc.).\n\nSOURCE: Tome of Beasts 5E"}, {"name": "fast hand to hand boss ganger (Sheasu Vice)", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 8799, "notes": "Shiver dealing thug boss in employ of Greeley, uses 2 flaming machete\n\nThe MAC-10 (Magical Assault/Closequarters) is a full auto Wrecker designed to place a large amount of magical projectiles into a small space. it has a 32, 9 carat shot crystal clip which take 3 round to reload. this one uses a fire wand so each shot does 1d4 fire damage.\n\nAmulet of natural armour + 2\nArmour tattoos As ringmail but count as natural (3)\n\nSneak attack +2 shifts\n\nIron hands: +1 damage to unarmed and kata attacks\nDo or Die Kata: Allows dual weapon combinations to use the Flurry special effect, provided that each subsequent attack utilises the alternating weapon\n\nSteps on eggshells: May use Evade to dodge blows in martial arts combat without ending up prone\n\nHard Weapon Kata: Can use a specific weapon set with martial arts skill.\n\nDog fighter: Fighting with this combat style on the ground does not incur any penalty to hit or defend, however damage bonus is lost.\n\nLuck points:4"}, {"name": "Large Ogre", "race": "Ogre, Primal", "rank": 3, "owner": "skarza", "tags": [], "id": 8800, "notes": "An unkempt, slovenly race whose coarse, grizzled features betray their rapacious greed, Ogres resemble Giants when distance blurs details and disperses their rank odor. They stand 8' to 10' tall. Garments constructed of hastily cured animal skins add to the stench, but contribute little to modesty.\n\nOgres have a 90 year average life span. The fetor of their littered dens keeps most thieves at bay, effectively guarding the enchanted things and extensive wealth garnered within. While relaxing and quarreling at home, a clan of Ogres displays the rollicking exuberance of a band of clowns.\n\nWhen they leave their cave to raid the countryside, this levity yields to intent eagerness for a fight. Wood or stone clubs accompany them on these forays, but are frequently abandoned in the heat of battle for the more satisfying sensation of knuckle against tender flesh and bone.\n\nOgres are quite fond of the soft flesh found on the bones of small children. They have been known to build small cottages in the woods, tempting children with sweet smells of pastries, then jumping from the closet to throw the children into their ovens."}, {"name": "Strong Drug ganger boss (Sheasu Vice)", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 8802, "notes": "Half troll shiver dealing thug in employ of Greeley\n\nHe takes half damage from naturally occurring heat and cold. Also he is so naturally tough any damage that goes through his thick hide is reduced by 1 point, to maximum of 0.He is also immune to stun effects from special effects and serious wounds.\n\nWracker crystal grafts: these crystals, embedded directly into the skin and swirling with blood at they feed on the half trolls essence, mimic the stony armour plates of his father. This not only provides 4 AP (added to the 1 for tough hide), but also allow any spell/magical damage to be absorbed into them. \n\nThis energy is stored in the crystals and when 20 points is absorbed, the half troll must release the energy in a blast or they will risk the possibility of detonation. For every 2 points of damage used, the blast does 1 intensity level of damage to 1 location. The half troll always uses the maximum possible (20 so intensity 10 or 2d6 damage). Another option is release it in a cone that is 60 degrees and 10 m (32 feet)long. this does only half the intensity or a single blast (for 10 intensity this would be 1d8), but covers multiple locations and targets (evade for half damage)\n\nIf this is not done in one round of hitting 20+ point of damage, there is a % chance each round equal to the amount of damage absorbed that the crystals will detonate, releasing the energy in one 20 intensity blast 2d10+1d2 damage to all locations, this effects all within 20 feet (6m) of the troll. The troll also takes this damage, and gets no save or armour. For everyone else a standard evade roll will half the damage taken.\n\nHand of War\n\nGreat axe, Sentient +2 Magic Weapon, does normal damage unless it's a Favoured Enemy of the ancient Dwarf spirit contained in the weapon.\n\nFavoured Enemy: Hand of War will do a +1 shift in damage to 2d8+4 to his favoured ancient enemies but the user has to pass a hard Willpower saving throw or immediately rages and must attack the favoured enemies (as per berserker). Current enemies known: most Elves (any bar wood elves), Giants, Orcs, duergar\n\nIf you do not have a full beard, you will grow one every morning, even if you have shaved the beard the previous day. This applied to males and females.\n\nYou will always drink if drinks are offered. If Dwarven spirits are offered, you will drink until blacked out or cut off.\n\nHe speaks like a gruff, angry old dwarf and talks about how people have grown soft now a days."}, {"name": "Witcher (Cat School) Skilled", "race": "Human", "rank": 3, "owner": "jaum", "tags": ["The witcher"], "id": 8818, "notes": ""}, {"name": "Witcher (Wolf School) Skilled", "race": "Human", "rank": 3, "owner": "jaum", "tags": ["The witcher"], "id": 8828, "notes": ""}, {"name": "Hulk of Cam Brakes", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Lyonesse"], "id": 8832, "notes": ""}, {"name": "Screamer (Battle Chicken)", "race": "Vorompatra (Predator Bird)", "rank": 3, "owner": "hkokko", "tags": ["Lyonesse"], "id": 8835, "notes": "They are raised in eastern Lyonesse as guard animals, hunting beasts, and for blood sports."}, {"name": "Small Darkling (Intensity 1)", "race": "Spirit-Being (Lyonesse)", "rank": 3, "owner": "hkokko", "tags": ["Lyonesse"], "id": 8839, "notes": "\n***Only 1 Action point***\n***Hit Points 1d6+6***\n***Damage bonus = 0***\nLight can destroy it: a candle inflicts 1d2 damage; a torch 1d4; and full sunlight 2d6 damage per round.\n\nLyonesse pg 423"}, {"name": "Lesser Darkling (Intensity 2)", "race": "Spirit-Being (Lyonesse)", "rank": 3, "owner": "hkokko", "tags": ["Lyonesse"], "id": 8840, "notes": "***Only 1 Action point***\n***Hit points 1d6+12***\n***Damage bonus = 0***\n\nLight can destroy it: a candle inflicts 1d2 damage; a torch 1d4; and full sunlight 2d6 damage per round.\n\nLyonesse pg 423\n\n\n"}, {"name": "Darkling (Intensity 3)", "race": "Spirit-Being (Lyonesse)", "rank": 3, "owner": "hkokko", "tags": ["Lyonesse"], "id": 8841, "notes": "***Always 2 Action point***\n***Hit points 1d6+18***\n***Damage bonus = 0***\n\nLight can destroy it: a candle inflicts 1d2 damage; a torch 1d4; and full sunlight 2d6 damage per round.\n\nLyonesse pg 423\n\n\n"}, {"name": "Small Hyslop (Intensity 1)", "race": "Spirit-Being (Lyonesse)", "rank": 3, "owner": "hkokko", "tags": ["Lyonesse"], "id": 8845, "notes": "***Only 1 Action point***\n***Hit Points 1d6+6***\n\n\nLyonesse pg 423"}, {"name": "Lesser Hyslop (Intensity 2)", "race": "Spirit-Being (Lyonesse)", "rank": 3, "owner": "hkokko", "tags": ["Lyonesse"], "id": 8846, "notes": "***Only 1 Action point***\n***Hit points 1d6+12***\n\n\n\nLyonesse pg 423\n\n\n"}, {"name": "Hyslop (Intensity 3)", "race": "Spirit-Being (Lyonesse)", "rank": 3, "owner": "hkokko", "tags": ["Lyonesse"], "id": 8847, "notes": "***Always 2 Action point***\n***Hit points 1d6+18***\n\n\n\n\nLyonesse pg 423\n\n\n"}, {"name": "Small Quist (Intensity 1)", "race": "Spirit-Being (Lyonesse)", "rank": 3, "owner": "hkokko", "tags": ["Lyonesse"], "id": 8851, "notes": "***Only 1 Action point***\n***Hit Points 1d6+6***\n\n\nLyonesse pg 423"}, {"name": "Lesser Quist (Intensity 2)", "race": "Spirit-Being (Lyonesse)", "rank": 3, "owner": "hkokko", "tags": ["Lyonesse"], "id": 8852, "notes": "***Only 1 Action point***\n***Hit points 1d6+12***\n\n\n\nLyonesse pg 423\n\n\n"}, {"name": "Small Willawen (Intensity 1)", "race": "Spirit-Being (Lyonesse)", "rank": 3, "owner": "hkokko", "tags": ["Lyonesse"], "id": 8857, "notes": "***Only 1 Action point***\n***Hit Points 1d6+6***\n\n\nLyonesse pg 423"}, {"name": "Lesser Willawen (Intensity 2)", "race": "Spirit-Being (Lyonesse)", "rank": 3, "owner": "hkokko", "tags": ["Lyonesse"], "id": 8858, "notes": "***Only 1 Action point***\n***Hit points 1d6+12***\n\n\n\nLyonesse pg 423\n\n\n"}, {"name": "Willawen (Intensity 3)", "race": "Spirit-Being (Lyonesse)", "rank": 3, "owner": "hkokko", "tags": ["Lyonesse"], "id": 8859, "notes": "***Always 2 Action point***\n***Hit points 1d6+18***\n\n\n\n\nLyonesse pg 423\n\n\n"}, {"name": "Small Merrihew (Intensity 1)", "race": "Spirit-Being (Lyonesse)", "rank": 3, "owner": "hkokko", "tags": ["Lyonesse"], "id": 8863, "notes": "***Only 1 Action point***\n***Hit Points 1d6+6***\n\n\nLyonesse pg 423"}, {"name": "Lesser Merrihew (Intensity 2)", "race": "Spirit-Being (Lyonesse)", "rank": 3, "owner": "hkokko", "tags": ["Lyonesse"], "id": 8864, "notes": "***Only 1 Action point***\n***Hit points 1d6+12***\n\n\n\nLyonesse pg 423\n\n\n"}, {"name": "Scoia'tael soldier", "race": "Elf", "rank": 3, "owner": "jaum", "tags": ["The witcher"], "id": 8872, "notes": ""}, {"name": "excommunicate", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 8885, "notes": "The excommunicate appears as a twisted, nightmarish distortion of cultists, shrouded in shifting shadows and with strangely exaggerated features and purplish eyes.\n\nBefore Combat The excommunicate casts divine favour and magic weapon, then drinks a potion of invisibility to attack unaware opponents.\n\nDuring Combat The excommunicate opens combat with a blast of channeled negative energy, then charges in order to trigger her terrifying presence while moving to flank opponents to take advantage of sneak attack. She uses grace to avoid attacks if necessary.\n\nMorale The cultist flees to dim light if possible, using her shadow walk spell-like ability to retreat if reduced to 0 or less in a location.\n\nCombat Gear scrolls of cure moderate wounds (3), scroll of invisibility, +1 leather armour, mwk spider-leg sickles (2), ring of protection +1, 38 gp\n\n\nSpecial Attacks:\n\nAura of fear 60'(Easy unopposed willpower roll or flee in terror as fear spell intensity 5)\n\nregeneration 5 HP per location per round (overcome by good spells and weapons,silver)\n\nDefensive Abilities evasion: Any evade roll that would result in 1/2 damage, will result in no damage instead. Also gains benefit of artful dodger.\n\nAny damage to the cleric is halved after armour unless it is good or silver.\n\nfeign death skill: make a willpower roll to appear death, opposed by healing or formidable first aid. Can come out of it near instantaneously, but acts as the feign death spell.\n\n\nchannel negative energy 7/day (2d6 damage to all within 30' radius, 1 location only, 'Free' willpower roll for half damage)\n\nSneak attack +2 Shift\n\nNight terror touch\nThe target of this spell gains no benefit from normal or magical sleep, writhing in a series of nightmares that torture its psyche and diminish its ability to perform strenuous tasks. The target doesn\u2019t heal ability or hit point damage naturally and can\u2019t prepare spells or regain spells. After one night of poor sleep, the target gains 1 level of fatigue (or adds one if it was fatigued before trying to rest). A creature affected by this spell doesn\u2019t recover from the fatigued condition inflicted by this spell after resting, nor do spells such as lesser restoration provide any respite. Each restless night, the target takes 1d4 points of POW damage, which also can\u2019t be recovered by magic while night terrors is active.\n\nThe images from previous nightmares continue to haunt the target\u2019s mind while awake. If the target has rested at least once while affected by night terrors and then becomes subjected to a fear effect, the target experiences a -1 shift in diffuculty to resist  than it would normally. \n\nThe affected creature can attempt a new saving throw once per day to end night terrors, but multiple attempts to rest in a given day do not afford the target multiple saves. A creature that successfully saves against night terrors ends the spell and rests normally that night but gains the benefits of only that night\u2019s rest, not any benefits missed on previous nights.\n\nIf your campaign uses the sanity rules, the target can suffer insanity loss instead of POW.\n\nSpell-Like Abilities \n(Both 5/day) copycat (3 rounds), touch of evil (1 round)\nConstant\u2014protection from good\n3/day\u2014detect thoughts, dream, nightmare,suggestion\n\n1/day\u2014shadow walk\nMust be in an area of dim light. You and any creature(s) you touch are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow.\n\nIn the region of shadow, you move at a rate of 50 miles per hour, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane.\n\nBecause of the blurring of reality between the Plane of Shadow and the Material Plane, you can\u2019t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It\u2019s impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 1d10 x 100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you are shunted 1d10 x 1,000 feet in the same direction. If this would still place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no save).\n\nShadow walk can also be used to travel to other planes that border on the Plane of Shadow, but this usage requires the transit of the Plane of Shadow to arrive at a border with another plane of reality. The transit of the Plane of Shadow requires 1d4 hours.\n\nAny creatures touched by you when shadow walk is cast also make the transition to the borders of the Plane of Shadow.\n\nThey may opt to follow you, wander off through the plane, or stumble back into the Material Plane (50% chance for either of the latter results if they are lost or abandoned by you). Creatures unwilling to accompany you into the Plane of Shadow receive a Will saving throw, negating the effect if successful.\n\n\n\n\nCopycat: You can create an illusory double of yourself as an action. This double functions as a single mirror image, and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. \n\nTouch of evil (You can cause a creature to suffer the effects of Fever, as an unarmed attack. This ability lasts for a number of rounds equal to your cleric rank (minimum 1). You can use this ability a number of times per day equal to 3 + 1/6th POW)\n\nSpells Prepared\n\n2nd \ncure moderate wounds, (3 MP)\ninvisibility (3 MP)\ngrace (1 MP)\nDue to this spell\u2019s Instant casting time, the cleric may use grace reactively as well as proactively. Until the end of your turn, your can movement out of combat without needing to roll. \n\n\n1st (-2 MP cost)\ndisguise self (as change appearance) (1/+1 MP)\ndivine favour (1/+1 MP)\nDuration:1 Min/I\nCalling upon the strength and wisdom of a deity, you gain a +5 bonus on attack and +1 weapon damage rolls for every two ranks you have (maximum +15/+3). The bonus doesn\u2019t apply to spell damage.\nmagic weapon (1/I.)\ngives a weapon a +5 bonus on attack and +1 on damage rolls.\nshield of faith (3+1/I.)\nproviding 2 (+1 per 2 ranks) points of armour towards all attacks that strike front\n0 (at will)\u2014bleed,detect magic, guidance, resistance\nResistance\nRange touch\nTarget creature touched\nCost: 1\nDuration 1 minute\nSaving Throw Willpower negates\nImbue the subject with magical energy that protects it from harm, granting it a +5 resistance bonus on saving rolls (brawn, Evade, Endurance and willpower).\n\n\nguidance\nRange touch\nTarget creature touched\nCost: 1\nDuration 1 minute\nSaving Throw Willpower negates\nThis spell imbues the subject with a touch of divine guidance.The creature gets a +5 bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies. \n"}, {"name": "Rusalka", "race": "Nymph", "rank": 3, "owner": "jaum", "tags": ["The witcher"], "id": 8886, "notes": "AiG. Dominate Species of their native environment without cost. Recurring per season. This one is Intensity 3. Can use half the sprit rank as difficulty grade to ease or hinder Perception and Stealth in their realm."}, {"name": "Wraith", "race": "Wraith", "rank": 3, "owner": "jaum", "tags": ["The witcher"], "id": 8887, "notes": "Intensity 1. Hitpoints = POW. Attack with Spectral combat with Spirit Damage as damage. Wraith attacks bypass all except magical defence. Can attack thru physical objects. Cannot move beyond its tomb/place of death.\n\nImaterial: Pode consumir um ponto de magia para se tornar imaterial por um turno.\n\nTeleport: can teleport up to his POW in meters, spending one Magic Point.\n\nNight Sight: can see in dim light.\n\n4 AP against non silver or magical attacks."}, {"name": "Warg", "race": "Wolf", "rank": 3, "owner": "jaum", "tags": ["The witcher"], "id": 8889, "notes": "Night Sight, (RQ6: pg 312-316) , Usually hunts in packs of 12-30. Prefers to select Grip and Choose location. Gripped victim sustains biting damage every round. Rq6 pg 396"}, {"name": "Nekker Chieftain", "race": "Halfling (Classic Fantasy)", "rank": 3, "owner": "jaum", "tags": ["The witcher"], "id": 8916, "notes": "Night Sight\n"}, {"name": "Belker", "race": "Firebat", "rank": 3, "owner": "skarza", "tags": [], "id": 8978, "notes": "Dull, red eyes, grasping claws, and leathery wings give a demonic aspect to this creature\u2019s smoky form.\n\nSmoke Claws\nA belker using its smoke form ability can enter a target\u2019s space as an action that does not provoke and counter attacks. The target must make an easy opposed END roll vs END or inhale part of the creature. Smoke inside the victim solidifies into a claw and attacks the target from within, dealing 3d4 points of damage per round as an action. If the target moves, the belker may automatically move with the target (this movement does not count toward the belker\u2019s movement and does not provoke counterattacks against the belker). Each round, the target can attempt another opposed END roll to cough out the belker\u2019s smoke, which ends the smoke claws attack and forces the belker into an adjacent space. Creatures that do not need to breathe are immune to this attack.\n\nSmoke Form\nA belker can switch from its normal form to one of pure smoke or back again a free action. It can spend up to 20 rounds per day in smoke form. In smoke form, the belker acts as if under the effects of a gaseous form spell, except that it retains its natural fly speed of 50 feet.\n\nIts natural resistance means that any damage the overcomes its armour is reduced by a further 5.\n\nBelkers are hateful elemental air creatures resembling fiends made of smoke. Xenophobic in the extreme, they see most non-elemental creatures as threats, and stalk and kill any such intruders in their territory. Among their elemental kin, they especially hate djinn and jann. They tolerate air mephits, dust mephits, steam mephits, air elementals, and fire elementals, but given the choice, prefer the company of their own kind.\n\nBelkers create no permanent lairs, but do claim and defend large territories from other living things, particularly areas ravaged by frequent storms, volcanic eruptions, hot springs, or forest fires. Some sages believe the belkers worship these dangerous natural phenomena; others speculate the elementals somehow feed on the unusual air from these sites. Still other scholars theorize that the reclusive beasts require the energy from these phenomena to feed or reproduce."}, {"name": "Quickwood", "race": "Quickwood", "rank": 3, "owner": "skarza", "tags": [], "id": 8952, "notes": "Were it not for the image of a sinister face peeking out from its dark grey bark, this would look like any other ragged oak tree. These carnivorous plants prize human and elven flesh, but eat anything they manage to catch. Quickwoods typically explore an area, taking note of any oak trees, and then root themselves and wait for prey to wander by. They use their oaksight ability to maintain constant surveillance of their hunting grounds and send their roots out to drag likely prey back to them. \n\nFear Aura\nA quickwood with stored magical energy (see below) can activate its fear aura as an action. The aura has a radius of 10 feet per spell intensity and lasts for 1 round (opposed WIL roll to negates). Creatures that fail their saving throws become panicked and flee for 1 minute. \n\nOaksight\nA quickwood may observe the area surrounding any oak tree within 360 feet as if using clairaudience/clairvoyance. It can use this ability on any number of oak trees in the area. Although the quickwood does not need line of sight to establish this link, if it does have line of sight to even a single oak tree, it cannot be surprised or flanked.\n\nRoots\nA quickwood has dozens of long roots, but can only attack with up to three of them in any given round within 60' of its trunk. If the quickwood uses a change range special effect on a gripped or grappled foe it can pull a target within reach of its bite attack, it can immediately make a free bite attack with a +1 shift bonus on its attack skill against that target.(counts as an extra set of limbs +1 attack)\n\nMagic resistance and Spell Absorption\nIf a quickwood\u2019s smagic resistance of 75% protects it from a magical effect, the creature absorbs that magical energy into its body. It can release this energy to activate its fear aura ability. While the plant is storing a spell, its SR decreases by 25%. It can only store one spell at a time.\n\nImmune to electricity\n\nCamouflage bonus only applies in forests"}, {"name": "Broukolak - as MC", "race": "Vampire", "rank": 3, "owner": "Nigel_Clarke", "tags": ["Mythic constantinople"], "id": 8957, "notes": "Greek vampires vary from the classical type in a few key ways.\nFirstly, a broukolak cannot turn a human into a vampire; a broukolak is born, not made. Those destined to become a vampire are born under inauspicious circumstances, such as in a graveyard or at a crossroads on a Saturday. They are usually born with some physical deformation, such as extra fingers, a full pelt of hair, or differently coloured eyes. These children become living broukolakes when they reach puberty, able to transform into a hideous man-wolf hybrid form whenever out of the sun\u2019s light. When in this form they gain the following benefits:\n\nLiving broukolakes also suffer from the following penalties:\nForced back into human form if more than half their body is exposed to sunlight.\n\nAn aching thirst for blood in either form, represented by the Crave Blood Passion which begins at 30% + POWx2 and increases by 1d10% every time it is slated with a human\u2019s life.\n\nThey take no penalty if unable to drink blood: it is an addiction but not a dependence.\n\nAllergy (Sunlight)"}, {"name": "Animist Broukolak - as MC", "race": "Vampire", "rank": 3, "owner": "Nigel_Clarke", "tags": ["Mythic constantinople"], "id": 8977, "notes": "Greek vampires vary from the classical type in a few key ways.\nFirstly, a broukolak cannot turn a human into a vampire; a broukolak is born, not made. Those destined to become a vampire are born under inauspicious circumstances, such as in a graveyard or at a crossroads on a Saturday. They are usually born with some physical deformation, such as extra fingers, a full pelt of hair, or differently coloured eyes. These children become living broukolakes when they reach puberty, able to transform into a hideous man-wolf hybrid form whenever out of the sun\u2019s light. When in this form they gain the following benefits:\n\nLiving broukolakes also suffer from the following penalties:\nForced back into human form if more than half their body is exposed to sunlight.\n\nAn aching thirst for blood in either form, represented by the Crave Blood Passion which begins at 30% + POWx2 and increases by 1d10% every time it is slated with a human\u2019s life.\n\nThey take no penalty if unable to drink blood: it is an addiction but not a dependence.\n\nAllergy (Sunlight)"}, {"name": "Broukolak man-wolf hybrid per MC", "race": "Vampire", "rank": 3, "owner": "Nigel_Clarke", "tags": ["Mythic constantinople"], "id": 8958, "notes": "Greek vampires vary from the classical type in a few key ways.\nFirstly, a broukolak cannot turn a human into a vampire; a broukolak is born, not made. Those destined to become a vampire are born under inauspicious circumstances, such as in a graveyard or at a crossroads on a Saturday. They are usually born with some physical deformation, such as extra fingers, a full pelt of hair, or differently coloured eyes. These children become living broukolakes when they reach puberty, able to transform into a hideous man-wolf hybrid form whenever out of the sun\u2019s light. When in this form they gain the following benefits:\n\n? Gain Bite and Claw natural weapons appropriate to SIZ\n\nLiving broukolakes also suffer from the following penalties:\nForced back into human form if more than half their body is exposed to sunlight.\n\nAn aching thirst for blood in this form, represented by the Crave Blood Passion which begins at 30% + POWx2 and increases by 1d10% every time it is slated with a human\u2019s life.\n\nThey take no penalty if unable to drink blood: it is an addiction but not a dependence.\n\nAllergy (Sunlight)"}, {"name": "Undead Broukolak for MC", "race": "Vampire", "rank": 3, "owner": "Nigel_Clarke", "tags": ["Mythic constantinople"], "id": 8959, "notes": "Greek vampires vary from the classical type in a few key ways.\n\nFirstly, a broukolak cannot turn a human into a vampire; a broukolak is born, not made. \n\nAn aching thirst for blood, represented by the Crave Blood Passion which begins at 30% + POWx2 and increases by 1d10% every time it is slated with a human\u2019s life.\n\nThey take no penalty if unable to drink blood: it is an addiction but not a dependence.\n\n? Gains the Darksight, Undead, and Vampiric creature abilities.\n? Increase POW by 1 for every 21 years of existence.\n? Gains a Gaze attack allowing it to dominate humans and\nsapient animals (Mythras page 271).\n? Immune to non-magical attacks. Even weapons made from\nblack hawthorn inflict minimum damage\n? Shape-Shift into monstrous man-wolf form, gaining Bite and\nClaws as above.\n? Shape-Shift into spirit form \u2013 an animate shadow. This form\ncannot cross areas of bright light, nor enter a light-tight\nroom, but it can slip under doors and jump from shadow to\nshadow by withdrawing its Manifestation power and travelling as a spirit. Use the Statistics of a wraith (Mythras pagec153), but can initiate Spirit Combat on any person wholly in partial or deeper darkness, and on a win will often possess the individual.\n\nThey have the following vampiric weaknesses:\n? Must consume blood once a week like a regular vampire, and\ncan only recover spent Magic Points if this blood is human.\nTheir Crave Blood Passion no longer increases with each\nblood meal.\n\nAllergy (Sunlight), Vulnerable(black hawthorn)"}, {"name": "Wraith form of Undead Broukolak", "race": "Spirit", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 8960, "notes": "RQ6 PG 412. A wraith that manifests is capable of physically harming mortal foes but remains intangible to physical attacks, and is vulnerable only to magic. A wraith has only one hit location. Reducing its Magic Points to zero temporarily drives the creature back to the Spirit World for 24 hours, after which its Magic Points fully regenerate. The only way to permanently destroy a wraith is to pursue it into the Spirit World, and destroy it there. Cunning wraiths sometimes recognise animists, and withdraw from combat early in order to preserve their Magic Points for potential Spirit Combat.\n\nIt is typical for a wraith to manifest as it appeared in life, displaying its arms, and armour. They fight using their Spectral Combat skill inflicting their Spirit Damage on a successful attack. The armour a wraith manifests has an Armour Point value equal to its Intensity, but since wraiths are intangible to physical objects, these Armour Points only block magical damage.\n\nWraith attacks are as intangible as the wraith itself, so unless parrying with a magically enhanced weapon any blow the wraith inflicts passes through the defending weapon, and armour. Magical Armour Points reduce the wraith\u2019s Spirit Damage by the magic\u2019s intensity. Wraith weapons inflict a chilling, insidious form of damage which makes the wounds they inflict turn black with necrosis. Such wounds never recover naturally, but require magic to heal.\n\nShould a wraith\u2019s opponents not possess magically enhanced weapons, the spirit treats any parry as being an automatic failure, allowing the spirit the opportunity to generate Special Effects: being impaled by a wraith dagger is every bit as nasty as being impaled by a real one. Otherwise combat proceeds as normal save that cunning wraiths will sometimes attack through an ostensibly solid object to catch an opponent by surprise."}, {"name": "Stained Glass Golem (spider)", "race": "Winged Spider", "rank": 3, "owner": "skarza", "tags": [], "id": 8967, "notes": "The stained glass golem appears as an amalgamation of spider and butterfly. It has no fly speed, instead animating on spindly legs.\n\nDivine casters sometimes build glass golems that resemble the windowpanes commonly found in temples. Thin and agile, these colorful beings often act as spies, wielding powers of stealth that their larger counterparts do not possess. A stained glass golem has a high bonus on Stealth rolls.\n\nDazzling Brightness\nA glass golem in an area of bright light dazzles any creature within 30 feet that sees it for 1 round (unopposed END roll negates). This is rerolled every round that the golem is in the light.\n\nImmune to Magic\nA glass golem is immune to any spell or spell-like ability. In addition, certain spells and effects function differently against a glass golem, as noted below.\n\nA shatter spell damages a glass golem as if it were a crystalline creature.\nA keen edge spell affects all of a glass golem\u2019s slam attacks as if they were slashing weapons.\nA magical attack that deals cold damage slows a glass golem (as the slow spell) for 3 rounds (no saving throw).\nA magical attack that deals fire damage ends any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points to that location. A glass golem gets no saving throw against fire effects.\n\nReflect Spells\nAs a free action once every 1d4 rounds, a glass golem can align its internal structure to enhance its resistance to magic for 1 round. During this time, the golem reflects spells (even spells that function differently against the golem as described in its immune to magic ability) as if under the effect of a spell turning spell.\n\nBleeding\nAll attacks cause an unopposed bleed effect, unless the special effect is taken in which case it is opposed.\n\nExtra 5 AP to all attacks apart from adamantine (added)"}, {"name": "Pankrationist", "race": "Human", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 8968, "notes": "Built from Mythras pp28-31 and MC p54."}, {"name": "Talking Shark", "race": "Talking Animal", "rank": 3, "owner": "Shlimazl", "tags": ["Perceforest", "Shark", "Talking animal"], "id": 8974, "notes": "In the world of Perceforest, one can occasionally find an animal with the intelligence and language of a human. Some stand on two legs and act like a human, were it not for their fur and claws."}, {"name": "Lizardfolk Savage Seasoned Skirmisher - Anguri", "race": "Lizardfolk Male", "rank": 3, "owner": "raleel", "tags": ["Monster island"], "id": 8988, "notes": "**Blowgun Poison**\n*Application*: Injected\n*Potency*: 70\n*Resistance*: Endurance\n*Onset time*: 1f6 rounds\n*Duration*: 4 hours\n*Conditions*: Paralysis\n*Antidote/Cure*: Only time"}, {"name": "Lizardfolk Savage Seasoned Skirmisher - Gabari", "race": "Lizardfolk Male", "rank": 3, "owner": "raleel", "tags": ["Monster island"], "id": 8992, "notes": "**Blowgun Poison**\n*Application*: Injected\n*Potency*: 70\n*Resistance*: Endurance\n*Onset time*: 1f6 rounds\n*Duration*: 4 hours\n*Conditions*: Paralysis\n*Antidote/Cure*: Only time"}, {"name": "Lizardfolk Savage Seasoned Skirmisher - Gamari", "race": "Lizardfolk Male", "rank": 3, "owner": "raleel", "tags": ["Monster island"], "id": 8995, "notes": "**Blowgun Poison**\n*Application*: Injected\n*Potency*: 70\n*Resistance*: Endurance\n*Onset time*: 1f6 rounds\n*Duration*: 4 hours\n*Conditions*: Paralysis\n*Antidote/Cure*: Only time"}, {"name": "Lizardfolk Savage Seasoned Skirmisher - Ghidori", "race": "Lizardfolk Male", "rank": 3, "owner": "raleel", "tags": ["Monster island"], "id": 8998, "notes": "**Blowgun Poison**\n*Application*: Injected\n*Potency*: 70\n*Resistance*: Endurance\n*Onset time*: 1f6 rounds\n*Duration*: 4 hours\n*Conditions*: Paralysis\n*Antidote/Cure*: Only time"}, {"name": "Lizardfolk Savage Seasoned Skirmisher - Gyaosi", "race": "Lizardfolk Male", "rank": 3, "owner": "raleel", "tags": ["Monster island"], "id": 9001, "notes": "**Blowgun Poison**\n*Application*: Injected\n*Potency*: 70\n*Resistance*: Endurance\n*Onset time*: 1f6 rounds\n*Duration*: 4 hours\n*Conditions*: Paralysis\n*Antidote/Cure*: Only time"}, {"name": "Lizardfolk Savage Seasoned Skirmisher - Kamacuri", "race": "Lizardfolk Male", "rank": 3, "owner": "raleel", "tags": ["Monster island"], "id": 9004, "notes": "**Blowgun Poison**\n*Application*: Injected\n*Potency*: 70\n*Resistance*: Endurance\n*Onset time*: 1f6 rounds\n*Duration*: 4 hours\n*Conditions*: Paralysis\n*Antidote/Cure*: Only time"}, {"name": "Lizardfolk Savage Seasoned Skirmisher - Kangi", "race": "Lizardfolk Male", "rank": 3, "owner": "raleel", "tags": ["Monster island"], "id": 9007, "notes": "**Blowgun Poison**\n*Application*: Injected\n*Potency*: 70\n*Resistance*: Endurance\n*Onset time*: 1f6 rounds\n*Duration*: 4 hours\n*Conditions*: Paralysis\n*Antidote/Cure*: Only time"}, {"name": "Lizardfolk Savage Seasoned Skirmisher - Kumongi", "race": "Lizardfolk Male", "rank": 3, "owner": "raleel", "tags": ["Monster island"], "id": 9010, "notes": "**Blowgun Poison**\n*Application*: Injected\n*Potency*: 70\n*Resistance*: Endurance\n*Onset time*: 1f6 rounds\n*Duration*: 4 hours\n*Conditions*: Paralysis\n*Antidote/Cure*: Only time"}, {"name": "Lizardfolk Savage Seasoned Skirmisher - Mandahi", "race": "Lizardfolk Male", "rank": 3, "owner": "raleel", "tags": ["Monster island"], "id": 9013, "notes": "**Blowgun Poison**\n*Application*: Injected\n*Potency*: 70\n*Resistance*: Endurance\n*Onset time*: 1f6 rounds\n*Duration*: 4 hours\n*Conditions*: Paralysis\n*Antidote/Cure*: Only time"}, {"name": "Lizardfolk Savage Seasoned Skirmisher - Oodaki", "race": "Lizardfolk Male", "rank": 3, "owner": "raleel", "tags": ["Monster island"], "id": 9016, "notes": "**Blowgun Poison**\n*Application*: Injected\n*Potency*: 70\n*Resistance*: Endurance\n*Onset time*: 1f6 rounds\n*Duration*: 4 hours\n*Conditions*: Paralysis\n*Antidote/Cure*: Only time"}, {"name": "Lizardfolk Savage Seasoned Skirmisher - Varani", "race": "Lizardfolk Male", "rank": 3, "owner": "raleel", "tags": ["Monster island"], "id": 9019, "notes": "**Blowgun Poison**\n*Application*: Injected\n*Potency*: 70\n*Resistance*: Endurance\n*Onset time*: 1f6 rounds\n*Duration*: 4 hours\n*Conditions*: Paralysis\n*Antidote/Cure*: Only time"}, {"name": "Gorgon Sorcerer of the Stygian Path", "race": "Gorgon", "rank": 3, "owner": "raleel", "tags": ["Fantasy", "Meeros doomed"], "id": 9024, "notes": "Scales on serpentine locations.\n\nThe snakes attack as one entity, striking at Short reach. The individual fangs are too small to inflict significant damage, but on a successful bite against an unprotected foe (or by use of the Inject Venom special effect) the gorgon will inject a venom with a potency equivalent to the gorgon\u2019s Endurance. The poison acts on the Combat Round after introduction paralysing the affected area. Paralysis of the abdomen means both legs stop working. Paralysis of the chest or head leads to death within a number of turns equal to the victim\u2019s CON as organs begin to fail."}, {"name": "Advanced Gibbering Mouther", "race": "Gibbering Mouther", "rank": 3, "owner": "skarza", "tags": [], "id": 9037, "notes": "This horrid mass of eyes, mouths, and formless flesh stares in all directions, its countless maws yammering ceaselessly. Disgusting, loathsome, and hungry\u2014these are the only words that properly describe the gibbering mouther. A foul beast that lurks in underground caves, sewers, and nightmares, mouthers have no societal, ecological or religious significance other than their ability to drive those that listen to them mad. Some scholars believe that gibbering mouthers are a lesser variant of the much more dangerous shoggoth, while others theorize they are a punishment by some powerful being or deity inflicted on those who have offended it.\n\nAll-Around Vision\nA gibbering mouther sees in all directions at once. It cannot be flanked.\n\nAmorphous\nA gibbering mouther\u2019s body is malleable and shapeless. It is immune to sneak attacks, and can move through an area as small as one-eighth its SIZ.\n\nBlood Drain\nOn a successful grapple check after grabbing, several of the creature\u2019s mouths attach to its target. Each new round it maintains its grapple, its mouths automatically deal 1 level of blood loss and 1 point of Constitution damage as it drains its victim\u2019s blood, on top of any damage inflicted by the grapple.\n\nEngulf\nThis ability functions as swallow whole, except for the following changes. An engulfed creature is trapped in the gibbering mouther\u2019s body, where several of its mouths continue to feed and drain blood. A gibbering mouther can engulf only one foe of its size or smaller at a time. If an engulfed creature cuts its way free (the mouther\u2019s resistance and AP still applies to those inside), the mouther simply flows together again and can still use its engulf attack.\n\nGibbering\nAs a free action, a gibbering mouther can emit a cacophony of maddening sound. All creatures other than gibbering mouthers within 60 feet must succeed on an opposed WILL roll vs the mouthers influence skill or be confused for 1 round. As this is a insanity effect if the rules are used each unresisting gibber causes 1d3 sanity loss. The mouther can do this once every round.\n\nDie Roll Effects\n01-10 Act normally for 1 Round\n11-20 Attack the caster or the caster\u2019s allies for 1 Round\n21-50 Stop in place and babble incoherently for 1 Round\n51\u201365 Deal weapon damage + DAM modifier to self with item in hand (random location) then mew in pain for rest of round.\n66-75 Meander away from the caster for Intensity in rounds (no resistance rolls allowed in this time)\n76-00 Attack the nearest creature for 1 Round\n\nGround Manipulation \nAs an action, a gibbering mouther can cause stone and earth under its body to grow soft and muddy. The ground remains muddy for 1 minute after the mouther moves off of the location. A gibbering mouther can move through these areas with ease, but other creatures treat them as difficult terrain.\n\nSpittle\nEach round on its action but counted as a a free action, a gibbering mouther can emit a stream of acidic spittle at one target within 30 feet. On a successful attack, the target is blinded for 1d4 rounds unless he succeeds on an opposed END roll vs the spittle attack.\n\nNOTE\nLose of mouths reduced its attacks by 1 per 2 lost, and attacks that would strike a mouth that is missing strike the body instead. It never loses its body mouths, only its Pseudopod ones."}, {"name": "Mutilated Baku", "race": "Mammoth", "rank": 3, "owner": "skarza", "tags": [], "id": 9052, "notes": "The scattered and bloody remains of a strange tusked creature are spread everywhere, its torn limbs and entrails strung up in a gory lattice. Its dead-eyed head leers disturbingly and its tongue lolls from its dislocated jaw.\n\nBizarre creatures that feed on thoughts, bakus stay hidden from humanoids and feed on their creativity and dreams as well as their fears and nightmares. Bakus rarely encounter others of their kind, living largely solitary lives. Some sages speculate the creatures are not born, but rather spontaneously manifest as if spun from dreams, nightmares, and creative thoughts. Bakus are about 5 feet long and weigh 100 pounds.\n\nBakus dislike feeding on thoughts concerning themselves, and tend to cease when their target begins thinking of the baku. For this reason, bakus keep hidden in settlements, floating in the evening air above bedrooms and boarding houses, siphoning sustenance from the dreaming populace. Bakus themselves do not sleep. Given their connection to dreams and nightmares, bakus are mortal enemies of night hags. Though usually calm and gentle creatures, bakus that encounter night hags dedicate themselves to hunting them down and ridding the world of their dark influence. A baku uses its ethereal jaunt spell-like ability to fight night hags as they inflict nightmares on their victims.\n\nEnhanced resistance, half damage after armour for any attack not made by a cold wrought iron weapon AND +5 AP to any attacks that are not magic and slashing Added already to base 3 AP \n\nImmune to cold, electricity, magic missile, Resistant to fire 10 AP; Resists spells 85%.\n\nSpell-Like Abilities (all at intensity 9)\n\nAt will\u2014invisibility, sleep. \nlullaby\nRange  60 m (190 ft)\nTarget 10-ft.-radius\nCasting Time: 1 Action\nDuration Concentration then 1 round/intensity\nAny creature within the area that fails its Will roll to resist becomes drowsy and inattentive, taking a -2 shift penalty on Perception rolls and a -10 penalty on Will rolls against sleep effects while the lullaby is in effect. They are also classed as not in combat to resist sleep, even if they currently are. Lullaby lasts for as long as the caster concentrates, plus up to 1 round per caster level thereafter.\n\n3/day\u2014, dream\n\n1/day\u2014ethereal jaunt\n\nRange personal\ncast time: 1 action\nTarget you\nDuration 1 round/Intensity\nYou become ethereal, along with your equipment. For the duration of the spell, you are in the Ethereal Plane, which overlaps the Material Plane. When the spell expires, you return to material existence.\n\nAn ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial creature, you can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet.\n\nForce effects and abjurations affect an ethereal creature normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can\u2019t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane.\n\nTreat other ethereal creatures and ethereal objects as if they were material.\n\nIf you end the spell and become material while inside a material object (such as a solid wall), you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that you so travel.\"\n\nmodify memory\nCasting Time 1 round\nRange (75 ft 22 m\nTarget one living creature\nDuration permanent\nSaving Throw WIL\n\n\"You reach into the subject\u2019s mind and modify as many as 5 minutes/intensity of its memories in one of the following ways.\n\nEliminate all memory of an event the subject actually experienced. This spell cannot negate charm, geas/quest, suggestion, or similar spells.\nAllow the subject to recall with perfect clarity an event it actually experienced.\nChange the details of an event the subject actually experienced.\nImplant a memory of an event the subject never experienced.\n\nCasting the spell takes 1 round. If the subject fails to save, you proceed with the spell by spending as much as 5/I. minutes (a period of time equal to the amount of memory you want to modify) visualizing the memory you wish to modify in the subject. If your concentration is disturbed before the visualization is complete, or if the subject is ever beyond the spell\u2019s range during this time, the spell is lost.\n\nA modified memory does not necessarily affect the subject\u2019s actions, particularly if it contradicts the creature\u2019s natural inclinations. An illogical modified memory is dismissed by the creature as a bad dream, too much wine, or another similar excuse.\"\n\ndream claws\nA baku\u2019s claws are treated as cold iron and magic for purposes of overcoming resistances.\n\ndream eating\nA baku can feed upon the dreams of any single sleeping creature within 100 feet. Alternatively, the baku can feed upon the dreams of a creature that it manages to contact with its dream spell-like ability. A creature can resist this effect with an opposed Will roll. When a baku feeds in this way, it can elect to consume only nightmares or all dreams. If it only consumes nightmares, the target creature is immune to the effects of the nightmare spell, the dream haunting ability of the night hag, and other similar attacks for that period of sleep. If the baku instead feeds on all of the creature\u2019s dreams, that creature is fatigued upon waking and does not gain any benefits it would have received from sleep, such as natural healing or the ability to regain spells after resting. \n\nMental Drain\nWhen a baku attacks with a claw, it can choose, to deal 1d4 points of Intelligence damage on that attack. An opposed Will WLL roll vs the attack roll negates this ability damage."}, {"name": "Ydraind", "race": "Dragon", "rank": 3, "owner": "jaum", "tags": ["Londaria"], "id": 9055, "notes": "**this one is for classic fantasy**\nBreath Weapon, Cold Blooded, Infravision, Diving Strike, Engulfing, Flying, Formidable Natural Weapons, Immunity (to their breath weapon), Terrifying, Trample. Note that Engulfing and Terrifying or not possessed by Hatchlings and Very Young dragons"}, {"name": "Sea Satyr (Triton)", "race": "Chaos Hybrid", "rank": 3, "owner": "raleel", "tags": ["Meeros", "Thennla"], "id": 9066, "notes": "Known as tritons, these are the aquatic equivalent of the land- bound satyr. A triton is similarly part-human in appearance but with rough shark-like skin below the waist, gills set below the ears and hair like matted kelp. It uses a conch shell instead of a horn or pipes, and a blast upon the shell can produce miraculous effects \u2013 a version of the Earthquake Miracle that can toss a vessel about upon the waves, Call Winds to stir up the waves, or Cloud Call to summon a sea fog. Instead of a club, a triton is usually armed with a trident of magically shaped and hardened coral, and may be riding a sea creature of suitable size.\n\nA triton has legs terminating in fins, but when it emerges from the sea these can transform to serviceable feet. Nevertheless a triton cannot voluntarily dematerialise when out of water, and if he travels more than his POW in metres from the ocean he will lose 1 Magic Point per hour and begins to suffer the effects of dehydration after only CON x1 hours, with a dehydration rate of Hourly (see runeQueSt page 129). There is a sea cap- tain called Settrik the Diver from Othrikor who is rumoured to be a triton in human guise, but nobody has ever managed to learn the truth of these rumours from Settrik or his crew."}, {"name": "Isaac Radaburn", "race": "Human", "rank": 3, "owner": "MarkKaiya", "tags": [], "id": 9070, "notes": ""}, {"name": "Tloques-popalocas", "race": "Vampire", "rank": 3, "owner": "raleel", "tags": ["Tamoachan"], "id": 9082, "notes": "Abilities: Allergy (Sunlight), Vulnerable(Wood), Shapechange (Bat) Mythras p271"}, {"name": "Tribal Warrior", "race": "Human", "rank": 3, "owner": "MarkKaiya", "tags": [], "id": 9127, "notes": ""}, {"name": "Drome Dignitaries - Dedicated", "race": "Human", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 9137, "notes": "Built from Mythras pp28-31 and MC p54.\ndiatrechon (courier), mandator (messenger)"}, {"name": "Drome Dignitaries - Proven", "race": "Human", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 9138, "notes": "Built from Mythras pp28-31 and MC p54.\nCan be hermeneutes (translator), kourator (curator), sakellarios (treasurer), logariastes (accountant), chartoularios (chartulary)"}, {"name": "Nazi Stormtrooper", "race": "Human", "rank": 3, "owner": "jaum", "tags": ["Pulp"], "id": 9172, "notes": ""}, {"name": "Animate Dream", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 9230, "notes": "This indistinct figure suddenly takes on a nightmarish shape, not quite human or animal or fiend.\n\nFrom time to time, when a powerfully imaginative sleeper wakes from a particularly vivid or unusual dream, a fragment of that dream lingers on the Ethereal Plane. To survive, this animate dream needs the power of living will, imagination, and emotion to sustain it. An animate dream seeks out mortal minds, appearing as a shadowy and often frightful dream figure. Its true appearance is vague and nebulous, but it reacts to the fears and emotions of those around it, taking on a nightmarish appearance that differs for each viewer.\n\nAn animate dream can find satisfaction and sustenance by passing one of its ghostly limbs through a mortal\u2019s body\u2014the act infusing the mortal with negative energy that sates the animate dream\u2019s unnatural hunger. But by forcing a creature into a state of sleep, terror, or both, the animate dream can gain a much more satisfying meal, feeding on the emotions released in such states. It uses its spell-like abilities to this end, for each creature it harms with its nightmares, drives temporarily insane with confusion or fear, or outright slays with phantasmal killer provides the monster with more nourishment. An animate dream forced to go for a long period of time without feeding does not starve to death, but does grow increasingly feral and violent in nature.\n\nAnimate dreams sometimes associate with other creatures from the Ethereal Plane or that have associations with dreams and nightmares, such as night hags, phase spiders, and xills. Sometimes these alliances are mutually beneficial, but in many cases the animate dreams are treated as slaves. Night hags in particular like enslaving animate dreams, and sometimes use their essence as a component in creating heartstones.\n\nspecial abilities\nhalf all damage after AP\nSpell resistance 95%\ntelepathy 100 ft.\n\nNightmare Curse\nAn animate dream\u2019s touch puts horrifying visions in the target\u2019s mind.\nCurse:incorporeal touch\nPotency: as WIL\nResistance: WIL (allowed each day \nOnset time: Instant \nDuration: 1/day until cured\nConditions: If not resisted, the victim takes 1d4 Wisdom drain and target is fatigued each day\nTreatment: cure 3 consecutive saves or dispel evil, dream, or remove curse\n\nMagical abilities\n3/day\u2014sleep, dimension door, nightmare\n1/day\u2014confusion, fear, phantasmal terror\n\nnightmare\nOpposed WIL save. You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate. The nightmare prevents restful sleep and causes 1d2 Fatigue levels that cannot be returned until rest is achieved. The nightmare leaves the subject fatigued and unable to regain arcane spells for the next 24 hours.\n\nIf the recipient is awake when the spell begins, you can choose to cease casting (ending the spell) or to enter a trance until the recipient goes to sleep, whereupon you become alert again and complete the casting. If you are disturbed during the trance, you must succeed on a Concentration check as if you were in the midst of casting a spell or the spell ends."}, {"name": "Bravo", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Swordandsorcery"], "id": 9242, "notes": ""}, {"name": "Cannibal Brute", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Swordandsorcery"], "id": 9244, "notes": ""}, {"name": "Corsair", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Swordandsorcery"], "id": 9248, "notes": ""}, {"name": "Freebooter", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Swordandsorcery"], "id": 9249, "notes": ""}, {"name": "Duelist", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Swordandsorcery"], "id": 9250, "notes": ""}, {"name": "Eastern Marine", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Swordandsorcery"], "id": 9251, "notes": ""}, {"name": "Enforcer", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Swordandsorcery"], "id": 9252, "notes": ""}, {"name": "Palace Guard", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Swordandsorcery"], "id": 9253, "notes": ""}, {"name": "Pugilist", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Swordandsorcery"], "id": 9255, "notes": ""}, {"name": "Reaver", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Swordandsorcery"], "id": 9256, "notes": ""}, {"name": "Shemite Asshuri Raider", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Swordandsorcery"], "id": 9258, "notes": ""}, {"name": "Thug", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Swordandsorcery"], "id": 9259, "notes": ""}, {"name": "Barbarian Berserker, Strong One", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Swordandsorcery"], "id": 9269, "notes": ""}, {"name": "Corsair, Strong One", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Swordandsorcery"], "id": 9271, "notes": ""}, {"name": "Enforcer, Strong One", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Swordandsorcery"], "id": 9272, "notes": ""}, {"name": "Freebooter, Strong One", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Swordandsorcery"], "id": 9273, "notes": ""}, {"name": "Palace Guard,Strong One", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Swordandsorcery"], "id": 9274, "notes": ""}, {"name": "Reaver, Strong One", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Swordandsorcery"], "id": 9277, "notes": ""}, {"name": "Thug, Strong One", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Swordandsorcery"], "id": 9278, "notes": ""}, {"name": "Freebooter Captain", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Swordandsorcery"], "id": 9281, "notes": ""}, {"name": "City Watch", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Swordandsorcery"], "id": 9290, "notes": ""}, {"name": "City Watch Sergeant", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Swordandsorcery"], "id": 9291, "notes": ""}, {"name": "City Watch, Strong One", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Swordandsorcery"], "id": 9292, "notes": ""}, {"name": "Noble Courtier ", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Swordandsorcery"], "id": 9293, "notes": "\"Within the halls of power, the open carrying of weapons is frowned upon, even if the characters are nobles, military officers or others who might otherwise carry weapons for status reasons. Characters who wish to engage in political games in Parliament, the Senate, the Hall of the Arti, Fioreste University, most banks, and most civic buildings must carry small, concealable weapons, if they go armed at all.\" - Fioracitta\n"}, {"name": "Lady of the Court", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Swordandsorcery"], "id": 9294, "notes": "\"Within the halls of power, the open carrying of weapons is frowned upon, even if the characters are nobles, military officers or others who might otherwise carry weapons for status reasons. Characters who wish to engage in political games in Parliament, the Senate, the Hall of the Arti, Fioreste University, most banks, and most civic buildings must carry small, concealable weapons, if they go armed at all.\" - Fioracitta\n"}, {"name": "Half-Orc Cleric (Thaogg Axefang)", "race": "Half-Orc (Classic Fantasy)", "rank": 3, "owner": "N1k0", "tags": [], "id": 9388, "notes": "Abilities: Infravision, Light Sensitive\n\nTreasure tipe: potion of gasseus form, B, 10% magic item: roll d6, 1 ring of delusion, 2-4 weapon+1, 5-6 shield +1\n\nSpeciality cleric: spell cast +1 intensity, spells of the sphere possessed 1 grade easier to resist, Thaogg Axefang gift, spell memorized INT/4+1\n\nThaogg Axefang, God of the Orcs\nPantheon: Orcish\nTypical Followers: Orcs and half-orcs\nPassion: Evil\nSymbol: A severed elves\u2019 head\nSpheres: All, Combat, Divination (Minor), Elemental (Earth,\nFire (Minor)), Healing (Minor), Necromantic (Minor), Protection\n(Minor), Summoning, Sun (reversed spells only)\nPrerequisites: Cleric; must be orc or half-orc; STR 16, POW 12\nBonus Professional Skill: None\nCombat Style: As per fighter\nArmour Restrictions: None\nHome Plane: Acheron\nTurn: Nil\nGifts: Clerics of Thaogg Axefang do +1 damage to elves and halfelves. At Rank 2, the cleric gains Fighter Weapon Specialisation in either battle axe or great axe. Upon reaching Rank 4, the cleric may enter a berserk rage as per the berserker class.\n"}, {"name": "Medium Swarm of Bats", "race": "Flock", "rank": 3, "owner": "hkokko", "tags": ["Errinoru", "Fantasy", "Jungle", "Monster island"], "id": 9411, "notes": "Bat swarm does not often cause damage but simply cause a significant distraction due to the battering of hun- dreds, even thousands, of thrumming wings passing by. This can interfere with actions from trying to cross over a narrow bridge to casting a spell as the bats bump those in their path or get caught in clothing and hair. The magnitude of the distraction each round is\ncalculated by imposing a number of difficulty grades equal to half the rolled injuries. MI pg 218"}, {"name": "Medium Swarm of Crabs", "race": "Flock", "rank": 3, "owner": "hkokko", "tags": ["Errinoru", "Fantasy", "Jungle"], "id": 9417, "notes": "\nEach \u2018Injury\u2019 inflicts 1 point of damage to all parts of the body, thus a small swarm of crabs inflicts 1d3 damage to every location. Armour helps reduce this damage as per normal. "}, {"name": "Medium Swarm of Jellyfish", "race": "Flock", "rank": 3, "owner": "hkokko", "tags": ["Errinoru", "Fantasy", "Jungle", "Monster island"], "id": 9422, "notes": "If the rolled number of injuries exceeds the victim\u2019s Armour Points then they are stung with a lethal toxin. The potency of the dose depends on the number of stings (injuries) which penetrate, accumulating round by round. "}, {"name": "Medium Shoal of Leeches", "race": "Flock", "rank": 3, "owner": "hkokko", "tags": ["Errinoru", "Fantasy", "Jungle", "Monster island"], "id": 9427, "notes": "The consequence of leech shoals is somewhat different than other types, taking several hours to take effect. The swarm only rolls for the number of injuries once, armour having no effect. For each two points of injury the victim suffers a persistent level of Fatigue from blood loss and secondary infection."}, {"name": "Medium Swarm of Rats", "race": "Flock", "rank": 3, "owner": "hkokko", "tags": ["City", "Errinoru", "Fantasy", "Jungle", "Monster island"], "id": 9432, "notes": "If the rolled number of injuries > Armour Points then each successful injury inflicts 1 Hit Point of damage. In addition the victim is exposed to a disease"}, {"name": "Cultist of Dashatan, lay member", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Monster island"], "id": 9448, "notes": "Cultist of Dashatan, the grasping pincer, lord of the seas are sailors, sea folk and fishers who believe they will ultimately die at sea unless prayers are offered before a voyage, MI pg 155"}, {"name": "Cultist of Dashatan, initiate", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Monster island"], "id": 9450, "notes": "Cultist of Dashatan, the grasping pincer, lord of the seas are sailors, sea folk and fishers who believe they will ultimately die at sea unless prayers are offered before a voyage, MI pg 155, Initiate is currently the highest rank in Dashatan. "}, {"name": "Cultist of Dashatan, lay member - strong one", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Monster island"], "id": 9451, "notes": "Cultist of Dashatan, the grasping pincer, lord of the seas are sailors, sea folk and fishers who believe they will ultimately die at sea unless prayers are offered before a voyage, MI pg 155"}, {"name": "Cultist of Zululun, lay member", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Monster island"], "id": 9453, "notes": "Guardian of tombs, herald of revenge. The dread guardian of the tombs and punisher of thieves, Zululun has a dire reputation.The idols of Zululun are depicted as a nightmare cross of bat and spider, emphasis- ing his dread temperament. MI pg 161"}, {"name": "Cultist of Zululun, Initiate", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Monster island"], "id": 9463, "notes": "Guardian of tombs, herald of revenge. The dread guardian of the tombs and punisher of thieves, Zululun has a dire reputation.The idols of Zululun are depicted as a nightmare cross of bat and spider, emphasis- ing his dread temperament. MI pg 161"}, {"name": "Cultist of OMG, lay member, Strong One", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Monster island"], "id": 9459, "notes": "A hyena headed goddess whose cult members are noted to be \"dreadful, yet divinely inspired warrior-priests\". She vents her rage in battle then sates her appetites with the blood of the fallen, looking beneficently over those that embrace her rages. When not fighting, however, the worshippers of Omg are sour and petulant, feeling her lugubrious lassi- tude whilst she awaits the next conflict.  To become a lay member of the cult requires killing someone, or something, in open battle. Progression thereafter is restricted to those who kill suf- ficient foes, in addition to the standard rank requirements. Additionally, a worshipper of Omg must never show their back to the enemy. MI pg 158"}, {"name": "Cultist of OMG, lay member", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Monster island"], "id": 9466, "notes": "A hyena headed goddess whose cult members are noted to be \"dreadful, yet divinely inspired warrior-priests\". She vents her rage in battle then sates her appetites with the blood of the fallen, looking beneficently over those that embrace her rages. When not fighting, however, the worshippers of Omg are sour and petulant, feeling her lugubrious lassi- tude whilst she awaits the next conflict.  To become a lay member of the cult requires killing someone, or something, in open battle. Progression thereafter is restricted to those who kill suf- ficient foes, in addition to the standard rank requirements. Additionally, a worshipper of Omg must never show their back to the enemy. MI pg 158"}, {"name": "Cultist of Geolok - lay member - Strong One", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Monster island"], "id": 9510, "notes": "Geolok - The shaking one, master of stone MI pg 155"}, {"name": "Cultist of Geolok - initiate", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Monster island"], "id": 9511, "notes": "Geolok - The shaking one, master of stone MI pg 155"}, {"name": "Cultist of Ilioth, Lay Member", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Monster island"], "id": 9515, "notes": "Ilioth - Matriarch of love, corrupter of passion"}, {"name": "Cultist of Ilioth, Lay Member, A Quick One", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Monster island"], "id": 9516, "notes": "Ilioth - Matriarch of love, corrupter of passion"}, {"name": "Cultist of Mordiggoth, Lay Member", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Monster island"], "id": 9525, "notes": "Mordiggoth - Ruler of the dead, captain of worms\n"}, {"name": "Cultist of Ojahl Lay Member", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Monster island"], "id": 9529, "notes": "Cultist of Ojah l- The virgin goddess, mistress of the blade"}, {"name": "Cultist of Thargorgos, Lay Member", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Monster island"], "id": 9533, "notes": "Thargorgos - Judge of dooms, bringer of catastrophe"}, {"name": "Cultist of Thargorgos, Initiate", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Monster island"], "id": 9534, "notes": "Thargorgos - Judge of dooms, bringer of catastrophe"}, {"name": "Cultist of Thasaidon, Initiate", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Monster island"], "id": 9539, "notes": " Thasaidon, Preceptor of secrets, granter of wishes"}, {"name": "Cultist of Ylila, Lay member", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Monster island"], "id": 9548, "notes": "Cultist of Ylila - Queen of perdition, spreader of iniquity"}, {"name": "Spirit Guide Mandahi for Monster Island", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Monster island"], "id": 9563, "notes": "Mythras pg 133"}, {"name": "Necrophidius (Death Worm)", "race": "Snake, Giant", "rank": 3, "owner": "kilgs", "tags": ["Classic fantasy", "Death worm", "Necrophidius"], "id": 9569, "notes": "Death Worms are magical constructs and not Undead. They are created to guard locations or assassinate foes.\n\nThis creature appears be the skeleton of a giant snake with a fanged human skull as a head. It is totally silent, immune to sleep, charm and mind-affecting immune to and will never succumb to fear. Its bite causes damage and paralysis unless the victim makes a HARD/Willpower (this effect is magical, not poison). The paralysis lasts 2d6 rounds. \n\nThe necrophidius attempts to attack by surprise and if it is not itself surprised it will execute the Dance of Death (Gaze Attack as listed) \nDANCE OF DEATH (Requires all Action Points but affects anyone staring at it)- a hypnotic, semi-magical swaying which rivets the attention of any victim observing the worm who fails to make HARD/Willpower. Failure means inability to act; 1d4+1 Rounds. This allows the worm to advance and make an Easy attack without opposition. NOTE: This is a magical/mental effect.\n"}, {"name": "Boar Warrior - Hawkmoon", "race": "Human", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 10460, "notes": "Built from Mythras pp28-31 and MGP Hawkmoon p67.\nHeavy Gran Bretanian Armour"}, {"name": "Fox Warden - Hawkmoon", "race": "Human", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 10461, "notes": "Built from Mythras pp28-31 and MGP Hawkmoon p67.\nLight Gran Bretanian Armour AP3 all locations"}, {"name": "Sword-feather bird", "race": "Deinonychus", "rank": 3, "owner": "towergazer", "tags": ["Fantasy", "Forest", "Iaru"], "id": 9590, "notes": "These birds, resembling a scrub jay the size of a cassowary, are distressingly intelligent and coordinate attacks with a complicated system of calls. The first feather on each wing is reduced to only a shaft, which, in turn, is blade-like and the primary form of attack.\nSword-feather birds are flightless, but can use their powerful wings to get into trees with WAIR, and frequently leap or glide from branches onto unsuspecting prey."}, {"name": "Arachnaur Warrior", "race": "Arachnaur", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Dorastor"], "id": 9597, "notes": "Arachnaurs have the body and legs of a giant spider and the upper body of a human. They can climb well and can spin webbing, often setting traps for the unwary. They are semi intelligent. Source: Secrets of Dorastor"}, {"name": "Spiderlings", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Dorastor"], "id": 9603, "notes": "Spiderlings are humanoids with the heads of giant spiders. Like Arachnaurs, they are found exclusively in Spider Woods, are tainted with chaos and join similar cults."}, {"name": "Wind Rider of Dorastor", "race": "Wind Rider of Dorastor", "rank": 3, "owner": "hkokko", "tags": ["Dorastor", "Flyer"], "id": 9607, "notes": "Wind Riders are large humanoid creatures with wing flaps stretching between their arms and body. They have no faces, their heads being completely smooth. They can see and hear as magical abilities. They feed by enveloping prey in their wings and secreting a powerful digestive enzyme that dissolves their prey and allows them to absorb the mush through their wing membranes. \n\nWind Riders can envelop creatures up to 1.5 times their SIZ. Once enveloped, the victim is exposed to a powerful digestive enzyme as poison. This does not digest metal but will digest any organic material in the same way that acid digests material. Metal armor protects until overcome by cumulative damage, even though the metal is not damaged, surplus damage gets past the metal, this represents the juices oozing past the metal armor. The digestive juices attack all locations at the same time.  Their normal tactic is to swoop down on a single opponent or on a group and attack each member of the group. They normally attack in huge flocks, to give the opponents little chance to escape.\n\nSource: Secrets of Dorastor\n\n"}, {"name": "Ankheg, Adult", "race": "Ant, Giant", "rank": 3, "owner": "SFLucid", "tags": [], "id": 9620, "notes": "Burrower - The creature is adept at tunnelling through the ground at its normal Movement rate. This is limited to soil and earth.\n\nDark Sight - Allows the creature to see normally in the complete absence of light.\n\nTremorsense - A monster with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures. Many burrowing creatures, such as ankhegs, have this special sense.\n\nLurkers in the Earth. The ankheg uses its powerful mandibles to dig winding tunnels deep beneath the ground. When it hunts, an ankheg burrows upward, waiting below the surface until its antennae detect movement from above. Then it bursts from the earth and seizes prey in its mandibles, crushing and grinding while it secretes acidic digestive enzymes. These enzymes help dissolve a victim for easy swallowing, but the ankheg can also squirt acid to take down foes.\n\nEngulfing - The creature has an orifice which can swallow targets whole. The maximum size of an engulfed victim is figured as half the creature\u2019s own SIZ, but may be less than this depending on the creature\u2019s physiology. When engulfed the victim suffers at least one damage roll based on the creature\u2019s bite attack before being swallowed \u2013 the time spent chewing depends on the creature and how sensitive its innards are. If still alive a swallowed victim will begin to suffocate, likely dying by asphyxiation before suffering any noticeable damage from stomach acid. Realistically, an engulfed victim lacks the mobility to move inside the digestive tract or the creature is so large that he will die long before he can cut its way out. (M2e p314)\n\nBane of Field and Forest - Although ankhegs receive a certain portion of their nutrients from the soil through which they burrow, they must supplement their diet with fresh meat. Pastures teeming with grazing livestock and forests rife with game are an ankheg\u2019s prime hunting grounds. Ankhegs are thus the bane of farmers and rangers everywhere.\n\nEarthen Tunnels - As it burrows through earth, the ankheg leaves a narrow, partially collapsed tunnel in its wake. In these tunnels, one might find the remnants of molted ankheg chitin, hatched ankheg eggs, or the grisly remains of ankheg victims, including coins or other treasures scattered during the creature\u2019s attack.\n\nAcid Spray (One use per 1 hr). The ankheg spits acid in a line that is 10m long and 3m wide, provided that it has no creature has been engulfed. Resolve as per Concentrated acid (M2e p104), 1d6 damage for 1d3 rounds, applied to 1d3+3 random locations."}, {"name": "Isquppu - Intensity 1", "race": "Snake, Giant", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 9835, "notes": "Disease Demon statistics as described on page 265 are used for I\u0161quppu when in immaterial form or when possessing a victim. Disease Demon statistics also replace the snake's mental attributes and Willpower skill."}, {"name": "Pig Soldier - Hawkmoon", "race": "Human", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 10458, "notes": "Built from Mythras pp28-31 and MGP Hawkmoon p67.\nStandard Gran Bretanian Armour"}, {"name": "Wolf Warrior - Hawkmoon", "race": "Human", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 10459, "notes": "Built from Mythras pp28-31 and MGP Hawkmoon p67.\nStandard Gran Bretanian Armour"}, {"name": "Onager", "race": "Horse", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 9641, "notes": ""}, {"name": "Bear (MBa)", "race": "Bear", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 9640, "notes": "Abilities: Intimidate, Night Sight (RQ6: pg 312-316) RQ6 pg 336"}, {"name": "Hound Guard - Hawkmoon", "race": "Human", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 10457, "notes": "Built from Mythras pp28-31 and MGP Hawkmoon p67.\nStandard Gran Bretanian Armour"}, {"name": "Leopard/Black Panther", "race": "Lion", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 9644, "notes": "Intimidate, Night Sight (RQ6: pg 312-316) . RQ6 pg 369. Hunts in prides of 3-8. "}, {"name": "Herd Animal (MBa)", "race": "Deer", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 9645, "notes": ""}, {"name": "Donkey", "race": "Horse", "rank": 3, "owner": "Nigel_Clarke", "tags": ["Mythic babylon"], "id": 9648, "notes": ""}, {"name": "Habiru", "race": "Human", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 9649, "notes": ""}, {"name": "Klik Stik", "race": "Ant, Giant", "rank": 3, "owner": "Bilharzia", "tags": [], "id": 9674, "notes": "These insects came to Monster Island long ago through a Smoking Mirror and flourished. Klik-Stik appear similar to stick insects but are often greater than man-sized and with a chameleon quality. They possess an ovoid mouth cavity under the front thorax that is surrounded by chitin 'teeth' able to move independently in a shearing motion. \n\nAmbush predators, Klik-Stik co-ordinate attacks through the distinctive 'pop-click' sound generated by rubbing their hind legs against their carapace. This sound is also used offensively to create a sonic stun, targeted at victims before the Klik-Stik drops from a concealed tree top or cavern roof.\n\nIf unsuccessful in its initial attack, a Klik-Stik will disengage, climbing to safety and concealment. In their natural state Klik-Stik are a deep mauve in colour, possessing long antennae and multi-jointed legs able to cling to near any surface.\n\nSpecial:\nSonic stun 60%, at the cost of 1 Action Point all opponents within 8 metres must make an opposed Endurance roll versus the sonic stun. Failure deafens the target for about a minute, and they lose 1 Action Point in the first Round of combat, on a Fumble the target also falls prone."}, {"name": "Redum - MBa Soldier - Infantry", "race": "Human", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 9660, "notes": "Traits: Formation Fighting, Shield Wall, and Siege Warfare"}, {"name": "Suhurmasu (Goat Fish)", "race": "Suhurmasu (Goat Fish)", "rank": 3, "owner": "hkokko", "tags": ["Mythic babylon"], "id": 9707, "notes": ""}, {"name": "Huge Centipede", "race": "Huge Centipede", "rank": 3, "owner": "skarza", "tags": [], "id": 9762, "notes": "Centipedes have long sinuous bodies and a head tipped with a pair of poison claws. The first of its many legs ends in a needle-sharp point equipped with a smaller version of the venom glands found on its head.\n\nCentipedes, large or small, are nocturnal predators that hide from the light of the sun in small burrows or shaded places. At night, the centipede comes out to hunt. It is perfectly willing to slip into a fire-lit camp in order to seize likely prey before rushing back to its nest. Centipedes are found in all warm climes, including jungles, deserts and temperate forests, though they prefer to live near a plentiful water source. They are solitary creatures.\n\nThe centipede is a complex creature, with an equally complex Hit Location system. The body is divided into multiple segments, with each Hit Location covering one or two of these segments. The segments are numbered from one through 18, with segment one being immediately behind the head and segment 18 being the creature\u2019s posterior. If the centipede\u2019s head is reduced to zero Hit Points or lower, it begins to thrash frantically but the fight is over and the creature will soon die. If any of the other segments are brought to zero Hit Points but not destroyed, the centipede will lose 5m from its Movement rate. If enough locations are incapacitated to reduce the creature\u2019s Movement to zero, it will die.\n\nHowever, if one of the centipede\u2019s segments is destroyed, all segments behind that one will be incapacitated and immobile. Meanwhile, all segments ahead of the one destroyed will attempt to run away, carrying the creature\u2019s head with them.\n\n\nTremor Sense\nThe creature is capable of sensing minute vibrations in the surrounding earth to a range 18 metres (60 ft)."}, {"name": "Thennla - Soldier", "race": "Human", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 9769, "notes": "Traits: Formation Fighting, Shield Wall"}, {"name": "Advanced Mimic", "race": "Advanced Mimic", "rank": 3, "owner": "skarza", "tags": [], "id": 9792, "notes": "What appeared to be a bureau comes to life as it grows long, glistening tentacles and a number of sharp teeth.\n\nDamaging the Top is the same as damaging the Head\nDamaging the Right or Left Side is the same as damaging a Leg\nImmune to acid attacks\n\nWhen an unaware adventurer touches the mimic, it strikes out with a pseudopod striking its potential prey. In addition, the mimic secretes a natural bonding agent that instantly glues whatever part of the victim originally made contact with the creature to itself. This glue may be neutralised at any time the mimic desires. Attempts to break free on the part of the victim require a successful Opposed Brawn roll."}, {"name": "Nightgaunt", "race": "Nightgaunt", "rank": 3, "owner": "skarza", "tags": [], "id": 9794, "notes": "This lanky ebon humanoid has batlike wings, horns, and a long prehensile tail, but lacks a face.\n\nNightgaunts haunt the deepest and darkest chasms of dreams. They lurk in the shadows that loom at the edges of sane slumber, but are ready at any moment to snatch a blithe dreamer away, carrying it off into realms of endless nightmare and tickling it terribly all the way. They appear as stooped, emaciated humanoids, yet possess a remarkable strength in their sinewy limbs. With inky black skin, batlike wings, a long spiny tail, and demonic horns protruding from its skull, a nightgaunt is a fearsome foe\u2014yet the lack of any facial features is what makes it truly nightmarish.\n\nA typical nightgaunt would stand 7 feet tall if fully upright, and weighs 175 pounds.\n\nNightgaunts feed on emotions, preferring despair, horror, and nervous laughter. They enjoy carrying their prey high over the mountains, tickling their prey to create a mix of emotions, and finally dropping their victims in remote areas where other monsters can stalk and kill them. Some creatures pay nightgaunts to serve as guardians or carry them from place to place, though the nightgaunts are prone to turn on their employers at the smallest slight.\n\nMost nightgaunts have little interest in anything other than sating their hunger on sleepers, and gather in colonies to entertain each other by sharing emotion-memories through strange caresses. They sometimes war with the other creatures found in their desolate realms.\n\nDespite their SIZ a nightgaunt can carry a human SIZ creature at full flight speed.\n\nA nightgaunt has no face, but can still see in all directions as if its entire body were an eye. It is immune to gaze attacks, but not to illusions that rely upon vision to function. It has no need to breathe, and is immune to all inhaled and scent-based effects.\nImmune to cold\n\nAs an action, a nightgaunt can use its tail to tickle a grappled or helpless foe with horrible efficiency. The target must succeed at an opposed WIL roll vs the attack or be stunned for 1 round, unable to do anything.\n"}, {"name": "Owl Demon", "race": "Alan (Moon Bat)", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 9836, "notes": "Flying, (RQ6: PG 312-316)\nAbilities: Bad Omen - Encountering a creature with the Bad Omen ability results an immediate temporary loss of 1d4 purity, Miasma - Enables the spirit to induce feelings of despair, dread and horror within a radius of its POW in metres. The Magnitude of the effect is equal to twice the spirit\u2019s Intensity. Anyone unable to block the magic must succeed in an opposed test of Willpower skills, or else flee the area in abject terror.\n\nThe spirit can invoke an overwhelmingly strong passion or state of mind in those it possesses.\n\nPassion (Lilili): Fear: The possessed host suffers foreboding and timidity, as if they were under the effect of the Demoralise spell (page 125).\n\nPassion (Mu\u0161irtu): Grief: Instils a sense of loss so great that the host becomes passively suicidal. They do not actively seek dangerous situations, but will only half-heartedly protect themselves if one occurs. Whenever asked to parry, evade or make an opposed test, to resist hostile magic for instance, the victim must reverse the number rolled on the dice if it would generate a worse result.\n\nDamage: 1d10 MP"}, {"name": "Cleric of Law", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 9925, "notes": "The clerics serve a deity and the community of its faithful, with varying degrees of kindness or cruelty according to the nature of their gods.\n\nThe Cleric has the following spells memorized: \nRank I: \nBarkskin\nCommand\nProtection from chaos\nSanctuary\nCure/cause minor wounds\nEndure heat /cold\nmagic stone\nShield\nBless\n\nRank II\nHold person\nDispel magic\ncurse/remove curse\nshape stone\nCure/cause serious wounds\n\nArrow of Law\nRange 20' + 5/I.\nCasting Time 1 action\nTarget arrow-shaped projectile of lawful energy\nCost: 1+1/I.\nDuration: instantaneous (1 round); see below\nSaving: Opposed Will\n\nDESCRIPTION\nYou fire a shimmering arrow of pure order from your holy symbol at any one target in range as a ranged spell attack. A chaotic creature struck by an arrow of law takes 1d8 points of damage +1 per intensity. A chaotic outsider instead takes 2d4 points of damage +2 per intensity. and is dazed for 1 round unable to attack. A successful Will save reduces the damage to half and negates the daze effect. This spell deals only half damage to creatures that are neither chaotic nor lawful, and they are not dazed. The arrow has no effect on lawful creatures.\n\nwand of flame strike (intensity V)\nRange 100' + 10/I.\nCasting Time 1 action\nTarget cylinder (10-ft. radius, 40-ft. high)\nCost: 3+1/I.\nDuration: instantaneous\nSaving: Opposed Evade for half damage\n\nDESCRIPTION\nA flame strike evokes a vertical column of divine fire. The spell deals Intensity dice damage to all in the area. Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks.\n\n\n"}, {"name": "Guard Captain", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 9926, "notes": "Luck 5\narmour proficiency +1 AP light +2 heavy (added) \nWeapon proficiency: Broadsword) +1 Action to parry\nProfessional \n\n"}, {"name": "Boar-Kin (Mythras)", "race": "Human", "rank": 3, "owner": "Tertius", "tags": [], "id": 9928, "notes": "Burrower\n\nChaos Feature\n\nFrenzy: When wounded or exposed to a particular substance - blood for instance - the creature must succeed in a Willpower roll or enter a frenzy. The frenzy lasts a number of rounds equal to the creature\u2019s CON. During the frenzy they must only spend Combat Actions on attacking or moving towards combat. Spellcasting, parrying, evading, and anything else is forbidden; all thoughts of self preservation washed away in a red haze. In return, the creature no longer suffers\npain or fatigue, and is impervious to mental control. During this time it is immune to all the detrimental effects of Serious Wounds, although a Major Wound will still incapacitate. If still alive, once the frenzy finishes the creature automatically gains a fatigue level of Exhausted.\n\nIntimidate: The creature may intimidate opponents as a prelude to combat or to avoid it altogether: growls, snarls, lowering of horns, and so forth.\nOpponents must make an unopposed Willpower roll to hold their\nground; a success allows a character to stand his ground, whereas a failure indicates that they must spend the next round instinctively placing distance between themselves and the creature. If he fumbles the Willpower roll, then the character flees at maximum speed. A critical success allows the character to ignore any further intimidation attempts by the creature or its brethren during that encounter.\nThe effect continues for as long as the creature continues to act in a threatening manner, which includes it making an attack."}, {"name": "Firebeing of Nargan Desert", "race": "Skeleton", "rank": 3, "owner": "hkokko", "tags": ["Desert", "Glorantha", "Undead"], "id": 13165, "notes": "Skeletal fire being. \n\nGrip of Fire 1d6 damage - Armour does not protect.\n\n Cone of fire once per round or Engulfing with Fire once per round. \n\nWeakness against Water rune - double effect. \n\n\n"}, {"name": "Rift Major Curse Spirit", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Monster island", "Spirit"], "id": 9941, "notes": "Core pg 147"}, {"name": "Rift Lesser Curse Spirit", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Monster island", "Spirit"], "id": 9942, "notes": "Core pg 147"}, {"name": "Rift Minor Curse Spirit", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Monster island", "Spirit"], "id": 9943, "notes": "Core pg 147"}, {"name": "Medicine Spirit", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Spirit"], "id": 9949, "notes": "Core 151. Peaceable by nature, a medicine spirit may only initiate Spirit Combat against sickness spirits, their innate foes.\n"}, {"name": "Ancestor Spirit, Lesser - Witch", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 9954, "notes": "Core 146-147. 2 point ancestral spirit. Knows twice the spell amount\n\n"}, {"name": "Ancestor Spirit, Lesser - Balanced", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 9952, "notes": "Core 146-147. 2 point ancestral spirit. \n\n"}, {"name": "Ancestor Spirit, Lesser - Sage", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 9955, "notes": "Core 146-147. 2 point ancestral spirit. Knows twice the amount of ancestor skills\n\n"}, {"name": "Ancestor Spirit, Lesser - Spirit Guide", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 9956, "notes": "Core 146-147. 2 point ancestral spirit. \n\n"}, {"name": "Ancestor Spirit, Grand - Shaman", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 9965, "notes": "5 point ancestor spirit"}, {"name": "Ancestor Spirit, Grand - Spellcaster", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 9966, "notes": "5 point ancestor spirit"}, {"name": "Ugallu - Porter Demon of the Underworld", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Demon", "Mythic babylon"], "id": 9979, "notes": "They are described as humanoid, but with the heads and ears of lions and the claw-like talons of a bird of prey."}, {"name": "Sikkanu Stone Guardian (Fallen God)", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Mythic babylon"], "id": 9990, "notes": "MBa 277."}, {"name": "Normal Horse", "race": "Horse", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Mythic babylon", "Mythic britain", "Mythic constantinople", "Mythic rome", "Raw official"], "id": 9997, "notes": ""}, {"name": "Heavy Work Horse", "race": "Horse", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Mythic babylon", "Mythic britain", "Mythic constantinople"], "id": 9999, "notes": ""}, {"name": "Onager", "race": "Horse", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Mythic babylon"], "id": 10000, "notes": ""}, {"name": "Sranc", "race": "Elf (Dark Sun)", "rank": 3, "owner": "cherrell", "tags": [], "id": 10045, "notes": "Sranc are creatures wrought by magic and science. Essentially modified elves, these creatures are anathema to the noble creatures of the forest. Violence and rutting are their desire. These creatures live in loose tribal structures ranging from 50, to in the thousands. Generally the most fierce emerge as a leader. \nThey are tall, pale and utterly beautiful to the point of mockery. They are quick, agile, and preternaturally strong. They fight in packs, using their claws and knife-like teeth to tear and bite. Given elevation, they utilize this to their advantage.  \nNightsight (Skill rolls in dim illumination are reduced to Hard instead of Formidable)\nRelentless:Sranc are relentless, driven creatures. When the scent of flesh enters their nostrils, the hunt is on. Ignore exhaustion.\n"}, {"name": "Mud Lurker", "race": "Mud Lurker", "rank": 3, "owner": "hkokko", "tags": ["Luther arkwright", "Monster", "Monster island"], "id": 10051, "notes": "Mud Lurkers wait motionless, submerged in large communities of 20-40 Lurkers. They do not cooperate intelligently, but do share large kills. Mud Lurkers feed on the blood of warm-blooded animals and possess a necrotising venom in their bite that increases blood flow and produces hallucinations. Lurkers have a limited capacity to expand the mud around their communities by break- ing up soil and introducing fluids from dissolved carcasses and their own strange secretions. Rainy season is a time for great expansion. Lurkers have a dark, segmented shell, long legs, and four large claws. They move by quick scuttling and sudden leaps.\n\nPoison POT 60 Onset time: Immediate Duration: 1+1d3 hours\n\nSource: Parallel Lines"}, {"name": "Trench Digger", "race": "Trench Digger", "rank": 3, "owner": "hkokko", "tags": ["Luther arkwright", "Monster", "Monster island"], "id": 10052, "notes": "These clawed, burrowing, elongated mouths are mobile digestive systems protected by a glistening hide resembling a rocky crust. They never stop moving. Trench Diggers seek decayed matter. If charging through a problem does not destroy it, raising part of its massive body to slam down on the offender probably will. In worst-case scenarios, the massive beast burrows deep into the earth then rises up under opponents to bite from below. Damage to its Acid Glands causes acid to affect the location or object that caused the injury. The creature and its trenches exude a bitter odour that stings the nostrils.\n\nAcid attack effect 1d3 Combat Rounds\nVulnerable to Salt - acts like strong acid\nSource: Parallel Lines 45"}, {"name": "Rot Guard", "race": "Skeleton", "rank": 3, "owner": "hkokko", "tags": ["Undead"], "id": 10054, "notes": "The rot guard has been fitted with armored plates that are nailed into its flesh and bone. If it dies it turns into ash, as does its armor for it is fused to its form through black magic.\n\nSource: Coast of Thrall"}, {"name": "Boar, Horned", "race": "Boar, wild", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Forest", "Perceforest"], "id": 10057, "notes": "Piglet of legendary Horned Boar, every one of the males grew up to bear their father\u2019s mark: a horn growing out of the forehead. All are of a remarkable size.\n\nSource: Perceforest 124"}, {"name": "Mountain Goblin Drengr (VM)", "race": "Goblin", "rank": 3, "owner": "Orkboy6", "tags": [], "id": 10125, "notes": ""}, {"name": "Cockledrake - Sentient Mat of Vegetation", "race": "Cockledrake", "rank": 3, "owner": "hkokko", "tags": ["Forest", "Monster", "Monster island", "Perceforest"], "id": 10063, "notes": "A cockledrake is a vast mat of vegetation that is animated by a prim-\nitive sentience.\nIt has no clear body parts and moves by undulating the vine-like strands that make up its body. Typically a\ncockledrake will emerge from The Forest at night and steal over\nagricultural land, uprooting and killing crops as it passes. Any\nlivestock it encounters are captured and crushed. Large cockledrakes can\npull down walls and crush small buildings, or cover castle walls,\nsending tendrils into windows to choke any inhabitants. Once they have\nreached their objective they send down roots deep into the earth. Once\nrooted, a cockledrake gains several powers. Firstly, it can regenerate\nany damage done to it at its Healing Rate (usually 2) per hour to all\nHit Locations. Secondly, it can self-excise vines from its own body to\ngenerate new cockledrakes. Finally, it can produce buds which blossom\ninto small flowers. \n\nThese flowers are capable of producing a soporific poison \n\n\nThe statistics below are for a cockledrake 20 times this size, covering 100\nsquare metres to a depth of 20 centimetres. This is a quite small\nrepresentative of the species. The clusters that make up its body are\ntreated as ten separate creatures of SIZ 24 for the purposes of Damage\nBonus and weapon statistics. Each of its vine clusters acts\nindependently on its turn (thus the high Action Points), those vines\nthat are not in range of an opponent are forced to take the Delay\naction. A cockledrake always succeeds any Endurance rolls but fails all\nEvade rolls.\n\n***Action Points = 20***\n\nSource: Perceforest 126-127\n"}, {"name": "Luiton - Brownie", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Perceforest"], "id": 10064, "notes": "Household helper. All luitons can manifest a physical form. They can choose the form they take each time they become visible and material, but cannot be larger in SIZ than their POW. Regardless of the form taken, the luiton\u2019s statistics do not change.\n\nSource: Perceforest 128"}, {"name": "Luiton - Elf ", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Perceforest"], "id": 10072, "notes": "All luitons can manifest a physical form. They can choose the form they take each time they become visible and material, but cannot be larger in SIZ than their POW. Regardless of the form taken, the luiton\u2019s statistics do not change.\nSource: Perceforest 128"}, {"name": "Serpent Basilisk", "race": "Serpent Basilisk", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Mythic rome"], "id": 10080, "notes": "the basilisk is a serpent of small size, which possessed a white spot resembling a diadem upon its forehead\n\nThe basilisk\u2019s extremely potent venom instantly kills anyone bitten, the victim turning black and necrotic. Its breath is less powerful how- ever, having only half the Potency. Anybody coming close enough to strike the serpent with a melee weapon must enter the invisible corona of its miasmic exhalation \u2013 which has a range equal to its STR in metres. Those who successfully resist the venom take no other effect but must make a new save at the start of each round they stay within the cloud.\n\nThe basilisk\u2019s extremely potent venom instantly kills anyone bitten, the victim turning black and necrotic. Its breath is less powerful how- ever, having only half the Potency. Anybody coming close enough to strike the serpent with a melee weapon must enter the invisible corona of its miasmic exhalation \u2013 which has a range equal to its STR in metres. Those who successfully resist the venom take no other effect but must make a new save at the start of each round they stay within the cloud.\n\nSource: Mythic Rome 155"}, {"name": "Jaculus - Piercing Snake", "race": "Snake, Giant", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Monster island", "Mythic rome"], "id": 10087, "notes": "The Jaculus is a type of deadly snake, which kills by launching itself from trees with incredible force and piercing through the bodies of its victims. Being an ambusher by nature, once the Jaculus has landed it is effectively helpless until it can scale another position of height, so it tends to wriggle away into the nearest cover or flee. Since their body is in effect a living javelin, it is capable of inflicting an Impale special effect but instead of remaining in the wound, they pass straight through.\n\nSource: Mythic Rome 159"}, {"name": "Kynoprosopo - Dog Man of the Desert", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Mythic rome"], "id": 10088, "notes": "If provoked to combat, kynoprosopoi attack with a claw, main- taining contact and allowing the bite to be brought into play. If the bite hits, the dog-man uses its Savage ability each round thereafter until the Hit Location is rendered useless.\n\nSource:\u00a0Mythic Rome 159"}, {"name": "Roman Lamia", "race": "Roman Lamia", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Mythic rome"], "id": 10089, "notes": "Lamiae avoid direct confrontation where possible, preferring to\nsubtly charm victims into falling in love with them. \n\nSeduction skill verses his Willpower once per day. Failure: he will willingly be taken\nto bed and engaged in a night of delirious passion. \nDesire causes the victim to cease eating and spend his entire time\ndesiring to return to his beloved losiung one Fatigue level per day. These points recover at\none each day of enforced rest and eating. Unless this is imposed by\nhelpers, the victim eventually dies.\n\nSource: Mythic Rome 160"}, {"name": "Pegasus - Flying Horse", "race": "Pegasi", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Flyer", "Mythic rome"], "id": 10094, "notes": "The Roman version of the classic winged horse differs slightly from the Greek in the fact that it has horns. Normally pegasi flee from combat, but if cornered or injured will strike back with wing buffets to knock foes down and kick with its hoofs.\n\nSource: Mythic Rome pg 164"}, {"name": "Roman Sphinx", "race": "Roman Sphinx", "rank": 3, "owner": "hkokko", "tags": ["Mythic rome"], "id": 10095, "notes": "\u201cHere afore time she stood, fierce uplifting her pallid cheeks, her eyes tainted with corruption and her plumes all clotted with hideous gore; grasping human remains and clutching to her breast half-eaten bones she scanned the plains with awful gaze, should any stranger dare to join in the strife of rid- dling words, or any traveller confront her and parley with her terrible tongue; then, without more ado, sharpening forthwith the unsheathed talons of her livid hands and her teeth bared for wounding, she rose with dreadful beating of wings around the faces of the strangers\u201d\nStatius \u2013 Thebaid\n\nRoman Sphinxes as described by Pliny were an Aethiopian spe- cies derived from the combination of a woman\u2019s head with the body of a lion, possessing \u201c...brown hair and a pair of udders on the breast...\u201d. \n\n\nSource:  Mythic Rome"}, {"name": "Robed Horror", "race": "Human", "rank": 3, "owner": "kilgs", "tags": ["Classic fantasy", "Monster"], "id": 10107, "notes": "Horror in Robes\nA man in a robe, with his hood down low.\nThis individual will immediately reverse course and walk briskly away from adventurers. He will not respond to questions. If the being is touched or attacked, tentacles will leap out from beneath the robes and behind the hood in a radius of roughly 15 feet. Once triggered or if fleeing, the Horror will show itself to be extremely fast and able to scale walls and leap obstacles without effort.\n\nThe thing inside the robes is revolting and in no way actually shaped like a human. It is barrel-chested with bands of slimy, pale flesh and ropy muscles. This outer membrane is rubbery and thick which provides it some measure of protection. It is also damp which necessitates the cloak and coverings in order to stay moist in the open air. \n\nIt is always hooded as its head is soft and doughy with bearing four curved outer mandibles that secure food and mince it before a proboscis-like tongue draws it into the feeding orifice.\n\nThis foul thing, wrapped in itself with tentacles overlaying its body, hunts only at night. During the day, it dwells in a belowground lair. Its appetite is prodigious and so it is likely lairing and hunting within an urban area.\n\nThe horrible creature has six (6) tentacles that provide it with (+3 Action Points). It can strike at separate targets and expend 2AP per cycle. A successful hit by these tentacles causing damage (touching flesh) leaves behind a paralytic mucus. The Potency of the mucus is equal to the Horror's Endurance.\n\nThe Horror does not collect treasure but does haul its victims to its lair to consume at its leisure. In addition, it may take trophies or at least display portions of a victim's body (often the same body part) about its lair. With the refuse and consumed sentient meals, the valuables carried by them are often strewn about the floor.\nTREASURE: 10xA, 3xB, 3xC"}, {"name": "Hill Goblin Drengr (VM)", "race": "Goblin", "rank": 3, "owner": "Orkboy6", "tags": [], "id": 10128, "notes": ""}, {"name": "Forest Goblin Drengr (VM)", "race": "Goblin", "rank": 3, "owner": "Orkboy6", "tags": [], "id": 10131, "notes": ""}, {"name": "Jungle Troll Hunter, Strong One", "race": "Jungle Troll", "rank": 3, "owner": "hkokko", "tags": ["Errinoru", "Fantasy", "Glorantha", "Jungle", "Pamaltela", "Uz"], "id": 10142, "notes": "GB pg 41"}, {"name": "Acephali Warrior", "race": "Acephali", "rank": 3, "owner": "SFLucid", "tags": ["Fantasy", "Rq6"], "id": 10203, "notes": "A strange race of humanoids that completely lack any form  of head or neck. The acephali\u2019s facial features are located  instead across its chest and abdomen meaning that these  creatures cannot wear any form of clothing or armour across  these areas.\n\nAcephali are primitive herders and shepherds occupying  hilly terrain. They make crude stone huts and cabins, but  prefer natural caves when they can be found. They are a surly,  but not necessarily aggressive race, which prefers to keep its  own company. Most sapients find the lack of a head extremely  disturbing making communi\u00adcation with acephali tense at the best of times.\n\nGiven the vulnerability of their chest and abdominal regions acephali prefer ranged weapons and try to avoid melee  combat. They are excellent slingers and archers. Some  acephali carry a spe\u00adcially crafted heater with an eye-slit  carved above the boss allowing for the chest and abdomen  to be protected with passive blocking whilst the free arm is  used to wield the sling.\n\n(M2e p225)"}, {"name": "Orc, Brute", "race": "Goblin", "rank": 3, "owner": "SFLucid", "tags": [], "id": 10207, "notes": "The Brute are the Orcs of the middle of the social standing, they are \"recruited\" by the stronger lads in raids. \n\nOrcs are large creatures with long arms and short legs, huge slabs of muscle move under tough green skin, and their jaws are lined with vicious fangs that jut out from their underbite. They have beady red eyes, a generally foul demeanor, and are naturally bald. \n\nNormally six feet tall, they are up to seven feet tall when stretched out of their characteristic stoop. They respect power and strength, and naturally tend towards becoming bigger and stronger as they rise through their society. While they lack the education of more advanced races, Orcs possess immense cunning and are quick learners, but rarely adopt new tactics to replace their fondness for close quarters brutality.\n\nThe Orcs have a physiology more akin to fungi than animal. The spontaneous physical division to the release of windblown spores days after death. Putting the creature under fire immediately after death, seems to be the only viable and economical method of control. \n\nNo matter where they are encountered or in what numbers, the Orcs are a deadly threat that will multiply exponentially if left unchecked. In a matter of weeks what began as a small raiding party can swell -- as if by some arcane alchemy -- into a roiling, anarchic horde bent upon war and destruction. \n"}, {"name": "Kapre", "race": "Bear", "rank": 3, "owner": "SFLucid", "tags": ["Fantasy", "Monster", "Monster island"], "id": 10220, "notes": "Smoking Tree siting Trapper Daemon\n\n\"Kapres are generally slightly larger than men and covered in a thick pelt of reddish coloured hair. They possess a tooth-filled snout similar to a bear and are omnivorous in nature. \" MI pg 231"}, {"name": "Undead of Engazi", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Undead"], "id": 10223, "notes": "Solomon Kane's Undead of Engazi from Crossplanes http://www.crossplanes.com/2022/01/solomon-kane-undead-of-engazi-for.html"}, {"name": "Deep One", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Cthulhu", "Weird of hali"], "id": 10224, "notes": "Deep Ones closely resemble human beings, and in fact are close enough to us genetically to interbreed and produce fertile offspring. Source: Weird of Hali pg 119-120. The most typical Deep One weapons are the g\u2019thon, a spear thrower that works equally well in air and water, and the k\u2019renth, a device that projects fear at the target, causing a sudden psychological crisis (See Artificially Induced Conditions, p. 46.) "}, {"name": "Silesian Raubritter for Codex Baltica", "race": "Human", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 10282, "notes": "Knightly Art of Combat\nWeapons - Unarmed, Dagger, Flail (Heavy), Hammer (War), Lance, Mace, Polearm (Poleaxe), Sword (Long), Shield (Heater)\nTraits - Batter Aside, Do or Die, Mounted Combat*, Mounted Lancer**, Swashbuckling, Trained Beast, Unarmed Prowess"}, {"name": "Silesian Bandit for Codex Baltica", "race": "Human", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 10296, "notes": ""}, {"name": "Nibelungen", "race": "Dwarf", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 10286, "notes": "Earth Sense, Night Sight\nFolk Magic 42% (Bludgeon, Light, Lock, Might, Polish, Repair)."}, {"name": "Silesian Demi-Lancer for Codex Baltica", "race": "Human", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 10289, "notes": "Knightly Art of Combat\nWeapons - Unarmed, Dagger, Flail (Heavy), Hammer (War), Lance, Mace, Polearm (Poleaxe), Sword (Long), Shield (Heater)\nTraits - Batter Aside, Do or Die, Mounted Combat*, Mounted Lancer**, Swashbuckling, Trained Beast, Unarmed Prowess"}, {"name": "Heavy Pikeman for Codex Baltica", "race": "Human", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 10290, "notes": "Formation Fighting"}, {"name": "Light Pikeman for Codex Baltica", "race": "Human", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 10291, "notes": "Formation Fighting"}, {"name": "Light Halberdier for Codex Baltica", "race": "Human", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 10292, "notes": "Formation Fighting"}, {"name": "Heavy Halberdier for Codex Baltica", "race": "Human", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 10293, "notes": "Formation Fighting"}, {"name": "Light Marksman for Codex Baltica", "race": "Human", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 10294, "notes": "Arbalest Load 4\n\n"}, {"name": "Heavy Marksman for Codex Baltica", "race": "Human", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 10295, "notes": "Arbalest Load 4"}, {"name": "Insect Swarm (Medium SIZ 12-18)", "race": "Insect Swarm", "rank": 3, "owner": "SFLucid", "tags": ["Cloud forest", "Genertela", "Glorantha", "High mountains", "High plateau", "Jungle", "Monster island", "Mountains", "Pamaltela"], "id": 10301, "notes": "***Hitpoints*** = SIZ. \n\n***Damage/Combat Action*** :\n***SIZ 1-5*** -> 1 Damage, 1 CA\n***SIZ 6-11*** -> 1d2 Damage, 2 CA\n***SIZ 12-18*** -> 1d3 Damage, 3 CA \n***SIZ 19-25*** -> 1d4 Damage, 4 CA \n***SIZ 26-33*** -> 1d6 Damage, 5 CA\n\nRQ6 pg 365\n\nDamage is applied to all locations of the victim.\n\nSwarms do not generate Special Effects, and neither do they use Combat Actions to parry or evade unless attacked with an area effect assault. Only AOE attacks can injure the swarm.\n\nWorn armour initially counts against this damage, but is reduced by 1 point for each successful attack, as the insects begin to crawl inside gaps in the clothing.\n \n"}, {"name": "Wyrm", "race": "Wyrm", "rank": 3, "owner": "SFLucid", "tags": ["Korantia", "Thennla"], "id": 10308, "notes": "Wyrms are serpentine, legless, winged relatives of dragons. Possessed of intelligence akin to that of a human, a wyrm is a patient, dangerous foe but it lacks the superior insight and intelligence of a true dragon.\n\nSolitary hunters, it is very rare to find a group of wyrms acting in concert, though sometimes a few individuals will join together for a common purpose. Unlike dragons, wyrms cannot use magic."}, {"name": "Wolf, Alpha Male", "race": "Wolf", "rank": 3, "owner": "SFLucid", "tags": [], "id": 10312, "notes": "Usually hunts in packs of 12-20. Prefers to select Grip and Choose location. \nGripped victim sustains biting damage every round.  Rq6 pg 396. \n\n~Modified to make them less useless~"}, {"name": "Wolf, Dire", "race": "Wolf", "rank": 3, "owner": "SFLucid", "tags": [], "id": 10313, "notes": "Usually hunts in packs of 12-20. Prefers to select Grip and Choose location. \nGripped victim sustains biting damage every round.  Rq6 pg 396. \n\n~Modified to make them less useless~"}, {"name": "Tetrapus, Basic", "race": "Tetrapus + Fourth Tentacle", "rank": 3, "owner": "SFLucid", "tags": [], "id": 10315, "notes": "Tree climbing active camouflaging Octopus-like creature with four limbs. Ambush Predator.\n\nModified Tetrapus template from MI pg 272-273, added the fourth tentacle. "}, {"name": "Centipede, Giant (6m)", "race": "Centipede, Giant", "rank": 3, "owner": "SFLucid", "tags": ["Cloud forest", "Fantasy", "Glorantha", "Jungle", "Monster island", "Pamaltela"], "id": 10325, "notes": "MI pg 205"}, {"name": "Centipede, Giant (8m)", "race": "Centipede, Giant", "rank": 3, "owner": "SFLucid", "tags": ["Cloud forest", "Fantasy", "Glorantha", "Jungle", "Monster island", "Pamaltela"], "id": 10326, "notes": "MI pg 205"}, {"name": "Cockatrice", "race": "Basilisk Cockatrice", "rank": 3, "owner": "SFLucid", "tags": ["Fantasy", "High mountains", "Monster island", "Mountains", "Rq6"], "id": 10328, "notes": "\n***Gaze Attack*** - The cockatrice must expend both a Magic Point and an Action Point on its turn to activate this Dreadful power. \n\nThis forces an opposed roll of the ***Cockatrice\u2019s Willpower against the victim\u2019s Evade*** (to avert their eyes in time). \n\nIf the victim loses he suffers an immediate Major Wound to the Head, haemorrhaging blood from the eyes, ears, nostrils and mouth. A further standard Endurance roll is needed on the next round to avoid death. \n\nThe Death Gaze is also effective against plant-life, causing all but the hardiest plants to wither and die against the monster\u2019s evil glare. Curiously, these beasts are not immune to their own gaze; if forced to glimpse its own reflection, it must succeed in a Willpower roll or die on the spot.\n\n***Acidic Blood*** Released upon injury, 1d6 damage to weapons (no AP protection) for 3 rounds. "}, {"name": "Minotaur", "race": "Minotaur", "rank": 3, "owner": "SFLucid", "tags": ["Classic fantasy"], "id": 10331, "notes": "As per default M2e p259 except with extra Combat Trait \"Batter Down\" for flavour.\n\nMinotaurs are much larger than humans. Males average well over two metres tall. They are powerful and massively built, with a natural confidence and swagger amongst their own kind. Males are blessed with oversized horns, and proudly display battle scars as badges of honour. A few have the lower halves and the hoofed legs of bulls. Armour is rarely worn, more from the fact that none amongst their culture knows the art of smithing and salvaged war trophies rarely fit, rather than any philosophical attitudes towards it. (So they can if they find it)\n\nTheir favoured weapons are great axes or two handed clubs, with which they delight in smashing opponents about. There is no doubt that minotaurs are tenacious fighters and have little trouble rising to aggression when the need calls for it. They are brave but merciless fighters, and believe in putting a foe down as quickly and brutally as possible. When faced with chaos-tainted species, such as boar-kin and chaos hybrids, minotaurs show no mercy. They have an innate hatred of chaos and attempt to stamp it out whenever and wherever they can.\n\nMinotaurs have a polygynous social structure. Males may take several wives and herd leaders always have a harem, which are won by demonstrating martial prowess and great deeds. Primarily vegetarians, minotaurs consume vast amounts of fruits and wild grains every day, supplementing their diet with milk and cheese from their herds. Minotaur warbands have been known to raid cattle herders who move into a minotaur grazing areas, sparing only the cattle (which they release) but massacring the herders."}, {"name": "Djesmir Hired Thugs", "race": "Human", "rank": 3, "owner": "Simulacrum", "tags": [], "id": 10336, "notes": ""}, {"name": "Djesmir Goblin Gang", "race": "Goblin (Classic Fantasy)", "rank": 3, "owner": "Simulacrum", "tags": ["Assabia", "Korantia", "Taskan", "Thennla"], "id": 10343, "notes": "Deceit, Sleight and Stealth all one grade easier\nShapeshifter\nLocus"}, {"name": "Djesmir Sultan's Guards", "race": "Human", "rank": 3, "owner": "Simulacrum", "tags": [], "id": 10345, "notes": ""}, {"name": "Norse Hersir", "race": "Human", "rank": 3, "owner": "Thiudans", "tags": ["Francia orientalis"], "id": 10351, "notes": "A warrior who fights on foot but rides to battle. These are the followers of jarls and kings -- they are their right-hand men and often oversee land and/or settlements. Thus, hersirs will often lead the locals or even lead them on viking raids if their lords allow it."}, {"name": "Wendish Druzhniks", "race": "Human", "rank": 3, "owner": "Thiudans", "tags": ["Francia orientalis"], "id": 10352, "notes": "The Wendish warrior elite. These warriors are mail clad, well trained and equipped and can rival Frankish milites in most situations. They are capable mounted warriors but when mounted are less coordinated than their Frankish foes."}, {"name": "Frankish Thegans", "race": "Human", "rank": 3, "owner": "Thiudans", "tags": ["Francia orientalis"], "id": 10356, "notes": "Higher status lahti trained for war. Typically the followers of wealthier men. Often wear a mailed shirt with no sleeves and a skull cap for armor."}, {"name": "Frankish Peasants", "race": "Human", "rank": 3, "owner": "Thiudans", "tags": ["Francia orientalis"], "id": 10780, "notes": "Generic peasants. Their CS has no traits.These men ar workers, and suitable for low level violence, as well as labor and possible marriage partners."}, {"name": "Wendish Mounted Raiders", "race": "Human", "rank": 3, "owner": "Thiudans", "tags": ["Francia orientalis"], "id": 10358, "notes": "Farmers mounted on horses used for raiding and screening. larger forces. Typically not heavily armored."}, {"name": "Corrupted Giant Cockroach", "race": "Cockroach, Giant", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 10417, "notes": " MI pg 209,BiH pg 48"}, {"name": "Frankish Bandits", "race": "Human", "rank": 3, "owner": "Thiudans", "tags": ["Francia orientalis"], "id": 10779, "notes": "Frankish outlaws. These are fairly skilled outlaws as most have some military experience -- either in service with a lord or as mercenaries. If no work is available, they just become bandits for a while."}, {"name": "Frankish Ridda", "race": "Human", "rank": 3, "owner": "Thiudans", "tags": ["Francia orientalis"], "id": 10364, "notes": "Farmers mounted on horses used for raiding and screening. larger forces. Typically not heavily armored."}, {"name": "Wendish Skirmisher", "race": "Human", "rank": 3, "owner": "Thiudans", "tags": ["Francia orientalis"], "id": 10365, "notes": "Light troops to harass enemies"}, {"name": "Crimson Throne Haunt", "race": "Haunt", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 10370, "notes": "Haunt Abilities: RQ6 Page 406"}, {"name": "Handgunner for Codex Baltica", "race": "Human", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 10382, "notes": "Handgonne Load 5 and then test Lore (Firearms and Artillery MC p73/74\nIncrease penalty by 1 step when the \u2018Size and Distance Difficulty Adjustment\u2019 table:\n\n"}, {"name": "3 headed Sewer Monster", "race": "Hydra, Ophidian", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 10377, "notes": "Abilities: Multi-Headed, Venomous. Area Attack(Tail), Cold Blooded, Dark Sight, Poison Immunity, Regeneration (1hp/r/hitloc). (RQ6: PG 312-316) MI pg 224. 2-9 heads. For every head beyond the second gains +1 to STR, CON,DEX,Armor and +3 to SIZ. Any detrimental effect due to serious or major wound only affects that head. Each head has its own willpower resistance roll. Spits corrosive acid once per head every 1d3 hours. Killing the beast will create a storm of acidic blood that can burn off the feet of opponents. Poison POT 70 in liquid form Agony and Acid, in gas form Asphyxiation. Duration half the hydras CON in rounds as liquid, minutes as miasma. Acid = strong Acid 1d4 damage to all it touches. When touching flesh causes Agony if not resisted with endurance. In gas form coughing prevents action if not resisted.  "}, {"name": "Cthulhoid Ghoul ", "race": "Ghoul", "rank": 3, "owner": "hkokko", "tags": ["Cthulhu", "Fantasy", "High plateau", "Monster island", "Weird of hali"], "id": 10419, "notes": "\"Often mistaken for a separate species, ghouls are genetically identi- cal to human beings, but are hosts to an infectious organism that causes major epigenetic changes in their bodies. Infection is a slow process, usually requiring either an exchange of bodily fluids or skin to skin contact with ghouls for an extended period; certain herbal and alchemical preparations can stop the infection in its early stages, but once skeletal changes begin, the infection will run its course. The first ghouls came into being in East Africa and the Arabian penin- sula half a million years ago, and at present there are ghouls living on every continent but Antarctica.\n\nGhouls have vaguely doglike faces with protruding jaws, coarse gray skin, reflective eyes, long yellow claws on their fingers, and hoofed feet. They wear no clothing, use no tools, and speak a lan- guage of their own which has been described by human witnesses as \u201cmeeping and glibbering\u201d. They live in small packs of ten to twenty individuals, usually comprising two to five breeding pairs plus elders and offspring; they sleep through the daylight hours in any available sheltered place\u2014for obvious reasons, old burial vaults in graveyards are favored for dens\u2014and seek food at night. \n\nOpponents who survive being bitten and clawed are likely to die of sepsis within hours due to the high bac- terial load of ghoul mouths and claws\" Weird of Hali pg 121-122"}, {"name": "Mi-Go Soldier", "race": "Mi-Go", "rank": 3, "owner": "hkokko", "tags": ["Cthulhu", "Weird of hali"], "id": 10420, "notes": "\"An intelligent species of fungal life. Mi-Go resemble upright crabs with ten limbs, pinkish-red cara- paces, and ovoid heads dotted with short multicolored antennae that are their sense organs. On their own, the Mi-Go will avoid physical com- bat whenever they can. Their technology is considerably more advanced than that of any other race currently found on Earth, and they are also capable sorcerers\" Weird of Hali pg 122"}, {"name": "Shadow Mastiff", "race": "Shadow Cat", "rank": 3, "owner": "skarza", "tags": [], "id": 10432, "notes": "Although shaped like a dog, this muscular creature has a coat that drinks up the light, drawing shadows in around it.Its maw is full of sharp teeth, and a wisp of shadow drips from its writhing tongue.\n\nTireless hunters, stealthy trackers, and deadly predators, shadow mastiffs stalk the dark corners of the Outer Planes, preying upon all beings that stray from the light. These beasts have little in common with actual canines aside from their general forms (although with the notable addition of a long, spiked tail), their bodies being the evolution of countless centuries hunting the most merciless wildernesses of the Outer Planes and the Shadow Plane. On the Material Plane, they prefer to travel in shadow, moving soundlessly and unseen to find prey, hunting in vicious sport just as often as in hunger. Shadow mastiffs stand over 4 feet tall, with most weighing nearly 300 pounds.\n\nIn combat, these stealthy beasts prefer to fight in shadows; they shy from areas of bright light unless faced with no other choice and use their bay to force their enemies to flee from well-lit areas. Shadow mastiffs prefer to hunt in groups of 3 - 8, using pack tactics to lure prey into traps and to draw it away from sources of light. They do not make lairs, and are usually not found with any sort of treasure, unless it is on the body of a recently slain victim.\n\nShadow mastiffs are popular guardians among spellcasters capable of conjuring them via lesser planar ally or lesser planar binding. Undead spellcasters and evil outsiders are immune to shadow mastiffs\u2019 fearful bay; others who are not immune might intentionally expose themselves to the creatures\u2019 bay at some point during the daylight hours when the resulting panic won\u2019t directly impact other tasks. As a general rule, it\u2019s safe to assume that any site using shadow mastiffs as guardians has already been affected by the bay, and that its inhabitants are thus immune to the ability\u2019s effects for the remaining 24 hours of that day.\n\nBay\nWhen a shadow mastiff howls or barks, all creatures within a 300-foot spread except evil outsiders must succeed at a standard WIL save or become panicked for 1d4 turns. This is a sonic, mind-affecting fear effect. A creature that successfully saves cannot be affected by the same mastiff\u2019s bay for 24 hours.\n\nShadow Blend\nIn any condition of illumination other than full daylight, a shadow mastiff disappears into the shadows, giving it concealment (formidable to hit). Artificial illumination, even a light or continual flame spell, does not negate this ability; a daylight spell, however, does. A shadow mastiff can suspend or resume this ability as a free action."}, {"name": "Tauran Shocktrooper - Hawkmoon", "race": "Ogre, Primal", "rank": 3, "owner": "Nigel_Clarke", "tags": [], "id": 10464, "notes": "RQ pg 379-380"}, {"name": "Black Dog of Nyarlathotep", "race": "Dog", "rank": 3, "owner": "hkokko", "tags": ["Cthulhu", "Weird of hali"], "id": 10470, "notes": "Pure black, with pricked ears, narrow muzzles, lean bodies like a greyhound\u2019s, and blank white eyes, they are totally silent. They can Track by Scent"}, {"name": "Floating Globe", "race": "Gas Cloud", "rank": 3, "owner": "hkokko", "tags": ["Cthulhu", "Fantasy", "Weird of hali"], "id": 10479, "notes": "Floating globes take the form of weightless glowing spheres 1d2 meters across. May not be harmed by most material objects. However, an object of some highly conductive metal such as silver cause it to blink out of existence. A Binding spell is the only other method of driving them away.\nWhen a floating globe brushes against a target, a shock passes through the target\u2019s entire body, doing 1d12 Hit Points of damage to the location that con- tains the heart. A floating globe that has used its shock effect cannot use it again for 1d6 combat rounds due to the need to recharge."}, {"name": "Formless Spawn of Tsathoggua", "race": "Gas Cloud", "rank": 3, "owner": "hkokko", "tags": ["Cthulhu", "Fantasy", "Weird of hali"], "id": 10480, "notes": "Living pools of black fluid, they can take any shape they desire at a moment\u2019s notice. They can ooze through cracks, hide behind or beneath anything, and suddenly leap out to attack a victim. The one reliable sign that a formless spawn is nearby is a curious fetid scent like that of stagnant swamp water. Formless spawn are inky black with no eyes and no internal organules. A formless spawn will attempt to seize a convenient por- tion of its intended victim. If the victim fails an Opposed Roll to Evade, the formless spawn seizes the body part and begins to digest it, absorbing 1d8 Hit Points worth of flesh and bone per round. Unless the victim succeeds in an opposed Brawn Roll against the formless spawn and breaks away, or other characters succeed in driving off or killing the formless spawn, it will attempt to fasten onto some other part of the victim and digest that, until its victim dies. Dam- age inflicted by a formless spawn is permanent, as the body parts ingested by it are dissolved and absorbed by the creature.\nSource: Weird of Hali pg129"}, {"name": "Tentacle Monster", "race": "Tentacle Monster", "rank": 3, "owner": "hkokko", "tags": ["Cthulhu", "Fantasy", "Monster island", "Weird of hali"], "id": 10481, "notes": "Tentacle monster is a mass of writhing tentacles, with 2d6 eyes and a mouth in there somewhere.Neither especially bright nor particularly aggressive, though they will fight back fiercely when attacked. Tentacle monsters are nearsighted; as a result, when one of them senses a living thing near its lair, it will normally reach out with a tentacle to poke the creature and find out what it is. The character attempting to soothe the tentacle monster may make a roll against Influence, Lore (Monster), or Aware- ness; ordinary Success or Failure causes the monster to slither away in a good or bad mood as the case may be, a Fumble results in the mon- ster attacking anyway, while on a Critical Success the monster adopts the character as its new owner and will follow him loyally thereafter.\n\nMultilimbed - +9 AP\n\nSource: Weird of Hali pg 129"}, {"name": "Kyrrmi - the sorcerers familiar", "race": "Serpent People", "rank": 3, "owner": "hkokko", "tags": ["Cthulhu", "Fantasy", "Weird of hali"], "id": 10484, "notes": "Their humanlike faces and paws resembling tiny human hands reveal them as primates\u2014the sole surviving species of New World prosimians, distantly related to the aye-aye, the tarsier, and the lemur. Used as familiars\n\nAbility: Mental resonance with Humans\n\nIf bonded to a human sorcerer, a kyrrmi shares the sorcerer\u2019s type of magic and Eldritch Skills, and can learn 1d3 spells or abilities from the sorcerer.\n\n\n\n\nSource: Weird of Hali pg 131\n"}, {"name": "Shantak, the scaled Pterodactyloid", "race": "Pterodactyl", "rank": 3, "owner": "hkokko", "tags": ["Cthulhu", "Weird of hali"], "id": 10487, "notes": "Shantaks are elephant-sized flying reptiles with scaled bodies, leathery wings, and heads that resemble that of a horse. Long hooked claws on their feet and jaws full of sharp teeth provide them with their natural weapons."}, {"name": "Yag-Kothaun Sorcerer", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Cthulhu", "Jungle", "Weird of hali"], "id": 10490, "notes": " Yag-Kothaun are green-skinned humanoids with heads closely resembling those of elephants\n\nSource: Weird of Hali pg 136"}, {"name": "Velociraptor", "race": "Velociraptor", "rank": 3, "owner": "skarza", "tags": [], "id": 10575, "notes": "Hunts as a pack. These vicious dinosaurs are relatively fast moving, being able to run on their hind legs with their stiff tail held out behind them as a counterbalance. They have a colour pattern similar to the coat of a tiger, and like that animal, they are efficient carnivorous hunters. They travel in packs of six to a dozen members.\n\nCombat Tactics: Raptor packs leap onto their prey, hold on with fore-claws and teeth and then disembowel them with the enlarged, sickle-shaped claws on the second toes of their hindfeet. Uniquely among non-magical reptiles, they have the intelligence to use efficient pack tactics, the lead animal in a pack being able to augment its fellows to aid its pack tactics passion. They mostly attack prey significantly larger than themselves, and all the members of the pack jump onto the same victim. Solitary raptors may go for smaller prey, but they are also likely to attack any sizeable animal that disturbs them. Against such smaller targets, the raptor attacks by standing on one leg and kicking with the other to slash the victim with its great claw."}, {"name": "Evil Human Fighter", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 10597, "notes": "Armour Proficiency: Heavy armours receive 2 extra armour points (factored). The only stipulation is that you have to know the attack is coming.\n\nCombat Proficiency: Being a master of armed and unarmed com- bat, Fighters gain a further +5% to their Combat Style. ADDED.\n\nWeapon Specialization: Your Combat Style is improved by 10% when using your weapon of specialisation. ADDED\n\nYou gain +1 Action Point for the purposes of Parrying only. Not added.\n\nuses a +2 unholy warhammer of impact in one hand and shield in other. Wears banded mail.\n\nAn unholy weapon is imbued with unholy power. This power makes the weapon evil-aligned and thus bypasses the corresponding damage reduction. It deals an extra 1d6+1 points of damage against all creatures of good alignment. It bestows one permanent negative level on any good creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including restoration spells) while the weapon is wielded. \n"}, {"name": "Frankish Skirmisher", "race": "Human", "rank": 3, "owner": "Thiudans", "tags": ["Francia orientalis"], "id": 10692, "notes": "Light troops to harass enemies"}, {"name": "Frankish Milites", "race": "Human", "rank": 3, "owner": "Thiudans", "tags": ["Francia orientalis"], "id": 10743, "notes": "A mounted warrior clad in mail."}, {"name": "Frankish Priest", "race": "Human", "rank": 3, "owner": "Thiudans", "tags": ["", "Francia orientalis"], "id": 10750, "notes": "A Frankish Priest. Usually is in a parish, and requires permission of the bishop to administer sacraments. Can be the leader of a church, or below another priest or archpriest, and some monks are priests. If the priest has a parish he will not have great scope for adventuring. Some noblemen have their own priests, and these may have more time to go out to perform tasks. in historical campaigns, priests are always men. In non-historical or otherwise customized campaigns, they need not be so."}, {"name": "Frankish Rogue", "race": "Human", "rank": 3, "owner": "Thiudans", "tags": ["Francia orientalis"], "id": 10783, "notes": "These are typically gang leaders, local cut-purses and other unsavory characters. They are less combat effective than normal bandits or trained fighters, but come with their own skills that make them useful -- including to high nobility especially as useful spies. The GM may decide some background events are cons..."}, {"name": "Decapus", "race": "Kraken", "rank": 3, "owner": "kilgs", "tags": ["Classic fantasy"], "id": 10797, "notes": "This creature is a large spheroid with ten octopuslike tentacles protruding from its body. Hair grows in broken patches along its body. Its eyes are stark white and pupiless. Its large mouth sports long, yellow fangs.\n\nDecapuses are solitary creatures that dwell in dense forests or underground. Most prefer the forests as their ability to move among the trees allows them to either pursue their prey or flee in situations not to their advantage. On the ground, decapuses are slow-moving, thus they spend most of their time\namong the tree tops.\n\nDecapuses are nocturnal hunters and are quite fond of human, elf, and halfling flesh. In times\nwhen food is scarce, they exist on a diet of rats, snakes, and other small forest creatures (or dungeon denizens in the case of the subterranean decapus).\n\nDecapuses prefer a solitary life; the only time more than one will ever be encountered together is during mating season (usually the fall). Young decapuses are born live and the female only ever gives birth to a single young during each mating season. If food is extremely scarce, some decapus females have been known to eat their young.\n\nThis creature\u2019s body is a 1 metre diameter globe of pallid green. On rare occasions, a purple or\neven yellow hued decapus may be encountered. Patches of dark hair, brown or black, grow in various locations. Regardless of its body color, each decapus has 10 octopus-like tentacles protruding from its spherical body. Each tentacle is covered in suction cups that aid the creature in not only climbing and moving through trees, but also in holding on to its prey. Its large wide maw sports sickly yellow teeth and foul breath.\n\nDecapuses seem to be able to speak with others of their kind using a series of guttural noises.\n\nCOMBAT \nA decapus prefers to use its illusionary ability and sound mimicry ability to lure prey in close where it can strike with its tentacles. When its prey is within range, the creature drops from the trees, hanging from a tree limb with a single tentacle, and grabs and slashes with its remaining tentacles. A decapus can use only three tentacles against a single foe.\n\nBRACHIATION A decapus can move through trees at its base climb speed by using its tentacles to\nswing from tree to tree. Trees used by the decapus in this manner can be no further than 2 metres apart.\n\nCONSTRICT A decapus deals full tentacle damage with a successful grapple check.\n\nIMPROVED GRAB To use this ability, a decapus must hit a creature of any size with its tentacles. It\ncan then attempt to start a grapple as a free action. If it wins the grapple check, it establishes a hold and\nautomatically deals tentacle damage.\n\nILLUSION: At will, a decapus can create a magic illusion. Creatures that make a Persistence check\nsee through the illusion.\n\nMIMICRY: A decapus can mimic any creature it has previously encountered with near total\naccuracy, though it cannot mimic humanoid speech longer than two or three words at a time. A\nPersistence check detects the ruse"}, {"name": "Grick", "race": "Winged Serpent", "rank": 3, "owner": "kilgs", "tags": ["Classic fantasy"], "id": 10798, "notes": "Gricks resemble massive, human-sized worms with 4 tentacles surrounding a beaked mouth. They rear up to attack, focusing on one opponent at a time. They do not immediately try to feed on dying prey, but if given the chance they will drag unconscious or dead bodies into their lairs to feed. Blunt weapons do not harm them, due to their thick hides and resilient flesh.\n\nIMMUNE TO BLUNT WEAPONRY"}, {"name": "Gray Guard Companion Scout", "race": "Human", "rank": 3, "owner": "rklingler", "tags": [], "id": 10807, "notes": ""}, {"name": "Gray Guard Companion Warden", "race": "Human", "rank": 3, "owner": "rklingler", "tags": [], "id": 10809, "notes": ""}, {"name": "Wraith recon operative", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 10838, "notes": "A secret organisation within the confines of Spellcaster Command (SpellCom), Wraith Recon is an elite force of military-trained operatives, sworn to covertly fulfil missions on behalf of the greater good. They are the unsung heroes of the age, stopping conflicts before they begin or finishing fights that the regular army cannot. They go where others cannot and do what is necessary to ensure they come out of the situation on top.\n\nTrained by masters of combat and outfitted by the sorcerers of many arcane institutions, the Wraiths are not your typical band of warriors. They surpass common \u2018freelancers\u2019 in every way. Unmotivated by gold and treasure like so many common sell-swords, Wraiths are paid and\nequipped by the Kingdom  \u2013 they already have everything they need to succeed in their missions without having to stop after every battle to loot bodies and turn over stones. A magical trinket that may have been held by a foe is more likely to be taken as evidence than as booty for personal gain, as SpellCom ensures the Wraiths are well-equipped for their duties, even providing them with the many exotic forms of transportation at SpellCom\u2019s disposal.\n\nThe Wraith Recon squads are problem-solvers of the highest calibre. They do what must be done, when it needs to be done and without questioning why it must be done. Sometimes it is better for them not to know \u2013 in case they are captured. It is their honour, duty and responsibility to push themselves to the limits in order to keep the kingdom and its people safe from the myriad threats that lurk in the nations surrounding the great kingdom.\n\nThe individual team members of Wraith Recon are seasoned soldiers who have been trained in multiple fields and schools of tactics, fighting and spellcasting. Recruits are selected from all walks of military or frontiersman life, from woodsmen rangers to seafaring marines. Once their advanced training is complete they are given the starting rank of \u2018Wraith\u2019 and granted full team status.\n\narmour provides 6 AP but has no associated Strike Rank or movement penalties.\n\nStandard Wraith weapons are enchanted with a combined Banish and Puncture, allowing it a chance to dismiss spirits or demons of up to 18 POW and ignoring six points of armour when it hits."}, {"name": "Jewish Milites", "race": "Human", "rank": 3, "owner": "Thiudans", "tags": ["Francia orientalis"], "id": 10847, "notes": "A mounted warrior clad in mail. These men ore Jews, and they have full military rights in southern Francia Occidentalis. The function in every way like a Frankish milites but with some skills pertaining to their unique culture."}, {"name": "Spider Swarm (Large SIZ 12-18)", "race": "SFL - Insect Swarm", "rank": 3, "owner": "SFLucid", "tags": [], "id": 10863, "notes": "***Hitpoints*** = SIZ. \n***Note - only has SIZ Characteristic, the other Characteristics are for calculation purposes***\n\nThe normal characteristics for creatures are not applicable to swarms. Instead, only one characteristic is given: SIZ. This is used to gauge the volume of the swarm in comparison with an average human. A swarm of SIZ 6 is enough to engulf one half of the body. A swarm of 12 is enough to engulf the entire body. A swarm of SIZ 24 could engulf two opponents simultaneously.\n\n***Damage/Combat Action*** :\n***SIZ 1-5*** -> 1 Damage all locations, 1 CA\n***SIZ 6-11*** -> 1d2 Damage all locations, 2 CA\n***SIZ 12-18*** -> 1d3 Damage all locations, 3 CA \n***SIZ 19-25*** -> 1d4 Damage all locations, 4 CA \n***SIZ 26-33*** -> 1d6 Damage all locations, 5 CA\n\nRQ6 pg 365\n\nWorn armour initially counts against this damage, but is reduced by 1 point for each successful attack, as the insects begin to crawl inside gaps in the clothing.\n\nIt is almost impossible to kill a swarm: there are simply too many individuals. The only hope is to either outrun it or find a way of taking cover (water is not always an effective way of evading a swarm of insects, since they often wait about for the victim to surface). A swarm may decide to cease an attack if it collectively feels a threat has been neutralized: after 1d3 rounds of combat, make a Willpower roll for the swarm. If the roll is successful then the swarm abates its attacks and returns to its nest or previous activity.\n\nSwarms do not generate Special Effects and neither do they use Combat Actions to parry or evade unless attacked with an area affect assault. On the other hand a victim can use Evade to temporarily avoid a swarm. Otherwise they must flee, hide or seek cover. \n\nWhenever a character is stung by a swarm of poisonous insects, he may succumb to the increasing levels of venom introduced into his body. Keep track of the accumulating value of the damage suffered from each attack, which represents the growing toxicity of the venom. Every time the character experiences another attack, they must make an opposed roll of their Endurance versus the new level of toxicity. Failure means that they suffer the effects of the insect\u2019s venom."}, {"name": "Border Ranger -  SPC. John 'Grimesey' Grimes", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 10867, "notes": "Grew Up believing the the stories of his grandfater. Grimes joined the Rangers so that he could be a part of the action, not just sit around and fetch people food and drinks. As he puts it, I made Karazhica coffee through operation Bearclaw. I made Karazhica coffee through Dog green while everyone else got to fight, got to be a Ranger. Now its Grimesey, black, one sugar, or Grimesey, got a powdered anywhere?\n\nLiving through his first battle. Grimes picked one hell of a day to make his battlefield debut. What started as a routine mission in war-torn Magador turned out to be an outright stand-off.\n\nVisiting the war-torn city of Nadgazad, Grimes is part of a team sent to capture the warlords top men from the city.\n\nProfession: Sommerlund Border Ranger, one of the elites as Staff Sergeant Eversmann likes to say. Though Grimes is well-trained, he\u2019s not as experienced as the other men on the mission. His fellow soldiers poke fun of him. Eversmann tells him, Grimes, the most important thing \u2013\u00a0whenever everyone else is shooting, shoot in the same direction.\n\nChallenge: surviving his first real day on the battlefield. Grimes and the rest of his fellow Rangers are in a difficult spot: they\u2019re trapped in a dilapidated city, surrounded by hostile militants who want nothing more than to kill them. He\u2019s up for the fight of his life.\n\nPersonality: bumbling and funny. Grimes is the object of much derision \u2013 but that does not mean that hes not a worthy, loyal soldier. Soldiers like to rib each other, and Grimes takes the abuse good-naturedly.\n\nLuck: 4\n\nBoomlauncher grens (Takes 3 turns to reload)\n\nHe has:\n5 anti-personnel with same effect as boompowder, but with double the radius.\n5 AP can pierce 6 AP, and then detonates doing 3d6+2 damage to the location or structure\n6 smoke, can be used to mark targets or concealment\n\n20 bolts\n"}, {"name": "Border Ranger - Sergeant Matt Eversmann", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 10868, "notes": "Living in the middle of hell. What was supposed to be a routine mission into warlord-controlled Magador has turned into a fierce battle for mere survival.\n\nVisiting Magadorian city of Nadgazad. The warlords have ravaged the city and sent hundreds of thousands into famine. Eversmann and his fellow Rangers including John Grimes have been sent in to capture the warlord\u2019s top advisors.\n\nProfession: soldier.Hes a staff sergeant, but when his Lieutenant has to be removed from duty due to a seizure, Eversmann finds himself as the leader of Ranger Chalk Four. Hes never led his own platoon before \u2013 and this happened to be the worst mission on which to learn how to lead.\n\nInterests: his duty. Eversmann did not become a Ranger just for fun, he did it to improve the world. As he puts it, Look, these people\u2026 they have no jobs, no food, no education, no future. I just figure that... we have two things we can do. We can help, or we can sit back and watch a country destroy itself.\n\nChallenge: staying alive. When things go horribly wrong, Eversmann and his men find themselves in the middle of Nadgazad surrounded by hostile militants. Were Rangers, he says to buck his men up, not some sorry-arse troopers. We\u2019re elite. Let\u2019s act like it out there.\n\nPersonality: tough and perseverant. All of the odds are against Eversmann, yet he continues to fight. In his words, Nobody asks to be a hero. It just sometimes turns out that way.\n\nLuck: 3\n\nhas 4 boompowder grenades and 2 distilled lampsur healing potions.\n30 bolts"}, {"name": "Border Ranger - PFC Shawn Nelson", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 10869, "notes": "Living by the skin of his teeth, he feels the best chance of survival is keep with the recon specialists.\n\nProfession: communications operative.He has a link to the air support covering the city.\n\nChallenge: protect his newfound allies until he can meet up with the rest of his squad.\n\nPersonality: dedicated. He want to focus on the task, get back to his squad and make a difference.\n \nLuck: 3\n\nhas vital communications gear (given 3 rounds he can coordinate an attack from the air support with 75% accuracy)\n\n6 throwing axes. He has +10 to hit with these\n30 bolts"}, {"name": "Feudal Infantry", "race": "Human", "rank": 3, "owner": "HMZ", "tags": ["Breaking the habit", "Breakingthehabit"], "id": 10872, "notes": "Feudal Infantry from Breaking The Habit combat module."}, {"name": "Morris", "race": "Human", "rank": 3, "owner": "HMZ", "tags": ["Breaking the habit", "Breakingthehabit"], "id": 10881, "notes": "Morris from Breaking the Habit"}, {"name": "Rohesia", "race": "Human", "rank": 3, "owner": "HMZ", "tags": ["Breaking the habit", "Breakingthehabit"], "id": 10882, "notes": "Rohesia from breaking the habit"}, {"name": "Armoured Griffin", "race": "Griffin", "rank": 3, "owner": "skarza", "tags": [], "id": 10893, "notes": "Metallic plumage clothes the Griffin\u2019s head and wings (30' wingspan) and feathers conceal the razor-sharp talons of its forequarters. Tawny fur covers its lion\u2019s hindquarters. The noble but fierce bearing of this beast is such that down the ages many have chosen it as a heraldic symbol for their lineage or kingdom.\n\nMuch like some large birds of prey, Griffins prefer to nest on high peaks or cliff-faces, where they inhabit stony caves of sufficient size to house a pride of Griffins; one dominant male with some few youthful males and many females. The females give birth to 1 cub a year (on average). However, there are many Griffins that are bred in captivity because if intensely trained in their youth, a Griffin will become a fierce, loyal steed, obedient to none save its rider. As a mount, it can carry up to 500 pounds (225 kg or 135 ENC,) giving its rider a special bonus of +10 to all Riding\nmaneuvers.\n\nThese creatures are adept at plunging attacks from the sky, bringing their raking claws and tearing beaks to bear upon grounded foes. However, the Griffin is also particularly good in aerial combat, seemingly able to almost hover in one place briefly, and to turn its large body on a dime. They are most effective when they bear a rider of some sort, who is armed with a pole-arm or lance.\n\nEvades without going prone.\n\nThey generally attack from above using their Aerobatics and Grab Victim abilities, often hoisting a victim aloft with their foreclaws and then raking and tearing at them with their hind legs and sharp beak. If a victim resists in the air, the griffin will drop it. Once the prey is dead, the griffin will carry it back to its aerie.\n\nWhen fighting smaller opponents, griffins use the same technique, and may drop victims from great heights. If a creature is too heavy or bulky to lift, the griffin will attack with its beak and foreclaws, from above if possible. Several griffins may mob a single attacker. Against aerial opponents, the griffin makes repeated runs past the target, and attacks with its beak and foreclaws.\n\nthese griffins wear steel amour, and carry a rider."}, {"name": "griffin pilot", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 10894, "notes": "All riders  are equipped identically. Assignment to a wing grants the rider his tabard, a suit of Wyrmscale armour, lance, shield, longsword and repeating crossbow, 10 shots, take 1 action to re-cock."}, {"name": "vigilance marine", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 10898, "notes": "agents placed on board the carrier to assume command when wraith recon is taken over.\n\nMarine are dressed in Chainmail and use Great Axe or Halberd\n\nThey have AP bolts. This Ignores a specific number of Armour Points equal to half the maximum damage capability of the firing weapon, then Damage is reduced by 1 dice step."}, {"name": "Manuun", "race": "Human", "rank": 3, "owner": "HMZ", "tags": ["Book of quests"], "id": 10916, "notes": "Manuun serves as one of Jedakiah's many agents, and has been thoroughly corrupted by the influence of the Chaos Mother. Manuun, like others, fell under the Chaos Mother's power many years ago and has been compelled to seek-out and free trapped spirits of Chaos, Disease and Curse ever since. He was probably destined to become one of the sorcerer's minions.\n\nManuun bears many scars and is covered in an assortment of tattoos. Most notably, he bears a tattoo that covers part of his forehead and scalp, which is an odd combination of the chaos and fertility runes. This tattoo appears fresh and leaks a pus-like solution that gives his face the appearance of being coated in a discoloured sweat.\n\nThe shaman is an intimidating figure, and his barbarian tribesmen do not question his commands. Manuun has proved to be ruthless, unforgiving, and prone to violent outbursts. He has promised a great deal to his men; he has told them of the great wealth, and power, they will possess when the towns of The Realm burn.\n\nManuun has been gifted a fetch; Uurungun, the Vermin Spider. The fetish holding Uurungun is a ring of black crystal Manuun wears on his left, little finger. Anyone who watches the ring sees its subtance writhe and pulse from time to time, as though alive.\n\nThe shaman is also capable of controlling the Chaos Hybrid using his Influence skill and employing the hissing, whistling language of the Ophidians. On a successful Influence roll the Hybrid obeys, and acts to, Manuun's simple commands. On a failed roll it ignores him; on a fumble it does the opposite.\n"}, {"name": "Uurungun (Spider Spirit)", "race": "Spirit", "rank": 3, "owner": "HMZ", "tags": ["Book of quests"], "id": 10917, "notes": "Uurungun is an allied fetch that once served the Chaos Mother. Its form is that of a huge, black and grey spider with the head of a rat. It can manifest physically and acts to defend Manuun if he is attacked. For this purpose it has 2 Action Points and 16 Hit Points. Its bite causes no physical damage - the victim feels an icy chill - but a bitten victim becomes possessed by Uurungun until such time that it wishes to release the victim. A possessed victim is forced to protect Manuun physically and lay down his life, if commanded. A possessed victim is effectively a Chaos Mother slave and gains Loyalty (Chaos Mother) 82% for the duration of the possession. Manuun can command that Uurungun maintain or release a possession as he feels fit."}, {"name": "Goblin, Dark blade", "race": "Goblin", "rank": 3, "owner": "SFLucid", "tags": [], "id": 10940, "notes": "Standing 60 to 120 cm, These nasty little monsters delight in swarming other humanoids which they then eat.\n\nGoblins primarily haunt the frontier lands where the military doesn't have a strong presence. Individually they are not very threatening and are considered the weakest of monsters. However, their numbers grow fairly quickly due to their ability to come into maturity at an accelerated rate, making them a rapidly increasing threat if not dealt with quickly.\n\nGoblins are commonly found in caves and rely on attacking or stealing from settlements to sustain themselves, including the raw flesh of sapient species. The place a group of goblins are living together in is referred to as a 'goblin nest'. Goblins are an all-male species, but possess the ability to breed with any race with the pregnancy always resulting in goblin children. Even within the span of one week, a single captive can be forced to birth several new goblins. As such, women are among what they take from settlements to use for breeding until their eventual deaths at the hands of their goblin captors.\n\nGoblins have an excellent sense of smell, especially when it comes to prey. They can even smell metal, making them dangerous to anyone wearing metal armour. They also have excellent night vision; if they detect any light in their nest, they know there are intruders.\n\nOccasionally a birthing of a larger, stronger and smarter goblin, a hobgoblin is smuggled off and a new nest is started with it as the leader. If found the fledgling will be surely killed out of fear of a challenge of leadership.\n\nThis Goblin has a level of cunning than greater than other goblins, sulking in the shadows.    "}, {"name": "Moa, Adult", "race": "Moa", "rank": 3, "owner": "hkokko", "tags": ["Islands"], "id": 10944, "notes": "Source: Mythic Polynesia pg 211"}, {"name": "Small Shark", "race": "Shark", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Islands", "Monster island", "Sea"], "id": 10946, "notes": "Source: Mythic Polynesia pg 212-213\n\nMana Rank: 1"}, {"name": "Medium Shark", "race": "Shark", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Islands", "Monster island", "Sea"], "id": 10947, "notes": "Source: Mythic Polynesia pg 212-213\n\nMana Rank: 1"}, {"name": "Yargin Balko", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 10987, "notes": "Gaedren\u2019s right-hand man and his longestlived accomplice is Yargin Balko, a bitter human alchemist who\u2019s served variously as Gaedren\u2019s accountant, advisor, assassin, and fence for nearly a decade. Yargin is a perpetually sour-faced man with short blond hair and a fondness for expensive clothing. As the public face of the operation here, he takes pride in his appearance even though his taste in clothes always seems to be at least 2 decades out of style. Yargin is also the man responsible for seeing that Gaedren gets regular shipments of food, water, and entertainment through the hidden trap door, since the old man abhors going out in public and spends so many days shut into his den below. When Yargin is ready to send supplies, he knocks three times, then once, then three times on the trap door to alert Gaedren, who then removes the wedge from below so Yargin can make the delivery.\n\nYargin\u2019s true obsession is acid, he carries several vials of the stuff with him wherever he goes. He has even concocted a weak acid that plays a key part in the rendering of fish into slurry (and is sometimes used to punish wayward orphans).\n\nDuring Combat Yargin prefers to use his wand of acid splash in combat, but since he needs to roll to activate it with an attune roll, it occasionally fails\u2014each time it does, he erupts into a loud burst of profanity and shakes the wand in frustration. \n\nOnce he fails to use the wand a third time, he gives up and switches to thrown vials of acid or his crossbow. He is deathly afraid of melee combat, and fights with his dagger only if cornered.\n\nMorale Once he has used up his acid and his wand has failed him three times (or as soon as he takes any melee damage at all), Yargin shrieks in panic and attempts to flee to Gaedren\u2019s side to warn him. That he might inadvertently lead Gaedren\u2019s enemies right to him doesn\u2019t cross his mind in his panicked state.\n\nCombat Gear wand of acid splash (28 charges), acid (3), thunderstone; Other Gear leather armor, dagger, light crossbow with 10 bolts, brass key , iron key, garnet amulet worth 10 gp\n\nPoint-Blank Shot (Combat)\nYou are especially accurate when making ranged attacks against close targets. You get a +5 bonus on attack roll and +1 damage rolls with ranged weapons at point black range\n\n\nLuck:5"}, {"name": "Hookshanks Gruller", "race": "Halfling (Dark Sun)", "rank": 3, "owner": "skarza", "tags": [], "id": 10989, "notes": "Work here is overseen by a wretch of a gnome named Hookshanks Gruller, a taskmaster who loves his job because he gets to bully human children who are even smaller than him (well, some of them, anyway). Hookshanks is quick to berate the orphans and threatens to \u201cfeed them to the dog\u201d\u2014even the kids bigger than the gnome have learned to shut up and follow his orders as a result. Hookshanks often dresses the part of an orphan himself and appears to be one unless a PC successfully opposes his Disguise roll with her Perception skill (gnome PCs get a +1 shift bonus on this check).\n\nDuring Combat Hookshanks orders the orphans to attack the PCs (they do so if Hookshanks succeeds at an Intimidate roll), then moves to open the door to yell out an alarm and let Bloo enter the fray. He prefers to use his kukri 2 handed in melee combat against intruders.\n\nMorale If reduced to 1 hit points or fewer, Hookshanks attempts to flee into the slums. If caught, he begs for his life and promises to tell the PCs everything about the fishery in return for mercy. He knows more or less everything about the place except for what\u2019s in Gaedren\u2019s den.\n\n1/day\u2014dancing lights, ghost sound, prestidigitation, speak with animals\n\nDarkvision: Gnomes have excellent low light vision. In most darkness outdoors and in dimly lit tunnels gnomes can see 15 meters (50 foot) perfectly and fairly well up to 30 meters (100 foot). In absolute darkness, they can see up to 3 meters (10 foot).\n\nHardness of Body: Gnomes are highly resistant to poison, with Endurance Rolls that relate to poisoning being 1 grade easier.\n\nMagic Resistance: Like dwarves, gnomes are highly resistant to Arcane magic; Willpower Checks are 1 grade easier when used to resist. \n\nEVASION: In area effect defence cases, a successful roll results in the character take no damage and a failed roll resulting in only half damage. \n\nSNEAK ATTACK: can backstab damage modifier increase two ranks.\n\nArtful Dodger: possess fast reflexes and gain 1 extra Action Point, which may only be used to Parry or Evade. In addition, you may use the Evade skill to dodge a melee attack without falling prone. Against a ranged attack, you only end up prone if you fail the roll.\n\nDefensive Combat Training (Combat)\nYou excel at defending yourself from all manner of combat manoeuvres. You gain a +5 bonus to all rolls to resist special effects done to you.\n\nClimb Walls: may ignore 1 grade of difficulty to your Athletics roll when performing any attempt at climbing. In addition the Armour Penalty to Base Movement when climbing may be ignored.\n\nHide in Shadows: all Perception rolls to spot you are 1 difficulty grade harder.\n\nQuick: The thief can add 2m (5 ft.) to base movement rate. \n\nGear studded leather, mwk kukri (+5 added), disguise kit, key to cabinet, 7 sp\n\nLuck:5"}, {"name": "Bloo", "race": "Dog - War", "rank": 3, "owner": "skarza", "tags": [], "id": 10993, "notes": "Yargin\u2019s grizzled dog, a foul-tempered cur named Bloo, spends most of his day sleeping on the disgusting, makeshift bed under the desk. Bloo reacts quickly (and noisily) to any perception of intrusion into this room by someone whose scent he doesn\u2019t recognize.\nThe dog is fearless and attacks strangers on sight, no matter how big they are. The orphans of the fishery fear Bloo greatly, and as long as the dog is present, a thug receives a +1 shift bonus on roll to bully the orphans to fight."}, {"name": "Giggles", "race": "Half-Orc (Classic Fantasy)", "rank": 3, "owner": "skarza", "tags": [], "id": 10994, "notes": "A half-orc brute who titters as he beats children who aren\u2019t working fast enough. Giggles lost an eye to a devilfish several years ago, and his face still bears several angry puckershaped scars from the creature\u2019s suckers. He wears his scars with pride.\n\nDuring Combat Giggles lives up to his name in combat, chortling and snickering at anything remotely funny (and often at things that aren\u2019t funny at all). He focuses his attacks on whoever struck him most recently in a combat. Giggles does not seek to kill with his flail at first, hoping to catch the PCs alive for later interrogation, but if he\u2019s reduced to 1/2 or fewer hit points on a location, he will. He drinks a potion of cure light wounds whenever he can, if he can disengage from melee. \n\nMorale Giggles fights to the death.\n\nCombat Gear potions of cure light wounds (3); Other Gear chainmail, composite longbow with 20 arrows, flail, 72 sp\n\nFighter rank 2\nArmour Proficiency\nRange and melee specialisation rank 1: 1 turn to aim, shoot first, +1 parry with flail\n\nOrc ferocity: on reaching serious and/ or mortal injury they can fight on for one round at no penalties even if they would normally be incapacitated. At the end of that turn, they succumb to their injuries as normal\n\nImproved Initiative (Combat)\nYour quick reflexes allow you to react rapidly to danger. You get a +4 bonus on initiative checks.\n\nLuck:5"}, {"name": "Jigsaw Shark", "race": "Shark", "rank": 3, "owner": "skarza", "tags": [], "id": 10996, "notes": "Jigsaw sharks are particularly notorious for their preference of habitat\u2014shallow, coastal waters. This often puts them in close proximity to sailors, merchants, and swimmers.Jigsaw sharks are capable of living in freshwater as well as salt water, and often swim far up rivers or into the depths of the Mushfens in search of food.\n\nA jigsaw shark is aggressive, and reports of them lunging out of water to snap at passers by on low piers or attacking small rowboats are well-documented. A typical jigsaw shark can grow to a length of 7 to 8 feet. With a pale tan belly and a blue-gray back decorated with mottled brown, irregular spots, these sharks are easy to identify in the wild.\n\nImproved Initiative (Combat)\nYour quick reflexes allow you to react rapidly to danger. You get a +4 bonus on initiative checks.\n"}, {"name": "Alligator", "race": "Crocodile", "rank": 3, "owner": "skarza", "tags": [], "id": 10998, "notes": "Alligators infest tropical and sub-tropical seas, swamps and rivers where they feed on any form of live prey. Their camouflage is perfect for their environment, and by remaining perfectly still under the surface of murky water the creature can easily go unnoticed. They have little problem tackling prey much larger than themselves using ambush tactics to lunge out from cover, seize the prey, drag it into the water, then drown it. Despite their size andbulk, alligatorss are surprisingly fast and agile, albeit only maintaining this for short periods.\nThey always choose Grip when a Special Effect has been generated, and hold on for as long as possible, using Brawn and Athletics to take the prey into the water where it is submerged and held there, with the creature spinning around and around to facilitate drowning. Spinning does not inflict any additional damage, but it makes attempts to break free from the grip one grade more difficult. Whilst submerged victims are subject to the Drowning rules."}, {"name": "Gaedren Lamm", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 10999, "notes": "Gaedren Lamm is a jaundiced and bent corpse of a man, his eyes yellowed and skin speckled from age. His left leg has a pronounced limp as he shuffles about. His old skin can no longer stand the chafe of armor more significant than padded armor, but the gray suit of armor he does wear is magical. On his rare trips outside, he also wears a tattered wide-brimmed sun hat to protect his bald head from sunburn.\n\nGaedren is well-schooled in the credo \u201csecrets can kill,\u201d and the miserable cur hasn\u2019t survived to become the nasty old man he is now by letting people get the drop on him. Yet he\u2019s also a proud and bitter man, used to fighting tooth and nail to keep what\u2019s his. In his youth, a more cautious Gaedren would have pulled up roots and fled his lair at the first sign of trouble, abandoning all of his thugs to their fate. Today, Gaedren doesn\u2019t take this route\u2014he elects to stay and fight, not out of any loyalty to his thugs but simply because he\u2019s grown too greedy to give up what he thinks of as his.\n\n\nDuring Combat Gaedren\u2019s age has all but crippled him. He\u2019s aware of his flaws and limitations, but his bitter and cruel personality gets the better of his judgment. His first act in combat is to fire a crossbow bolt at Gobblegut\u2014assuming he hits, the sudden pain drives the cantankerous alligator into a frenzy. Gaedren then turns his crossbow on the PCs,remaining away from the edge of the pool and hoping that Gobblegut takes care of the PCs. He switches to his dagger only if confronted in melee.\n\nMorale Although unwilling to give up his latest home, Gaedren knows when he\u2019s in trouble. If reduced to fewer than 0 hit points, he tries to escape to one of the skiffs tied to the hidden walkway to row away. Of course, if Gobblegut is riled up, navigating the walkway around the alligator\u2019s den might just be the last thing Gaedren does.\n\nLimping Gait Age has not treated Gaedren well. Although his mind remains sharper than ever, his body is failing. The most significant manifestation of Gaedren\u2019s long life of crime is his limp; an old wound to his left leg reduces his base speed.\n\nGear: +1 padded armor, +1 dagger, mwk hand crossbow with 10 bolts, brass key (unlocks all doors in the fishery), rusty iron key\n\nSNEAK ATTACK: can backstab damage modifier increase two ranks.\n\nArtful Dodger: possess fast reflexes and gain 1 extra Action Point, which may only be used to Parry or Evade. In addition, you may use the Evade skill to dodge a melee attack without falling prone. Against a ranged attack, you only end up prone if you fail the roll.\n\nClimb Walls: may ignore 1 grade of difficulty to your Athletics roll when performing any attempt at climbing. In addition the Armour Penalty to Base Movement when climbing may be ignored.\n\nHide in Shadows: all Perception rolls to spot you are 1 difficulty grade harder.\n\nCombat Expertise (Combat)\nYou can increase your defence at the expense of your accuracy. Int 13. You can choose to take a \u201310 penalty on melee attack rolls and combat manoeuvre checks to gain a +1 bonus to your AP. At rank 3 and 5, the penalty can increase by \u201310 and the AP bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack with a melee weapon. The effects of this feat last until your next turn.\n\nDodge (Combat)\nYour training and reflexes allow you to react swiftly to avoid an opponents' attacks. You gain a +1 bonus to your AP to attacks you are aware of. A condition that makes you lose your ability to evade, also makes you lose the benefits of this feat.\n\nImproved Initiative (Combat)\nYour quick reflexes allow you to react rapidly to danger. You get a +4 bonus on initiative checks.\n\n\n\n\nLuck:6"}, {"name": "Gobblegut", "race": "Crocodile", "rank": 3, "owner": "skarza", "tags": [], "id": 11000, "notes": "Alligators infest tropical and sub-tropical seas, swamps and rivers where they feed on any form of live prey. Their camouflage is perfect for their environment, and by remaining perfectly still under the surface of murky water the creature can easily go unnoticed. They have little problem tackling prey much larger than themselves using ambush tactics to lunge out from cover, seize the prey, drag it into the water, then drown it. Despite their size andbulk, alligatorss are surprisingly fast and agile, albeit only maintaining this for short periods.\n\nThey always choose Grip when a Special Effect has been generated, and hold on for as long as possible, using Brawn and Athletics to take the prey into the water where it is submerged and held there, with the creature spinning around and around to facilitate drowning. Spinning does not inflict any additional damage, but it makes attempts to break free from the grip one grade more difficult. Whilst submerged victims are subject to the Drowning rules.\n\nDuring Combat If enraged (such as if shot by Gaedren), Gobblegut bellows and snaps at anyone within 5 feet of the edge of the pool. The alligator has to succeed at a Swim check to surge out of the water high enough to bite at someone that close to the edge, and even then the cover provided grants his target a +1 step bonus to its Evade.\n\nIf there\u2019s more than one target, roll randomly to see who Gobblegut tries to bite\u2014even Gaedren could be a target, as the old man\u2019s treatment of Gobblegut has hardly been kind over the years. Anyone who the alligator successfully grabs is automatically pulled down into the water below, but the alligator doesn\u2019t perform a death roll on a victim if any other potential targets remain in the area. Instead, the alligator drops the grabbed victim in preference for continuing to attack more targets on the ledges above.\n\nMorale If he\u2019s ever reduced to 0 hit points or fewer, Gobblegut retreats into the water to hide. He can\u2019t escape the pool below this area, and if cornered, fights to the death.\n\nLuck:2"}, {"name": "Perceforest Knight", "race": "Human", "rank": 3, "owner": "Hellhound_Havoc", "tags": [], "id": 11004, "notes": "Always with a Destrier."}, {"name": "Perceforest Highlander", "race": "Human", "rank": 3, "owner": "Hellhound_Havoc", "tags": [], "id": 11006, "notes": "If carrying Great Club, doesn't own club."}, {"name": "Perceforest Skanjar Warrior", "race": "Dwarf", "rank": 3, "owner": "Hellhound_Havoc", "tags": [], "id": 11007, "notes": "Royals are Cold-Blooded due to the Frostfell Curse (Mythras 215)."}, {"name": "Wilhelma Weinwurm", "race": "Human", "rank": 3, "owner": "raleel", "tags": [], "id": 11024, "notes": "Wilhelmina showed great intelligence and fiery red hair from an early age, and thus was groomed from the very beginning to join the Bright Wizards. She has never shown anything but promise in this regard, and would be hard to convince that she is on a  path towards destruction.\n\n**Passion** Love (Fire Magic) 64%\n**Passion** Loyalty (Family and Empire) 64%\n**Passion** Fear (Darkness) 64%\n**Passion** Desire (Purge Chaos with Fire) 64%"}, {"name": "Grau Soldado", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 11035, "notes": "Grau used to be a lean man, with steely muscle on his well-honed physique. He was always cleanshaven, with bright piercing green eyes. Now, he\u2019s a mess\u2014he hasn\u2019t changed his uniform in days, and he reeks of stale sweat and ale.\n\nDuring Combat Grau\u2019s sword is a masterful piece of work\u2014the only thing of any real value he still owns. It represents the talent he once had, but as long as he\u2019s drunk, he makes poor choices. He more or less ignores any opportunity to set up a sneak attack. He limits his attacks to the PC whom he challenged to a duel, but if any other PC enters the fight he sputters and cries out \u201cFoul! You\u2019ll pay for that, varlet!\u201d and from that point on attacks random PCs each turn.\n\nMorale If Grau is reduced to fewer than 2 hit points, the fight goes out of him entirely; he drops his sword and breaks down in tears of self-loathing.\n\nGear mwk chainmail, light steel shield, +1 mithral longsword, 3 gp 2 sp\n\narmour proficiency +2 AP (not added) and weapon spec longsword. +1 AP to parry\n\nBackstab +1 shift\n\nBravado\u2019s Blade: When a rake hits an opponent and deals sneak attack damage, she can forgo that damage shift and make a free Intimidate check to demoralize the foe. For every additional step sneak attack damage she forgoes, she receives a +1 step bonus on this check. \n\nDue to being drunk, he counts as being sickened.\n\nDodge (Combat)\nYour training and reflexes allow you to react swiftly to avoid an opponents' attacks. Dex 13. You gain a +1 bonus to your AP to attacks you are aware of. A condition that makes you lose your ability to evade, also makes you lose the benefits of this feat. (not added)\n\nImproved Initiative (Combat)\nYour quick reflexes allow you to react rapidly to danger. You get a +4 bonus on initiative checks.\n\nPower Attack (Combat)\nYou can make exceptionally deadly melee attacks by sacrificing accuracy for strength. Str 13. You can choose to take a \u20131 step penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage includes, if you are making an attack with a one handed weapon using two hands, the +1 you normally get. You cannot use choose location with this but can sunder. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.\n\nImproved Sunder and damage weapon (Combat)\nYou are skilled at damaging your foes' weapons and armor. Str 13. You roll the damage rolls twice when sundering an item and take the better. You also receive a +2 to AP whenever an opponent tries to sunder your gear.\n\nLuck:5"}, {"name": "Trinia Sabor", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 11036, "notes": "Trinia is always ready with a compliment or a supportive smile, but her kind heart takes a serious hit when she is accused of King Eodred\u2019s murder. Yet despite her increasingly cynical outlook on life, she retains her faith in her friends.\n\nTrinia is a child of the streets. She never knew her parents, and spent her childhood in Scrapper Hall orphanage, where her sense of humor and knack for using sleight of hand for embarrassing practical jokes (such as smuggling pornography or other illicit materials into the possession of those who would be most scandalized at being caught with it) ensured she not only was constantly passed over for adoption, but always earned the least pleasant chores.\nShe quickly learned that pickpocketing was no way to live after spending a frightening few weeks in jail, and turned to painting as a way to earn her keep. After Trinia spent years of barely scraping by, the windfall of being commissioned to paint the king\u2019s portrait should have been a turning point for the better in her life, but instead it proves to be the worst thing ever to happen to her.\n\nDuring Combat Trinia prefers to avoid combat if possible, particularly if she\u2019s on her own. If she acts first in a fight, she casts cat\u2019s grace and flees, using minor image to misdirect pursuers. When fighting alongside friends, she uses her abilities to bolster her allies, using her bardic performance to inspire courage on the first round and then casting cat\u2019s grace on allies or healing their wounds as the battle progresses. She relies on hideous laughter against enemy spellcasters, and is always ready to cast saving finale whenever a nearby ally fails a critical saving throw.\n\nMorale If reduced to serious, Trinia flees combat, but if she escapes, she puts all her resources into rescuing those she may have left behind. Only if she has built a strong relationship based on mutual respect or love with a companion does she remain at an ally\u2019s side and fight to the death.\n\nCombat Gear potion of jump, potion of shield of faith +3, wand of daze monster (10 charges); Other Gear +1 mithral shirt, mwk mithral dagger, daggers (3), two bronze bracelets (worth 25 sp each), copper necklace (worth 100 sp), 1pp, 8gp, 8sp\n\nBard Spells Known\n2nd (3/day)\u2014animal messenger, cat\u2019s grace, greater illusion\n1st (5/day)\u2014cure light wounds, feather fall, hideous laughter, saving finale\n0 (at will)\u2014daze, light, mage hand, mending, message, prestidigitation\n\nbardic skills: countersong, fascinate, Inspire Courage, Inspire Competence \n\nShingle runner: +10 to climb and jumping and do not have to make rolls under normal circumstances. If you fall you reduce height by an additional 10 feet. If you have 85+ skill you gain a bonus dice.\n\nluck: 5"}, {"name": "Verik Vancaskerkin", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 11041, "notes": "Vancaskerkin is a handsome man who still wears his Guard livery and armor, even though he abandoned everything it stands for by organizing his gang.\n\nDuring Combat Verik prefers to fight with his longbow. He switches to his spear only if someone manages to engage him in melee.\n\nMorale Verik surrenders if brought below 0 hit points.\n\nCombat Gear potion of cure light wounds (3); Other Gear mwk chainmail, mwk composite longbow (+1d4) with 20 +1 arrows, mwk spear, 28 sp, broadsword\n\nRank 2 fighter\nArmour proficiency and agile defender (+2 AP)\nWeapon spec bow, shoot first, aim bonus and reduce load by 1\n\nPoint-Blank Shot (Combat)\nYou are especially accurate when making ranged attacks against close targets. You get a +5 bonus on attack roll and +1 damage rolls with ranged weapons at point black range.\n\nPrecise Shot (Combat)\nYou are adept at firing ranged attacks into melee. You can shoot or throw ranged weapons at an opponent engaged in melee with a bonus dice. You still suffer the -1 step to hit.\n\nQuick Draw (Combat)\nYou can draw weapons faster than most. You can draw a weapon as a free action instead of as an action. You can draw a hidden weapon (see Sleight) as an action. Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat. Normal: Without this feat, you may draw a weapon as an action, Without this feat, you can draw a hidden weapon as 2 actions on to retrieve and 1 to ready.\n\nLuck:5"}, {"name": "Raktavarna", "race": "Snake, Poisonous", "rank": 3, "owner": "skarza", "tags": [], "id": 11042, "notes": "What at first appears to be a bejeweled blade shimmers and writhes, transforming into a hideous, red-eyed serpent.\n\nMade up of smoke, blood, and gold, raktavarnas are the least of the rakshasas\u2014 they are born not from humanoids, but from the souls of rakshasas who failed utterly in their previous incarnation and who are thus reborn from a serpent\u2019s egg. These terrors drift through society, passing from hand to hand as weapons or strange tokens from foreign lands, curiosities brought home by traders and emissaries and given to leaders as tribute. In this manner the raktavarnas gain entry into corridors of power throughout the world, and what they see, their foul masters know. A raktavarna\u2019s servitude to a master ends only when its master decrees, or (more commonly) upon the master\u2019s death. Little disconcerts raktavarnas more than having no master, and when they are cast adrift in this manner, they seek a replacement as soon as they can.\n\nChange Shape\nAs an action, a raktavarna can take the shape of a handheld object, most often an ornamental light, a one-handed weapon, or a piece of treasure. It can remain motionless in object form indefinitely, but reverts to its true form as soon as it takes any action.\n\nMaster\u2019s Eyes\nA raktavarna can designate a single creature as its master as an action. If the raktavarna is a spellcaster\u2019s familiar, its master is automatically that spellcaster, and the raktavarna cannot change this. As an full round of actions, a raktavarna\u2019s master can observe the world as if looking through the raktavarna\u2019s eyes. The master must concentrate to maintain this link each round. The master\u2019s visual senses are suppressed for this time, and he uses the raktavarna\u2019s darkvision, detect magic, and regular eyesight to observe the world. This ability has no limit on range, and functions even across planar boundaries. If the raktavarna is slain while its master is using this ability, the master is stunned for 1d4 turns (no save).\n\nSpell-Like Abilities \nConstant\u2014comprehend languages, detect thoughts\n1/day\u2014charm person, suggestion\n1/week\u2014commune (6 questions) \n\nPoison \nPOT: 95\nSave: END\nOnset time: instant\nduration: 6 rounds\neffects:1d2 POW plus modify memory\n\nEach time a victim takes POW damage from this poison, a modify memory effect causes the victim to forget the previous minute\u2019s interactions with the raktavarna, as long as the raktavarna is no longer visible or is in object form.\n\ntreatment: 1 save or magical healing. 1 save is allowed per round.\n    \nSpell resistance 85% \nReduce all non good or piercing damage by 2 and half the remaining damage."}, {"name": "Eel's End Enforcer", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 11049, "notes": "Among the services Devargo offers to his renters is security. He employs a dozen human enforcers, all of whom started their careers as mercenaries, soldiers, or sailors but lost their jobs due to laziness, theft, or incompetence. Once they came to work for Devargo, though, they quickly learned the value of remaining alert and sober while on the job\u2014those who disappoint the King of Spiders feed his ravenous pets in the hold of the Eel\u2019s End.\n\nDuring Combat The enforcers call out an alarm if a fight starts. Their goal in a fight is to chase trouble onto land or to force the miscreants into the waters below. Killing visitors brings too much paperwork and investigation from the Korvosan Guard, so if they drop a foe, an enforcer typically ignores him and might even try to bandage him if she gets the chance.\n\nMorale The enforcers fear Devargo and his uncanny mastery over spiders almost as much as they value the money he pays them. As a result, they fight until reduced\nto -2 hit points or fewer, only then attempting to flee to safety.\n\nGear +1 studded leather, mwk buckler, mwk sap, (+5 to hit and parry added) 19 sp\n\nsap,(any blow from surprise to the head that causes a serious would will instead knock target to 1 HP and cause immediate unconsciousness).\n\nAll have agile defender and sneak attack (+1 step damage on flanking or surprise)\n\nToughness\nYou have enhanced physical stamina. You gain +1 hit points per location. "}, {"name": "Vreeg", "race": "Halfling (Dark Sun)", "rank": 3, "owner": "skarza", "tags": [], "id": 11058, "notes": "This pale blue humanoid necromancer has bulging white eyes, wild hair, four-fingered hands, and a wicked dagger.\n\nBefore Combat Vreeg casts extended false life every morning. If he hears intruders, he also casts fly and shield.\n\nDuring Combat Vreeg uses flight to remain out of melee combat, casting spells and throwing undead from his robe of bones until cornered or forced into melee. At this point, he uses his wand of ghoul touch against foes, or makes sneak attacks against a character on whom he has cast blindness/ deafness.\n\nMorale Vreeg fights to the death.\n\nMadness\nDerros use their CHA modifier on WIL saves instead of their POW modifier, and are immune to insanity and confusion effects. Only a miracle or wish can remove a derro\u2019s madness. If this occurs, the derro gains 6 points of POW and loses 6 points of CHA.\n\nDextrous fighters\nuse DEX for melee attacks\n\nPoison Use\nDerros are not at risk of poisoning themselves when handling poison.\n\nVulnerability to Sunlight\nA derro takes 1 point of CON damage after every hour it is exposed to sunlight.\n\nSpell-Like Abilities\nAt will\u2014darkness, ghost sound\n1/day\u2014daze, sound burst\n6/day\u2014grave touch (2 rounds)\nAs an action, you can make a unarmed attack that causes a living creature to become shaken for a number of rounds equal to your rank). If you touch a shaken creature with this ability, it becomes frightened for 1 round. You can use this ability a number of times per day equal to 3 + rank.\n\nNecromancer Spells Prepared\n2nd\u2014extended false life, fly, vampiric touch, blindness/deafness, scorching ray, spectral hand\n1st\u2014cause fear, chill touch, magic missile, ray of enfeeblement, sleep, shield\n0 (at will)\u2014detect magic, mage hand, ray of frost, touch of fatigue\n\nSpell resistance 70%\nSneak attack (+1 step damage)\n\nCombat Casting\nYou get a +1 step bonus on checks made to keep casting a spell when damaged or distracted, such as while grappled.\n\nCan control undead using arcane knowledge\n\nSpell Focus (necromancy)\nAny spells you cast of that school are more difficult to resist. Add -5 to the skill for all saving throws against spells from the school of magic you select.\n\nWand: A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard\u2019s rank. \n\nCombat Gear robe of bones, wand of ghoul touch (22 charges), blue whinnis (3); Other Gear mwk dagger, ring of protection +1, 3 gp, 8 sp\n\nLuck:4"}, {"name": "Sprul-Pa , Mindless Servitor of Earth", "race": "Sprul-Pa", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Monster island"], "id": 11050, "notes": "Sprul-pa are conjured servitors resembling skeletal figures with bodies covered in hide and heads bearing tough bone and horn armor. These beings lack typical physical resilience fighting even with broken limbs until their head is destroyed, and can utilize Earth Passage to sink into the ground leaving their head at the surface\n\nEarth servitor structured from vines and sticks with the head of cattle. Can burrow thru soil - Source: RQ Bestiary pg 172\n\n+1 AP due to Multi-limbed"}, {"name": "Ettercap", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 11053, "notes": "This hideous purple creature walks upright like a man, but its face is that of a spider, and its hands are sickle-shaped claws.\n\nEttercaps are typically 6 feet tall and weigh about 200 pounds. They are solitary creatures and rarely group with others of their kind, even to mate. When they do group, they tend to attract a variety of different spiders, forming a strange collective of ettercaps and arachnids. Ettercaps are known for building cunning traps out of webs and other natural materials, using them to trap prey. They build shelters out of webbing, often high up in the trees away from other ground-based predators, and use monstrous spiders as lookouts and guardians.\n\nEttercaps are not brave creatures, but their traps often ensure that the enemy never draws a weapon. When an ettercap does engage its enemies, it attacks with its claws and venomous bite. It usually refuses to come within melee reach of any foe that is still able to move, and flees if an opponent gets free.\n\npoison\nApplication: Injected (bite)\nLevel of toxicity:60\nResistance: Endurance\nOnset time: 1d2 turns\nDuration: 10 rounds\nConditions: weakness, The bite caused the victim to become uncoordinated causing a loss of 1d2 DEX per round\ncure: magical healing only\n\nSpider Empathy\nThis ability functions as the druid\u2019s wild empathy, save that an ettercap can only use this ability on spiders. An ettercap gains a +2 shift bonus on this check. Spiders are mindless, but this empathic communication imparts on them a modicum of implanted intelligence, allowing ettercaps to train giant spiders and use them as guardians.\n\nTraps\nThe ettercap is particularly skilled at crafting cunning traps with its webs. Deadfalls, nooses, and spear traps are the most common traps ettercaps build with their webs. An ettercap builds its traps ands resets them if it has time.\n\nEttercap Deadfall:\nPurpose: Death\nTrigger: tripwire\nDifficulty: as per mechanisms of Ettercap\nResistance: Evade only\nEffect: when the tripwire is trigger a large object falls down on the person(s) in the way. Does 4d6 damage, with a Huge size. Can hit up to 4 people in a 10' square. Special effect is Stun location.\n\nEttercap Noose:\nPurpose: Ensnaring\nTrigger: tripwire\nDifficulty: as per mechanisms of Ettercap\nResistance: opposed Evade to jump clear\nEffect: The rope trap entangles to location struck, and must be cut or broken free.\n    \nEttercap Spear Trap:\nPurpose: Maiming\nTrigger: tripwire\nDifficulty: as per mechanisms of Ettercap\nResistance: Either Evade to dive aside or a Hard parry roll if wielding a shield.\nEffect: The spear inflicts 2d8 damage to a random Hit Location, but can be (partially) parried by a shield if its size is sufficient to counteract the spear\u2019s size of Huge. If the trap gains one or more levels of success over the victim it can apply Special Effects, such as Impale.\n\nImproved Initiative (Combat)\nYour quick reflexes allow you to react rapidly to danger. You get a +4 bonus on initiative checks.\n\n"}, {"name": "Derro", "race": "Halfling (Dark Sun)", "rank": 3, "owner": "skarza", "tags": [], "id": 11056, "notes": "This pale blue humanoid has bulging white eyes, wild hair, four-fingered hands, and a large hooked club.\n\nThough derros dwell deep under most of the surface world\u2019s cities, very few know of the sadistic creatures\u2019 existence. Descended from mysterious fey that once dwelt deep underground, the derros lust for the comforts of the surface, yet the light of the sun causes them to blister, burn, and die. Derros often abduct surface dwellers to perform hideous experiments on them in their never-ending quest to divine what protects those who dwell above from the burning death, yet the intrinsic madness that plagues all derros dooms these experiments to failure every time. In the end, traumatized victims are returned to their homes, memories not quite completely wiped of their ordeal, to live the rest of their lives in vague fear of a nightmare they can\u2019t quite recall.\n\nA typical derro fights with a short sword or a repeating light crossbow with plenty of poison bolts. Some derros also carry an aklys\u2014a hooked throwing club attached to a 20-foot- long cord. This cord limits the club\u2019s range, but allows the derro to retrieve it as a move-equivalent action after it has been thrown.\n\nDerro leaders are typically sorcerers, although they also make excellent rogues. Many derros wield strange and unusual weapons like hooked polearms, eerie whistling aklyses, long hollow spears that can be filled with toxins, or crystalline throwing wedges that shatter on impact to create horrific bleeding wounds.\n\nA derro stands 3 feet tall and weighs 70 pounds.\n\nEven though many derros live mere miles below the surface, few surface dwellers know much about the true terror that lurks below. Derros are expert infiltrators who work under the cover of night and skillfully hide their tracks. Underground, they quickly silence any strangers who stumble upon their settlements. Derros target undesirables, slum-dwellers, and people living on a city\u2019s outskirts, for even the shameless derro have learned to avoid reprisal from surface authorities. On these frightful nights, a gang of eight to 12 derros led by a derro bodysnatcher infiltrate a city, quietly subdue unwilling subjects, and drag them below.\n\nOnce secured in their territory, derros fasten victims to stone slabs and prepare them for the devious white-eyed torturers who subject their captives to bizarre procedures.\n\nDerros mend and release test subjects who survive this gruesome ordeal, though they often return for future abductions to track their weird experiments\u2019 progress.\n\nDerro brainwashers set upon the rare subjects who draw too much attention to their activities or audaciously attempt to trace their way back to derro enclaves. Masters of clouding memories and tweaking neural pathways, brainwashers ensure that their former guests\u2019 recollections of their time underground remain suppressed. If this fails, or if there is no time for this delicate procedure, the derro cut ties with their specimen and send an urban hunter to terminate the experiment.\n\nMadness\nDerros use their CHA modifier on WIL saves instead of their POW modifier, and are immune to insanity and confusion effects. Only a miracle or wish can remove a derro\u2019s madness. If this occurs, the derro gains 6 points of POW and loses 6 points of CHA.\n\nDextrous fighters\nuse DEX for melee attacks\n\nPoison Use\nDerros are not at risk of poisoning themselves when handling poison. They use Medium spider venom to poison their crossbow bolts, and generally carry 10 pre-poisoned bolts at all times.\n\nMedium Spider Venom\nApplication: injury\nLevel of toxicity:70\nResistance: Endurance (per round)\nOnset time: instant\nDuration: 4 rounds\nConditions: weakness, The bite caused the victim to become uncoordinated causing a loss of 1d2 STR per round\ncure: magical healing only\n\nVulnerability to Sunlight\nA derro takes 1 point of CON damage after every hour it is exposed to sunlight.\n\nSpell-Like Abilities\nAt will\u2014darkness, ghost sound\n1/day\u2014daze, sound burst\n\nSpell resistance 70%\nSneak attack (+1 step damage)\n\nImproved Initiative (Combat)\nYour quick reflexes allow you to react rapidly to danger. You get a +4 bonus on initiative checks."}, {"name": "Owlbear Skeleton", "race": "Bear", "rank": 3, "owner": "skarza", "tags": [], "id": 11057, "notes": "An amalgam of tattered fur, bone and feathers, this bizarre half-bear, half-owl monstrosity raises its huge, ursine claws to attack.\n\nImproved Initiative (Combat)\nYour quick reflexes allow you to react rapidly to danger. You get a +4 bonus on initiative checks."}, {"name": "Cabbagehead (ogrekin)", "race": "Ogre, Primal", "rank": 3, "owner": "skarza", "tags": [], "id": 11059, "notes": "Hideously deformed and with a cruel nature to match, Cabbagehead wants desperately to please the necromancer by showing him how devoted and observant a guard he can be. His deformed frame makes him unsuitable for public uses, but he has taken to the care, feeding, and torment of this room\u2019s prisoners with a vengeance.\n\nDuring Combat Cabbagehead shrieks and yells as he fights, saying things like, \u201cRolth give me big reward for your head, pretty elf!\u201d or, \u201cYou go in pit now! Me feed you later. Maybe!\u201d He fights bare fisted, pummeling foes mercilessly.\n\nMorale Cabbagehead fights to the death.\n\nWeak Mind\nThis ogrekin\u2019s head is huge and misshapen. It has a \u20131 step penalty on WIL saving throws.\n\nImproved Initiative (Combat)\nYou get a +4 bonus on initiative checks.\n\nImproved Unarmed Strike (Combat)\nYour unarmed strikes can deal lethal or nonlethal damage, at your choice. Normal: Without this feat, you can deal only nonlethal damage with such an attack, the opponent gains a buffer of hits equal to Average of SIZ and CON.\n\nPower Attack (Combat)\nYou can choose to take a \u20131 step penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage includes, if you are making an attack with a one handed weapon using two hands, the +1 you normally get. You cannot use choose location with this but can sunder. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.\n\nGear +1 studded leather\n\nLuck:3"}, {"name": "Necrophidius ", "race": "Snake, Giant", "rank": 3, "owner": "skarza", "tags": [], "id": 11064, "notes": "The soft scrape of bone reveals the long, sinuous skeleton of a large snake, its head a humanoid skull with a snake\u2019s jaws. Despite its sinister appearance, the snake-like necrophidius is not an undead creature. Rather, it is a magical construct built from the skeleton of a giant snake and then mounted with the skull of a humanoid creature. Fangs are cemented into the jaws of the skull, after which the entire creation can be brought to life by a series of obscure and expensive rituals\u2014these rituals are traditionally well guarded by those who discover them.\n\nAs a mindless construct that requires neither food nor sleep, a necrophidius makes an excellent guardian, and its innate stealth allows it to slip up on the unwary undetected. In certain areas, the necrophidius is commonly employed as an assassin, able to disable its quarries with its dance of death or paralyzing bite before disposing of them in a gruesome manner\u2014as long as the assassination doesn\u2019t require any particular intelligence to carry out. Particularly macabre creators might even construct the creature from the skull of a friend or loved one of the intended victim in order to magnify the horror of the assassination, leaving much of the flesh on the skull so the victim can recognize its source. This flesh rots eventually\u2014only freshly crafted necrophidiuses have this grisly feature (although regular applications of gentle repose spells can keep such a morbid decoration fresh for a much longer period of time).\n\nAlthough a necrophidius is mindless, it can follow the simple commands of its creator. These can include commands to lie dormant until some specific condition is met or to follow and kill an indicated target to the exclusion of all other activities.\n\nA typical necrophidius is 10 feet long and weighs 200 pounds.\n\nDance of Death\nA necrophidius can entrance opponents by swaying back and forth. Creatures within 30 feet who can see this must succeed on a hard WIL save or be dazed for 2d4 turns.\n\nParalysis\nA living creature bitten by a necrophidius must succeed on an opposed END save or be paralysed for 1d4 turns.\n\nDR: Has extra 2 AP and half damage to all attacks bar bludgeoning"}, {"name": "Heavy Horse Skeleton", "race": "Horse", "rank": 3, "owner": "skarza", "tags": [], "id": 11065, "notes": "Bones rattle against cracked bones as this ancient, fleshless corpse clatters forth.\n\nImmune to cold\n\nImproved Initiative (Combat)\nYou get a +4 bonus on initiative checks.\n"}, {"name": "Timber Wolf skeleton", "race": "Wolf", "rank": 3, "owner": "skarza", "tags": [], "id": 11066, "notes": "Without the burden of flesh, skeletal wolves charge across the battlefield with terrifying speed.\n\nImproved Initiative (Combat)\nYou get a +4 bonus on initiative checks."}, {"name": "Small Ogre plague Zombie", "race": "Ogre, Primal", "rank": 3, "owner": "skarza", "tags": [], "id": 11067, "notes": "An unkempt, slovenly race whose coarse, grizzled features betray their rapacious greed, Ogres resemble Giants when distance blurs details and disperses their rank odor. They stand 8' to 10' tall. Garments constructed of hastily cured animal skins add to the stench, but contribute little to modesty. This one is a walking corpse wears only a few soiled rags, its flesh rotting off its bones as it stumbles forward, arms outstretched.\n\nDeath Burst\nWhen a plague zombie dies, it explodes in a burst of decay. All creatures adjacent to the plague zombie are exposed to its plague as if struck by a slam attack and must make an END save or contract zombie rot.\n\nDisease\nThe slam attack \u2014 as well as any other natural attacks \u2014 of a plague zombie carries the zombie rot disease.\n\nApplication: Slam\nLevel of toxicity:END of Zombie\nResistance: Endurance (per day)\nOnset time: 1d4 days\nDuration: until healed\nConditions: 1d2 CON, this damage cannot be healed while the creature is infected; Anyone who dies while infected rises as a plague zombie in 2d6 hours.\ncure: 2 consecutive saves or magical healing only\n\nToughness\nYou gain +1 hit points per location. \n"}, {"name": "Kumanku Elephant", "race": "Mammoth", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Islands", "Pamaltela"], "id": 11073, "notes": "The elephants of the Kumanku islands almost perfectly resemble their mainland Pamaltelan cousins, except for one detail: they are only about three feet tall at the shoulder. Used as beasts of burden or watch animals\n\nSource: Anaxial's Manifest"}, {"name": "Narwhal", "race": "Narwhal", "rank": 3, "owner": "hkokko", "tags": ["Sea"], "id": 11074, "notes": "5 point blubber"}, {"name": "Shell Deer", "race": "Deer", "rank": 3, "owner": "hkokko", "tags": ["Animal", "Peloria", "Saird"], "id": 11075, "notes": "Shell deer are a very rare type of deer found only in the woodlands of southern Peloria and Saird. They are medium to large deer with brown coats and black facial markings. Adult males have three-point antlers which, unlike those of other deer, are never shed once the deer reaches maturity.\nThe most distinctive feature of the shell deer, however, is the segmented armour that runs from the back of neck, and across the back and flanks to the rump.\n\nMale shell deer have a permanent Detect Chaos ability, which manifests by their antlers vibrating and producing a musical, but steady, ringing sound. Females and young fawns do not have this ability.\n\nSource: Anaxial's Manifest\n"}, {"name": "Cave Bear", "race": "Bear", "rank": 3, "owner": "kilgs", "tags": ["", "Bear", "Classic fantasy"], "id": 11077, "notes": "The Cave Bear is the less-encountered of the many bears in the wilderness. They are predominantly night hunters and lay up in their refuge during the day. They are ungainly and bothered by the light enough that nearly all hunting activities takes place at night or underground.\n\nCave Bears are omnivorous but mouthfuls of fungi just don't sate the appetite...\n\nTheir sensitivity to light can cause problems especially underground. The flaring of a light source can cause them to lose -1AP while becoming upset."}, {"name": "Gray Maiden foot soldier", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 11084, "notes": "Clad in a remarkable suit of exquisitely fashioned full-plate armour. With its red plume and crimson highlights, the armour serves as protection as much as it does a uniform.\n\nDuring Combat: Although the Gray Maidens prefer to fight in melee, they are also excellent shots, and in larger groups at least a few of their number hang back to fire upon foes in combat while their sisters engage with sword and shield.\n\nMorale: Gray Maidens fight to the death.\n\nGear: full plate, heavy steel shield, composite longbow with 20 arrows, longsword\n\nPoint-Blank Shot: You get a +5 bonus on attack roll and +1 damage rolls with ranged weapons at point black range.\n\nPrecise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee with a bonus dice. You still suffer the -1 step to hit.\n\nQuick Draw: You can draw a weapon as a free action instead of as an action. You can draw a hidden weapon (see Sleight) as an action. Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.\n\nWeapon specialisation: longsword (+1 parry and +1d2 damage)\n\narmour training (-1 SR in armour and reduce DEX pen by 1 step)"}, {"name": "Queen\u2019s Physician", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 11085, "notes": "They wear cowled robes of oily-looking leather, supple gloves, and wide black hats. Some grip heavy canes, others dark satchels. Each of them, though, wears a dark-goggled mask tapering to a pointed beak.\n\nDuring Combat The Queen\u2019s Physicians work together in combat, seeking to team up and flank foes with their clubs to make sneak attacks. They fight with an eerie silence, coordinating their attacks with a series of hand gestures and speaking only when forced to.\n\nMorale In the presence of a superior, the physicians follow orders to the letter out of fear and fight to the death. On their own, they attempt to flee into hiding if reduced to fewer than -3 hit points on a location.\n\nGear leather armour, mwk club (added), plaguebringer\u2019s mask (+1 shift resistance to smells), healer\u2019s kit\n\nEvasion: If she makes a successful EVD saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if s wearing light armour or no armour. If helpless does not gain the benefit of evasion.\n\nCombat Reflexes: When an opponent tries to change range and you attack him, you gain a bonus dice.\n\nDodge: You gain a +1 bonus to your AP to attacks you are aware of. A condition that makes you lose your ability to evade, also makes you lose the benefits of this feat.(added)\n\nImproved Initiative: You get a +4 bonus on initiative checks.\n\nSneak attack: +1d2+1 damage\n\nInflict harm: Negates any STR damage bonus, but victim must make an END roll vs the attack or suffer agony to that location. Any skill roll involving use of the affected area must also be less or equal to the character\u2019s Willpower, otherwise the attempt fails, and they moan or scream in pain. lasts 1d3 turns.\n"}, {"name": "Ishani Dhatri", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 11086, "notes": "Before Combat Ishani casts shield of faith before combat if possible.\n\nDuring Combat Casting shield of faith is Ishani\u2019s first act in combat if the spell isn\u2019t already active. Otherwise, he starts by casting sanctuary and then seeks to heal and support allies for the duration. A pacifist by nature, he avoids combat himself unless there\u2019s no other option.\n\nMorale If confronted alone, Ishani seeks to use fly to escape. If cornered, though, he fights to the death.\n\nCombat Gear\npotions of cure moderate wounds (3); Other Gear +1 light crossbow with 10 bolts, dagger, silver holy symbol of Abadar, 12 gp\n\n2nd rank\nfly, remove disease\n\n1st rank\naid, calm emotions, lesser restoration, shield other, command, diagnose disease, remove fear, sanctuary, shield of faith\n\n0 (at will)\u2014detect magic, guidance, read magic, stabilize\n\nLuck:5"}, {"name": "Skinshear", "race": "Shark", "rank": 3, "owner": "skarza", "tags": [], "id": 11089, "notes": "Jigsaw sharks are particularly notorious for their preference of habitat\u2014shallow, coastal waters. This often puts them in close proximity to sailors, merchants, and swimmers.Jigsaw sharks are capable of living in freshwater as well as salt water, and often swim far up rivers or into the depths of the Mushfens in search of food.\n\nA jigsaw shark is aggressive, and reports of them lunging out of water to snap at passers by on low piers or attacking small rowboats are well-documented. A typical jigsaw shark can grow to a length of 7 to 8 feet. With a pale tan belly and a blue-gray back decorated with mottled brown, irregular spots, these sharks are easy to identify in the wild.\n\nDuring Combat \nSkinshear circles within the area, and should it detect the PCs, it butts its head against the door to alert Yvicca, then swims out to attack the intruders.\n\nMorale\nSkinshear fights to the death.\n\nImproved Initiative (Combat)\nYour quick reflexes allow you to react rapidly to danger. You get a +4 bonus on initiative checks.\n\nToughness\nYou have enhanced physical stamina. You gain +1 hit points per location.\n\nluck points:2\n"}, {"name": "Sea Hag", "race": "Hag", "rank": 3, "owner": "skarza", "tags": [], "id": 11090, "notes": "Hair like rotting seaweed drapes this ancient witch. Loose, algae-colored skin sags off her starved frame.\n\nMonstrous sea witches, these wicked hags possess terrifying features that few dare look upon. Reveling in discord, the foul creatures drag sailors to watery graves and torment the peoples of the oceans with wicked promises. Sea hags are always terrible to look upon, and despite their gluttonous ways, they are usually emaciated creatures who look half-starved. Most stand about 6 feet tall and weigh 150 pounds.\n\nSea hags prefer to dwell relatively close to shore where fishermen and trading vessels are more commonly encountered. Most choose to live far from urban areas so that their acts don\u2019t draw as much attention from would-be enemies, but it\u2019s not uncommon for a particularly brave or eager sea hag to settle in a city harbor or in the mouth of a deep river.\n\nSea hags form covens similar to other hags, but their aquatic nature generally keeps them from forming mixed covens. In the case of a shoreline-dwelling green hag (often a green hag who dwells in a saltmarsh or other coastal swampland), a coven often consists of two sea hags who look to the green hag as their mother and leader. More commonly, a sea hag coven consists of a group of particularly friendly and sisterly sea hags.\n\nMagic resistance 75%\n\nEvil Eye\nThree times per day, a sea hag can cast her dire gaze upon any single creature within 30 feet. The target must succeed on an opposed WIL save (vs hags WIL) or be staggered as strange nebulous distress and a gnawing sense of impending doom plagues the victim. If a sea hag uses her evil eye on someone already afflicted by this curse, the victim must make an opposed END save or be overwhelmed with fright and collapse into a comatose state for 3 days. Each day that passes, the comatose victim must make a hard END save or perish.\n\nHorrific Appearance\nThe sight of a sea hag is so revolting that anyone within 60 feet (other than another hag) who sets eyes upon one must succeed on an Opposed END save vs the hags END or instantly be weakened, taking 1d6 points of Strength damage. Creatures that are affected by this power or that successfully save against it cannot be affected again by the same hag\u2019s horrific appearance for 24 hours."}, {"name": "Yvicca", "race": "Hag", "rank": 3, "owner": "skarza", "tags": [], "id": 11091, "notes": "Hair like rotting seaweed drapes this ancient witch. Loose, algae-colored skin sags off her starved frame.\n\nBefore combat, Yvicca casts bull\u2019s strength, barkskin, and greater magic fang upon herself (in that order). She also casts speak with animals so she can more easily direct Skinshear and any summoned sharks.\n\nDuring Combat Upon seeing the PCs, Yvicca swaps out resist energy to cast summon nature\u2019s ally II to call a shark to aid her in battle. Yvicca uses her evil eye ability to daze the strongest-looking interloper before swimming into melee herself. If brought to fewer than 0 hit points on a location, she uses her wand of cure moderate wounds on herself, unless she\u2019s surrounded, in which case she continues fighting.\n\nMorale Yvicca fights to the death.\n\nCombat Gear wand of cure moderate wounds (18 charges); Other Gear +1 shortspear, bracers of armour +2\n\nMagic resistance 75%\n\nEvil Eye\nThree times per day, a sea hag can cast her dire gaze upon any single creature within 30 feet. The target must succeed on an opposed WIL save (vs hags WIL) or be staggered as strange nebulous distress and a gnawing sense of impending doom plagues the victim. If a sea hag uses her evil eye on someone already afflicted by this curse, the victim must make an opposed END save or be overwhelmed with fright and collapse into a comatose state for 3 days. Each day that passes, the comatose victim must make a hard END save or perish.\n\nHorrific Appearance\nThe sight of a sea hag is so revolting that anyone within 60 feet (other than another hag) who sets eyes upon one must succeed on an Opposed END save vs the hags END or instantly be weakened, taking 1d6 points of Strength damage. Creatures that are affected by this power or that successfully save against it cannot be affected again by the same hag\u2019s horrific appearance for 24 hours.\n\nSpells Known \n2nd\u2014cure moderate wounds, greater magic fang, bull\u2019s strength, resist energy\n1st\u2014charm animal, cure light wounds, faerie fire, speak with animals, barkskin\n0\u2014detect magic, detect poison, flare, read magic, resistance\n\nluck:6\nGrtr magic fang +3 damage +15 to hit "}, {"name": "Girrigz wererat (hybrid form)", "race": "Lizardfolk Male", "rank": 3, "owner": "skarza", "tags": [], "id": 11096, "notes": "Girrigz always hated the sewers. A natural lycanthrope, he has spent his entire 29 years of life as a wererat, feeling trapped beneath the boots of the people above. More than once, the rebellious wererat has sneaked up onto the streets to take out his hatred on beggars and other unsuspecting humans, seeing his predations as just revenge. Less than a year ago, he took two silver crossbow bolts from a well-equipped guard who came upon him savaging a dockside vagrant. Barely escaping with his life, Girrigz has since been a fiery and vocal member of the wererat community, urging his people to strike back against the weak humans above. The lack of reason and the cowardice of elder lycanthropes have long stifled Girrigz\u2019s warmongering, but the attacks from those above have finally given the savage wererat revolutionary the following he needs. While he lacks the numbers and skill to truly threaten the city above, his blind hatred could easily lead to the deaths of hundreds.\n\nBefore Combat \nGiven advance warning, such as by the sounds of fighting, Girrigz imbibes a potion of bear\u2019s endurance, a potion of blur, and a potion of shield of faith +3 before stealthily moving in to join the battle.\n\nDuring Combat\nGirrigz fights ferociously, taking particular pleasure in using his bite attack. He drinks his potion of cure moderate wounds if reduced to fewer than 0 hit points.\n\nMorale A total fanatic, Girrigz fights to the death.\n\nCombat Gear potions of bear\u2019s endurance (2), potion of blur, potion of cure moderate wounds, potion of shield of faith +3; Other Gear +1 chain shirt, +1 mithral rapier, 23 gp\n\nStats include potions.\n\nAgile defender, weapon spec rapier (+1 Action to parry), light armour specialist\n\nDodge: +1 AP, Weapon finesse (DEX + DEX in combat)\n\nMobility\nYou can easily move through a dangerous melee.You get a +4 bonus to Armor Points against attacks caused when you move out of or within a threatened area. A condition that makes you lose your ability to vade makes you lose dodge bonuses.\n\nImproved Initiative\nYour quick reflexes allow you to react rapidly to danger. You get a +4 bonus on initiative checks.\n\nVital Strike\nYou make a single attack that deals significantly more damage than normal. Once per round When you use the attack action, before you roll to hit you can declare a vital strike. Take a -1 step penalty to hit, but if successful Roll the weapon\u2019s damage dice for the attack twice and take the highest, before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. \n\nBlur\nThe subject\u2019s outline appears blurred, shifting, and wavering. This distortion causes any attack attack roll to be one grade harder. A see invisibility spell does not counteract the blur effect, but a true seeing spell does. Opponents that cannot see the subject ignore the spell\u2019s effect (though fighting an unseen opponent carries penalties of its own).\n\nLuck:5"}, {"name": "Vendra Loaggri", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 11097, "notes": "Before Combat\nVendra casts mage armor on herself; her dagger is already envenomed with a dose of giant wasp poison.\n\nDuring Combat\nThe perfumer does her best to make herself look like a harmless merchant, shrieking and sobbing dramatically, rushing back and forth, and harmlessly slapping, but in actuality is looking for an opportunity to sneak attack a PC with her poisoned dagger. At range, she relies on her wand of charm person to turn enemies to her favor.\n\nMorale\nVendra surrenders if reduced to 0 or fewer hit points, and says or does anything to escape the city without being killed or imprisoned.\n\nSpells\n3/day\u2014prestidigitation\n2/day\u2014mage armor\n\nCombat Gear wand of charm person (14 charges), wand of remove disease (3 charges), giant wasp poison (2); Other Gear dagger, circlet of persuasion (+1 step bonus on all CHA skill rolls), silver and violet earrings and bracelets (worth 18 gp in all), keys to apartments and Lavender, 1 gp 3sp\n\nSneak attack (+2 steps damage)\nArtful dodger (+1 parry/evade, does not end up prone)\nUses DEX +SIZ for damage bonus (1d2)\n\npoison\nApplication: injury\nLevel of toxicity:90\nResistance: Endurance (per round)\nOnset time: instant\nDuration: 6 rounds\nConditions: weakness, The sting caused the victim to become uncoordinated causing a loss of 1d2 DEX per round\ncure: magical healing only\n\nLuck:6"}, {"name": "Lavender Thug", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 11098, "notes": "During Combat\nLavender thugs don\u2019t hold back if a fight starts\u2014they use lethal force and plan on pleading self defense if it comes to it later. Fond of using their hand crossbows on foes already in melee combat, a Lavender thug is quick to switch to the rapier as needed. In Vendra\u2019s presence, they dutifully serve as bodyguards and work to keep themselves between the PCs and the woman who pays them. \n\nMorale\nA Lavender thug drops his weapon and flees into the city if reduced to -3 hit points or fewer and has used his potion. He doesn\u2019t return to Vendra\u2019s side.\n\nCombat Gear potion of cure moderate wounds; Other Gear +1 chain shirt, light steel shield, mwk hand crossbow (10 bolts), mwk rapier, 12 gp\n\nSneak attack (+1 steps damage)\nArtful dodger (+1 parry/evade, does not end up prone)\n"}, {"name": "Vampire spawn (Racker's Alley)", "race": "Vampire", "rank": 3, "owner": "skarza", "tags": [], "id": 11099, "notes": "A vampire can elect to create a vampire spawn instead of a full-fledged vampire when she uses her create spawn ability on a humanoid creature only. This decision must be made as a free action whenever a vampire slays an appropriate creature by using blood drain or energy drain.\n\nFast Healing\nA vampire spawn heals 2 HP per round per location. If reduced to major wound in combat, a vampire spawn assumes gaseous form (see below) and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can normally travel up to 9 miles in 2 hours.) Additional damage dealt to a vampire spawn forced into gaseous form has no effect. Once at rest, the vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 2 hit points per round.\n\nGaseous Form\nAs an action, a vampire spawn can assume gaseous form at will, but it can remain gaseous indefinitely and has a fly speed of 20 feet.\n\nDominate\nA vampire spawn can crush a humanoid opponent\u2019s will as a standard action. Anyone the vampire spawn targets must succeed on an Opposed Will save or fall instantly under the vampire spawn\u2019s influence, as though by a dominate person spell. The ability has a range of 30 feet. At the GM\u2019s discretion, some vampire spawns might be able to affect different creature types with this power.\n\nEnergy Drain\nA creature hit by a vampire spawn\u2019s slam (or other natural weapon) gains one negative level. This ability only triggers once per turn, regardless of the number of attacks a vampire spawn makes (flurry for example). For each hit the spawn gains 1 HP to each location. This can go above their max and last for 1 hour.\n\nDuring Combat\nThe vampire spawn do not coordinate their attacks well, and tend to bicker and snap at each other over meals. As a result, each vampire spawn seeks out its own PC to attack, teaming up with others against a single target only if no other options are available. When two vampire spawn fight one PC, they each take a \u201310 penalty on attack rolls, as they are distracted by the other\u2019s actions. They won\u2019t bother with dominating prey unless they find themselves alone, fighting a single victim. \n\nMorale\nThe vampire spawn fight until destroyed.\n\nSneak attack (+1 step damage)\nArtful dodger (+1 parry/evade, does not end up prone)\n\nBite drains 2-4 CON as well as blood. For each point of CON drained the spawn gains 1 HP to all locations (this can go above max)\n\nExtra 2 AP vs non silver attacks and half damage thereafter (cannot be bypassed or sundered)\nExtra 4 AP vs cold and electrical attacks and half damage thereafter (cannot be bypassed or sundered)"}, {"name": "Vampire spawn", "race": "Vampire", "rank": 3, "owner": "skarza", "tags": [], "id": 11101, "notes": "A vampire can elect to create a vampire spawn instead of a full-fledged vampire when she uses her create spawn ability on a humanoid creature only. This decision must be made as a free action whenever a vampire slays an appropriate creature by using blood drain or energy drain.\n\nFast Healing\nA vampire spawn heals 2 HP per round per location. If reduced to major wound in combat, a vampire spawn assumes gaseous form (see below) and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can normally travel up to 9 miles in 2 hours.) Additional damage dealt to a vampire spawn forced into gaseous form has no effect. Once at rest, the vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 2 hit points per round.\n\nGaseous Form\nAs an action, a vampire spawn can assume gaseous form at will, but it can remain gaseous indefinitely and has a fly speed of 20 feet.\n\nDominate\nA vampire spawn can crush a humanoid opponent\u2019s will as a standard action. Anyone the vampire spawn targets must succeed on an Opposed Will save or fall instantly under the vampire spawn\u2019s influence, as though by a dominate person spell. The ability has a range of 30 feet. At the GM\u2019s discretion, some vampire spawns might be able to affect different creature types with this power.\n\nEnergy Drain\nA creature hit by a vampire spawn\u2019s slam (or other natural weapon) gains one negative level. This ability only triggers once per turn, regardless of the number of attacks a vampire spawn makes (flurry for example). For each hit the spawn gains 1 HP to each location. This can go above their max and last for 1 hour.\n\nBite\ndrains 2-4 CON as well as blood. For each point of CON drained the spawn gains 1 HP to all locations (this can go above max)\n\nExtra 2 AP vs non silver attacks and half damage thereafter (cannot be bypassed or sundered)\nExtra 4 AP vs cold and electrical attacks and half damage thereafter (cannot be bypassed or sundered)"}, {"name": "Cultist of Urgathoa", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 11108, "notes": "Before Combat\nBefore engaging in combat, a cultist casts magic weapon and shield of faith.\n\nDuring Combat\nOn the first turn of combat, a cultist casts divine favor. The cultist then engages in melee in the following rounds. He uses healing magic on himself if brought to fewer than 0 hit points, saving hold person and spiritual weapon for use against foes at range.\n\nMorale\nA cultist of Urgathoa fights to the death.\n\nCombat Gear potion of cure light wounds (4); Other Gear +1 plate, +1 scythe (-10 to hit, +10 intimidate added), prison key, silver holy symbol of Urgathoa\n\nChannel nagative energy 1d2+1 4/day\n\nCleric Spells\n5/day\u2014battle rage\nYou can touch a creature as a free action to give it a bonus on melee damage rolls equal to 1/5 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your rank.\n\n5/day\u2014bleeding touch (1 round)\nAs a touch attack, you can cause a living creature to take 1 level of bleeding damage per round. This effect persists for a number of rounds equal to 1/2 your cleric rank (minimum 1) or until stopped with a hard first aid or Heal check or any spell or effect that heals damage. You can use this ability a number of times per day equal to 3 + your rank.\n\n2nd\u2014cure moderate wounds, hold person, spiritual weapon\n1st\u2014cure light wounds, divine favor, magic weapon, shield of faith\n0 (at will)\u2014bleed, detect magic, light, stabilize\n\n\nCombat Casting: You get a +1 step bonus on checks made to keep casting a spell when damaged or distracted, such as while grappled. Also you can roll opposed END to resist disrupt spell special effect.\n"}, {"name": "Charlatan", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 11105, "notes": "Using tricks, the charlatan imitates a mage, a priest, or an official.\n\nCombat Gear potion of cure moderate wounds, rune of bless (I:1), rune of burning hands (I:3), rune of cure light wounds (I:2), rune of magic missile (R:2, I:2), alchemist\u2019s fire (2), holy water, thunderstone; Other Gear +1 studded leather, light crossbow with 10 bolts, masterwork rapier, disguise kit, everburning torch, healer\u2019s kit, thieves\u2019 tools, wizard\u2019s spellbook, wooden holy symbol, 12 gp 9 sp\n\nSpells (I:4)\n3/day\u2014prestidigitation\n2/day\u2014disguise self\n\nSneak attack (+1d2+1 damage)\nProne to use feint and outmanoeuvre in combat to gain advantage\n\nEvasion: A rogue can avoid even magical and unusual attacks with great agility. If she makes a successful EVD saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armour or no armour. A helpless rogue does not gain the benefit of evasion.\n\nTrap Sense:a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +5 bonus on EVD saves made to avoid traps and a +1 bonus to AP against attacks made by traps.\n\nUncanny Dodge: A rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, if the attacker is invisible.\n\nCombat Expertise (Combat)\nYou can choose to take a \u201310 penalty on melee attack rolls and combat manoeuvre checks to gain a +1 bonus to your AP.You can only choose to use this feat when you declare that you are making an attack with a melee weapon. The effects of this feat last until your next turn.\n\nImproved Feint (Combat)\nYou count your effect as one higher on table when you successfully feint.\n\nDeceitful (added)\nYou get a +10 bonus on all deceit and Disguise skill checks. If you have 85+ in that skill you gain a bonus dice (with that skill only).\n\nTrap finding: A rogue can augment with their Perception skill checks made to locate traps and to Disable using mechanisms skill checks. A rogue can use mechanisms to disarm magic traps at formidable."}, {"name": "Jolistina Susperio", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 11103, "notes": "\nBefore Combat\nJolistina casts shield and uses her wand of cat\u2019s grace on herself (+5 DEX), then takes a dose of pesh before combat; she has taken 1 point of Constitution damage and 2 points of POW damage as a result, but gaining 2 STR and 3 extra HP per location. (all bar HP factored)\n\nDuring Combat\nJolistina plays a madcap game of cat and mouse with the PCs, taunting and commenting on her undead showcase. She tries to keep out of melee combat by rushing from room to room using Stealth and potions of invisibility, making use of her screaming bolts and ray of enfeeblement to further vex her foes. She takes single shots with her crossbow from hiding, creating bleeding sneak attacks, then hides again. When forced to fight in melee, she prefers doing so with her zombies so she can flank enemies. Confronted on her own, her first thought is to flee to another part of the manor to hide and ambush.\n\nMorale\nJolistina surrenders if she\u2019s reduced to -4 or fewer hit points and tries to bargain for her life by spilling her guts. She tries to escape from the PCs at the first chance she gets; if she does escape, she seeks out Rolth despite his request for privacy.\n\nCombat Gear potions of invisibility (2), potion of remove disease, wand of animate dead (4 charges), wand of cat\u2019s grace (11 charges), wand of sculpt corpse (5 charges), alchemist\u2019s fire (4), smoke bombs (4); Other Gear +1 glamoured studded leather, mwk dagger, mwk hand crossbow with 17 bolts and 3 screaming bolts, flint and steel, mwk thieves\u2019 tools, mwk manacles, pesh (4 doses), sealing wax, stolen jewellery (worth 8 pp), 150 gp, 54 sp\n\n+2 bolt screams when fired, forcing all enemies of the shooter within 20 feet of the path of the bolt to make a successful Hard Will save or become shaken for 1 round.\n\nSneak attack (+2 steps), allows bleed effect to be taken even with non bleeding weapons. If bleed is not selected, and the attack is bladed, bleed can be applied for 'free' but the result is unopposed, or if selected, is applied with a penalty dice to resist.\n\nArtful Dodger (+1 action to evade/parry, does not end up prone)\n\nCombat Casting: You get a +1 step bonus on checks made to keep casting a spell when damaged or distracted, such as while grappled. Also you can roll opposed END to resist disrupt spell special effect.\n\nDeadly Aim: When you aim, you can choose to take a \u201310 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls.  If you have 85+ in ranged combat skill you gain a bonus dice (with that skill only). You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.\n\nPoint-Blank Shot: You get a +5 bonus on attack roll and +1 damage rolls with ranged weapons at point black range.\n\nPrecise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee with a bonus dice. You still suffer the -1 step to hit.\n\nadds +4 to initiative\n\nToughness: You gain +1 hit points per location. \n\nEvasion: A rogue can avoid even magical and unusual attacks with great agility. If she makes a successful EVD saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.\n\nUncanny Dodge: A rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, if the attacker is invisible.\n\nSorcerer Spell (intensity 3)\n4/day\u2014grave touch (1 round)\n1st (6/day)\u2014chill touch, ray of enfeeblement, shield, silent image\n0 (at will)\u2014acid splash, dancing lights, ghost sound,mage hand, open/close\n\nGrave Touch\nYou can make a melee attack as a standard action that causes a living creature to become shaken for a number of rounds equal to 1/2 your sorcerer intensity (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round. You can use this ability a number of times per day equal to 3 + your rank.\n\nDeath\u2019s Gift \nYou gain 2 AP vs cold and halve any damage after, and the same against any unarmed or bludgeoning and less then lethal attacks (natural weaponry that cuts in not included). less then lethal include any pulled blows or attacks to stun.\n\nLuck:5"}, {"name": "Juju Zombie", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 11112, "notes": "This wretched human figure has tight leathery skin, sunken eyes, and an emaciated frame, yet it moves with eerie alacrity.\n\nImmune: cold, electricity, magic missile\n\ngains 2 AP (that cannot be bypassed or sundered) vs all attacks that are not magic AND slashing, the damage that goes through their armour is halved.\n\ngains 4 AP (that cannot be bypassed or sundered) vs fire attacks, the damage that goes through their armour is halved.\n\nSneak attack (+1 damage step)"}, {"name": "Ruan Mirukova", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 11116, "notes": "During Combat\nRuan loathes combat, and prefers to avoid fights if possible. He casts sleep and illusion spells to end fights before they get out of hand, but if forced to fight, he casts mirror image and cat\u2019s grace to increase his defenses. He prefers to fight with daggers or a rapier if given the choice. In a fight with allies, Ruan hangs back and uses his healing spells to keep those allies alive so they can defend him.\n\nMorale Ruan\nflees any fight if reduced to fewer than 0 hit points.\n\nBard Spells\n2nd (4/day)\u2014cat\u2019s grace, cure moderate wounds, minor image, mirror image\n1st (5/day)\u2014charm person, cure light wounds, sleep, unseen servant\n0 (at will)\u2014dancing lights, detect magic, mage hand, message, prestidigitation, summon instrument\n\ncurrently has no equipment or weapons\n\nArtful dodger (+1 parry/evade, does not end up prone)\n\nbardic performance \ncountersong, distraction, fascinate, inspire competence, inspire courage, suggestion\n\nLuck:6"}, {"name": "Scitalis - Fiery Desert Snake", "race": "Snake, Poisonous", "rank": 3, "owner": "hkokko", "tags": ["Desert", "Fronela", "Glorantha", "Plains"], "id": 11128, "notes": "scitalis is a large snake resembling a viper. Unlike most other snakes, it moves only slowly and will not even attempt to pursue a creature that flees from it. However, its body generates an internal heat that causes the scales along its back to glow in a remarkable iridescent display. \n\nArmour - burning scales\n\nThe flashing hypnotic scales of a scitalis have the\nsame effect as a Befuddle spell to any living creature that can see them and fails the WillPower vs Willpower An intended victim who passes this roll once is immune to the effect for the remainder of the encounter. The scales are also burning hot and cause 1 point of damage to anyone touching them; armour (other than natural armour provided by bare skin) protects against this in the usual way.\n\nSource: Anaxial's Manifest"}, {"name": "Symerv - Flying Dog", "race": "Symerv - Flying Dog", "rank": 3, "owner": "hkokko", "tags": ["Flyer", "Fronela", "Glorantha"], "id": 11129, "notes": "Also known as \u201cflying dogs\u201d, they have reddish or brown fur and feathered wings of a similar colour. They typically avoid humans, and shelter on rocky cliffs or hilltops that are difficult to approach on foot. They hunt in daylight, soaring through the air and scanning the ground for prey or tracks with their keen eyesight. Once they identify or track down a target, they swoop down on it like an eagle, grabbing onto it with their paws to gain purchase as they bite.\n\nSource: Anaxial's Manifest"}, {"name": "Xue-Yan - Walrus of the East", "race": "Generic Quadruped", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Kralorela"], "id": 11130, "notes": "Xue-yan resemble furry brown walruses with stubby legs and blunt claws instead of flippers. hey spend the day grazing and digging for grubs with their tusks. They dig burrows to shelter from the rain and to protect from the cold at night but are otherwise indolent. Their ivory tusks are valuable, and the Kralori and others sometimes hunt them; normally peaceful, they can be aggressive when threatened, and a whole herd can turn on an intruder, mobbing them until they flee.\nSource: Anaxial's Manifest"}, {"name": "Emperor's Thugs", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 11191, "notes": "During Combat These thugs initially use unarmed strikes against their foes, hoping to beat the PCs into submission and catch them alive for the emperor\u2019s amusement, but if the PCs use lethal attacks against them, they switch to their axes.\n\nMorale If reduced to 0 or fewer hit points, a thug flees into the city to nurse her wounds and hide from the emperor\u2019s retaliation for abandoning her post.\n\nGear mwk studded leather (-1 to SR), mwk heavy wooden shield (+5 to parry added), mwk battleaxe (+5 to hit added), throwing axes (5)\n\nAll have sneak attack (+2 steps on damage) and agile defender.\n"}, {"name": "Animated Dog", "race": "Wolf", "rank": 3, "owner": "raleel", "tags": ["Tamoachan"], "id": 11224, "notes": "Night Sight, (RQ6: pg 312-316) "}, {"name": "Ciirt", "race": "Human", "rank": 3, "owner": "HMZ", "tags": [], "id": 11350, "notes": ""}, {"name": "Alfgering archers", "race": "Human", "rank": 3, "owner": "Thiudans", "tags": ["Francia orientalis"], "id": 11304, "notes": "Alfgering Archers have some armor, which is not atypical for archers"}, {"name": "Tiger", "race": "Tiger", "rank": 3, "owner": "skarza", "tags": [], "id": 11305, "notes": "With the exception of smilodon, tigers are the largest of the big cats. Highly territorial and generally solitary (save for females with cubs) they frequent many different climates including arctic environments. Their natural camouflage, usually with the characteristic black stripes, means they can move with high stealth, increasing their ambush capabilities. The pattern of stripes is unique to each tiger, and helps the animals to conceal themselves amongst the shadows, foliage and long grass as they stalk their prey.\n\nThe chief means of attack is the powerful bite, followed by claw rakes. A hungry tiger is tenacious and will stalk prey for a great distance if driven by an empty stomach. They are undeterred by prey larger themselves although these cats are still cautious given that - generally - they do not hunt in large numbers, and have little in the way of support."}, {"name": "Dire Ape (Gigantopithecus) ", "race": "Ape, Carnivorous", "rank": 3, "owner": "skarza", "tags": [], "id": 11306, "notes": "Sharp teeth fill this large, feral ape\u2019s mouth, and its long, muscular arms stretch to the ground, ending in wickedly curved claws.\n\nKnown to many scholars as the gigantopithecus, the dire ape is a much more dangerous and bestial creature than the relatively peaceful gorilla. An adult male dire ape stands 9 feet tall and weighs 1,200 pounds. The dire ape attacks anything that intrudes on its territory, including other dire apes not of its troop, and does not break off the attack until the trespasser is dead or runs off.\n\nA dire ape makes no displays of toughness or warnings before it attacks\u2014it simply leaps into action with little or no provocation, tearing at its opponents with claws and teeth. If a dire ape is stymied by a heavily armored foe, it attempts to grapple its foe, pin it to the ground, and rend it."}, {"name": "Sable antelope", "race": "Impala", "rank": 3, "owner": "skarza", "tags": [], "id": 11307, "notes": "a majestic antelope that can be found in the grassy plains and forests of jungles. The sable antelope is known for its striking appearance, with a dark coat and long, curved horns that can grow up to 5 feet in length. They are social animals, living in herds that can number in the hundreds. Sable antelopes are herbivores, feeding on a variety of grasses and leaves. Despite their size and strength, they are often preyed upon by large predators such as lions and leopards. In some local tribes, the sable antelope is considered a sacred animal and is often used in traditional rituals and ceremonies."}, {"name": "Giant Anaconda ", "race": "Snake, Giant", "rank": 3, "owner": "skarza", "tags": [], "id": 11309, "notes": "a massive serpent that can grow up to 40 feet in length and weigh over 500 pounds. The giant anaconda is covered in sleek, shiny scales that range in color from dark green to black. They are expert hunters, using their powerful muscles to constrict their prey and suffocate it. Their diet consists of a variety of animals, including monkeys, birds, and even jaguars. Though they are not venomous, the giant anaconda's size and strength make it a formidable opponent. They are also skilled swimmers, able to move quickly through the jungle rivers and waterways."}, {"name": "Laori Vaus", "race": "Elf", "rank": 3, "owner": "skarza", "tags": [], "id": 11328, "notes": "Rarely without a wide grin of delight, Laori Vaus is an enigma to her companions in the Brotherhood of Bones, who are perhaps even more disturbed by her joyous attitude than are her enemies.\n\nBefore Combat \nEvery morning, Laori casts greater magic weapon and magic vestment on her spiked chain and armor. If she has a chance before combat begins, she also casts the following spells as well: air walk, bear\u2019s endurance, bull\u2019s strength, and spell resistance. \n\nDuring Combat\nLaori\u2019s first act in combat is to cast sadomasochism on herself. Next, she summons 1d3 shadows with summon monster V; on the second round, as her shadows appear, she hits the thickest concentration of her enemies with blade barrier or flame strike. She moves into melee against foes on the third round, using her destructive smite and unleashing the inflict serious wounds from her spell-storing spiked chain on her first attack. As she fights, she hums or whistles as if she were merely doing some pleasant chore, periodically punctuating a particularly solid blow with a giggle or wink.\n\nMorale\nLaori enjoys pain, but would rather not give up her life before she has a chance to see complete her mission. If brought to fewer than -4 hit points, she flees (via shadow walk if possible), returning at her convenience to finish unresolved business.\n\nCombat Gear wand of cure moderate wounds (11 charges), wand of sending (6 charges), wand of sound burst (19 charges); Other Gear +2 spiked chainmail, +2 spellstoring spiked chain (currently contains inflict serious wounds), amulet of natural armor +3, headband of inspired wisdom +2, scrap of Neolandus\u2019s uniform, silver holy symbol of Zon-Kuthon, 31 gp, 6 sp, 7 cp\n\nDiehard: autostabilise self if dying and can can chose to remain conscious.\n\nDodge: gains +! AP when dodging, successfully or not.\n\nEndurance: +1 shift to resist fatigue effects.\n\nCleric Spell-Like Abilities\nEyes of Darkness: your vision is not impaired by lighting conditions, even in absolute darkness and magic darkness. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.\n\n6/day\u2014touch of darkness (5 rounds)\nAs an unarmed attack, you can cause a creature\u2019s vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had darkness concealment, suffering a formidable penalty on all attack rolls. This effect lasts for a number of rounds equal to your cleric rank (minimum 1). You can use this ability a number of times per day equal to 1 + your rank.\n\nCleric Spells Prepared\n\n4th - blade barrier, shadow walk, greater magic weapon\n\n3rd\u2014air walk, spell resistance, shadow conjuration, flame strike, summon monster III (summons 1d3 shadows)\n\n2nd\u2014bear\u2019s endurance, blindness/deafness (blindness only),darkness, bull\u2019s strength, cure moderate wounds, lesser restoration, dispel magic, magic vestment, remove disease, sadomasochism, speak with dead, cure critical wounds\n\n1st: command, cure light wounds, divine favor, obscuring mist, sanctuary, silence\n\n0 (at will)\u2014create water, detect magic, mending, stabilize"}, {"name": "Choker Brute", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 11329, "notes": "This hunched-over wretch has long, pliable arms like tentacles capped with five wide, spiny claws.\n\nUnderground predators that often dwell on the outskirts of subterranean ruins or in the deep shadows of nameless cavern outposts, chokers lurk in the darkness and lash out with their long, rubbery arms to grasp prey as it passes by. They seldom attack multiple enemies at once, stalking their quarry until they can isolate a weaker victim from its pack.\n\nChokers walk with a disturbing, almost comical gait due to their extremely limber legs. Weighing only 35 pounds and standing no taller than a halfling, chokers have no problem skittering across walls and ceilings, often lodging themselves into shadowy corners, tunnel intersections, walls, or staircases. A choker will attempt to grasp creatures of almost any size, but prefers lone prey of its size or smaller.\n\nChokers appear to have little culture of their own, gathering only briefly to mate before their wanderlust and hunger spurs them again to a solitary existence. Their just-better-than-animalistic intelligence grants them a fascination with the trappings of society even if they do not truly understand it. Accordingly, the grubby lair of a choker (often situated in a difficult-to-reach nook or cranny) usually contains valuable objects such as rings, brooches, cloak clasps, and loose coins gathered from devoured victims.\n\nThis fascination occasionally compels a choker to abandon its subterranean home for a closer study of the sunlit world\u2019s many civilizations. These chokers feel most at home in the darkened narrow alleyways of human cities, squeezing themselves into sewers, forgotten alcoves, barrels, and similar cramped, overlooked spaces. Chokers prefer to keep hidden during the light of day, emerging from their hidey-holes under cover of darkness to hunt for food and cruel pleasure. Favorite tactics include using their long arms to scoop prey off the street from the safety of a nearby rooftop, attacking sleeping families by squeezing through an open chimney, or tapping on a window to bring their curious food within grasping distance.\n\nGrab\nA choker can maintain a grapple against any opponent regardless of difference in damage bonus.Also it rolls its full damage when grappling.\n\nStrangle\nChokers have an unerring talent for seizing their victims by the neck. A creature that is grappled by a choker, is automatically hit in the head and cannot speak or cast spells with verbal components.\n\nQuickness\nA choker is supernaturally quick. It can take an extra AP to use for a move action during its turn each round.\n\nImproved Initiative\nYou get a +4 bonus on initiative checks.\n\nSneak attack\n+1 step STR damage modifier\n\nTrapfinder\n+5 to spot traps\n"}, {"name": "King of the Skull Mountain Apes", "race": "Ape, Carnivorous", "rank": 3, "owner": "raleel", "tags": ["Cloud forest", "Fantasy", "High mountains", "Jungle", "Monster island"], "id": 11358, "notes": "MI pg 196"}, {"name": "Moses Greeley (fallen cleric)", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 11394, "notes": "Before Combat Greeley loads his short bow and applies blue whinnis to the arrow. \n\nDuring Combat: He will try to get flank attacks on the party to get his sneak bonus, if that fails he will throw his bow at anyone nearby and draw his sickle.\n\nMorale Greeley fights to the death,screaming how Myra ruined everything\n\nCombat Gear: scrolls of cure minor wounds I:4 (3), Shortbow and 12 arrows. antitoxin, doses of blue whinnis poison(3), vermin repellent (2), masterwork leather armour (-1 to SR), masterwork spider-leg sickle, silver holy symbol of Mog-Lathar, 18 sp, 1 dose of shiver.\n\nThis wickedly curved sickle is cast in the form of a segmented spider\u2019s leg. It has the same statistics as a normal sickle. The leather wrapped handle contains a hollow recess that can hold a single dose of poison. Filling the reservoir is a full-round of actions. Once filled, the reservoir keeps the blade saturated and viable for up to 2 hours. The first successful attack made with the spider-leg sickle during this time administers and expends the dose of poison. Mog-Lathar\u2019s deacons carry masterwork versions of these weapons. The cult uses blue whinnis poison.\n\nBlue Whinnis\nPrice 120 sp\nApplication: Injection, requires only a small cut\nPotency: 60\nResistance: Endurance\nOnset time: Instant. 2 turns\nDuration: 1d3 hours\nConditions: If not resisted, the victim takes 1 point loss to CON and 2 turns later falls unconscious for the the duration.\n\nSneak attack +2 Shift\n\nArtful dodger: You possess fast reflexes and gain 1 extra Action Point, which may only be used to Parry or Evade. In addition, you may use the Evade skill to dodge a melee attack without falling prone. Against a ranged attack, you only end up prone if you fail the roll.\n\nluck: 5"}, {"name": "Soulbound Doll", "race": "Halfling (Dark Sun)", "rank": 3, "owner": "skarza", "tags": [], "id": 11395, "notes": "This small ball-joint doll wears a bright dress and stands, posed, without the aid of a doll stand. Its glass eyes stare straight ahead, vacant and seemingly sightless, before it blinks suddenly and shifts its stance. At which point the doll\u2019s glass eyes glisten with unmistakable curiosity as it comes to life with a fluid grace.\n\n\nDuring Combat Except in the direst situations, the soulbound doll avoids melee combat. It uses levitate to keep its enemies at a distance, focusing its offensive spell-like abilities on targets with ranged weapons or that attack it with ranged spells.\n\nMorale A soulbound doll only fights until destroyed if it faces another soulbound doll of an opposing alignment. Otherwise, it flees any way it can when reduced to half its hit points.\n\n3/day\u2014light, mage hand, open/close, prestidigitation\n1/day\u2014levitate, one additional ability dependent on alignment\n\nAlignment Variation\nSoulbound dolls are at least partially neutral in alignment, although they can also be chaotic, evil, good, or lawful. They have an alignment-dependent spell-like ability usable once per day as listed below.\n    Chaotic Neutral: rage\n    Lawful Neutral: suggestion\n    Neutral: deep slumber\n    Neutral Evil: inflict serious wounds\n    Neutral Good: heroism\n\nDamage reduction\n2 extra AP to all non magical physical effects\n\nSusceptible to Mind-Affecting Effects\nThe weakened conviction of a soulbound doll\u2019s soul makes it susceptible to mind-affecting effects, despite the fact that it is a construct.\n\nSoul Focus\nThe soul bound to the doll lives within a focus integrated into the doll or its apparel, typically one of the doll\u2019s eyes or a gem embedded into its neck or chest. As long as this soul focus remains intact, it can be used to animate another doll, using the same cost as creating a new construct. Once bound into the soul focus, the soul continues to learn, and so if later it is put into a new doll body, the soul retains its personality and memories from its previous body or bodies. A soul focus has AP: 8, 12 hit points, and a break Difficulty of Formidable.\n\nImproved Initiative (Combat)\nYour quick reflexes allow you to react rapidly to danger. You get a +4 bonus on initiative checks.\n\nToughness\nYou have enhanced physical stamina. You gain +1 hit points per location. "}, {"name": "rage filled Soulbound Doll", "race": "Halfling (Dark Sun)", "rank": 3, "owner": "skarza", "tags": [], "id": 11397, "notes": "This small ball-joint doll wears a bright dress and stands, posed, without the aid of a doll stand. Its glass eyes stare straight ahead, vacant and seemingly sightless, before it blinks suddenly and shifts its stance. At which point the doll\u2019s glass eyes glisten with unmistakable curiosity as it comes to life with a fluid grace.\n\n\nDuring Combat Except in the direst situations, the soulbound doll avoids melee combat. It uses levitate to keep its enemies at a distance, focusing its offensive spell-like abilities on targets with ranged weapons or that attack it with ranged spells.\n\nMorale A soulbound doll only fights until destroyed if it faces another soulbound doll of an opposing alignment. Otherwise, it flees any way it can when reduced to half its hit points.\n\n3/day\u2014light, mage hand, open/close, prestidigitation\n1/day\u2014levitate, one additional ability dependent on alignment\n\nAlignment Variation\nSoulbound dolls are at least partially neutral in alignment, although they can also be chaotic, evil, good, or lawful. They have an alignment-dependent spell-like ability usable once per day as listed below.\n\nChaotic Neutral: rage\n\u2022 a +5 bonus to STR and CON, as well as a +10 bonus on WIL saves. \n\u2022 The Size of your weapon counts as 1 step larger for the purpose of penetrating parries.\n\u2022 You are immune to all the detrimental effects of Serious Wounds and Fatigue. A Major Wound will still incapacitate.\n\u2022 All attempts to Parry or Evade are 1 step more difficult.\n\u2022 You may not benefit from the Artful Dodger talent.\n\u2022 The increase to Constitution not only grants the barbarian an extra hit per location, but also allows their Hit Points to be calculated using STR+CON+SIZ.  but these disappear when the rage ends and are not lost first like temporary hit points.\n\nDamage reduction\n2 extra AP to all non magical physical effects\n\nSusceptible to Mind-Affecting Effects\nThe weakened conviction of a soulbound doll\u2019s soul makes it susceptible to mind-affecting effects, despite the fact that it is a construct.\n\nSoul Focus\nThe soul bound to the doll lives within a focus integrated into the doll or its apparel, typically one of the doll\u2019s eyes or a gem embedded into its neck or chest. As long as this soul focus remains intact, it can be used to animate another doll, using the same cost as creating a new construct. Once bound into the soul focus, the soul continues to learn, and so if later it is put into a new doll body, the soul retains its personality and memories from its previous body or bodies. A soul focus has AP: 8, 12 hit points, and a break Difficulty of Formidable.\n\nImproved Initiative (Combat)\nYour quick reflexes allow you to react rapidly to danger. You get a +4 bonus on initiative checks.\n\nToughness\nYou have enhanced physical stamina. You gain +1 hit points per location. "}, {"name": "Malachi, the Deranged Mage", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 11399, "notes": "Malachi appears as a middle-aged human with disheveled hair and a crazed look in his eyes. His tattered robes, once adorned with intricate arcane symbols, now hang loosely on his form. He carries a staff that crackles with unstable energy, hinting at the power he wields. His appearance and mannerisms suggest a descent into madness, consumed by his obsession with harnessing the life-spark magic used by Pestico.\n\nSpells Prepared:\nMagic Missile: Deals 1d4+1 force damage per missile, up to five missiles.\nRay of Enfeeblement: Reduces target's Strength score by 1d6+2 for a duration of rounds.\nMage Armor: Provides a +4 armor bonus to the caster's AC.\n\nCantrips: Acid Splash, Detect Magic, Read Magic, Mage Hand, Prestidigitation, Disrupt Undead\n\n\nSpellbook:\n\nAll memorised and Burning Hands; Identify; Invisibility, Color Spray; False Life\n\nEquipment:Tattered Robes, Staff crackling with unstable energy\n\n\nSpecial Abilities:\nArcane Bond: Malachi's staff serves as his arcane bond, allowing him to use it to cast certain spells and granting him a +5 bonus on spell attack rolls.\n\nCombat Strategy:\nMalachi prefers to stay at a distance from his foes, utilizing his spellcasting abilities to deal damage and hinder his opponents. He begins combat by casting Mage Armour making it harder for enemies to hit him.\n\nWhen engaging in offensive actions, Malachi often employs Magic Missile to unleash a barrage of force projectiles, seeking to overwhelm a single target or divide his attention among multiple foes. If he feels threatened or outnumbered, he employs Ray of Enfeeblement to weaken an opponent's strength, reducing their combat effectiveness.\n\nMalachi is not one to engage in direct melee combat, and he relies on his spells to control the battlefield and keep adversaries at bay. If cornered or forced into close-quarters combat, he may resort to using his staff as a last line of defence, channelling raw arcane energy into it for melee strikes. At the cost of 1 MP he can do +1d4 damage for 1 round.\n\nPersonality:\nMalachi's mind is consumed by a single-minded obsession with obtaining the life-spark magic used by Pestico. He is willing to go to great lengths, including performing twisted experiments and resorting to violence, to achieve his goal. His descent into madness has left him unhinged, making him unpredictable and dangerous."}, {"name": "Riding Dog", "race": "Dog - War", "rank": 3, "owner": "skarza", "tags": [], "id": 11432, "notes": "Larger dogs (known to Small races like halflings and gnomes as riding dogs) include hardier breeds such as huskies, mastiffs, and wolfhounds. A riding dog can fight while carrying a rider and the rider can but is limited by ride. Some have Armour."}, {"name": "Giant Reefclaw", "race": "Gorgon", "rank": 3, "owner": "skarza", "tags": [], "id": 11457, "notes": "The River Scourge is a massive, mutated reefclaw, its carapace twisted and scarred. Its claws are razor-sharp, and its pincers drip with venomous slime. The creature thrashes about, defending its territory fiercely.\n\nReefclaws are vicious predators. They possess greater intelligence than animals, but rely mainly on their strength and instincts to survive. They hunt fish, giant crabs, dolphins, and even land-dwelling creatures that come within a hundred paces of the water.\n\nDeath Frenzy:\nWhen a reefclaw is killed, its body spasms horrifically. Immediately upon dying, the reefclaw makes a full attack against a creature it threatens. If more than one creature is within reach, roll randomly for each attack to determine the target (which may be another reefclaw).\n\nReefclaw poison\nApplication:Injury\nPotency: END of reefclaw\nResistance: Endurance\nOnset time: instant\nDuration: 4 rounds\nConditions: the victim loses 1d2 STR per round for the duration\nAntidote/Cure: Can be ameliorated with the Healing skill, or a successful save is made.\n\nImproved Initiative (Combat)\nYour quick reflexes allow you to react rapidly to danger. You get a +4 bonus on initiative checks.\n\nImproved Critical (Combat)\nAttacks made with your chosen weapon are quite deadly. When using the weapon you selected, on a critical your roll damage twice and take the best. \n\nToughness\nYou have enhanced physical stamina. You gain +1 hit points per location. \n"}, {"name": "Greycloaks - Afadjann Initiate of Hanjethulut", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 11499, "notes": "Library guards"}, {"name": "Owl Bear", "race": "Bear", "rank": 3, "owner": "gloranphile", "tags": [], "id": 11503, "notes": "Classic Fantasy p. 253"}, {"name": "Githyanki Warrior", "race": "Human", "rank": 3, "owner": "Nalshir", "tags": [], "id": 11504, "notes": "Generic DnD style Githyanki Warrior."}, {"name": "Bugbear", "race": "Goblin", "rank": 3, "owner": "skarza", "tags": [], "id": 11512, "notes": "This ugly creature resembles a twisted shadow puppet\u2019s silhouette, a wild thing of flared black and brown fur whose pelt juts out from its body at freakish angles. The crouching shadow\u2019s ears are large and floppy, draping shoulder-length, adding to the creature\u2019s unnatural shape. Its eyes are too big for its head. Tremendous milk-white ovals loom on either side of the thing\u2019s wheezy pig-like nose. Its panting mouth is filled with bristly needle-teeth spiderwebbed in disgusting strands of yellowish saliva, all vibrating to the tune of its wheezing breath.\n\nThe bugbear is the largest of the goblinoid races, a lumbering brute that stands at least a head taller than most humans. They are loners, preferring to live and kill on their own rather than form tribes of their own kind, yet it isn\u2019t uncommon to find small bands of bugbears working together, or dwelling in goblin or hobgoblin tribes where they function as elite guards or executioners. Bugbears do not form large warrens like goblins or nations like hobgoblins; they prefer smaller-scale mayhem that lets them keep their favorite acts (murder and torture) on a more personal level. Humans are a bugbear\u2019s favored prey, and most count the flesh of humanity as a dietary staple. Grisly trophies of ears or fingers are common bugbear decorations.\n\nBugbears, when they turn to religion, favor gods of murder and violence, with various demon lords being favorites.\n\nA typical bugbear stands 7 feet in height and weighs 400 pounds."}, {"name": "goblin Commando", "race": "Goblin", "rank": 3, "owner": "skarza", "tags": [], "id": 11513, "notes": "This creature stands barely three feet tall, its scrawny, humanoid body dwarfed by its wide, ungainly head.\n\nThe theoretical leaders of goblin raids are called goblin commandos. In practice, goblin commandos rarely continue to lead their comrades once a battle has begun. Most shirk their responsibilities in favor of wading into the fray and claiming more glory from their tribe-mates.\n\nGoblins prefer to dwell in caves, amid large and dense thickets of thistles and brambles, or in structures built and then abandoned by others. Very few goblins have the drive to build structures of their own. Coastlines are favored, as goblins are quite fond of sifting through junk and flotsam in an unending quest to find treasures among the refuse of more civilized races.\n\nGoblin hatred runs deep, and few things inspire their wrath more than gnomes (who have long fought against goblins), horses (who frighten goblins tremendously), and regular dogs (whom goblins regard as pale imitations of goblin dogs).\n\nGoblins are also quite superstitious, and treat magic with a fawning mixture of awe and fear. They have the habit of ascribing magic to the mundane as well, with fire and writing both taking on mystical power in goblin society. Fire is much loved by goblins for its capacity to wreak great destruction and because it doesn\u2019t require size or strength to wield, but written words are hated. Goblins believe that writing steals words out of your head, and as a result of this belief, goblins are universally illiterate.\n\nGoblins are voracious and can eat their body weight in food daily without growing fat. Goblin lairs always have numerous storerooms and larders. While they prefer human and gnome flesh, a goblin won\u2019t turn down any food\u2014except, perhaps, vegetables.\n\nStudded leather armor, Horse chopper, short bow with 20 arrows, potion of rage +3 STR and CON, +5 WIL, -5 to parry and evade. Duration 4 rounds.(this adds 1d2 damage and +1 HP per location to the commando)\n\nSpecial Attacks favored enemy (animal +2 to damage and add passion when attacking animals)\n\nWild Empathy: A ranger can improve the attitude of an animal. \n\nPoint-Blank Shot (Combat)\nYou are especially accurate when making ranged attacks against close targets. You get a +5 bonus on attack roll and +1 damage rolls with ranged weapons at point black range.\n\nFavoured Terrain: The ranger gains a +2 bonus on initiative checks and adds ranger oath augmentation to Locale, Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favoured terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).\n\nArtful Dodger: You possess fast reflexes and gain 1 extra Action Point, which may only be used to Parry or Evade. "}, {"name": "Darkling Hound", "race": "Wolf", "rank": 3, "owner": "HMZ", "tags": [], "id": 11514, "notes": "REANIMATOR (Fire): The creature will re-animate after 1d5 minutes unless the body is burned.\n\n\nNight Sight, (RQ6: pg 312-316) , Usually hunts in packs of 12-30. Prefers to select Grip and Choose location. Gripped victim sustains biting damage every round. Rq6 pg 396"}, {"name": "Zuglon - Bugbear", "race": "Goblin", "rank": 3, "owner": "skarza", "tags": [], "id": 11515, "notes": "This ugly creature resembles a twisted shadow puppet\u2019s silhouette, a wild thing of flared black and brown fur whose pelt juts out from its body at freakish angles. The crouching shadow\u2019s ears are large and floppy, draping shoulder-length, adding to the creature\u2019s unnatural shape. Its eyes are too big for its head. Tremendous milk-white ovals loom on either side of the thing\u2019s wheezy pig-like nose. Its panting mouth is filled with bristly needle-teeth spiderwebbed in disgusting strands of yellowish saliva, all vibrating to the tune of its wheezing breath.\n\nThe bugbear is the largest of the goblinoid races, a lumbering brute that stands at least a head taller than most humans. They are loners, preferring to live and kill on their own rather than form tribes of their own kind, yet it isn\u2019t uncommon to find small bands of bugbears working together, or dwelling in goblin or hobgoblin tribes where they function as elite guards or executioners. Bugbears do not form large warrens like goblins or nations like hobgoblins; they prefer smaller-scale mayhem that lets them keep their favorite acts (murder and torture) on a more personal level. Humans are a bugbear\u2019s favored prey, and most count the flesh of humanity as a dietary staple. Grisly trophies of ears or fingers are common bugbear decorations.\n\nBugbears, when they turn to religion, favor gods of murder and violence, with various demon lords being favorites.\n\nA typical bugbear stands 7 feet in height and weighs 400 pounds.\n\nHe has 4 luck points, so big and strong can use the greatsword 1 handed. the sword itself is +1 non magical and masterworked"}, {"name": "Nightwraith", "race": "Bone Wraith", "rank": 3, "owner": "skarza", "tags": [], "id": 11517, "notes": "A Wraith is malice incarnate, concentrated into an semi-incorporeal form that seeks to quench all life. The creature is suffused with negative energy, and its mere passage through the world leaves nearby plants black and withered. Animals flee from its presence. Even small fires can be extinguished by the sucking oblivion of the wraiths horrifying existence.\n\nWhen the sun sets, the fields become the domain of midnight demons who draw their power from moonlight. Dark as the night itself and filled with grief, they roamed the fields lit by Silverlight. Woe to those who are spotted by a nightwraith. \n\nBorn of grief. Some say you should fear a nightwraith as much as you should pity it. Nightwraiths exude immense sadness coupled with a helpless wrath. One can feel instantly the profound distress coming from the Wraith, pouring out of it like a well of endless despair. The story of a night Wraith is always a tragic one, killed by loved ones, betrayed by a close friend or the victim of a hideous plot. Some legends say you can put one to rest by avenging it, bringing its tormentor to justice or making their killer weep for them sincerely on their grave. The truth is, nothing is ever so easy.\n\nNight wraiths are mostly found in rural areas and only a handful of cases involving A nightwraith have been reported in cities. Travellers fall victim to them most often, but if legends are to be believed they also sneak into huts at times and murder peasants in their sleep. Do not believe the old wives tales and think yourself completely safe from nightwraith during the day. They appear under the light of the sun as well, but are much weaker than after dusk. Nitghtwraiths are, like most wraiths, drawn to the site of many battles and their presence increases near graveyards, mass graves or battlefields.\n\nResistant to acid, fire, electricity, and non magical weapons: extra 4 AP, This AP cannot be sundered or bypassed Then half any remaining damage from specified attack type. Ignore natural effects of the damage type. this is bypassed by silver.\n\nAbilities: Immunity to Cold\n\nLife Drain\nEach hit drains 1d4 CON from the target as well as the necrotic damage. If reduced to 0 CON the victim dies and rises as a new wraith 7 days later.  Lost CON returns at the rate of 1 point per days. A wraith's attacks bypass all except magical defence (magical weapons may parry it). \n\nThey can pass through objects and people at will.\n\nMoonlight Dance\nEach non-undead creature within 60 feet of the nightwraith that can see it must succeed on a opposed WIL saving throw vs dance or become charmed, joining the wraith in its maddening dance, The creature is free from the enchantment if it takes any damage.\nEach round passed dancing, the creature gains one level of exhaustion. A charmed target can repeat the saving throw each round, with penalty if the nightwraith is within line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the nightwraith's Moonlight Dance for the next 24 hours.\n\nSensitivity\nWhile in sunlight, the nightwraith has penalty on attack rolls, as well as on Perception checks that rely on sight. \n\nDeathly Projection (5-6 rounds). \nThe nightwraith creates 4 deathly projection of itself and becomes ethereal, as for the etherealness spell, until they are all destroyed or it dismisses them with an action. Any damage inflicted by the projections heals the nightwraith by an equal amount. see projections."}, {"name": "Garret Gibb", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 11521, "notes": "Armour Proficiency: light armours receive 1 extra armour points (factored). The only stipulation is that you have to know the attack is coming.\n\nCombat Proficiency: Being a master of armed and unarmed com- bat, Fighters gain a further +5% to their Combat Style. ADDED.\n\nWeapon Specialization: Your Combat Style is improved by 10% when using your weapon of specialisation. ADDED\n\nYou gain +1 Action Point for the purposes of Parrying only. Not added.\n\nuses a +2 unholy warhammer of impact in one hand and shield in other. Wears banded mail.\n\nAn unholy weapon is imbued with unholy power. This power makes the weapon evil-aligned and thus bypasses the corresponding damage reduction. It deals an extra 1d6+1 points of damage against all creatures of good alignment. It bestows one permanent negative level on any good creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including restoration spells) while the weapon is wielded. \n"}, {"name": "Athach - Gorge Giant", "race": "Ogre, Gloranthan", "rank": 3, "owner": "hkokko", "tags": ["Faerie", "Fantasy"], "id": 11540, "notes": "The athach looks like an especially ugly human dressed in rags. It typically wields a large club or another blunt weapon.\n\nAthachs do not like sunlight and usually live in caves or ruins. They only come out at night or during overcast weather.\n\n\n\nSource: Bestiaire Faerique"}, {"name": "Aughiskey - Water Horse Spirit", "race": "Water Horse", "rank": 3, "owner": "hkokko", "tags": ["Faerie", "Fantasy"], "id": 11542, "notes": "The aughiskey lives in the sea or a lake, with rivers being the domain of the kelpies (see opposite). Since it's carnivorous, it comes onto land to eat livestock and occasionally humans. When it dies, its body rapidly turns into a jelly-like sludge.\nIf it ever catches sight of the sea even for a moment, it magically pins its rider to the saddle, rushes towards the ocean, and dives in. \n\nAllergy to iron. \n\nSource: Bestiaire F\u00e9erique"}, {"name": "Beithir - Lightning Lizard", "race": "Beithir", "rank": 3, "owner": "hkokko", "tags": ["Faerie", "Fantasy"], "id": 11551, "notes": "It's a reptilian creature resembling a dragon without wings, but it's no bigger than a human and is unable to breathe fire.\n\nThe beithir prefers to attack by surprise. It first strikes its opponent with lightning, then lunges to attack with its fangs and claws. \n\nSource: Bestiaire Faerique\n"}, {"name": "Black Annis - Hag With Iron Claws", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Faerie", "Fantasy"], "id": 11552, "notes": "\"She is a withered old woman with a blue face, long white or yellow teeth, tattered long hair, and her fingernails are made of iron. Her screams can be heard from afar. After skinning and eating her human victims, she typically scatters their bones around her lair and hangs their skin on a tree.  Homes near a Black Annis often lack windows or have very small ones.\"\n\nSource: Bestiaire Faerique\n"}, {"name": "Korvosan City guard", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 11560, "notes": "Guards of the city watch are vigilant soldiers, dedicated to keeping the peace and maintaining order. They defend the city walls and gates against external threats, but they also stand ready to break up fights and brawls, disarming or sundering weapons drawn in anger, forcing unruly citizens apart, and tending the wounded.\n\nCombat Gear\npotions of cure light wounds I:3 (2)\nOther Gear Full chain, heavy crossbow with 10 bolts, Longspear or halbard, broadsword, sap, 5 bp\n\nBoon A guard can give accurate directions to any non-secret location in the city and can allow a PC to enter or leave through a gate after hours or without paying a gate tax.\n\nPower Attack (Combat)\nYou can choose to take a \u20131 step penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage includes, if you are making an attack with a one handed weapon using two hands, the +1 you normally get. You cannot use choose location with this but can sunder. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.\n\nImproved Sunder and damage weapon (Combat)\nYou roll the damage rolls twice when sundering armour or damaging a weapon and take the better. You also receive a +2 to AP whenever an opponent tries to sunder your gear."}, {"name": "Lucas \"Lucky\" Fairweather", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 11561, "notes": "A cheerful man with tousled blond hair and a perpetual grin, Lucky's bright blue eyes radiate positivity. He often wears a token of luck around his neck.\n\nPersonality: Lucky is the life of the party, always finding ways to make others smile. \n\nCombat Gear\npotions of cure light wounds I:3 (2)\nOther Gear Full chain, heavy crossbow with 10 bolts, Longspear, broadsword, sap, 5 bp\n\nWhen adventuring wears Studded leather and uses a longsword, round shield and composite bow.\n\nBoon A guard can give accurate directions to any non-secret location in the city and can allow a PC to enter or leave through a gate after hours or without paying a gate tax.\n\nLucky: He adds 1 luck point to any party luck pool he is with even if he is not part of the pool, and can spend party luck from that pool.\n\nPower Attack (Combat)\nYou can choose to take a \u20131 step penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage includes, if you are making an attack with a one handed weapon using two hands, the +1 you normally get. You cannot use choose location with this but can sunder. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.\n\nImproved Sunder and damage weapon (Combat)\nYou roll the damage rolls twice when sundering armour or damaging a weapon and take the better. You also receive a +2 to AP whenever an opponent tries to sunder your gear."}, {"name": "Fir darrig - The Faerie Trickster", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Faerie", "Fantasy"], "id": 11569, "notes": "Appearance: Chubby, 1m tall, dark wrinkled skin with red coat and hat. Tattered clothes, carries a shillelagh topped with a skull. \nHabitat: Prefers coastlines, marshes, bogs, graveyards, ruins. Occasionally visits human homes, cursing those who refuse him entry.\nPersonality: Friendly to hospitable humans, plays pranks using illusions. Can inspire artists or help humans in Faerie.\nPowers: Master of illusions; can imitate any sound to enhance illusions or pranks. Uses the environment and deceptive tactics for defense.\nThe fir darrig is capable of imitating the sound of any creature, as well as various natural sounds such as rustling leaves, the crash of waves on rocks, etc\n\nSource: Bestiaire Faerique."}, {"name": "Fachan (Faerie)", "race": "Fachan", "rank": 3, "owner": "hkokko", "tags": ["Faerie", "Fantasy"], "id": 11566, "notes": "Appearance: Tall, one-legged humanoid with a central eye, arm from chest, greenish-grey skin, and few coarse hairs or feathers. Typically wields a club or flail.\nHabitat: Prefers desolate places like dark forests, caves, and bogs.\nDiet: Carnivorous, especially fond of human flesh.\nNature: Highly malevolent; primary intent is to kill and consume."}, {"name": "Filborg - Island Giant", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Faerie", "Fantasy"], "id": 11567, "notes": "Appearance: Typically inhumanly ugly giants\nHabitat: Coasts, caves, and dark forests. Carnivorous, with a taste for human flesh. Can be solitary or part of tribes under a king.\nPersonality: Typical firbolg is brutish\n\nSource: bestiaire Faerique"}, {"name": "Merrow - Aquatic Faerie", "race": "Frog People", "rank": 3, "owner": "hkokko", "tags": ["Faerie", "Fantasy"], "id": 11580, "notes": "Appearance: Males have green skin, red noses, and fin-like arms. Females are human-like beauties with pale skin, webbed fingers, and fish tails. Both wear red hats.\nDiet: Fish, crustaceans.\nHabitat: Underwater; oceanic domains.\nBehaviors: Can lure humans underwater for marriage or punishment. Some assist fishermen, while others mislead ships into danger.\nAbilities: Shapeshift into human or hornless cattle forms. Grants humans breathing underwater via enchanted red hat.\nRelations: Possible allies or adversaries to Fomorians.\nAllergy to iron. \nSource: Bestiaire Faerique"}, {"name": "Selkie - Seal Folk", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Faerie", "Fantasy"], "id": 11584, "notes": "Appearance: Beautiful humans in seal skins.\nHabitat: Underwater homes; occasionally visit land.\nPersonality: Males court human women; females dance on land but can be bound by stealing their seal skin.\nPowers: Transform into seals; possible storm-summoning with their blood; potential alliance with merrows.\nAllergic to Iron\nSource : Bestiaire Faerique"}, {"name": "Spriggan - Faerie Guardian - Small form", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Faerie", "Fantasy"], "id": 11585, "notes": "Appearance: Small, grotesque humanoid with a withered look and a disproportionately large head.\nHabitat: Guards treasures near ancient landmarks like stone circles, giant ruins, and mounds. Some believe they're the spirits of ancient giants.\nNature: Belongs to the unseelie faerie court; malevolent to humans, known to steal babies and replace with changelings.\n\n***Gigantic Growth*** Faerie Magic spell. Contact, Duration (one day), 10 MP: The spriggan grows until it reaches a SIZ of 30. It now has a STR of 25, its DEX drops to 8, and it only has 3 action points, its damage modifier is +1d12 and its hit points are those of a creature with SIZ + STR = 55 (see page 10 of Mythras). Its Athletics, Brute Strength, and Combat skills increase to 60%, while its Stealth and Hiding skills drop to 20%. The spriggan can return to its initial form whenever it wishes.\n \nSource : Bestiaire Faerique"}, {"name": "Spriggan - Faerie Guardian - Gigantic Form", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Faerie", "Fantasy"], "id": 11586, "notes": "Appearance: Small, grotesque humanoid with a withered look and a disproportionately large head.\nHabitat: Guards treasures near ancient landmarks like stone circles, giant ruins, and mounds. Some believe they're the spirits of ancient giants.\nNature: Belongs to the unseelie faerie court; malevolent to humans, known to steal babies and replace with changelings.\n\n***Gigantic Growth*** Faerie Magic spell. Contact, Duration (one day), 10 MP: The spriggan grows until it reaches a SIZ of 30. It now has a STR of 25, its DEX drops to 8, and it only has 3 action points, its damage modifier is +1d12 and its hit points are those of a creature with SIZ + STR = 55 (see page 10 of Mythras). Its Athletics, Brute Strength, and Combat skills increase to 60%, while its Stealth and Hiding skills drop to 20%. The spriggan can return to its initial form whenever it wishes.\n \nSource : Bestiaire Faerique"}, {"name": "Darkling Shambler", "race": "Zombie", "rank": 3, "owner": "HMZ", "tags": [], "id": 11593, "notes": "Abilities: Undead (page 316). Immune to the effects of serious wounds. Major wounds do not incapacitate Rq6 pg 397\n\nRe-Animator (Fire): Creatures with the Reanimator ability will come back to life in 1-5 minutes at the discretion of the GM. \n\nThey gain half their HP to all hit locations. Each creature with Reanimator has a way to destroy the body permanently. These are notated in parentheses.\n\nDarkling Spray: Darkling Spray Darkling Spray allows the creature to infect a dead body with its ichor. That creature will assume the same form as its maker and rises in 1d4 turns."}, {"name": "Poltergeist - Intensity 1", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Spirit"], "id": 13216, "notes": "Poltergeist is a spirit that is angry at something and reflects it with its actions - throwing things at targets. Escalation of its attacks could be: \t\n-> Pebbles and dust first\n\t-> Pots and tools flying\n\t->Bricks and stones\n\t-> Furniture moving\n\t-> Entire rooms becoming hazardous\nHere some examples\nA storm of small stones flies around, knife or tool whips across the room, Pottery explodes against the wall, Heavy rock or brick launched, Furniture slides violently\n"}, {"name": "Ga'thaeli Infantry Legionnaire of Dorr (Seasoned)", "race": "Human", "rank": 3, "owner": "Zac", "tags": [], "id": 11615, "notes": ""}, {"name": "Ga'thaeli Skirmisher of Dorr (Seasoned)", "race": "Human", "rank": 3, "owner": "Zac", "tags": [], "id": 11616, "notes": ""}, {"name": "Ga'thaeli Archer Legionnaire of Dorr (Seasoned)", "race": "Human", "rank": 3, "owner": "Zac", "tags": [], "id": 11617, "notes": ""}, {"name": "Breuton Forest Centuar (Seasoned)", "race": "Centaur", "rank": 3, "owner": "Zac", "tags": [], "id": 11619, "notes": ""}, {"name": "Elf Raider of Venland (Seasoned)", "race": "Human", "rank": 3, "owner": "Zac", "tags": [], "id": 11624, "notes": ""}, {"name": "Breuton Forest Vampire", "race": "Manananggal", "rank": 3, "owner": "Zac", "tags": [], "id": 11629, "notes": ""}, {"name": "Nord Levy", "race": "Human", "rank": 3, "owner": "solarblaster", "tags": [], "id": 11679, "notes": ""}, {"name": "Poacher", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 11681, "notes": "Poachers hunt animals for meat or trophies in areas where hunting is forbidden. \n\nBefore Combat If hunting an animal, the ranger drinks his potion of hide from animals.\n\nDuring Combat The ranger sneaks close, then charges into melee. If his target is more powerful than expected, he retreats and drinks his potion of bull\u2019s strength.\n\nCombat Gear potion of bull\u2019s strength, potions of cure light wounds (I:3) (2), potion of hide from animals, masterwork studded leather, masterwork handaxes (2), masterwork heavy crossbow with 20 bolts, 6 gp 3 sp\n\nEndurance \nYou gain a +1 step bonus on the following checks and saves: Swim checks made to resist effects from exhaustion; END checks made to continue running; END checks made to avoid effects from a forced march; END checks made to hold your breath; END checks made to avoid damage from starvation or thirst; END saves made to avoid damage from hot or cold environments; and END saves made to resist damage from suffocation. You may sleep in flexible armor without becoming fatigued.\n\nQuick Draw\nYou can draw a weapon as a free action instead of as an action. You can draw a hidden weapon (see Sleight) as an action. Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.\n\nSpecies Enemy:  Animals: You may simulate this by adding 20% of your oath to all skills that involve the designated species. This can include your Combat Style when both attacking and defending, as well as skills such as Track, if attempting to follow a trail;  perception, for spotting an ambush; or Lore, if attempting discern a specific piece of information. You also get +2 to damage rolls\n\nWild Empathy: A ranger can improve the attitude of an animal. This ability functions just like a influence check made to improve the attitude of a person. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.\n\nTo use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.\n\nFavoured Terrain: Forest. The ranger gains a +2 bonus on initiative checks and adds ranger oath augmentation to Locale, Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favoured terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses)."}, {"name": "Virusridden Zombie ", "race": "Zombie", "rank": 3, "owner": "hkokko", "tags": ["Undead"], "id": 11682, "notes": "These zombies are driven by their hunger and the base instinct to feed. They will always attempt to grapple first and then on their next action attempt to bite their victim.\n\n\nSource: Seasons of the Dead"}, {"name": "Virusridden Runner Zombie ", "race": "Zombie", "rank": 3, "owner": "hkokko", "tags": ["Undead"], "id": 11683, "notes": "This zombie's only purpose is to sprint as fast as it can after its prey, in the hopes of grappling the victim so the horde can catch up. They have been known to run so fast that ligaments and tendons rip and tear during the course of their chase. When this happens the zombie falls to the ground, only able to crawl after its intended victim. Runners get an Athletics roll at the start of each round running; if it fumbles, the Runner's tendons and ligaments have snapped and it can now only crawl.\n\nSource: Seasons of the Dead\n"}, {"name": "Virusridden Hunter Zombie ", "race": "Zombie", "rank": 3, "owner": "hkokko", "tags": ["Undead"], "id": 11684, "notes": "It can sense living beings. It will hunt down the living to lead the horde to them. Roll a simple Perception roll for the Zombie; on a success, its range to sense the living is equal to two times its INT score. On a Critical Success, it is five times its INT score.\nSource: Seasons of the Dead\n"}, {"name": "Virusridden Shrieker Zombie ", "race": "Zombie", "rank": 3, "owner": "hkokko", "tags": ["Undead"], "id": 11685, "notes": "lets out an ear wrenching scream when finding food, alerting other undead around it that living flesh is nearby. Shriekers are usually found near Hunter Zombies. The range of their shriek is equal to their INT multiplied by 10 in yards.\n\nSource: Seasons of the Dead\n"}, {"name": "Legion Prime - Human Host - Emergent", "race": "Legion Prime - Human Host", "rank": 3, "owner": "hkokko", "tags": [], "id": 11686, "notes": "Legion Prime in Caterpillar attacks host. Legion Prime in Host creates Larvae - when host deteriorates emerges as Caterpillar.  Legion can form a Hot by using two of its tentacles to implant larvae into the victim. \n\nThe Host can still think and speak and may even remember some of the traumatic experience, but after twenty-four hours the Host is fully assimilated with no individual thought or purpose. Legion Prime is now able to hear, see, and speak from the Host, and even has access to recent memories. The host's purpose is now to gather food, protect, and infect more victims with the larvae that grow within them.\n\nLarvae infects more Hosts. \n\nSee the strategies in source material. \n\n\n+1 AP due to multi-limbed\n\nSource: Seasons of the Dead pg 269-271"}, {"name": "Giant Caterpillar", "race": "Olgoi (Jolt Worm)", "rank": 3, "owner": "hkokko", "tags": ["Jungle", "Monster island"], "id": 11687, "notes": "Bite can induce Hallucinations POT 70 Onset 1d4 turns"}, {"name": "Legion Prime in Caterpillar form", "race": "Olgoi (Jolt Worm)", "rank": 3, "owner": "hkokko", "tags": ["Jungle", "Monster island"], "id": 11688, "notes": "In this form Legion resembles a large caterpillar. It is roughly a foot in length and covered in a gelatinous mucous. When a viable host approaches, it launches itself into its victim's abdomen, where it travels to the brain. The process is very traumatic and because of this, the host is likely to wake up with no memory of the event. This form acts as the primary part of the collective known as Legion, allowing it movement, speech, and the ability to reproduce. \n\nSource: Seasons of the Dead"}, {"name": "Legion Prime Larvae", "race": "Larvae", "rank": 3, "owner": "hkokko", "tags": [], "id": 11689, "notes": "The Larvae are small, black, leech-like forms which move by slithering or swimming. They enter a victim's body via their mouth and worm their way up into the brain, completely taking over the host's body and memories. There may be some bleeding from the mouth evident in a new host, due to the forced entry. The process takes minutes and is extremely painful to the host. It is possible to remove a Larva before it manages to completely enter the host. The Larva has only minutes to find a suitable host before it starts to dry out and die. Its body composition is not compatible with the atmosphere of the earth and it cannot maintain direct exposure to the UV rays from the sun. Once a larva enters a victim, that person now becomes a Host for Legion.\nAllergic to Salt\n\nAfter a week the larvae can be seen moving just under the skin, slithering through the body of the host. The Host is now sensitive to light, its hair has started to fall out, and its skin will take on a grossly gray color. Eventually the host's body will start to convulse and jerk before its chest bursts open, grotesquely spilling hundreds of Larvae out to infect others. If attacked the Host will split apart prematurely, spilling however many larvae have formed to seek out new hosts to infect.\n\nSource: Seasons of the Dead"}, {"name": "Sailor, Pirate - Wrath Inflicted", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Sea"], "id": 11693, "notes": ""}, {"name": "Feral Vampire Alpha", "race": "Human", "rank": 3, "owner": "hkokko", "tags": [], "id": 11698, "notes": "Allergy to Sunlight\nVulnerable to Fire\n\nFeral vampires lose hair and become pale white.\nObsessed with feeding on living beings, especially humans.\nAggressive toward uninfected individuals.\nLimited communication and reasoning.\nForm packs led by an Alpha.\n\nAny contact with their blood, whether through a wound, mouth, nose or eyes, will result in infection and transformation to vampire. The transformation takes hours before any visible difference will be noticeable. \n\nMust consume blood daily or suffer a level of fatigue.\nSource: Season of the Dead"}, {"name": "Feral Vampire", "race": "Human", "rank": 3, "owner": "hkokko", "tags": [], "id": 11699, "notes": "Allergy to Sunlight\nVulnerable to Fire\n\nFeral vampires lose hair and become pale white.\nObsessed with feeding on living beings, especially humans.\nAggressive toward uninfected individuals.\nLimited communication and reasoning.\nForm packs led by an Alpha.\n\nAny contact with their blood, whether through a wound, mouth, nose or eyes, will result in infection and transformation to vampire. The transformation takes hours before any visible difference will be noticeable. \n\nMust consume blood daily or suffer a level of fatigue.\nSource: Season of the Dead"}, {"name": "Bakemono", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Japan"], "id": 11703, "notes": "\"The bakemono are the goblins of ancient Japan. Human-like in form but always considerably ugly, they are tormentors and persecutors, seeking to displace humans with their cruel ways and dishonourable practices. \" \n\nSource: Samurai of Legend"}, {"name": "Gaki - Lesser Hungry Ghost", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Japan"], "id": 11705, "notes": "Gaki, also known as \"Hungry Ghosts\" in Japanese folklore, are restless spirits of the deceased who are eternally tormented by insatiable hunger and cravings. \n\nThey are often depicted as emaciated, with long, skeletal limbs and distended bellies. \n\nThey have been condemned for their greed and deeds in life to search for a specific sustenance to eat. This could lead them to haunt specific locations or individuals. The encounter could revolve around the players stumbling upon a haunted area or being approached by a desperate Gaki seeking to satisfy its cravings.\n\nGaki are known for creating illusions to lure victims. Have the players encounter a seemingly lavish banquet or feast in the middle of a desolate and eerie landscape. As they approach, the food and surroundings morph into grotesque and nightmarish forms, revealing the Gaki's true nature.\n\nGaki is usually invisible, it may spend 1 Magic Point to manifest itself visually for up to its POW in minutes. They do not initiate spectral combat but use their other skills - if the skill appears multiple times - increase its power in some way - for example double the effect. "}, {"name": "Mujina - Shapeshifting Raccoon Dog", "race": "Dog", "rank": 3, "owner": "hkokko", "tags": ["Japan"], "id": 11706, "notes": "Mujina, in Japanese folklore, are enigmatic and shape-shifting creatures known for their mischievous and unsettling nature.\n\nThey can shapeshift to any from within 4 points of their size. \n\nThey are skilled illusionists.\n\nWill use their locale, insight and illusion skills to max to fool the party\n\nIn their natural form they look very similar to raccoon dogs. \n"}, {"name": "Nomads Tribesmen ", "race": "Human", "rank": 3, "owner": "Paulkwk", "tags": [], "id": 11731, "notes": "Mounted Combat - This allows rider to ignore the skill cap placed on \ncombat rolls by the Ride skill.\n\nSkirmishing - This style permits launching ranged attacks whilst at a run \n(but not whilst sprinting).\n\nTribesmen: The bulk of the Tatar army were the nomadic tribesmen. These were horse archers who made a living by conducting slave raids into the neighbouring states.\nOfficially the Tatars used a decimal organisation but in reality it was all about clan affiliations. The smallest independent unit was the torhak of a few dozen men. The next higher formation was the chambul, which could have a few hundred men through to several thousand. To maximise the area covered by a raiding force, the army would set up a camp, then each chambul would ride out separately and send its own torhaks out further to raid independently. In open battle the Tatars attempted to outflank the enemy, to attack the flank or rear, so fought in a wide and relatively open formation. Most did not wear armour, but some had padded jackets, mail coifs, and/or vambraces. The preferred mode of operation was shooting from a distance, however, the Tatars were willing to close if necessary and individuals carried sabres, spears and/or javelins. Being horse archers they preferred to attack the enemy\u2019s left flank as it was easier to shoot bows to their own left. They also favoured generally rapid movement and using surprise, ambushes, feigned flights, and quick withdrawals. Against the Polish-Lithuanian Commonwealth they had good success against the Pancerni and light cavalry but avoided the elite Hussars. Apparently lances increasingly replaced bows in the 17th century, however, they remained skirmishing cavalry and I have kept the unit type unchanged as Light Horse."}, {"name": "Nomads Riflemen \"Tufekci\"", "race": "Human", "rank": 3, "owner": "Paulkwk", "tags": [], "id": 11733, "notes": "Reload Drill - This allows user to reduce the reload time by half.\n\nRanged Marksman - When using a ranged weapon, the character may \nshift the randomly rolled Hit Location to an adjoining body location.\n\nLongshot - The style emphasizes accurate fire at extreme ranges, reducing \nrange penalties by one Difficulty Level. \n\n\nStarting with Sahib I Giray in 1534, the khan maintained a small infantry guard unit, equipped and trained in the Ottoman janissary style, with firearms. they were variously called Tufekci (\u201criflemen\u201d), Kapikulu (\u201cslaves of the khan\u201d), or Janissaries (\u201cnew soldiers\u201d) and these terms are interchangeable. They were probably from Cherkess and Georgian tribes. Up to three thousand are recorded. They operated as a guard or to garrison fortresses. In the field they had horses available for the march but fought on foot as shot."}, {"name": "Nomads Dragoon \"Segban\"", "race": "Human", "rank": 3, "owner": "Paulkwk", "tags": [], "id": 11735, "notes": "Reload Drill - This allows user to reduce the reload time by half.\n\nSkirmishing - This style permits launching ranged attacks whilst at a run \n(but not whilst sprinting).\n\nMounted Combat - This allows rider to ignore the skill cap placed on \ncombat rolls by the Ride skill\n\n\n The settled tribes of the Crimea provided 20 organised companies of \u201csegban\u201d mounted arquebusiers. I classify the mounted arquebusiers as Dragoons. Like many of the settled units the Segban were probably copied from the Ottomans. Segban is actually a Persian word literally meaning \u201cdog keeper\u201d i.e. keeper of the hounds. This was sometimes Arabized as seyman (singular) and seymaniya (plural). The Ottoman corp of Segban were initially separate from the Janissaries but from 1451 became the 56th Janissary division. Unusually for Janissaries they included both infantry and cavalry. In the 16th century Segban became a term used for mercenaries in Ottoman employee, equipped with firearms."}, {"name": "Camel (the Unknown East)", "race": "Horse", "rank": 3, "owner": "boudreaupaul99", "tags": ["Beast of burden", "Desert", "Stormbringer"], "id": 11786, "notes": "Camels are the traditional beasts of burden with the dromedary (single humped) species being slightly more common than the Bactrian. They are prized for their stamina and sure footedness, with the finest specimens changing hands for many hundreds of Rahnd. To the Young Kingdoms natives, camels appear to be the worst way of travelling; when walking they have a drunken gait, and the swaying motion may unsettle some riders. But in the hands of a skilled controller, camels can move quickly and with agility across terrain that is unfavorable to horses and other beasts of burden. Unless trained, camels are notoriously stubborn and wild camels are more likely to lash out with a kick or spit than let themselves be ridden. Adventurers that are used solely to riding horses find that their ride skill is reduced by half when trying to ride a camel"}, {"name": "Crossbowman Veteran", "race": "Human", "rank": 3, "owner": "Paulkwk", "tags": ["Classic fantasy", "Human"], "id": 11795, "notes": "Crossbow/Gun handling\nAttacks with crossbows or firearms at a target are one difficulty grade easier.\n\nReload Drill\nThis style includes heavily drilled actions for improving the reload times of ranged weapons. Reduce Reload time of one weapon by half. Rapid Reload is no longer available as a Special Effect for that weapon.\n\nHawkeye\nRanged targets size is considered one step larger.\n\nLongshot\n The style emphasizes accurate fire at extreme ranges, reducing range penalties by one Difficulty Level. \n\nRanged Marksman\nWhen using a ranged weapon, shift a random Hit Location roll to an adjoining body location.\n\n"}, {"name": "Ottoman Janissary", "race": "Human", "rank": 3, "owner": "Paulkwk", "tags": [], "id": 11797, "notes": "Crossbow/Gun handling\nAttacks with crossbows or firearms at a target are one difficulty grade easier.\n\nLongshot : The style emphasises accurate fire at extreme ranges. When firing ranged weapons, use the\nrow one step above the correct row for Distance. (ie. when shooting at 125m., use the 101 \u2013 120m. row).\n\nRanged Marksman : When using a ranged weapon, shift a random Hit Location roll to an adjoining body\nlocation.\n\nReload Drill : This style includes heavily drilled actions for improving the reload times of ranged weapons.\n\nVolley Fire\nRequires three or more combatants with the same Combat Style Trait to all be attacking with missile weapons at the same target or targets. As long as at least one of the combatants succeeds in an attack roll, the enemy is affected by the Pin Down Special Effect in addition to any other Special Effects earned from levels of success. This tactic can be used against a group of enemy soldiers of equal or lesser frontage than the archers\n\n"}, {"name": "Pikeman Veteran", "race": "Human", "rank": 3, "owner": "Paulkwk", "tags": ["Classic fantasy", "Human"], "id": 11800, "notes": "Formation Fighting\nPermits a group of three or more warriors to draw into close formation, placing more open or disordered opponents at a disadvantage (provided the \u2018unit\u2019 cannot be outflanked) and thus reducing each foe\u2019s Action Points by one if they engage. All of the group need to have this\n                    \nPike Phalanx\nAny enemies engaged with the first rank of pike phalangites at range VL or shorter can be engaged by the second rank of phalangites with their pikes. Each closer range to short can be engaged by on addtional rank of pike man(vl-l-m-s) Can be used with spear, shorter distance.\n                    \nSolid Stance\nResist Knockback, Leaping Attacks and Bash as if using the brace action\n                     \nCautious Fighter\nCan use the Change Range action to automatically withdraw from engagement with no need to roll\n         "}, {"name": "Baboon (Giant Orange)", "race": "Giant Baboon", "rank": 3, "owner": "boudreaupaul99", "tags": ["Stormbringer"], "id": 11808, "notes": "Elric saw large fierce eyes peering out of the gloom ahead. He heard a rattling noise and rushing noise and the eyes gre larger and larger. He saw a red mouth, yellow fangs, orange fur..... The creature was a baboon, but huge, and there were at least a dozen others following the first -- The sailor on the seas of Fate\nMoorcock records the largest of the baboons as being much taller than Elric, more than twice normal size\nThe baboons attack in a dark, narrow corridor, and a particularly gritty fight ensues in which the Champions are handicapped by the close quarters and cannot back away to pull their swords free. These hominids have little chance in the open but in the narrow hall they can launch all their attacks.\nA baboon may try to leap on an opponent and bite or claw (Mythras Core 216) at them. "}, {"name": "Crocodile", "race": "Crocodile", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Genertela", "Glorantha", "Islands", "Jungle", "Monster island", "Mythic rome", "Mythras imperative", "Pamaltela", "Raw", "Sea", "Umathela", "Upland marsh"], "id": 11809, "notes": "Source: Mythras Imperative"}, {"name": "Clakars (Winged Apes)", "race": "Winged Ape", "rank": 3, "owner": "boudreaupaul99", "tags": ["Chaos", "Jungle", "Mountains", "Stormbringer"], "id": 11812, "notes": "Elric and Moonglum encounter these beasts in an underground world during Elric's search for the dead Gods book. Judging by the appearance, attitude and the chaos symbol above the entrance to the tunnel leading to their world, they are chaotic in origin, though Sharilla, a wingless woman of Myyrrhn, also notes that \"they are the primeval ancestors of my people, older in origin than recorded time\"\nThe attacking clakars show little caution in their attacks, perhaps because they are able to ignore the shock of major wounds. Their world neutralizes Stormbringers magic and makes their encounter with Elric a genuine battle -- were a clakar summoned to the surface world, it would not have that benefit.\n"}, {"name": "Minotaur, Adult", "race": "Minotaur", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Mythras imperative"], "id": 11814, "notes": "Source: Mythras Imperative"}, {"name": "Troll (Rank 4)", "race": "Troll (Classic Fantasy)", "rank": 3, "owner": "Ludume", "tags": ["Classic fantasy imperative"], "id": 11836, "notes": "Terrifying (Note): Repeated exposure to a specific type of Terrifying monster may eventually permit the skill check to become one or more grades easier.\n\nBased on Classic Fantasy Imperative Troll pg 145"}, {"name": "Ogre (Rank 3)", "race": "Troll (Classic Fantasy)", "rank": 3, "owner": "Ludume", "tags": ["Classic fantasy imperative"], "id": 11837, "notes": "Armor: \n- Chest/Abdomen 3 (Scraps of Fur/Leather over Tough Skin)\n- Head/Limbs 2 (Tough Skin)\n\nBased on Classic Fantasy Imperative Ogre pg 144"}, {"name": "Constantinople Citywatch", "race": "Human", "rank": 3, "owner": "Paulkwk", "tags": ["Constantinople", "Human"], "id": 11841, "notes": "City Watch: Respect Church 54%, Loyal to Commander 54%, Loyal to City 68%\n\n\nFormation Fighting\nPermits a group of three or more warriors to draw into close formation, placing more open or disordered opponents at a disadvantage (provided the \u2018unit\u2019 cannot be outflanked) and thus reducing each foe\u2019s Action Points by one if they engage. All of the groups need to have this\n\nDefensive Minded\nIncreases the Size of your weapon when parrying by one step, provided no offensive action is taken that round.\n\nCautious Fighter\nCan use the Change Range action to automatically withdraw from engagement with no need to roll\n\nKnockout Blow\nWhen attacking with surprise treat any Stun Location as lasting minutes instead of turns.\n\n\n\n\n"}, {"name": "Constantinople Thug leader", "race": "Human", "rank": 3, "owner": "Paulkwk", "tags": ["Constantinople", "Human"], "id": 11845, "notes": " Fear Hell 54%, Envy the Wealthy 68%, Enjoy Violence 60%\n\nStreet Mob\nPermits a group of three or more fellow citizens to utilise the Intimidate creature ability but only before combat starts or when they have their opponents at a severe disadvantage.The mob may intimidate opponents as a prelude to combat or to avoid it altogether: growls, snarls,roars, surges and so forth. Opponents must make an unopposed Willpower roll to hold their ground; a success allows a character to stand his ground, whereas a failure indicates that they must spend the next round instinctively placing distance between themselves and the creature. If he fumbles the Willpower roll, then the character flees at maximum speed. A critical success allows the character to ignore any further intimida- tion attempts by the creature or its brethren during that encounter. The effect continues for as long as the creature continues to act in a threatening manner, which includes it making an attack.\n\nCautious Fighter\nCan use the Change Range action to automatically withdraw from engagement with no need to roll\n\nDefensive Minded\nIncreases the Size of your weapon when parrying by one step, provided no offensive action is taken that round.\n\n\nKnockout Blow\nWhen attacking with surprise treat any Stun Location as lasting minutes instead of turns.\n\n"}, {"name": "Catholic Priest", "race": "Human", "rank": 3, "owner": "Paulkwk", "tags": ["Human", "Theism"], "id": 11858, "notes": ""}, {"name": "Ottoman Janissary Elite", "race": "Human", "rank": 3, "owner": "Paulkwk", "tags": [], "id": 11865, "notes": "Crossbow/Gun handling\nAttacks with crossbows or firearms at a target are one difficulty grade easier.\n\nLongshot : The style emphasises accurate fire at extreme ranges. When firing ranged weapons, use the\nrow one step above the correct row for Distance. (ie. when shooting at 125m., use the 101 \u2013 120m. row).\n\nRanged Marksman : When using a ranged weapon, shift a random Hit Location roll to an adjoining body\nlocation.\n\nReload Drill : This style includes heavily drilled actions for improving the reload times of ranged weapons.\n\nVolley Fire\nRequires three or more combatants with the same Combat Style Trait to all be attacking with missile weapons at the same target or targets. As long as at least one of the combatants succeeds in an attack roll, the enemy is affected by the Pin Down Special Effect in addition to any other Special Effects earned from levels of success. This tactic can be used against a group of enemy soldiers of equal or lesser frontage than the archers\n\n"}, {"name": "Hospitaller Man-At-Arms", "race": "Human", "rank": 3, "owner": "Paulkwk", "tags": ["Human"], "id": 11869, "notes": "Crossbow/Gun handling\nAttacks with crossbows or firearms at a target are one difficulty grade easier.\nRanged\n\nExcellent Footwork\nWhen fighting on slippery, wobbling surfaces the user can ignore the skill cap placed on combat rolls by the Acrobatics skill.\n\nCautious Fighter\nCan use the Change Range action to automatically withdraw from engagement with no need to roll\n\n\nReload Drill\nThis style includes heavily drilled actions for improving the reload times of ranged weapons. Reduce Reload time of one weapon by half. Rapid Reload is no longer available as a Special Effect for that weapon.\n\n"}, {"name": "Shape-shifting Spirit - Minor", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 11911, "notes": "Mythras Core 152"}, {"name": "Bhrunlida Torthus", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 11929, "notes": "This blunt and bull-headed woman\u2019s job is to take the names of those who come to the hospice and ensure that patients are admitted to the quarantined main hall of the warehouse in order and when the doctors are ready. Nurse Torthus has no real compassion for the sick and does all she can to avoid contracting the plague herself, including avoiding physical contact, as well as wearing three scarves over her mouth and nose and heavy leather gloves over her hands.\n\nIf reduced to fewer than 0 hit points, Bhrunlida attempts to flee if she can, or otherwise drops to her knees and begs for mercy.\n\nCombat Gear potion of cure moderate wounds, rune of bless (I:1), rune of burning hands (I:3), rune of cure light wounds (I:2), rune of magic missile (R:2, I:2), alchemist\u2019s fire (2), holy water, thunderstone; Other Gear +1 studded leather, light crossbow with 10 bolts, masterwork rapier, disguise kit, everburning torch, healer\u2019s kit, thieves\u2019 tools, wizard\u2019s spellbook, wooden holy symbol, 12 gp 9 sp\n\nSpells (I:4)\n3/day\u2014prestidigitation\n2/day\u2014disguise self\n\nSneak attack (+1d2+1 damage)\nProne to use feint and outmanoeuvre in combat to gain advantage\n\nEvasion: A rogue can avoid even magical and unusual attacks with great agility. If she makes a successful EVD saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armour or no armour. A helpless rogue does not gain the benefit of evasion.\n\nTrap Sense:a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +5 bonus on EVD saves made to avoid traps and a +1 bonus to AP against attacks made by traps.\n\nUncanny Dodge: A rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, if the attacker is invisible.\n\nCombat Expertise (Combat)\nYou can choose to take a \u201310 penalty on melee attack rolls and combat manoeuvre checks to gain a +1 bonus to your AP.You can only choose to use this feat when you declare that you are making an attack with a melee weapon. The effects of this feat last until your next turn.\n\nImproved Feint (Combat)\nYou count your effect as one higher on table when you successfully feint.\n\nDeceitful (added)\nYou get a +10 bonus on all deceit and Disguise skill checks. If you have 85+ in that skill you gain a bonus dice (with that skill only).\n\nTrap finding: A rogue can augment with their Perception skill checks made to locate traps and to Disable using mechanisms skill checks. A rogue can use mechanisms to disarm magic traps at formidable."}, {"name": "Hound of Chaos", "race": "Dog - War", "rank": 3, "owner": "hkokko", "tags": ["Chaos", "Mountains"], "id": 11934, "notes": "Slavering large dog with its neck collared with spikes"}, {"name": "Skilled 1h melee", "race": "Human", "rank": 3, "owner": "AngryGorilla", "tags": ["Mythras core"], "id": 11948, "notes": ""}, {"name": "Skilled 1h melee (shielded)", "race": "Human", "rank": 3, "owner": "AngryGorilla", "tags": ["Mythras core"], "id": 11949, "notes": ""}, {"name": "Skilled 1h ranged", "race": "Human", "rank": 3, "owner": "AngryGorilla", "tags": ["Mythras core"], "id": 11950, "notes": ""}, {"name": "Skilled 1h ranged (shielded)", "race": "Human", "rank": 3, "owner": "AngryGorilla", "tags": ["Mythras core"], "id": 11951, "notes": ""}, {"name": "Skilled 2h melee", "race": "Human", "rank": 3, "owner": "AngryGorilla", "tags": ["Mythras core"], "id": 11952, "notes": ""}, {"name": "Orange Guild Mercenary", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 11959, "notes": "The Saffron Blades are the feared and disciplined mercenary force of the Orange Guild, tasked with protecting the Guild\u2019s monopolies, enforcing its will, and eliminating threats with ruthless precision. Clad in saffron-orange uniforms, they are a symbol of the Guild\u2019s power and dominance in Hombori Tondo and beyond. These mercenaries are trained in formation fighting with an arsenal of versatile weapons, adapting seamlessly to urban skirmishes, pitched battles, or naval engagements. They are as dangerous as they are disciplined, wielding their weapons with cold efficiency and enforcing the Guild\u2019s devious goals.\n\n  \n\nAppearance\n\n  \n\n\u2022 Clothing and Armor:\n\nThe Saffron Blades wear saffron-orange surcoats or tunics, marking them as unmistakable agents of the Orange Guild. Beneath their bright clothing, they don cuirboilli armor (hardened leather) for mobility, but higher-ranking members may wear metal armor when resources allow. Their helmets are simple but functional, often painted orange with black detailing or marked with the Guild\u2019s insignia, a stylized flame or sunburst.\n\n\n\"He is marked on the face and limbs with ritual scarification, which marks him as a slave soldier of the owner.\" From glorantha.com \n\n"}, {"name": "Father Chiros", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 12023, "notes": "Cainus Chiroptera, a priest of Desna, who is unfortunately cursed to periodically turn into a massive viscious lycanthropic bat. As a cleric and close council, Cainus Chiroptera is a potential ally, but as Chiros he is bestial.\n\nLuck:6"}, {"name": "The Hangman", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 12048, "notes": "The Hangman is a towering figure, standing at an imposing 6\u20198\u201d with a gaunt, wiry frame draped in a tattered, rain-soaked cloak. His face is obscured by a sackcloth hood, crudely fashioned to mimic an executioner\u2019s hood. The hood is stained and frayed, offering glimpses of his eyes which gleam with a sickly yellowish light. His mouth, when visible, twists into a grimace of sadistic glee, and around his neck are grotesque scars, hinting at past torments. His hands are skeletal and gnarled, with filthy, broken nails. He wields a length of rope, twisted and slick, which he uses both as a weapon and a symbol of his dark authority.\n\nSpecial Abilities:\n\nTerrifying Presence: The Hangman exudes an aura of fear. Any creature within 10 meters must make a Willpower roll or be shaken, suffering a -20% penalty to all actions for 1d3 rounds.\n\nStrangling Grip: When using his rope in combat, the Hangman can attempt to grapple and strangle a target. On a successful grapple check, the target takes 1d4 damage per round and must make a successful Endurance roll each round or begin suffocating.\n    \nInsane Resilience: Due to his madness, the Hangman has an unnatural resistance to mental effects. He gains a +20% bonus to resist all mind control, or illusion effects.\n\nDark Vision: The Hangman can see in low-light conditions as if it were daylight, making him especially dangerous during nighttime or in dark environments.\n\nLightning Reflexes: In response to a lightning strike, the Hangman can make an immediate attack action or movement action once per combat.\n\n\nTwisted Justice: The Hangman thrives on the execution of justice. For every enemy he executes, he gains a +10% bonus to his next attack or skill check, stacking up to three times.\n\nWeathered Executioner: During stormy or inclement weather, the Hangman gains a +10% bonus to all actions due to his familiarity and comfort with the chaos.\n\nDark Blessing: Once per day, the Hangman can call upon his dark powers to heal himself for 2D6 hit points.\n\nImmunity to Fear: The Hangman is immune to fear effects, whether mundane or magical.\n\nTactics: The Hangman prefers to use his intimidating presence and fear-inducing aura to control the battlefield. He will target the most vulnerable or fearsome opponent first, aiming to demoralize and break the will of the others. Using his noose, he attempts to isolate and choke out key targets, while his Executioner's Axe delivers powerful, decisive blows to anyone who dares challenge him.\n\nBackground: Once a simple executioner, the Hangman was twisted by the horrors he witnessed and the atrocities he committed. Scarred physically and mentally, he took on a role within Ashenhold Asylum, dispensing his twisted form of justice upon guards and inmates alike. His mind fractured, he now believes himself the ultimate arbiter of life and death within the asylum, relishing the terror he inspires and the suffering he inflicts.\n\nLuck:6"}, {"name": "Selene -  Lunar Elemental, 3 cubic meters", "race": "Elemental", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 12096, "notes": "Only magical spells or weapons affect. \n\nSelenes are lunar elementals tied to the Blue Moon.\n\nThey are formed from the glow produced by certain stones, fragments of the Blue Moon, dating from the time she was shattered and much of her form fell to earth. Such stones are expensive, difficult to obtain, and normally available only to priests. Each 6 ENC of Blue Moon fragments produce enough glow to form 1 cubic meter of selene.\n\nSelenes are invisible and undetectable to most. natural senses. Spells such as [[Second Sight]]  can be used to perceive the selene's POW or magic points. [[Witchsight]] can see them\n\nEach round that a victim is completely englobed by a selene, he loses one magic point and one hit point.\n\nA selene can engulf 10 SIZ points of opponent per cubic meter of volume it possesses.\n\nSelenes have a loose misty structure, much like that of lunes or shades, which can be broken up by at-tacks. Because these entities are invisible, an attacker's chances to hit is Formidable normally or Hard if he is actually engulfed by it.\n\nSelenes have the same statistics as shades. The magic point and hit point drain takes place last in the round the selene engulfed its victim.\n"}, {"name": "Selene: Lunar Elemental, 1 cubic meters", "race": "Elemental", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 12097, "notes": "Only magical spells or weapons affect. \n\nSelenes are lunar elementals tied to the Blue Moon.\n\nThey are formed from the glow produced by certain stones, fragments of the Blue Moon, dating from the time she was shattered and much of her form fell to earth. Such stones are expensive, difficult to obtain, and normally available only to priests. Each 6 ENC of Blue Moon fragments produce enough glow to form 1 cubic meter of selene.\n\nSelenes are invisible and undetectable to most. natural senses. Spells such as [[Second Sight]]  can be used to perceive the selene's POW or magic points. [[Witchsight]] can see them\n\nEach round that a victim is completely englobed by a selene, he loses one magic point and one hit point.\n\nA selene can engulf 10 SIZ points of opponent per cubic meter of volume it possesses.\n\nSelenes have a loose misty structure, much like that of lunes or shades, which can be broken up by at-tacks. Because these entities are invisible, an attacker's chances to hit is Formidable normally or Hard if he is actually engulfed by it.\n\nSelenes have the same statistics as shades. The magic point and hit point drain takes place last in the round the selene engulfed its victim.\n"}, {"name": "Half-Giant, Thug", "race": "Giant, 6 meter", "rank": 3, "owner": "edw888", "tags": [], "id": 12115, "notes": " "}, {"name": "Albino Blind Sewer Crocodile", "race": "Crocodile", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Fonrit", "Genertela", "Glorantha", "Islands", "Jungle", "Monster island", "Pamaltela", "Sea", "Umathela"], "id": 12146, "notes": "Immune to spells affecting sights and special effects affecting sight. \n\nSource: Furthest"}, {"name": "Elf, Scout", "race": "Elf (Dark Sun)", "rank": 3, "owner": "edw888", "tags": [], "id": 12148, "notes": "Nightsight (Skill rolls in dim illumination are reduced to Hard instead of Formidable)\nElf Run: Running is considered Light activity when doing the activity \"Elf Run\"\nCultural Passions:Hate(Thri-kreens)\n\n"}, {"name": "Umathelan Barbarian Warrior (Strong One)", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Umathela"], "id": 12154, "notes": "These tribal storm worshipping barbarians are allies of the Aldryami. The Orlanthi of the hills are light skirmishers with bows, spears, and axes. Their leaders and champions are often armoured and fight with long, curved, two-handed blades that are devastatingly effective. Typically they come from Kormarkan, Vralos, Orik and Sulayz.\n"}, {"name": "Mertyn - Book of Schemes", "race": "Human", "rank": 3, "owner": "Tash", "tags": [], "id": 12155, "notes": "Mertyn is a new boss in the Brass Dogs out to prove\nherself.\nMertyn has a group of 12 gangers under her\ncommand, represented by the Gang Thugs on page\n221."}, {"name": "Criminal, Enforcer", "race": "Human", "rank": 3, "owner": "edw888", "tags": [], "id": 12158, "notes": ""}, {"name": "Guard, Professional", "race": "Human", "rank": 3, "owner": "edw888", "tags": [], "id": 12160, "notes": ""}, {"name": "Mercenary", "race": "Human", "rank": 3, "owner": "edw888", "tags": [], "id": 12162, "notes": ""}, {"name": "Apprentice Wizard", "race": "Human", "rank": 3, "owner": "edw888", "tags": [], "id": 12165, "notes": "Mana: POW/4"}, {"name": "Grimel ", "race": "Human", "rank": 3, "owner": "Tash", "tags": [], "id": 12167, "notes": ""}, {"name": "Priestess of Sariniya", "race": "Human", "rank": 3, "owner": "JacobTheGreat", "tags": [], "id": 12176, "notes": ""}, {"name": "Mummy (Classic Fantasy)", "race": "Mummy", "rank": 3, "owner": "gloranphile", "tags": ["Classic fantasy"], "id": 12177, "notes": "Classic Fantasy mummies are only harmed by magic weapons; however, they are very susceptible to fire. Susceptible to fire (damage rolled as % -> fire - continues damage each fire on that hitloc).\n\nAbilities: Terrifying, Immunity (Sleep, Paralysis, Charm, Hold, and Cold-based spells), Intensity 6 versus Turn Undead, and Undead.\n\nPassions:\nEvil (Hateful and Murderous) 52%, Average Lair: 2-8, and Treasure Type: A, (M).\n\nFinally, Classic Fantasy mummies possess a horrible rotting disease that is inflicted on any they come into contact with, called Mummy Rot.\n\nMummy Rot\nThis horrible disease, sometimes called a wasting disease, is inflicted through contact with mummified corpses previously granted un-life.\nApplication: Contact\nPotency: 80\nResistance: Endurance\nOnset time: 1 month\nDuration: Permanent until disease removed\n\nConditions: Disease manifests 1 month after it is acquired with the character no longer benefiting from the use of healing potions or spells, and their Healing Rate being reduced by 1. Healing Rates reduced to 0 only heal naturally every other time period. In addition, the victim suffers the loss of 2 points of CHA, along with another 2 every month thereafter. After 1d3+3 months has passed, or CHA reaches 0 (whichever comes first), the character suffers death. Those killed by this disease cannot be raised from death without the casting of Cure Disease and Raise Dead, both cast within 1 hour of death.\n\nAntidote/Cure: Can be cured by a casting of Remove Disease. The disease may also be removed by powdering the gem from a Periapt of Health and sprinkling the dust on the victim. Any CHA loss is permanent; however, it can be restored by the casting of Restoration as normal."}, {"name": "Psionicist, Apprentice", "race": "Human", "rank": 3, "owner": "edw888", "tags": [], "id": 12182, "notes": "One strong psionic discipline (Mysticism skill level) and one secondary one (Mysticism -10 skill)"}, {"name": "Fire Imp", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fantasy"], "id": 12225, "notes": ""}, {"name": "Human Paladin", "race": "Human", "rank": 3, "owner": "Trooper1108", "tags": [], "id": 12254, "notes": "Wears gothic plate armour"}, {"name": "Disease Ridden Rubble Runner ", "race": "Rubble runner", "rank": 3, "owner": "hkokko", "tags": ["Aig", "Fantasy", "Glorantha"], "id": 12265, "notes": "Usually hunts in packs of 12-30.Once it bites it hangs on and continues to bite.  RQGB"}, {"name": "Thug - short form", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Swordandsorcery"], "id": 12290, "notes": ""}, {"name": "Thug - shortest form", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Swordandsorcery"], "id": 12291, "notes": ""}, {"name": "Thug - short form with combat style trait", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Swordandsorcery"], "id": 12292, "notes": ""}, {"name": "Small Bless Spirit", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 12331, "notes": "Core pg 147"}, {"name": "Germanic Warrior", "race": "Human", "rank": 3, "owner": "LtLink", "tags": [], "id": 12337, "notes": "General warriors from germanic tribe"}, {"name": "Guerrero Nobile Cartagines", "race": "Human", "rank": 3, "owner": "Dexterreveu", "tags": ["Cartago", "Human", "Iberia libre"], "id": 12354, "notes": ""}, {"name": "Guerrero Experimentado Cartagines", "race": "Human", "rank": 3, "owner": "Dexterreveu", "tags": ["Cartago", "Human", "Iberia libre"], "id": 12356, "notes": ""}, {"name": "Pujaleg Bat People Cultists", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "Jungle", "Monster island"], "id": 12405, "notes": "Blowgun has POT 70 poison"}, {"name": "Germanic Skirmisher", "race": "Human", "rank": 3, "owner": "LtLink", "tags": [], "id": 12406, "notes": "Germanic Skirmishers"}, {"name": "Abomination", "race": "Bear", "rank": 3, "owner": "blatamano", "tags": [], "id": 12411, "notes": ""}, {"name": "Zombie Human, Initiate of Gark the Calm", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fonrit", "Genertela", "Glorantha", "Pamaltela"], "id": 12420, "notes": "The Cult of Gark the Calm thrives in the shadowy corners of Hombori Tondo, exploiting the city\u2019s disparities of wealth and power to recruit desperate followers. In a city teeming with intrigue and unrest, the cult offers a seductive promise: eternal peace, freedom from life\u2019s burdens, and the utility of uncomplaining, undead servitude. Gark\u2019s followers\u2014known as Garkists\u2014are practical necromancers who use corpses as tools of labor and societal function, particularly as tireless workers for the city\u2019s ambitious building projects, trade enterprises, and even menial labor.\n\nBattle cries: \n\t1.\t\u201cPeace in Death!\u201d\nA chilling cry as they advance, offering their enemies the \u201cmercy\u201d of eternal calm.\n\t2.\t\u201cJoin the Labor Eternal!\u201d\nSpoken with eerie conviction, as if the enemy is already destined to become a part of their tireless workforce.\n\t3.\t\u201cThe Stillness Claims You!\u201d\nA foreboding declaration, meant to freeze their foes in fear as they march forward.\n\t4.\t\u201cWork, Obey, Decay!\u201d\nA mantra that embodies the cult\u2019s cold pragmatism and the fate they see for all.\n\t5.\t\u201cThe Calm Takes All!\u201d\nA grim, resolute proclamation of Gark\u2019s inevitability, shouted as they charge.\n\t6.\t\u201cYield to the Eternal!\u201d\nSpoken with a mix of fervor and menace, implying resistance is pointless.\n\t7.\t\u201cYour Flesh Has Purpose!\u201d\nA macabre cry, driving home the cult\u2019s view of corpses as resources.\n\t8.\t\u201cNo Rest for the Living!\u201d\nA dark inversion of their ideals, marking their enemies for toil\u2014or death.\n\t9.\t\u201cTo Stillness, To Service!\u201d\nAn unsettlingly serene chant as they engage in combat, reflecting their zealous calm.\n\t10.\t\u201cAll Hail the Silent God!\u201d\nA reverent shout, elevating Gark\u2019s presence as they bring violence cloaked in peace.\n"}, {"name": "Marauder Crab", "race": "Crab, Giant", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Jungle", "Raw", "Sea"], "id": 12424, "notes": "Huge crabs the size of mastiffs, relentlessly hungry. They attempt to eat anything that moves or smells edible, swarming, pulling, tearing and gnawing. They are nimble over rocks (though too heavy to climb sheer surfaces) Their thick, stone-like shells are nearly impervious against cutting weapons. Crossbows, heavy hammers, two handed axes and picks are best. They are completely encrusted with the terrible salt, and any blow that strikes them sends up a spray that can blind an unsuspecting attacker. Their rubbery eye stalks are vulnerable. Crabs swarm and eat any fallen, in- cluding their own dead. Eating delays the swarm for several minutes until the carcass is picked clean\n\nSource: Michael Prescott, Trilemma"}, {"name": "Paladin of Pharasma", "race": "Human", "rank": 3, "owner": "skarza", "tags": [], "id": 12428, "notes": "Paladin abilities\naura of Neutrality, lay on hands (1d2+1, 4/day), mercy (shaken), Smite evil (2 x day), Aura of courage. channel Positive energy (1d2)\n\nCombat Gear holy water (4); Other Gear masterwork full plate, masterwork heavy steel shield, masterwork longsword, healer\u2019s kit, sunrods (2)"}, {"name": "Cowboy", "race": "Human", "rank": 3, "owner": "raleel", "tags": ["Old west"], "id": 12431, "notes": "These cowboys are built for being PC pregens\n\nequipment - leather duster, cowboy hat, one or two guns and a knife. likely has a horse."}, {"name": "McClintock Gang Member", "race": "Human", "rank": 3, "owner": "raleel", "tags": ["Old west"], "id": 12436, "notes": "These are for random banditos in the old west\n"}, {"name": "Kavlugs Krieger", "race": "Hobgoblin (Classic Fantasy)", "rank": 3, "owner": "Keplast", "tags": [], "id": 12783, "notes": "Krieglinge haben D\u00e4mmerungssicht (Abz\u00fcge f\u00fcr Lichtverh\u00e4ltnisse um eine Stufe reduziert)."}, {"name": "Leopard", "race": "Tiger", "rank": 3, "owner": "skarza", "tags": [], "id": 12472, "notes": "These creatures live in forests and jungles, sometimes ranging out into nearby savannahs, plains and even deserts. They will prey on anything they can kill but they are wily animals and will not attack a foe with superior numbers or one that is obviously more than a match for them. Leopard hunt by lying in wait and springing on their prey from ambush"}, {"name": "Centaur Warrior", "race": "Centaur", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Raw", "Raw official", "Rq6"], "id": 12475, "notes": ""}, {"name": "Alligator,Young Adult", "race": "Crocodile", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Genertela", "Glorantha", "Islands", "Jungle", "Monster island", "Mythic rome", "Pamaltela", "Raw", "Raw official", "Rq6", "Sea", "Umathela", "Upland marsh"], "id": 12478, "notes": "RAW pg 237"}, {"name": "Goblin Warrior, Skilled One", "race": "Goblin", "rank": 3, "owner": "hkokko", "tags": ["Raw official"], "id": 12480, "notes": "RAW pg 246"}, {"name": "Orc Warrior, Skilled One", "race": "Goblin", "rank": 3, "owner": "hkokko", "tags": ["Raw official"], "id": 12481, "notes": "RAW pg 246"}, {"name": "Minotaur, Warrior", "race": "Minotaur", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Raw official"], "id": 12485, "notes": "RAW pg 259"}, {"name": "Wolf, Young Adult", "race": "Wolf", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Mythic babylon", "Mythic rome", "Raw official", "Rq6"], "id": 12490, "notes": "Raw pg 272 Usually hunts in packs of 12-30. Prefers to select Grip and Choose location. Gripped victim sustains biting damage every round. "}, {"name": "Lizardman/Ophidian", "race": "Lizardfolk Male", "rank": 3, "owner": "hkokko", "tags": ["Mythras core", "Raw", "Raw official"], "id": 12493, "notes": "RAW pg 255"}, {"name": "Elf, Old School", "race": "Elf", "rank": 3, "owner": "hkokko", "tags": ["Raw official"], "id": 12496, "notes": "RAW pg 243-244"}, {"name": "Barbarian Warrior - Light", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Core codex"], "id": 12514, "notes": "The barbarian skirmisher is the wind of the wild, unseen until the moment they strike. Clad in furs and leather, they move with the silence of a stalking predator, weaving through dense forests and jagged hills like a shadow. Their weapons\u2014javelins, throwing axes, or a hunter\u2019s bow\u2014find their mark before the enemy even knows death is near. Agile and relentless, they strike in hit-and-run bursts, breaking lines and vanishing into the terrain before retaliation can follow. They are masters of the ambush, the terrain their ally, every tree and stone a weapon in their arsenal. To hunt one is folly, for they are already hunting you."}, {"name": "Civilized Thief", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Core codex"], "id": 12523, "notes": "The civilized thief is a phantom of the city\u2019s underbelly, slipping through locked doors and guarded halls like a shadow given purpose. Clad in muted leathers and silence, they master the art of going unseen, every footstep measured and every glance calculated. They are both predator and opportunist, disarming traps, unlocking vaults, and vanishing before the dawn. Their weapons are subtle\u2014whispers, disguises, and sleight of hand\u2014tools of a trade built on precision and deception. In the world of thieves, gold is not just wealth but freedom, and each stolen treasure is a step closer to living life on their own terms."}, {"name": "Civilized Informer", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Core codex"], "id": 12535, "notes": "The civilized informer is a creature of whispers and shadows, living on the edge of trust and treachery. They navigate the dark corners of society\u2014taverns, alleys, and court halls\u2014gathering secrets like a spider spins its web. Armed with cunning and an ear for deception, they trade information to survive, feeding it to those who can pay in gold or protection. Their smile hides daggers, their loyalty is fleeting, and their safety depends on staying one step ahead of enemies and allies alike. To deal with an informer is to gamble with hidden truths, for in their world, knowledge is both weapon and shield."}, {"name": "Civilized Hunter", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Core codex"], "id": 12544, "notes": "The civilized hunter is a master of the wild, a figure equally at ease in the untamed wilderness and the halls of nobility. They are sharp-eyed and silent as a shadow, reading the land\u2019s subtle signs with uncanny precision. Their bow, spear, or blade is an extension of their will, striking swiftly and decisively when the moment demands. Whether tracking dangerous beasts for glory or protecting their lands from threats, the hunter balances survival instinct with refined skill. In courtly circles, they are both admired and feared\u2014an embodiment of nature\u2019s raw power harnessed by discipline and honor."}, {"name": "Sons of Istam - Exiled Spearmen", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 12628, "notes": "Their skin is the color of storm-polished obsidian; their eyes hard as fire-blackened bronze. They wear no sigils of allegiance, only black war-paint, ash-dyed spears, and long cloaks of faded imperial crimson that trail like old wounds. Each man bears his exile in silence, his name removed by oath and replaced by a battlefield memory."}, {"name": "0 Modern/Cyberpunk Human template", "race": "Human", "rank": 3, "owner": "Paulkwk", "tags": ["Human", "Modern"], "id": 12656, "notes": ""}, {"name": "Sailor, Fonrit", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Sea"], "id": 12663, "notes": "Skills: Athletics 38%, Brawn 25%, Endurance 36%, Evade 28%, Locale 40%, Perception 41%, Seamanship 70%, Survival 31%, Unarmed 38%, Willpower 22%,\nStealth 39%, Swim 50%\nCombat Style: Meerish Sea Salt (Club, Dagger, Buckler) "}, {"name": "Pujaleg Bat People Hunter- Uninitiated", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Errinoru", "Fonrit", "Pamaltela"], "id": 12664, "notes": "Bat People user their transform spells to turn into giant bats. "}, {"name": "Fog Bug - Spawn of Pocharngo", "race": "Lotus Moth", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Flying", "Insect"], "id": 12687, "notes": "Localized Fog Aura: Emits a 3m radius cloud of dense fog; sight reduced to 1m, ranged attacks penalized (Hard/Formidable/Herculean)\n"}, {"name": "Slime Rat - Spawn of Pocharngo", "race": "Rubble runner", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 12720, "notes": "From the stinking burrows beneath tainted ruins and the bubbling cisterns of warp-tainted sewers, the Slime Rats ooze forth \u2014 a mewling, chittering plague of corruption. At first glance they resemble oversized rats, but this illusion falters quickly. Their hides shimmer with a wet, nacreous sheen, as if coated in mucus or oil. Patches of raw, exposed flesh pulse with unnatural life. Some scurry on too many legs, others ooze forward with the serpentine grace of boneless horror.\n\nTheir eyes, if present, are malformed or grown over with translucent skin. Some wear humanlike faces stretched tight across their skulls, and others gibber from multiple mouths that echo with laughter not their own. Their tails secrete a viscous, caustic slime, leaving steaming trails that etch runes of madness into stone and bronze alike.\n\nMost disturbingly, they feed on metal \u2014 not for sustenance, but to dissolve order. Blades rust, armor sags, coins soften and drip away like wax. The air around them carries the coppery stench of oxidized blood and corroded bronze.\n\nSlime Rats attack in frantic packs, overwhelming larger foes through sheer pressure and mutation. They gnaw at armor, dissolve weapons mid-parry, and coat prey in slime that saps will and warps flesh.\n\nThey exhibit uncanny cooperation, often herding victims toward acidic pits or cornering them in metal-wrought chambers to feast on both flesh and alloy.\n\n**Gnawing Bite** special: melts metal hit on a successful attack roll unless parried with organic material (bone, wood, etc.). Metal struck will  take 1d3 AP damage per round (see below).\n**Slime Trail:** Passive. Any character ending turn adjacent to or grappling with a slime rat must make an Endurance roll or be affected by Corrosive Ooze.\n\nThese vermin are not natural, nor even the warped echoes of natural things. They are extrusions of Pocharngo\u2019s will \u2014 spontaneous effluvia where Chaos leaks into the world. Their nests resemble coral reefs built from rusted chain, softened bronze, and shattered teeth. The Mutator uses them as both spies and saboteurs, often hiding them in offerings, statuary, or the hollow walls of temples.\n\nTheir presence often precedes greater corruption: cultists of Pocharngo whisper that when the silver bells of the rat king ring, mutation follows \u2014 and soon after, dissolution of all order.\n\n"}, {"name": "Purple Frog - Spawn of Pocharngo", "race": "Toad, Cliff", "rank": 3, "owner": "hkokko", "tags": ["Animal", "Chaos", "Classic fantasy", "Glorantha", "Jungle"], "id": 12723, "notes": "Lumbering out of pools where reality thins, the Purple Frogs are dog-sized toad-like abominations summoned by Pocharngo\u2019s priests to harry, confuse, and corrupt. Their flesh pulses with a sickly violet sheen, slick and porous, as though grown in moonlight and spoiled dreams. Their bulbous eyes come in mismatched pairs \u2014 some lidless and glowing, others blind and weeping black ichor.\n\nThe creatures\u2019 enormous maws yawn far too wide, filled not with teeth but bony feelers, proboscis-like tongues, or fanged lips that speak backwards. Their throats swell before unleashing a guttural croak that echoes inside the listener\u2019s mind \u2014 a warping resonance that leaves torchflames guttering and reality momentarily unspooled.\n\nThough they hop and bound like normal frogs, their movement is erratic \u2014 sometimes hovering in midair for a heartbeat, or phasing slightly sideways, leaving behind a shimmer of afterbirth and spores.\n\nPurple Frogs are semi-sapient and obedient only to Chaos-touched minds. They serve as mobile hazards in rituals, living traps, and even mounts for smaller familiars. In battle, they croak to confuse, then strike with tongues that grapple or inject mutagenic slime.\n\nThey love the scent of blood.\n\nMaddening Croak (once per 10 minutes): All within 5m must roll Willpower or become Befuddled as per spell\n\nMutagenic Slime is POT 60 poison on touch. Starts to mutate the surface of the organism, unless cleaned away within 15 minutes the part inflicted will start to fester away. "}, {"name": "Troll (Classic Fantasy) Template 12756", "race": "Troll (Classic Fantasy)", "rank": 3, "owner": "Paulinthehills", "tags": [], "id": 12756, "notes": "Regen 1 HP per round"}, {"name": "Celt Mounted Nobility", "race": "Human", "rank": 3, "owner": "Manuelman", "tags": ["Celt", "Historical", "Mythic britain", "Nobility"], "id": 12773, "notes": "Young nobles eager to prove themselves. Foud in heavy cavalry warbands or formations, they serve to raid the land, harassment, flanking, shock charges and pursuit."}, {"name": "Cultist Thug, Strong One", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Swordandsorcery"], "id": 12936, "notes": ""}, {"name": "Wild Boar", "race": "Boar, wild", "rank": 3, "owner": "raleel", "tags": ["A0", "Danger at darkshelf quarry"], "id": 12950, "notes": "Wild boars inhabit woods and forests in most temperate climates. The body of the wild boar is compact; the head is large, whilst the legs relatively short. A boar\u2019s coat consists of stiff bristles and finer fur.\n\nThe colour varies from dark grey to black or brown, are there can be great regional differences in colour. Adult boars measure around 2m in length, and stand around 1m at the shoulder. Larger specimens are not uncommon. Males are equipped with large, sharp tusks used for foraging and fighting, and these tusks lend the boar its fearsome reputation. Boars are usually solitary animals outside of the breeding season.\n\nAll boars are aggressive when threatened, usually attempting to intimidate first, and then launch a powerful charge using the tusks to carve at their enemies. Sows with young will almost certainly attempt to defend their progeny from potential attack, and males can be highly territorial \u2013 especially if sows are nearby during the breeding season.\n\nThe animals are prized for their rich meat, strong, warm hide, and their tusks which make excellent trophies. Boar hunting, using hounds to track and flush the animals, is a widespread sport throughout most cultures, but a hazardous one. Large, powerful specimens can easily eviscerate unwary opponents, and whilst much of the challenge comes in facing these creatures with a longspear to receive a charge, hunter injuries and deaths are not uncommon.\n\nSome species, such as goblins and orcs, raise boar as mounts, riding them into battle just as any other steed. A boar cavalry, tusks tipped with iron or even spikes or spines, is a terrifying sight."}, {"name": "Wolf", "race": "Wolf", "rank": 3, "owner": "raleel", "tags": ["A0", "Danger at darkshelf quarry"], "id": 12952, "notes": "Raw pg 272 Usually hunts in packs of 12-30. Prefers to select Grip and Choose location. Gripped victim sustains biting damage every round. "}, {"name": "Panther", "race": "Lion", "rank": 3, "owner": "raleel", "tags": ["A0", "Danger at darkshelf quarry"], "id": 12953, "notes": "Intimidate, Night Sight (RQ6: pg 312-316) . RQ6 pg 369. Hunts in prides of 3-8. "}, {"name": "Afadjanni Thug - short form", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Swordandsorcery"], "id": 12910, "notes": ""}, {"name": "Snikscab", "race": "Goblin", "rank": 3, "owner": "raleel", "tags": ["A0", "Danger at darkshelf quarry"], "id": 12963, "notes": "Abilities:\n\nInfravision: The creature sees into the infrared spectrum. The maximum distance is 18 metres (60 ft) unless specified otherwise. \n\nAlthough the bugbears are stealthy and cunning, they have become accustomed to making slaves cringe with little more than a\nnasty look. In a fight, they try to focus on weak opponents that they\ncan defeat quickly and perhaps sow despair among the enemy."}, {"name": "Nubgrod", "race": "Goblin", "rank": 3, "owner": "raleel", "tags": ["A0", "Danger at darkshelf quarry"], "id": 12964, "notes": "Abilities:\n\nInfravision: The creature sees into the infrared spectrum. The maximum distance is 18 metres (60 ft) unless specified otherwise. \n\nAlthough the bugbears are stealthy and cunning, they have become accustomed to making slaves cringe with little more than a\nnasty look. In a fight, they try to focus on weak opponents that they\ncan defeat quickly and perhaps sow despair among the enemy."}, {"name": "Wartslag", "race": "Goblin", "rank": 3, "owner": "raleel", "tags": ["A0", "Danger at darkshelf quarry"], "id": 12966, "notes": "Abilities:\n\nInfravision: The creature sees into the infrared spectrum. The maximum distance is 18 metres (60 ft) unless specified otherwise. \n\nWartslag, the bugbear blacksmith, lives and works here. Most of\nhis job consists of making shoes for the quarry\u2019s mules and horses,\nbut he also creates or repairs all manner of iron or steel items. The\nsmith spends all his time here tinkering with metalwork, snoozing,\nor playing knucklebones with his two goblin assistants.\nWartslag pays attention to what happens in areas 24 and 25,\nincluding any comings and goings from areas 26 and 28. If he\nnotices trouble, he hides behind his forge, hoping to ambush intruders who might come his way.\n\nWartslag, the bugbear blacksmith, lives and works here. Most of\nhis job consists of making shoes for the quarry\u2019s mules and horses,\nbut he also creates or repairs all manner of iron or steel items. The\nsmith spends all his time here tinkering with metalwork, snoozing,\nor playing knucklebones with his two goblin assistants.\nWartslag pays attention to what happens in areas 24 and 25,\nincluding any comings and goings from areas 26 and 28. If he\nnotices trouble, he hides behind his forge, hoping to ambush intruders who might come his way."}, {"name": "Human Cleric", "race": "Human", "rank": 3, "owner": "raleel", "tags": ["A0", "Danger at darkshelf quarry"], "id": 12967, "notes": "In addition to his regular mace, the cleric carries a mace with a\nstone head. He uses the stone weapon when he fights alongside\nmudtigers because the metal one might become magnetized. \n\nIn battle, the cleric tries to befriend opponents long enough to use\ncause fear on a fighter type or rogue, then he uses his sling or\nmace as appropriate. When help arrives, he falls back and uses\ncurse, then command (\u201cFlee!\u201d)."}, {"name": "Mudtiger", "race": "Giant Lizard", "rank": 3, "owner": "raleel", "tags": ["A0", "Danger at darkshelf quarry"], "id": 12968, "notes": "Mudtigers dwell on the elemental planes where water and earth\nmeet to form mud and ooze. They find their way onto the Prime\nMaterial Plane through elemental vortices or when conjured or\nsummoned. Recently, evil elemental clerics have established breeding colonies of mudtigers on the Prime Material.\n\nAlthough a mudtiger has a vicious bite, its most dangerous power\nis the ability to generate an electrical burst. When a mudtiger\nreleases a burst, the effect shocks everyone within 10 feet of the\ncreature, dealing 1d6 points of damage to all locations  A successful Endurance check reduces the damage by half.\n\nOnce the mudtiger generates a burst, it cannot use the burst again\nuntil the power recharges. To check for recharge, roll 1d6 before\nthe mudtiger acts during a turn. On a roll of 5 or better, the power\nrecharges.\n\nAny ferrous metal (such as steel) subjected to a mudtiger\u2019s electrical burst becomes partially magnetized for two to five rounds.\nWhile affected, the metal has a magnetic field with rapidly (and\nrandomly) changing strength and polarity.\n\nCharacters wielding ferrous metal weapons while wearing magnetized armor or within 5 feet of a substantial mass of magnetized\nmetal (30 pounds or more) attack and defend at a Hard penalty\n\nCharacters wearing magnetized armor move at half speed (treat\nevery 1\u201d moved as 2\u201d of movement) until the effect wears off. Characters wearing ferrous metal armor while within 5 feet of another\ncharacter with magnetized armor or within 5 feet of a substantial\nmass of magnetized metal (30 pounds or more) also move at half\nspeed.\n\n**Description**: A mudtiger resembles a cross between a shark and\nan aquatic lizard. It has a sinuous body covered in scales, a pair\nof triangular ventral fins, a blunt snout with a toothy maw, and a\npair of thick, stubby forelimbs tipped with broad, rayed fins. A\nmudtiger\u2019s body is iridescent green with blue-green stripes.\nOn land, a mudtiger slithers and hunches along, occasionally\npausing to hold itself erect on its forelimbs. In the water, a mudtiger\nwriggles its body and steers with its forelimbs. A mudtiger also can\nburrow through soft or loose material such as sand, ooze, or mud."}, {"name": "Bugbear", "race": "Goblin", "rank": 3, "owner": "raleel", "tags": ["A0", "Danger at darkshelf quarry"], "id": 12969, "notes": "Abilities:\n\nInfravision: The creature sees into the infrared spectrum. The maximum distance is 18 metres (60 ft) unless specified otherwise. \n\nAlthough the bugbears are stealthy and cunning, they have become accustomed to making slaves cringe with little more than a\nnasty look. In a fight, they try to focus on weak opponents that they\ncan defeat quickly and perhaps sow despair among the enemy."}, {"name": "Troglodyte", "race": "Lizardman", "rank": 3, "owner": "raleel", "tags": ["A0", "Classic fantasy", "Danger at darkshelf quarry"], "id": 12975, "notes": "Troglodyte secretion:This noxious odour is secreted whenever a troglodyte is agitated.\nAny humans and demi-humans within 3 metres (10 ft) of an agitated troglodyte must make an Endurance roll to resist the effects. Assuming one knows of this beforehand,attackers could declare that they are holding their breath. See Asphyxiation, Drowning, and Suffocation in Mythras for further information.\nApplication: Inhaled\nPotency: 65\nResistance: Endurance\nOnset time: Instantaneous\nDuration: 10 minutes\nConditions: Failing the Resistance roll results in a penalty of one difficulty grade to all skill rolls while in the area of effect and for 10 minutes thereafter."}, {"name": "Ghast", "race": "Human", "rank": 3, "owner": "raleel", "tags": ["A0", "Classic fantasy", "Danger at darkshelf quarry", "Undead"], "id": 12976, "notes": "Average Lair to 1-6\n\nTreasure Type: (C, D, E, M)\n\nAbilities: \n\nDeath Sense: The creature can sense the death of living things and dead flesh at a range of up to half its INT or INS in kilometres.\n\nImmunity (Fear, Sleep, and Charm)\n\nIntensity 4\n\nUndead: The creature is immune to the consequences of both fatigue and severe injuries. Undead are thus immune to all the detrimental effects of Serious Wounds. Even Major Wounds do not incapacitate them, although they can still have locations severed or shattered as per normal. The head and chest location typically stores the magic that is animating the creature. Any location (and those contiguous to it) that is smashed or severed from the bound area ceases to function, but the remainder of the body can continue if it still has limbs with which to act. A Major Wound to the magic-infused location destroys the undead outright.\n\nRegeneration and Vulnerable (Cold Iron). They regenerate 1 Hit Point of damage per Round to each injured body location from all but a dismembering strike, of which the limb will not grow back. Losing a limb has no adverse effect on the ghast except the loss of its use. The only sure way to kill a ghast is to destroy the creature\u2019s head or chest as bringing either body location to fully negative Hit Points ends its ability to regenerate. Wounds made by weapons or tools manufactured of cold iron are not subject to regeneration.\n\nStench of death and: Accompanies them in a 3 metre (10 foot) radius. Those within range of the stench must succeed at a Willpower roll or be so overcome with nausea as to suffer a penalty of one difficulty grade to all skill rolls until they can leave the area.\n\nVenomous: Ghast Venom. Claw and bite attacks that get through armour causing at least 1 point of damage inject a venom into the victim\u2019s bloodstream. This venom is a simple paralytic poison to render prey immobile whilst it is eaten alive. Even affect elves and half-elves\n\nApplication: Injection \nPotency: 58 \nResistance: Endurance\n\nOnset time: Immediate Paralysis in location struck. If the location struck is the head or chest, the victim suffers immediate total paralysis; otherwise, it takes 1d3 Rounds to spread through the circulatory system and cause total paralysis.\n\nDuration: 1d6+4 rounds\n\nConditions: If not resisted, the venom acts as a muscle relaxant, immobilising the area struck and soon spreading to the rest of the body. Somewhat cruelly, it does nothing to stop the sensation of pain.\n\nAntidote/Cure: A prophylactic brewed from local herbs is known to tribal shamans, which makes the Endurance roll to resist the venom one step easier. If this is overcome, however, the victim must still wait out the entire duration to recover. Neutralise Poison spells or potions have their normal effect."}, {"name": "Light Warhorse", "race": "Horse", "rank": 3, "owner": "raleel", "tags": ["A0", "Danger at darkshelf quarry"], "id": 12978, "notes": ""}, {"name": "Vivid IAP", "race": "Human", "rank": 3, "owner": "raleel", "tags": ["Cyberpunk", "Modern", "Shadowpunk", "Shadowrun"], "id": 13067, "notes": "Internal Asset Protection (IAP) - Corporate Lab Security\nIAP is designed for \"Asset Preservation.\" They carry equipment that stops intruders without destroying expensive lab equipment or piercing hull plating.\n\n\nPrimary Weapon: Assault Rifle (5.56mm) \n\nStandard Mag: 5.56mm Frangible (Damage: 2d6, Armor x2) \u2014 Used to avoid collateral damage to the facility.\n\nTactical Mag: Regular 5.56mm (Damage: 2d6) \u2014 Swapped in once heavy targets are identified\n\nSidearm (Sergeants Only): Heavy AP Pistol \n\nAmmo: .45 AP (Damage: 1d8+1, Bypass 4 AP) \u2014 Specifically for putting down high-armor threats.\n\nArmor: Tactical Vest \n\nProtection: AP 4 (Torso/Abdomen).\n\nUtility: * Flashbangs: To disorient targets for easier \"Asset Recovery.\"\n\nMagnetic Zip-Ties: For restraining survivors."}, {"name": "Vivid VCS", "race": "Human", "rank": 3, "owner": "raleel", "tags": ["Cyberpunk", "Modern", "Shadowpunk", "Shadowrun"], "id": 13068, "notes": "Vivid Corporate Security (VCS) - \"The Bouncers\"\nThese are the guys in the cheap suits or branded polos standing in the lobby. Their job is to look intimidating, check IDs, and handle drunk interns. They use \"Less-Lethal\" or low-caliber gear to keep the insurance premiums down.\n\nPrimary Weapon: Heavy Duty Stun Baton\n\nSidearm: 9mm Service Pistol\n\nAmmo: Standard JHP (Jacked Hollow Point).\n\nArmor: Concealed Kevlar Vest\n\nProtection: AP 2 (Torso only). It fits under a suit jacket.\n\nUtility: * Handcuffs & Zip-ties.\n\nFlashlight (Heavy): Can be used as an improvised club (1d4).\n\nRadio: To call the IAP when things actually get dangerous."}, {"name": "Gargoyle, Tiny Lesser Horned", "race": "Gargoyle, Lesser Horned", "rank": 3, "owner": "hkokko", "tags": ["Aig", "Fantasy", "Glorantha"], "id": 13077, "notes": "Aig GB pg 19"}, {"name": "Gargoyle, Smallish Lesser Horned", "race": "Gargoyle, Lesser Horned", "rank": 3, "owner": "hkokko", "tags": ["Aig", "Fantasy", "Glorantha"], "id": 13078, "notes": "Aig GB pg 19"}, {"name": "Gorp (Leaper), Large", "race": "Gorp", "rank": 3, "owner": "hkokko", "tags": ["Aig", "Chaos", "Dorastor", "Fantasy", "Glorantha"], "id": 13091, "notes": "Suffers only magic or fire damage. Only Fireblade or similar magic can damage. Weapons receive corrosive acid damage. If a limb is reduced to zero then suffers permanent injury by dissolving the location"}, {"name": "Slime Scale Algae Glider - Thug", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Core codex", "Fonrit"], "id": 13093, "notes": "Common Bravo. Gliders use the treacherous, algae-coated ledges of the hideout to outmaneuver foes who cannot keep their footing"}, {"name": "Slime Scale Sump Skulker - Thug", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Core codex", "Fonrit"], "id": 13094, "notes": "Common Bravo. "}, {"name": "Slime Scale Capo - Thug", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Core codex", "Fonrit"], "id": 13095, "notes": "Capo. Hidden Blade (concealed in a walking stick) and Rondel Dagger"}, {"name": "Slime Scale Enforcer - Thug", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Core codex", "Fonrit"], "id": 13097, "notes": "A hulking brute who uses raw mass and momentum to crush defensive lines"}, {"name": "Slime Scale Hatchling - Thug", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Core codex", "Fonrit"], "id": 13098, "notes": "Leads the street urchins who act as the gang's eyes, striking silently from the shadows when a mark is isolated"}, {"name": "Ophidian", "race": "Ophidian Humanoid", "rank": 3, "owner": "Adept_Austin", "tags": ["Mythras core", "Raw", "Raw official"], "id": 13103, "notes": "RAW pg 255"}, {"name": "Meeros City Guard", "race": "Human", "rank": 3, "owner": "Adept_Austin", "tags": ["Meeros", "Meeros doomed"], "id": 13106, "notes": "Stat block for city guards in Meeros Doomed pg 23"}, {"name": "Mercenary Soldiers", "race": "Human", "rank": 3, "owner": "Adept_Austin", "tags": ["Meeros", "Meeros doomed"], "id": 13107, "notes": "Stat block for mercenary soldiers in Meeros Doomed pg 6"}, {"name": "Ophidian Sorcerer", "race": "Ophidian Humanoid", "rank": 3, "owner": "Adept_Austin", "tags": ["Meeros", "Meeros doomed"], "id": 13108, "notes": "Meeros Doomed pg 17"}, {"name": "Misogynistes: Intensity 2 Haunt", "race": "Spirit", "rank": 3, "owner": "Adept_Austin", "tags": ["Meeros doomed"], "id": 13112, "notes": "From Meeros Doomed pg 9. Based of a Haunt from Core 150\nThe Unarmed skill in the statblock has been replaced by the Spectral combat skill"}, {"name": "Savages of Iaxos", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "Jungle", "Monster island"], "id": 13167, "notes": ""}, {"name": "Deceit Spirit - Intensity 1", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Raw", "Spirit"], "id": 13200, "notes": ""}, {"name": "Poltergeist - Intensity 2", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Spirit"], "id": 13217, "notes": "Poltergeist is a spirit that is angry at something and reflects it with its actions - throwing things at targets. Escalation of its attacks could be: \t\n-> Pebbles and dust first\n\t-> Pots and tools flying\n\t->Bricks and stones\n\t-> Furniture moving\n\t-> Entire rooms becoming hazardous\nHere some examples\nA storm of small stones flies around, knife or tool whips across the room, Pottery explodes against the wall, Heavy rock or brick launched, Furniture slides violently\n"}, {"name": "Nature Spirit - Wolf Brother", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Spirit"], "id": 13233, "notes": "\nSource: Signs & Portents 90"}, {"name": "Nature Spirit - Hunt Friend", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Spirit"], "id": 13234, "notes": "Source: Signs & Portents 90"}, {"name": "Nature Spirit - Jackal's Laugh", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Desert", "Fantasy", "Spirit"], "id": 13235, "notes": "Grants the invoker the ability to demoralise foes with his hideous insane laugh. Anyone within the POW in metres must resist with their Willpower against the magician\u2019s Endurance or be demoralised Demoralise temporarily fills the target with a sense of despondency towards a particular person, species, situation or object. When con- fronted with the subject of this despondency, any proactive skill attempts made by the afflicted character related to the source are one grade harder while the laugh continues.However a direct assault from the subject instantly breaks the spell  Anyone who resists is immune to the fear attack for the rest of the day. Remember that spirit abilities cannot be \u201cturned off\u201d so this laugh is permanently in effect while the spirit is internalised. \n\nSource: Signs & Portents 90"}, {"name": "Curse Spirit - Darkword", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Fantasy", "Spirit"], "id": 13236, "notes": "Darkword manifests as a horrible pulsing movement in the air. Possessed victims fi nd their memory and mind effected by a dull throbbing pain and whispered threats only they can hear. This has the effect of one difficulty grade to all the victim\u2019s INT based skills.  \n\nSource: Signs & Portents 90"}, {"name": "Slinker", "race": "Lion", "rank": 3, "owner": "hkokko", "tags": ["Forest", "Jungle"], "id": 13298, "notes": "Slinkers are exceptionally shy forest felines capable of shifting their fur to match woodland colours (greens, browns, yellows, oranges). This grants them a natural advantage when hiding in their native terrain.\n\nThey avoid larger creatures, including humanoids, and will flee unless cornered or defending their young, in which case they fight to the death.\n\nDetection & Hunting\nSlinkers dwell deep in dense forests and possess acute senses.\n\nSource: Signs & Portents 47 "}, {"name": "Emperor Spider", "race": "Giant Spider", "rank": 3, "owner": "hkokko", "tags": ["City", "Desert", "Forest", "Jungle"], "id": 13300, "notes": "These brightly coloured arachnids are the nobility of\nthe bug world. With large, crested plates protruding\nfrom behind their heads and the ability to rear up on\ntheir hind legs, they are an imposing sight. It is said\nthat all other arachnids and insects defer to them, and\nwill never intrude upon their domain.\n\nSource: Signs & Portents 47"}, {"name": "Vision - Shapeshifter ", "race": "Human", "rank": 3, "owner": "hkokko", "tags": ["City", "Fantasy"], "id": 13311, "notes": "A vision is a rare, shape-shifting creature that presents any appearance it chooses, though in truth it is a cool, smooth, roughly humanoid and genderless being that dissolves into white dust upon death.\n\nAnarchic and greedy, visions delight in elaborate pranks against authority while stealing gold and jewellery, showing little empathy and leaving behind chaos, casualties, and a disturbing sense of artistic \u201cpoetry\u201d in their actions.\nThey are hunted relentlessly, as their remains yield a valuable powder used in illusion magic and potions, sometimes even containing rare Illusion runes, making each slain vision a prize worth considerable risk.\nTheir disguises are visually flawless and maintained even unconsciously, ranging from invisibility to grand forms, but affect only sight, meaning touch or other senses can reveal the deception beneath.\n\nSource: Signs & Portents 62"}, {"name": "Eraq - Forest Stalker Lizard", "race": "Lizard, Blood", "rank": 3, "owner": "hkokko", "tags": ["Forest", "Jungle"], "id": 13312, "notes": "Eraqs, known as forest stalkers, are predatory, leaping lizards that claim wide hunting grounds deep within tangled wilderness.\nThey track intruders with patient precision, striking from concealment in sudden, bounding attacks that aim to overwhelm before resistance can form.\nTheir bites carry a potent venom, turning even a glancing wound into a creeping danger that weakens body and resolve alike.\nCautious travellers may evade them by reading the signs of their domain and moving unseen, but those who fail soon face the swift and coordinated assault of these silent hunters.\n\nSource: Signs & Portents 48"}, {"name": "Severed Scholar - a City Passion Spirit", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 13354, "notes": "A pale, headless wraith drifts along the stone ribs of the Necropolis, its hands forever tracing cracks, carvings, and forgotten inscriptions as if the walls themselves might whisper back what was stolen. It manifests when mortal light intrudes upon the deep dark\u2014when a lantern flares or a scroll unrolls in the lower catacombs\u2014drawn to the echo of knowledge it can no longer grasp. The spirit writhes in ceaseless confusion, its existence fractured by loss, unable to comprehend its own death, yet driven by a desperate, blind need to remember.\n\nOnce a scribe of Hombori Tondo, the Seeker fell victim to the hidden knives of the Thanatari Cult. Its severed head now lies entombed in the Bone Library below, its memories leeched and bound into profane reliquaries, while the mutilated soul lingers above, incomplete and unquiet. In its presence, a choking miasma of dread spreads (radius = POW in meters), pressing thoughts toward obsession and ruin.\n\nIn Spirit Combat, the Seeker does not merely attack\u2014it infects. It seeks to fracture the mind, instilling Passion (Craving: Forbidden Knowledge) or Passion (Despair), dragging victims into the same spiraling void of need and loss that defines its torment. Those who linger too long near its grasp may find themselves pawing at ancient walls, whispering to stone, chasing truths that were never meant to return."}, {"name": "Toiling Phantom (Garkist Haunt)", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 13356, "notes": "A gaunt, dust-choked figure bends over an unseen burden, hands gripping tools that flicker in and out of existence\u2014shovel, stone block, rusted hook\u2014each motion repeated with numbing precision. It lingers beside a fresh grave marked by a thin iron pipe and a small, wind-trembling bell, its hollow chime the only sign of disturbance. The phantom does not look up, does not react, does not notice\u2014until something breaks the rhythm of its endless labor.\n\nThis spirit belongs to one whose body was sold in desperation to the Cult of Gark the Calm, promised \u201ceternal peace\u201d yet condemned to a harsher fate. Their corpse now toils among the Orange Guild\u2019s silent workforce at the docks, while their soul remains tethered to the empty grave, forced to echo every motion in a cruel, invisible mirror. The mind has flattened under the strain, reduced to repetition without rest, purpose without awareness.\n\nWhen disturbed, the Toiling Phantom reshapes the world through Glamour, layering the senses with visions of tireless dead\u2014lines of laborers hauling, digging, collapsing, rising again\u2014each illusion costing 1 Magic Point per sense ensnared. It defends itself with Animate Specific Substance, sending grave soil, shattered stone, and abandoned tools lashing through the air in sudden, violent arcs.\n\nIn Spirit Combat, it does not rage. It erodes. The phantom presses its burden into the soul of its opponent, instilling Passion (Apathy) or raw Pain, draining will and motion alike. Those who falter may find their limbs slowing, their thoughts dulling, until they too fall into the rhythm\u2014hands moving, back bending, labor continuing long after meaning has slipped away."}, {"name": "Camel Spider ", "race": "Gorp", "rank": 3, "owner": "hkokko", "tags": ["Desert", "Nargan desert"], "id": 13316, "notes": "Many old and forgotten things lurk in the deserts of  the world, long-buried by the sands until some careless  explorer disturbs the wrong rock. Haunting these  forsaken places are a wide variety of dangerous beasts -  some natural, some magically created, some a mixture  of both. Some of these are intentional guardians, some  are just animals looking for a home. It is not known  which of these categories the camel spider falls into,  but since the first reports of these vicious arachnid  predators have reached the ears of desert settlements,  they seem to be spreading with remarkable speed.  The camel spider is a spider approximately twelve  to eighteen inches across with a supernatural turn of  speed and an anaesthetic venom. They lay their eggs  in living creatures, which wander far and wide before  the young finally chew their way out to the terminal  detriment of the host. \n\nCamel spiders are too small to need Hit Locations -  treat them as having a single Hit Location with  no armour. \n\n** Camel Spider Venom**\n Type: Injected\n Delay: Instant\n Potency: 65\n Full Effect: The bitten Hit Location becomes totally  numb. The Games Master keeps secret track of how  many Hit Points that location has until the poison  wears off. \n Duration: 1D3 hours\n\n\n **Howl**\n While running at top speed (close to 40 kph/25 mph)  a camel spider can make an eerie, ululating howl like  the scream of an approaching banshee. This often  unnerves people and spooks animals, requiring Riding  or Driving tests to keep control of steeds or draught  beasts. Camel spiders often begin howling as they  run away from the site of an attack, causing animals  infested with their eggs to run away from the spider's  chosen hunting ground.  \n\n**Egg-Laying**\n When a camel spider injects an enemy with poison it  can also deposit eggs in the wound. A camel spider can  only do this once every few days. If the venom takes  effect there is no chance that the victim will notice  the eggs without a serious cleaning of the wound  A successful First Aid or Healing test can find and  remove eggs from a wound.  Once implanted, the eggs grow to maturity over the  next 1D10+20 days, causing one Hit Point of damage  to the infested location every five days. These Hit  Points cannot be recovered while the eggs remain  - the infestation becomes obvious if the affected Hit  Location reaches 0 or fewer Hit Points. When the baby  spiders burst forth (treat as large, but otherwise normal  spiders) the Hit Location suffers an automatic Major  Wound. \n\nSource: Signs & Portents 52"}, {"name": "Wacktus", "race": "Cactus Trunk", "rank": 3, "owner": "hkokko", "tags": ["City", "Desert"], "id": 13322, "notes": "This large semi-intelligent plant resembles a sturdy, red-hued Sequoya cactus. Its thick hide is lined with barbed spines that can be projected a short distance on lines of sinewy thread, creating a sort of harpoon. The wacktus then reels in its prey and consumes it \u2013 for, whilst able to survive for a time on water-based nutrients \u2013 wackti are carnivorous. By nature, a wacktus is a deeply territorial creature, meaning that two wackti cannot share the same room. If two or more plants are ever placed within range of each other\u2019s harpoon barbs, they will engage in a fight to the death. In order to tame a wacktus and employ it as an effective security measure, it must be raised from a sapling. Development from seed to fully grown plant takes one year. During this time, a wacktus is far less aggressive and can be trained to recognise the scent of its master. A combination of grooming and feeding is required to tame a wacktus and instil in it a degree of subservience. The cost of purchasing a wacktus seed is 25 SP: a further investment of 100 SP is required to feed and train it for the first year of its life. Once tamed, a wacktus can be instructed to recognise the scent of people that it should allow to pass unmolested. This training takes almost an hour per person, meaning that a wacktus is not a suitable security measure in a shop or other building where there will be frequent visitors. More often, they are placed inside restricted rooms such as the inner sanctum of a temple. When a wacktus senses the presence of an intruder, it will immediately attack. Typically, it will fire its harpoon barbs and try to draw a creature within range of its prickly limbs. These are capable of delivering ferocious blows that can shred flesh and even light armour. A creature killed by a wacktus will be slowly consumed by the plant through its seven mouths, located in its trunk. A Wacktus may only be killed by destroying either its upper or lower stem. It may re-grow severed arm stems eventually. \n\nA target struck by a harpoon barb is impaled. At the start of each round where a creature is impaled, it must succeed with an Opposed Athletics (Brute Strength) Test or be pulled 1 metre closer to the wacktus. A barb may be safely removed with a successfully First Aid Test \u2013 simply pulling it out inflicts a further 1D4 Damage. Harpoon barbs can be fired at a range of up to 5 metres. A wacktus is only able to bite a creature which has been drawn in by harpoon barbs to a point where it is touching the plant. \n\nSource: Signs & Portents 60"}, {"name": "Bright Eyes Spirit", "race": "Spirit", "rank": 3, "owner": "hkokko", "tags": ["Spirit"], "id": 13323, "notes": " These unusual spirits are lost souls dating back to the Age of Terror. They look like fl oating globes of ghostly light. These beings died fi ghting the tides of Chaos that once threatened to overwhelm all of Glorantha and now can be found guarding locations tied to Chaos in some way. They still fi ght Chaos in their own way, by attacking those who would unleash a Chaos creature from a prison, recover a Chaos artefact or use an ancient Chaos temple. If a Bright Eye touches a Chaos creature, the Chaos creature suffers 2D6 points of damage and the Bright Eye is temporarily exhausted and vanishes. \n\nIf a Bright Eye attacks a non-Chaotic creature, that creature must make a Willpower check. If the check fails, the creature suffers a momentary vision of how the Bright Eye died. This versions are generally horrifi c and nigh-incomprehensible; few of the Bright Eyes were human when they lived and they died battling the worst horrors of Chaos. Seeing this vision of death stuns a victim and they miss their next action. This exhausts the Bright Eye and it vanishes for the next 24 hour hours. \n\nThey can perform a type of possession upon a willing individual in order to be able to communicate with outsiders. The individual does retain his own free will and ability to act but can also act as a translator for the Bright Eye, however the side effects of this include a glow from inside the possessed individual\u2019s head and being continually plagued by the memories of the Bright Eye\u2019s death, which more often than not will have an effect on the possessor\u2019s sanity. In extremis a Bright Eye might try to possess an individual in order to be able to communicate with him and others. This it does by a possession attack, but other Bright Eyes are able to aid in this by launching memory attacks upon the target. For every such successful memory attack the Bright Eye making the possession attempt increases its POW by 1d6. This possession is very uncomfortable for the victim who will become mad due to the continual images fl ooding his brain. It takes a number of hours equal to the victims POW before the insanity sets in, which results in continual mumbling, lack of sleep, horrifi c visions and a permanent Hard penalty to all INT based skills until healed by magic. \n\nAfter this possession the Bright Eyes will vanish until the next Holy Season, utterly drained of its power until it can be renewed at that point. \n\nSource: Signs & Portents 91"}, {"name": "Gas Bloater Template 13374", "race": "Gas Bloater", "rank": 3, "owner": "hkokko", "tags": ["Swamp"], "id": 13374, "notes": "Gas bloaters drift through marsh air as swollen, translucent horrors, their purple flesh buoyed by foul gases that seep constantly from their skin and trail a stench of decay. Silent in motion yet impossible to ignore at close range, they glide above reeds or skim the ground, adjusting their height with uncanny precision as barbed tentacles probe for prey. When hunting, they unleash brief flashes of ignited gas with a crack of static from their tendrils, blinding victims before coiling around them and delivering paralysing venom. Voracious and eerily persistent, they consume vast amounts of organic matter and spawn in hidden bogs, their young erupting skyward in gas-fueled bursts to begin a life spent almost entirely adrift.\n\nSource: Signs & Portents 37\n\n+3 AP due to Multi limbed\n\nGas Flare (Once per minute)\nWhen a gas bloater ignites a portion of the gas surrounding it, all creatures within 3m of the flare must make an Endurance test or be blinded for 1D4 rounds.\n\nGas Bloaters receive a \u201340% penalty to stealth tests\nwhen not in a stinking bog or similarly foul-smelling\nlocation. This represents a victim\u2019s chance to smell a gas\nbloaters approach."}, {"name": "Dust Devil:  2 cubic meters", "race": "Elemental", "rank": 3, "owner": "hkokko", "tags": ["Desert", "Fantasy", "Glorantha"], "id": 13376, "notes": "These horrible creatures can be found in the desert, frequently hiding in the fury of a dust storm, from which they gather their material form and then peel off to seek their own amusement. \n\nThey form their bodies from dust, sand and grit into a very roughly humanoid shape. \n\nSimilar to elementals but with INT of 2D6 rather than an INS score that varies according size, a Dust Devil is a fusion of air and earth that varies from 2 cubic meters up to 6 cubic meters - at least such is the largest size that is known- and must always stay in touch with the ground - if this connection is somehow broken, the Dust Devil dissipates. \n\nThe Dust Devil inflicts damage by engulfing a victim in its physical form of sharp dust and grit that it whirls at such velocity as to inflict its Damage Modifier to every location simultaneously, and in the worst cases, can flay a living being alive. Dust Devil damage can be evaded but cannot be parried, even with magical weapons, however armour and magical protections work as normal. The Deflect spell reduces the wraith\u2019s damage dice by one step. \n\nIn combat Dust Devils are immune to damage from mundane weapons; they can use the Blind Opponent special effect without requiring a critical roll. Bypass Armour and Maximise Damage are their other preferred effects. \n\nDust Devils will not voluntarily dematerialise but will continue to carve their way across the desert until their form is destroyed \u2013 after which they must seek out another dust storm from which to create a new physical form.\n\nSource: Age of Treason"}, {"name": "Dust Devil:  3 cubic meters", "race": "Elemental", "rank": 3, "owner": "hkokko", "tags": ["Desert", "Fantasy", "Glorantha"], "id": 13378, "notes": "These horrible creatures can be found in the desert, frequently hiding in the fury of a dust storm, from which they gather their material form and then peel off to seek their own amusement. \n\nThey form their bodies from dust, sand and grit into a very roughly humanoid shape. \n\nSimilar to elementals but with INT of 2D6 rather than an INS score that varies according size, a Dust Devil is a fusion of air and earth that varies from 2 cubic meters up to 6 cubic meters - at least such is the largest size that is known- and must always stay in touch with the ground - if this connection is somehow broken, the Dust Devil dissipates. \n\nThe Dust Devil inflicts damage by engulfing a victim in its physical form of sharp dust and grit that it whirls at such velocity as to inflict its Damage Modifier to every location simultaneously, and in the worst cases, can flay a living being alive. Dust Devil damage can be evaded but cannot be parried, even with magical weapons, however armour and magical protections work as normal. The Deflect spell reduces the wraith\u2019s damage dice by one step. \n\nIn combat Dust Devils are immune to damage from mundane weapons; they can use the Blind Opponent special effect without requiring a critical roll. Bypass Armour and Maximise Damage are their other preferred effects. \n\nDust Devils will not voluntarily dematerialise but will continue to carve their way across the desert until their form is destroyed \u2013 after which they must seek out another dust storm from which to create a new physical form.\n\nSource: Age of Treason"}, {"name": "Salt Devil:  2 cubic meters", "race": "Elemental", "rank": 3, "owner": "hkokko", "tags": ["Desert", "Fantasy", "Glorantha"], "id": 13381, "notes": "Salt Devil of Lake Kushal\n\nSpecial form of Dust Devil\n\nAcross the blinding flats of Lake Kushal, where wind scours salt into endless white sheets, the Salt Devils rise\u2014whirling columns of glittering crystals that twist themselves into crude, towering humanoid forms. Unlike their desert kin, these entities bind themselves to the lake\u2019s skin, forever tethered to damp crust or dry bed; should that contact break, their form collapses into lifeless drift. Their bodies hiss and grind with a sound like grinding teeth, every motion shedding razor-fine salt that stings the air and scours exposed flesh.\n\nBorn from the marriage of wind and mineral, Salt Devils possess a dim but restless cunning (INT 2D6), shaping themselves from crystalline dust into masses ranging from two to six cubic meters. They glide across the flats in constant contact with the surface, trailing spirals of white ruin, sometimes rising into towering funnels that loom like moving pillars beneath the sun\u2019s glare. When they strike, they engulf their prey in a storm of cutting salt, flensing skin and grinding into wounds, inflicting their full Damage Modifier to all locations at once\u2014damage that can be evaded but never parried, though armour and magic offer some mercy.\n\nMundane weapons pass through them with little effect, scattering only fragments that swiftly rejoin the whole, while their blinding vortex grants them effortless use of Blind Opponent, often followed by Bypass Armour or Maximise Damage as they strip victims to ruin. The Deflect spell weakens their cutting storm, reducing their damage dice by one step, but few who face them think clearly enough to rely on such measures. Salt Devils do not tire, do not relent, and do not willingly dissolve\u2014only destruction disperses them, after which their essence lingers in the wind, waiting for the next storm over Lake Kushal to gather them anew.\n\nSource: Age of Treason"}, {"name": "Agimori Peltast", "race": "Agimori", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Pamaltela", "Prax"], "id": 421, "notes": "BaB pg 30-36. Tireless runners: STRx4 in open country running without tiring. "}, {"name": "Alicanto (Flightless Bird) ", "race": "Alicanto (Flightless Bird)", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "Monster island", "Mountains"], "id": 509, "notes": "MI pg 192-193"}, {"name": "Allosaurus - young adult", "race": "Allosaurus", "rank": 4, "owner": "hkokko", "tags": ["Aig", "Dinosaur", "Fantasy", "Jungle", "Monster island", "Slon"], "id": 122, "notes": "MI pg 193"}, {"name": "Ancestor Spirit, Grand, Retired", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 491, "notes": "RQ6 pg 400-401. 1+intensity a number of spirit allies of one intensity less than itself. "}, {"name": "Ancestor Spirit, Retired", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 490, "notes": "RQ6 pg 400-401. 1+intensity a number of spirit allies of one intensity less than itself. "}, {"name": "Ankylosaurus Young Adult", "race": "Ankylosaurus", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Dinosaur", "Fantasy", "Genertela", "Glorantha", "Jungle", "Monster island", "Pamaltela", "Prax", "Tarien"], "id": 217, "notes": " SC pg 106"}, {"name": "Assassin, Black Fang Initiate", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Pavis"], "id": 597, "notes": "Dagger has a chance of being covered with POT 70 poison. Endurance vs Asphyxiation. "}, {"name": "Aswang, Adult", "race": "Aswang", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High mountains", "Jungle", "Monster island"], "id": 270, "notes": "Abilities: Allergy(salt), Vulnerable(Silver, Stingray Tails) MI pg 199-200. "}, {"name": "Lunar Hoplite, Veteran", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Lunar"], "id": 2848, "notes": "Marble Phalanx in Prax/Pavis. Beryl Phalanx in Sartar/Esrolia"}, {"name": "Baboon Alpha Male", "race": "Giant Baboon", "rank": 4, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha"], "id": 169, "notes": ""}, {"name": "Bagnot Foot Senior Officer", "race": "Human", "rank": 4, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha"], "id": 257, "notes": ""}, {"name": "Basilisk-Cockatrice ", "race": "Basilisk Cockatrice", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Desert", "Fantasy", "Genertela", "Glorantha", "High mountains", "High plateau", "Monster island", "Mountains", "Pamaltela", "Raw", "Raw official", "Rq6"], "id": 614, "notes": "RAW pg 229. Basilisk Willpower vs Evade - failure means major wound to head, hemorrhaging blood from eyes, ears, nostrils and mouth. Next round Endurance roll or death. Acidic blood damages 1d6 to weapons (no AP protection) for 3 rounds. "}, {"name": "Wyvern Zombie", "race": "Wyvern", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Flying", "Glorantha", "Mount", "Mountains", "Undead", "Upland marsh"], "id": 2877, "notes": "Poisoned Sting Tail: POT = 50+CON, resist with endurance, immediate onset, d6 days - reroll daily, resist or suffer disabling agony causing skill difficulty +2.  RQ6 pg 397 TOTRM #19"}, {"name": "Bear, Black", "race": "Bear", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High mountains", "Mountains", "Mythic rome", "Raw", "Raw official", "Rq6"], "id": 275, "notes": "RAW pg 230"}, {"name": "Giant Vrok Hawk", "race": "Eagle, Giant", "rank": 4, "owner": "hkokko", "tags": ["Aig", "Balazar", "Fantasy", "Flying", "Genertela", "Glorantha", "High plateau", "Monster island", "Mountains", "Pamaltela"], "id": 3041, "notes": "Aig Griffin Mountain page 165. Very rare.  "}, {"name": "Beast Valley Centaur Chieftain", "race": "Centaur", "rank": 4, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha"], "id": 189, "notes": ""}, {"name": "Beast Valley Manticore", "race": "Manticore", "rank": 4, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha"], "id": 190, "notes": "Potency = CON x 5.  Resist (endurance).  Fail means CON HP to chest.\nFlung barbs range: DEX x 2"}, {"name": "Bison Broo - Thed Initiate", "race": "Broo", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha", "Prax"], "id": 644, "notes": "Bison Broos P&BR pg 198"}, {"name": "Black Horse Troop Rider", "race": "Human", "rank": 4, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha"], "id": 196, "notes": ""}, {"name": "Sartarite Bodyguard", "race": "Human", "rank": 4, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha", "Sartar"], "id": 576, "notes": "Personal Bodyguard, efficient and expensive.  Orlanthi Initiate."}, {"name": "Bone Wraith, Elder", "race": "Bone Wraith", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Monster island", "Spirit"], "id": 6891, "notes": "MI pg 201. Spirit Combat Damage 1d8 Magic Points.  Attacks bypass all except magical defence. "}, {"name": "Broo - Desert Raider", "race": "Broo", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 585, "notes": ""}, {"name": "Broo - Thed Initiate", "race": "Broo", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha", "Prax"], "id": 589, "notes": ""}, {"name": "Broo Berserker", "race": "Broo", "rank": 4, "owner": "skoll", "tags": ["Fantasy", "Glorantha"], "id": 40, "notes": ""}, {"name": "Broo, Malia Shaman", "race": "Broo", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha", "Prax"], "id": 577, "notes": ""}, {"name": "Bunyip (Swamp Chimera)", "race": "Bunyip (Water Chimera)", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "High plateau", "Jungle", "Monster island", "Sea"], "id": 515, "notes": " MI pg 203"}, {"name": "Byangoma (Prophet Bird)", "race": "Byangoma (Prophet Bird)", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "Flying", "Jungle", "Monster island"], "id": 516, "notes": "Breath Flame (once per day),  . MI pg 203-204"}, {"name": "Charnjibber - Late season", "race": "Charnjibber - Late season", "rank": 4, "owner": "hkokko", "tags": ["Aig", "Chaos", "Errinoru", "Glorantha", "Pamaltela"], "id": 648, "notes": "GB pg 14-15. Charnjibber that has eaten a titanothere \nTries to Grapple with tentacles. Cannot be incapacitated or made unconscious. If hitpoints 0 then lies still for a few days while evolving to the previous form of prey. Dissolving/burning just delays. Hacking a part devolves each limb separately.   +2 AP due to multi limbed"}, {"name": "Crab, Giant", "race": "Crab, Giant", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Jungle", "Monster island", "Raw", "Raw official", "Rq6", "Sea"], "id": 248, "notes": ""}, {"name": "Deinonychus, Adult", "race": "Deinonychus", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Dinosaur", "Fantasy", "Jungle", "Monster island", "Mountains"], "id": 264, "notes": "MI pg 210"}, {"name": "Dire Wolf", "race": "Wolf", "rank": 4, "owner": "skoll", "tags": ["Fantasy"], "id": 538, "notes": "Night Sight, (RQ6: pg 312-316) , Usually hunts in packs of 12-30. Prefers to select Grip and Choose location. Gripped victim sustains biting damage every round.  Rq6 pg 396"}, {"name": "Dog - War", "race": "Dog - War", "rank": 4, "owner": "gloranphile", "tags": ["Fantasy"], "id": 407, "notes": "Slightly larger, stronger and smarter than the hunting dog. Bite AP/HP same as for Head. Special Effects: Choose location (aiming for the exposed area), Grip."}, {"name": "Dragonewt - Beaked Warrior, Elite", "race": "Dragonewt - Beaked Warrior", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 317, "notes": "Reincarnation. Right Action skill - if Right Action roll succeeds must choose from the left side otherwise from right side. Personality traits: Curiosity and Apathy. Leader and Follower. Impulsive and Cautious. Calm and Nervous. Trusting and Suspicious.\n"}, {"name": "Duck Brave (Humakti Initiate)", "race": "Duck", "rank": 4, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha"], "id": 255, "notes": "Excellent Swimmer."}, {"name": "Dudreyas", "race": "Dudreyas", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Monster island", "Plant"], "id": 284, "notes": "Abilities: Formidable natural Weapons(Stigma), Immunity (impaling weapons),Psychic Emanations (Enthrallment), Regeneration (1hp/day). (RQ6: pg 312-316) MI pg 189, MI pg 211. rootbrain has 6 AP and same HP than Stigma. "}, {"name": "Dwarf Nibelung Warrior", "race": "Dwarf", "rank": 4, "owner": "harkom", "tags": ["Fantasy"], "id": 72, "notes": ""}, {"name": "Eagle, Giant", "race": "Eagle, Giant", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Flying", "Genertela", "Glorantha", "High plateau", "Monster island", "Mountains", "Pamaltela"], "id": 526, "notes": "MI pg 214"}, {"name": "Forest Spider", "race": "Giant Spider", "rank": 4, "owner": "Pruneau", "tags": ["Fantasy"], "id": 138, "notes": ""}, {"name": "Gambler", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fantasy"], "id": 450, "notes": ""}, {"name": "Ghoul ", "race": "Ghoul", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "High plateau", "Monster island", "Raw", "Raw official", "Rq6", "Undead"], "id": 133, "notes": "RAW pg 244 If a ghoul\u2019s bite penetrates armour the victim must make an unopposed Endurance roll to resist infection. Failing the roll means the victim is infected with the spirit curse that will create a new ghoul upon death. A standard ghoul tactic is to grip an opponent with its hands and then target an area of exposed flesh. Once it has bitten it releases and flees, attempting to find somewhere to skulk until a threat has passed and it can resume feeding."}, {"name": "Giant Lizard", "race": "Giant Lizard", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Desert", "Fantasy", "High mountains", "Monster island", "Mountains", "Raw", "Raw official", "Rq6"], "id": 140, "notes": ""}, {"name": "Giant Octopus", "race": "Giant Octopus", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Monster island", "Raw", "Raw official", "Rq6", "Sea"], "id": 134, "notes": "+3 AP \n\nRAW pg 261"}, {"name": "Giant Constrictor Snake,Young Adult", "race": "Snake, Giant", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island", "Raw", "Raw official", "Rq6"], "id": 228, "notes": ""}, {"name": "Vangono's Horror", "race": "Vangono's Horror", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela", "Plains", "Umathela"], "id": 2497, "notes": "This terrifying animal was created at the request of Vangono to curse a tribe who had dishonoured him. The tribe was destroyed utterly, but just as Vangono still causes trouble in time of peace, the Horrors he had created wandered across the wilderness, and still menace other creatures today.\n\nThe Horror bears some resemblance to a hyena, but is far larger, standing eight feet high at the shoulder. Its head is elongated, over three feet long, with a huge mouth and sharp, tearing teeth. Horrors are mostly scavengers, for they lack the speed to catch most prey. They will also steal the carcases of animals caught by faster predators, such as lions or hyaenodon. Local humans wisely leave it alone as it stalks the wilds in search of carrion.\n\nCombat Tactics: Even though they are mostly scavengers, Horrors will attack almost any animal that appears unable to escape, or which it knows to be a slow runner (as many big Pamaltelan herbivores are). In these cases, they will corner their prey and bite with their huge jaws, which can easily tear the limbs from most creatures. When threatened, a Horror will attack to kill rather attempt to flee.\n\nhttp://www.ttrotsky.pwp.blueyonder.co.uk/annex/annex1.htm\nUpdated from source: Anaxial's Manifest"}, {"name": "Giant, 10 meter", "race": "Giant, 6 meter", "rank": 4, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha"], "id": 263, "notes": "Formidable Natural Weapons.  Roll D6 for melee hit location."}, {"name": "Gnydron Wanderer - Piscoi Mermen", "race": "Gnydron - Piscoi Mermen", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Sea"], "id": 350, "notes": "GB pg 19"}, {"name": "Gray Giant, Large", "race": "Gray Giant", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Mountains", "Pamaltela", "Umathela"], "id": 623, "notes": "GB pg 21. Travels often on all fours. Flesh eaters. "}, {"name": "www.broo.info -- Broo Initiated TM", "race": "Broo", "rank": 4, "owner": "touristupdatenola", "tags": ["Fantasy", "Glorantha", "Pamaltela"], "id": 1017, "notes": "Experienced Combat-Savvy Goatkin. Wears a quilted cloth hood for additional head protection.  Proud owner of scavenged metal armour and real weapons. Disregard any chaotic features or malformations that change stats, hit locations or hit points."}, {"name": "Human, Lip of Krarsht", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Genertela", "Glorantha", "Pamaltela"], "id": 716, "notes": "Carries poisons of POT 65 - to be dropped to food/drink or injected"}, {"name": "Gulper , Young Adult", "race": "Gulper", "rank": 4, "owner": "hkokko", "tags": ["Errinoru", "Jungle", "Kothar", "Pamaltela", "Slon", "Swamp", "Tarien"], "id": 625, "notes": "GB pg 22-23. Insides have +3 armor. "}, {"name": "Huakaipoor", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "Jungle", "Monster island"], "id": 553, "notes": "MI pg 222-223. Treat like ancestor spirits"}, {"name": "Humakt Rune Lord", "race": "Human", "rank": 4, "owner": "gloranphile", "tags": ["Fantasy", "Glorantha"], "id": 416, "notes": "Details on Gloranthan spells converted to RQ6 located here (http://goo.gl/Ew28rn)."}, {"name": "Human possessed by Cannibal spirit", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Monster island"], "id": 282, "notes": "MI pg 204"}, {"name": "Human Roman Centurion", "race": "Human", "rank": 4, "owner": "Sunwolfe", "tags": ["Fantasy", "Roman"], "id": 507, "notes": "Nearly all centurions are initiates of overseer rank in the Mithras theistic cult."}, {"name": "Hydra, Ophidian, 5 headed", "race": "Hydra, Ophidian", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Errinoru", "Glorantha", "High mountains", "High plateau", "Jungle", "Monster island", "Mountains", "Pamaltela", "Swamp"], "id": 629, "notes": "Abilities: +4 Action Points. \n\nMI pg 224.Any detrimental effect due to serious or major wound only affects that head. Each head has its own willpower resistance roll. Spits corrosive acid once per head every 1d3 hours. Killing the beast will create a storm of acidic blood that can burn off the feet of opponents. Poison POT 70 in liquid form Agony and Acid, in gas form Asphyxiation. Duration half the hydras CON in rounds as liquid, minutes as miasma. Acid = strong Acid 1d4 damage to all it touches. When touching flesh causes Agony if not resisted with endurance. In gas form coughing prevents action if not resisted.  "}, {"name": "Hydra, Ophidian, Two headed", "race": "Hydra, Ophidian", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Glorantha", "High mountains", "High plateau", "Jungle", "Monster island", "Mountains", "Pamaltela", "Swamp"], "id": 627, "notes": "\"Abilities: +1\n Action Points. \n\nMI pg 224.Any detrimental effect due to serious or major wound only affects that head. Each head has its own willpower resistance roll. Spits corrosive acid once per head every 1d3 hours. Killing the beast will create a storm of acidic blood that can burn off the feet of opponents. Poison POT 70 in liquid form Agony and Acid, in gas form Asphyxiation. Duration half the hydras CON in rounds as liquid, minutes as miasma. Acid = strong Acid 1d4 damage to all it touches. When touching flesh causes Agony if not resisted with endurance. In gas form coughing prevents action if not resisted.  \""}, {"name": "Impala", "race": "Impala", "rank": 4, "owner": "hkokko", "tags": ["Aig", "Fantasy", "Glorantha", "Mount", "Prax"], "id": 376, "notes": "GB pg 25, AiG"}, {"name": "Iqari Hunter", "race": "Iqari", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Flying", "High mountains", "High plateau", "Monster island", "Mountains", "Raw", "Raw official", "Rq6"], "id": 340, "notes": "RAW pg 252. Paralyzing Screech forces those within 5 meters to roll willpower against - paralyzed for 1 round and deafened. Those who succeed merely deafened. Each screech costs 1MP"}, {"name": "Isnashi - Carnivorous Ape", "race": "Isnashi - Carnivorous Ape", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High mountains", "Jungle", "Monster island", "Mountains"], "id": 558, "notes": "Abilities: Psychic Emanations(Confusion), Perception against its Willpower - failure causes the person to attack nearby companion or some object. Only a Serious Wound to Isnashi's head will stop this confusion Aura MI pg 226"}, {"name": "Jack-o-Bear, Just Weaned", "race": "Jack-o-Bear", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 230, "notes": "Passive Gaze attack. (RQ6: pg 312-316) Harmonise vs willpower. "}, {"name": "Jaguar", "race": "Tiger", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Errinoru", "Fantasy", "Glorantha", "Islands", "Jungle", "Monster island", "Pamaltela", "Swamp"], "id": 246, "notes": "RQ6 pg 390"}, {"name": "Trollkin Template 3158", "race": "Trollkin", "rank": 4, "owner": "touristupdatenola", "tags": [], "id": 3158, "notes": ""}, {"name": "Komomboian - Pygmy Hunter", "race": "Komomboians", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Monster island"], "id": 160, "notes": "Movement 4/8. An island race.  MI pg 73-76\n\nThey also smear themselves with rank fat, rendered down from creatures they manage to trap, in order to prevent from drying out, a distinctively unpleasant odour, which they themselves never note. They have pale hide with a grey mottling across their scales, thick, powerful shoulders and arms, and legs that are slightly too short in proportion to their body. Fingers are long, slender and nimble; a change mirrored with their toes. where some of the villagers have lost the ability to speak. Those that can still communicate use a degenerate patois barely recognisable as the Low Tongue. Some of their congenital superstitious paranoia can be blamed on this mental atrophying. The villagers have adopted an almost lethargic immobil- ity, able to squat or hang motionless for long periods before exploding into action"}, {"name": "Kraken, Adult", "race": "Kraken", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Monster island", "Sea"], "id": 237, "notes": "Area Attack (Tentacle Lash),  MI pg 233. any attack of tentacles automatically grapples if Kraken so desires. Unless driven to berserk fury usually attacks stealthily plucking sailors. \n\n+3AP due to multi-limbed"}, {"name": "Raptor, Giant", "race": "Eagle, Giant", "rank": 4, "owner": "hkokko", "tags": ["Aig", "Balazar", "Fantasy", "Flying", "Genertela", "Glorantha", "Mountains", "Pamaltela", "Prax"], "id": 3847, "notes": ""}, {"name": "Sable", "race": "Praxian Sable Antilope", "rank": 4, "owner": "hkokko", "tags": ["Aig", "Fantasy", "Glorantha", "Mount"], "id": 3848, "notes": ""}, {"name": "Lion, Female", "race": "Lion", "rank": 4, "owner": "hkokko", "tags": ["Carmania", "Fantasy", "Glorantha", "Jolar", "Kothar", "Mythic babylon", "Mythic rome", "Pamaltela", "Plains", "Raw", "Raw official", "Rq6"], "id": 650, "notes": "RAW pg 253-254. Hunts in prides of 3-8. "}, {"name": "Lion, Male", "race": "Lion", "rank": 4, "owner": "hkokko", "tags": ["Carmania", "Fantasy", "Glorantha", "High plateau", "Jolar", "Kothar", "Mythic babylon", "Mythic rome", "Pamaltela", "Raw", "Raw official", "Rq6"], "id": 651, "notes": "RAW pg 253-254. Hunts in prides of 3-8. "}, {"name": "Lizard, Blood", "race": "Lizard, Blood", "rank": 4, "owner": "hkokko", "tags": ["Desert", "Fantasy", "High mountains", "High plateau", "Monster island", "Mountains"], "id": 560, "notes": "Abilities: Immunity (edged or piercing weapons), (RQ6: pg 312-316) MI pg 237-238. Immune to bleed, impale and stun location. Blood squirt for blindness vs evade or parry. Failure 1d4+1 Blind. Any bite with special effect will Grip and start to drain a level of fatifue and heals the lizard of 5 points. "}, {"name": "Lizard, Thorny ", "race": "Lizard, Thorny", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Desert", "Fantasy", "High mountains", "High plateau", "Monster island", "Mountains"], "id": 561, "notes": "MI pg 239"}, {"name": "Lunar Agent", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Lunar"], "id": 432, "notes": "SC pg 121 Member of Spoken Word"}, {"name": "Lunar Antelope Lancer", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Lunar"], "id": 397, "notes": "Average height, slight build, black hair, dark/black eyes, trousers, mantle/cloak. Their helm crests are red, yellow and black."}, {"name": "Lunar Boatswain", "race": "Human", "rank": 4, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha"], "id": 547, "notes": "Yanafal Tarnils Initiate"}, {"name": "Lunar Hoplite Officer  on a city patrol ", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Lunar"], "id": 392, "notes": "Marble Phalanx in Prax/Pavis. Beryl Phalanx in Sartar/Esrolia"}, {"name": "Lunar Peltast Officer on a city patrol", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Lunar"], "id": 394, "notes": "Silver Shields in Pavis/Prax, Doblian Dogeaters in Sartar/Esrolia. Yanafal Tarnils initiate"}, {"name": "Lunar Ship Officer", "race": "Human", "rank": 4, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha"], "id": 549, "notes": "Yanafal Tarnils Acolyte"}, {"name": "Lunar Wyvern Rider (Yanafal Tarnils Initiate)", "race": "Human", "rank": 4, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha", "Lunar"], "id": 253, "notes": ""}, {"name": "Mantis, Giant ", "race": "Mantis, Giant", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Errinoru", "Fantasy", "Glorantha", "Insect", "Jungle", "Monster island", "Mount", "Raw", "Raw official", "Rq6", "Tarmo", "Uz"], "id": 281, "notes": "Raw pg 257-258  Ambush Stealth vs Perception (with Camouflaged penalty). Forelimbs attack first - success grips. Special Effect either Pin Weapon or Kill Silently - next round mandibles with aimed shot at neck, abdomen, chest. If victim gets free or initial attack fails - mantis flies away. Flying 10m"}, {"name": "Midget Slasher, Young Adult", "race": "Midget Slasher", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Jolar", "Kothar", "Pamaltela", "Plains", "Tarien"], "id": 630, "notes": "Midget Slashers are purely carnivorous predators with long hind legs a small ball-like torso and gruesome mouths filled with sharp fangs devolved from trolls. Hunting in packs they ambush prey biting out chunks or grappling while others attack with crude weapons and daggers. \n\nAmbusher. Attack in packs of 3d6 or more. 1 or 2 grapple the prey and the rest bite. "}, {"name": "Morokanth Slavetrader", "race": "Morokanth", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Prax"], "id": 310, "notes": ""}, {"name": "Great Troll Skeleton", "race": "Troll, Great", "rank": 4, "owner": "hkokko", "tags": ["Undead"], "id": 2993, "notes": ""}, {"name": "Nasty Broo, Thed Initiate", "race": "Broo", "rank": 4, "owner": "Pruneau", "tags": ["Chaos"], "id": 608, "notes": "Disease (POWx5 chance) RQ6 pg 114, Chaos Feature POWx3 RQ6 pg 441-442. Chaos unleashed combat style treat: If primary attack is parried broo gets a free heatbutt."}, {"name": "Ogre Brute (Skilled)", "race": "Ogre, Primal", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha", "Rq6"], "id": 135, "notes": "Mythras 261"}, {"name": "Ogre Hunter", "race": "Ogre, Primal", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 222, "notes": "RQ pg 379-380. "}, {"name": "Praxian Sable Nomad Chief", "race": "Human", "rank": 4, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha"], "id": 206, "notes": "Skirmisher."}, {"name": "Primitive Islander Bad Juju Man", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "Jungle", "Monster island"], "id": 572, "notes": "Blowgun has POT 70 poison Endurance vs Paralysis in hitloc - spreads one hitloc at a time to next hitloc in 1 round. "}, {"name": "Primitive Islander Hetman", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Jungle", "Monster island"], "id": 460, "notes": "MI pg 44 MI pg 22"}, {"name": "Primitive Islander Hetwoman", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Jungle", "Monster island"], "id": 461, "notes": "MI pg 44 MI pg 22"}, {"name": "Snake, Weapon - Old", "race": "Snake, Chaos", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Prax"], "id": 1128, "notes": "Strikes with tail like a sword. "}, {"name": "Primitive Islander Shaman", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 529, "notes": "Blowgun has POT 70 poison "}, {"name": "Primitive Islander Veteran Hunter", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 458, "notes": "Blowgun has POT 70 poison "}, {"name": "Primitive Islander Veteran Warrior", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 152, "notes": ""}, {"name": "Red Moon Mask Operative", "race": "Human", "rank": 4, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha"], "id": 579, "notes": "Danfive Xaron Initiate"}, {"name": "Restless Dead - Human form - Roaming", "race": "Restless Dead - Human form", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Undead"], "id": 149, "notes": "Intensity 3. "}, {"name": "Restless Dead - Human form - Veteran", "race": "Restless Dead - Human form", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Undead"], "id": 151, "notes": "Intensity 3. "}, {"name": "Rhino", "race": "Rhino", "rank": 4, "owner": "hkokko", "tags": ["Aig", "Errinoru", "Fantasy", "Genertela", "Glorantha", "Jolar", "Kothar", "Mount", "Mythic rome", "Pamaltela"], "id": 362, "notes": "Aug Charge attack needs space BaB pg 53"}, {"name": "Rhino Broo - Thed Initiate", "race": "Broo", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha", "Prax"], "id": 645, "notes": "Bison Broos P&BR pg 198"}, {"name": "Sable Nomad Raider", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Prax"], "id": 388, "notes": "Skirmisher. Average height, slight build, black hair, dark/black eyes, trousers, mantle/cloak"}, {"name": "Sailor, Marine", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Sea"], "id": 299, "notes": ""}, {"name": "Sailor, Ship's Officer", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Sea"], "id": 292, "notes": "Excellent Footwork RQ6 p 135"}, {"name": "Sartar Bandit Thane", "race": "Human", "rank": 4, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha", "Sartar"], "id": 178, "notes": ""}, {"name": "Sartar Fyrd Warrior", "race": "Human", "rank": 4, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha", "Sartar"], "id": 444, "notes": "Orlanth Initiate.  Elemental, if available, is a Sylph."}, {"name": "Sartarian Warrior (Orlanth Acolyte)", "race": "Human", "rank": 4, "owner": "skoll", "tags": ["Fantasy", "Glorantha", "Pamaltela", "Prax", "Sartar"], "id": 37, "notes": ""}, {"name": "Scorpion Man Leader (Bagog Initiate)", "race": "Scorpion Man", "rank": 4, "owner": "Pruneau", "tags": ["Bagog", "Chaos", "Fantasy", "Glorantha"], "id": 162, "notes": "Poison Sting: Potency = CON x 5.  Resist (endurance).  Fail means CON HP to chest over healing rate minutes.  Carapace (2pt) special Theism Miracle gives 12pt magical Armor, if known."}, {"name": "Scorpion, Giant ", "race": "Scorpion, Giant", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Desert", "Fantasy", "Glorantha", "High plateau", "Insect", "Jungle", "Monster island", "Raw", "Raw official", "Rq6"], "id": 247, "notes": ""}, {"name": "Tengu (Bird Goblin)", "race": "Wind Child", "rank": 4, "owner": "hkokko", "tags": ["Jungle", "Monster island"], "id": 3259, "notes": "MI pg 271-272 Disdain close combat "}, {"name": "Septimus Becchamus", "race": "Human", "rank": 4, "owner": "harkom", "tags": ["Fantasy"], "id": 328, "notes": "Athletic and devoted to harpastum ball game. He's a charismatic and womanizer."}, {"name": "Serpent, Sea ", "race": "Serpent, Sea", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Monster island", "Mythic rome", "Raw", "Raw official", "Rq6", "Sea"], "id": 236, "notes": ""}, {"name": "Serpent, Spellbreaker", "race": "Serpent, Spellbreaker", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Desert", "Fantasy", "High mountains", "High plateau", "Jungle", "Monster island", "Mountains"], "id": 262, "notes": "MI pg 267-268. Any spell the venom touches is dismissed if Magnitude < 1/10. Targets the highest magic-user. Leaps and coils around the location struck"}, {"name": "Sickness Spirit - Intensity 6", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 570, "notes": "RQ6 pg 410-411."}, {"name": "Zombie Bison Broo", "race": "Broo", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha", "Prax", "Undead"], "id": 2838, "notes": "Bison Broos P&BR pg 198"}, {"name": "Skilled Serpent People Agent", "race": "Serpent People", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High mountains", "High plateau", "Jungle", "Monster island"], "id": 155, "notes": ""}, {"name": "Celt champion", "race": "Human", "rank": 4, "owner": "skoll", "tags": ["Mythic britain"], "id": 2857, "notes": "Traits: Shield wall, Mounted combat"}, {"name": "Skilled Serpent People Scout", "race": "Serpent People", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High mountains", "High plateau", "Jungle", "Monster island"], "id": 157, "notes": ""}, {"name": "Sky Bull Male", "race": "Sky Bull", "rank": 4, "owner": "hkokko", "tags": ["Aig", "Fantasy", "Flying", "Glorantha"], "id": 211, "notes": "SC pg 138, GB pg"}, {"name": "Slavemaster Sailor", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Fonrit", "Glorantha", "Pamaltela", "Sea"], "id": 297, "notes": "Men of the Sea pg 32, Strike with whip - Whip vs Endurance or agony in that hitloc"}, {"name": "Hantra - Dirk Toothed Cat", "race": "Smilodon", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Jolar", "Kothar", "Pamaltela", "Plains"], "id": 2518, "notes": "Anaxial's Annex.  About the size of a large leopard, this is a spotted cat with a powerful build and sharp dagger-like teeth. They are solitary hunters, and rely on a sudden pounce to overpower their prey. They are descended from a wicked cub of Leopard, who sought to slay Rasout and seize his prey; although he failed, he fared well enough at hunting that his children still survive and compete with human hunters to this day."}, {"name": "Saxon champion", "race": "Human", "rank": 4, "owner": "skoll", "tags": ["Mythic britain"], "id": 2859, "notes": "Traits: Shield wall, Mounted combat"}, {"name": "Snapdragon", "race": "Snapdragon", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Monster island", "Plant"], "id": 305, "notes": "MI pg 189 MI pg 270"}, {"name": "Storm Bull Rune Lord", "race": "Human", "rank": 4, "owner": "gloranphile", "tags": ["Fantasy", "Glorantha"], "id": 419, "notes": "Details on Gloranthan spells converted to RQ6 located here (http://goo.gl/Ew28rn)."}, {"name": "Succubus", "race": "Succubus", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Errinoru", "Fantasy", "Genertela", "Glorantha", "Pamaltela"], "id": 618, "notes": " GB pg 39-40.  Attacks willpower vs willpower. Loss drains 1 CON per night and causes not remembering.  Each win +10% to succubi's attempt next night. "}, {"name": "Tiger, Maneater", "race": "Tiger", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Rq6"], "id": 245, "notes": "RAW pg 268"}, {"name": "Trifrond ", "race": "Trifrond", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Monster island", "Plant"], "id": 306, "notes": "MI pg 189 Whip cannot be **parried** except by shield"}, {"name": "Veteran Serpent People Warrior, Strong", "race": "Serpent People", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High mountains", "High plateau", "Jungle", "Monster island"], "id": 3162, "notes": "Monster Hide Half Plate.  MI pg 178-179"}, {"name": "Troll, Mountain", "race": "Troll, Mountain", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Mountains", "Pamaltela", "Umathela"], "id": 638, "notes": "Are not harmed by sunlight. "}, {"name": "Two-headed Vulture, Giant", "race": "Vulture, Giant", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High mountains", "Monster island", "Mount", "Mountains"], "id": 499, "notes": "+1 Action Point. MI pg 279-280. If seriously threatened will vomit the last meal - opponent must roll against Willpower to act. "}, {"name": "Vampire - skilled", "race": "Vampire", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Genertela", "Glorantha", "Pamaltela", "Raw official", "Undead"], "id": 126, "notes": "RAW pg 270-217 Abilities: Allergy (Sunlight), Vulnerable(Special)  (Rq6 page 316). "}, {"name": "Velociraptor Adult Female", "race": "Velociraptor", "rank": 4, "owner": "hkokko", "tags": ["Dinosaur", "Fantasy", "Forest", "Jungle", "Monster island", "Pamaltela", "Plains", "Slon", "Tarien"], "id": 171, "notes": "Anaxial Annex. Hunts as a pack (whistle communications). These vicious little dinosaurs are relatively fast moving, being able to run on their hind legs with their stiff tail held out behind them as a counterbalance. They have a colour pattern similar to the coat of a tiger, and like that animal, they are efficient carnivorous hunters. They travel in packs of six to a dozen members.\n\nCombat Tactics: Raptor packs leap onto their prey, hold on with foreclaws and teeth and then dismebowel them with the enlarged, sickle-shaped claws on the second toes of their hindfeet. Uniquely among non-magical reptiles, they have the intelligence to use efficient pack tactics, the lead animal in a pack being able to augment its fellows to aid its Corner Prey ability. They mostly attack prey significantly larger than themselves, and all the members of the pack jump onto the same victim. Solitary raptors may go for smaller prey, but they are also likely to attack any sizable animal that disturbs them. Against such smaller targets, the raptor attacks by standing on one leg and kicking with the other to slash the victim with its great claw."}, {"name": "Veteran Serpent People Agent", "race": "Serpent People", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High mountains", "High plateau", "Jungle", "Monster island"], "id": 156, "notes": ""}, {"name": "Veteran Serpent People Scout", "race": "Serpent People", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High mountains", "High plateau", "Jungle", "Monster island"], "id": 158, "notes": "\n"}, {"name": "Veteran Serpent People Warrior ", "race": "Serpent People", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High mountains", "High plateau", "Jungle", "Monster island"], "id": 154, "notes": "Monster Hide Half Plate.  MI pg 178-179"}, {"name": "Were-Jaguar, were form", "race": "Tiger", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Monster island"], "id": 470, "notes": "Lycanthropy RQ6 pg 390"}, {"name": "White Shark, young adult", "race": "Shark", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Monster island", "Raw", "Raw official", "Rq6", "Sea"], "id": 186, "notes": "RAW pg 264"}, {"name": "Pain Spirit - Intensity 3", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 1136, "notes": "Pain spirit tries to possess its target. "}, {"name": "Wraith, Ancient Warrior, Intensity 3", "race": "Wraith", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Genertela", "Glorantha", "Pamaltela"], "id": 227, "notes": "Mythras pg 270. Intensity 3. Hitpoints = POW. I  Attack with Spectral combat with Spirit Damage as damage RQ pg 201. Wraith attacks bypass all except magical defence. Wounds turn necrosis that do not recover except with magic. Can attack thru physical objects. Cannot move beyond its tomb/place of death. If target parrying with non magical weapons treat as automatic failure"}, {"name": "Gloranthan Wyrm, Elder", "race": "Wyrm", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "Glorantha", "High plateau", "Monster island", "Rq6"], "id": 279, "notes": "Aig RQ6 pg 397"}, {"name": "Wyvern", "race": "Wyvern", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Flying", "High mountains", "Monster island", "Mount", "Mountains"], "id": 280, "notes": "Move while flying: 16.  Poisoned Sting Tail: POT = 50+CON, resist with endurance, immediate onset, d6 days - reroll daily, resist or suffer disabling agony causing skill difficulty +2.  RQ6 pg 397"}, {"name": "Yelmalio Rune Lord", "race": "Human", "rank": 4, "owner": "gloranphile", "tags": ["Fantasy", "Glorantha"], "id": 401, "notes": "Details on Gloranthan spells converted to RQ6 located here (http://goo.gl/Ew28rn).\nKuschile Horse Archery skill allows the use of the bow while riding a horse at their Combat Style ability."}, {"name": "CE: Scorpion Man Acolyte of Bagog", "race": "Scorpion Man", "rank": 4, "owner": "touristupdatenola", "tags": ["Bagog", "Chaos", "Fantasy", "Glorantha"], "id": 663, "notes": "Toxic Stinger on Tail [Potency = CON x 5].  Resist (endurance).  Fail means CON HP to chest; Natural carapace provides provides 6 armour points protection; Movement Rate is 8;+10 Constitution, -3 Size; +6 Dexterity. Disregard any chaotic feature that changes hit location, stat scores, hit points or armour.\n\nA recently promoted Rune Lord Acolyte of Bagog.  Smart enough by human standards, near genius level in Scorpion-Folk Standards.  Good in combat.  Uses a H-shaped Dagger that punches for a slightly enhanced damage margin. Frequently uses poison arrows and has 12 poison arrows plus 24 normal arrows for his recurved bow.\n\nMagic Items...\n4d2 POW capacity power storage crystal."}, {"name": "Lich - Serpent People Sorcerer - Mage Adept", "race": "Serpent People", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "High mountains", "High plateau", "Jungle", "Monster island", "Undead"], "id": 2861, "notes": "Poison POT 80 vs Endurance (= Purple Orchid MI pg 171) - Paralyzes hitloc by adjacent hitloc if first one succeeds\n\n"}, {"name": "Serpent People Sorcerer - Adept Apprentice", "race": "Serpent People", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "High mountains", "High plateau", "Jungle", "Monster island"], "id": 1016, "notes": ""}, {"name": "Initiate of Krasht (Assassin)", "race": "Broo", "rank": 4, "owner": "touristupdatenola", "tags": ["Fantasy", "Glorantha"], "id": 676, "notes": "Body is covered in supple scales (+2 points armour), pitch black skin color, utterly silent when moving and attacking.  Blade venom on all weapons."}, {"name": "CE Initiate of Krasht -- Assassin", "race": "Ogre, Gloranthan", "rank": 4, "owner": "touristupdatenola", "tags": [], "id": 675, "notes": "All weapons are treated with blade venom."}, {"name": "Flyer, Brood of Mother of Monsters", "race": "Wyrm", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Glorantha", "Pamaltela"], "id": 701, "notes": ""}, {"name": "Crimson Bat Tick", "race": "Crimson Bat Tick", "rank": 4, "owner": "hkokko", "tags": ["Animal", "Glorantha"], "id": 708, "notes": ""}, {"name": "Smilodon", "race": "Tiger", "rank": 4, "owner": "Pruneau", "tags": ["Fantasy"], "id": 723, "notes": "Intimidate, Night Sight, Leaper (RQ6: pg 312-316) . RQ6 pg 386. *Smilodon Ambush Combat Style Benefit: after a successful Claws attack, Smilodon may use 1 AP and Rip."}, {"name": "Pseudopodic Gorp", "race": "Pseudopodic Gorp", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Genertela", "Glorantha", "Pamaltela"], "id": 725, "notes": "Costs gorp 1Hp to create a pseudopod - takes a round. Can attack with up to 3 pseudopods each round. If loses a pseudopod creates another.  Both engulfment and pseudopod cause acid damage. "}, {"name": "Condor", "race": "Eagle, Giant", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Flying", "Genertela", "Glorantha", "Monster island", "Mountains", "Prax"], "id": 734, "notes": "Borderlands and Beyond pg 49"}, {"name": "Scorpion Man Skeleton", "race": "Scorpion Man", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Prax", "Undead"], "id": 744, "notes": "Toxic Stinger on Tail [Potency = CON x 5].  Resist (endurance)."}, {"name": "Dream Dragon Skeleton", "race": "Dream Dragon", "rank": 4, "owner": "hkokko", "tags": ["Flying", "Glorantha", "Undead"], "id": 745, "notes": "RQ6 pg 346 BaB pg 50 "}, {"name": "Mammoth", "race": "Mammoth", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "High plateau", "Monster island", "Raw", "Raw official", "Rq6"], "id": 753, "notes": "RAW pg 255-256. If forced into close combat trunk is used to grip and then throw the opponent as far as possible (1d6+4meters with falling damage)"}, {"name": "Elephant (Pamaltelan)", "race": "Mammoth", "rank": 4, "owner": "hkokko", "tags": ["Errinoru", "Fantasy", "Glorantha", "Jolar", "Kothar", "Pamaltela"], "id": 754, "notes": "RQ6 pg 372. If forced into close combat trunk is used to grip and then throw the opponent as far as possible (1d6+4meters with falling damage)"}, {"name": "Harpy", "race": "Harpy", "rank": 4, "owner": "hkokko", "tags": ["Aig", "Fantasy", "Flying", "Genertela", "Glorantha", "Raw", "Raw official", "Rq6"], "id": 755, "notes": "Rq6 pg 365-366"}, {"name": "Primitive Lesser Slargr Hunter", "race": "Slargr", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Jungle", "Monster island", "Pamaltela", "Plains", "Tarien"], "id": 757, "notes": "Will try to get rid of shields and weapons of the opponent before bludgeoning in. "}, {"name": "Amphisboena, Young Adult", "race": "Amphisboena", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Jolar", "Kothar", "Mythic rome", "Pamaltela"], "id": 2530, "notes": "Anaxial's Annex. These highly venomous serpents are very rare, but, despite their bizarre appearance are not chaotic. They have a head at each end, and, in addition to being able to slither like a normal snake, they can also grasp one of their heads in the mouth of the other, form into a rigid hoop and roll along the ground at high speed; this ability, however, will only work over reasonably even ground, so that the animal is forced to crawl if it wishes to enter hills or other rough terrain. How amphisboenae breed is unknown. Mind-affecting magics cast at an amphisboena, including sleep spells and the like, will normally affect only one head per spell.\n\nThe heads of the amphiboena are quite independant, so that they may attack separate targets if necessary. If the creature has sufficient space to do so (for example, if it initiates an attack against a prey animal) it will roll forward to build up momentum and then suddenly straighten out so that it catapults itself through the air and strikes the target like a giant missile.\n\nAP +1 due to two heads\n\nSource: Mythic Rome 154"}, {"name": "Civilized Lesser Slarge Skirmisher", "race": "Slargr", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Jungle", "Pamaltela", "Plains", "Tarien"], "id": 758, "notes": "GB pg 39"}, {"name": "Greater Slarge Individos", "race": "Slargr", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Jungle", "Pamaltela", "Plains", "Tarien"], "id": 761, "notes": "GB pg 39"}, {"name": "Civilized Lesser Slarge Heavy Infantry", "race": "Slargr", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Jungle", "Pamaltela", "Plains", "Tarien"], "id": 759, "notes": "GB pg 39"}, {"name": "Civilized Lesser Slarge Shaman Initiate", "race": "Slargr", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Jungle", "Pamaltela", "Plains", "Tarien"], "id": 760, "notes": "GB pg 39"}, {"name": "Magisaur", "race": "Magisaur", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Prax"], "id": 3826, "notes": "AiG Avoid fights, SC pg 106, BaB pg 51"}, {"name": "Huan To", "race": "Huan To", "rank": 4, "owner": "hkokko", "tags": ["Aig", "Chaos", "Glorantha", "Kralorela"], "id": 765, "notes": "Chaos horrors from the mountain footfalls of Kralorela. Heads are huge and bony, nearly as large as their torsos. sinewy limbs with large birdlike talons and fanged mouth. Willing to ally with anyone against kralorela system. GB pg 24 POT 65 poison vs endurance. Victim falls to ground comatose immediately. If not treated within 1 hour rises as a ghoul with no way back. "}, {"name": "High Llama Broo", "race": "Broo", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 771, "notes": ""}, {"name": "Unicorn", "race": "Unicorn", "rank": 4, "owner": "hkokko", "tags": ["Aig", "Fantasy", "Genertela", "Glorantha", "Lyonesse", "Mount", "Mythic rome", "Prax", "Raw", "Raw official", "Rq6"], "id": 774, "notes": "Heal Wound by touching. RAW pg 270"}, {"name": "Bull Broo - Thed Initiate", "race": "Broo", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha", "Prax"], "id": 3043, "notes": ""}, {"name": "Dwarf in a Jolanti Armor", "race": "Dwarf", "rank": 4, "owner": "hkokko", "tags": ["Dwarven", "Glorantha"], "id": 777, "notes": "\nDwarf sits in metal armor that has stilt legs and armored mid section increasing the armor of Dwarf by 6. Dwarf will be 4 meters tall in the Jolanti armor. He sits within abdomen and chest area so all hits connecting to Jolanti armor in that location have 50% chance of connecting to dwarf and will then be rolled again to get Dwarf hit location. Jolanti armor is 6 points and each of the jolanti hitlocs have 8 hit points. If reduced to zero then must be repaired to be able to function.  The armor makes lots of clanking and steam engine like noises when operated. "}, {"name": "Pol Joni Raider", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Prax"], "id": 784, "notes": "Orlanth Initiate"}, {"name": "Afadjann (Fonritian) Masarin (Noble) - Agimori", "race": "Agimori", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 790, "notes": ""}, {"name": "Afadjann (Fonritian) Masarin Female - Agimori", "race": "Agimori", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 791, "notes": ""}, {"name": "Bison Broo", "race": "Broo", "rank": 4, "owner": "Pruneau", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 801, "notes": "Disease RQ6 pg 114  \nChaos Feature RQ6 pg 441-442.  \nChaos unleashed combat style treat: If primary attack is parried broo gets a free heatbutt.  \nTo go with the Huge Mad Knight figure."}, {"name": "Elephant Broo", "race": "Broo", "rank": 4, "owner": "Pruneau", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 802, "notes": "Disease (POWx5 chance) RQ6 pg 114, Chaos Feature POWx3 1 Chaos Feature RQ6 pg 441-442.  Chaos unleashed combat style treat: If primary attack is parried broo gets a free heatbutt.  Uses a huge 2H axe as a 1H weapon.  To go with the Huge Mad Knight figure."}, {"name": "Broo Shaman", "race": "Broo", "rank": 4, "owner": "Pruneau", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 803, "notes": "Malia Shaman.  Covered in skin marks.  Enchanted 5pt skin.  Allied Sickness Spirit in Staff."}, {"name": "Skeleton, Great Troll", "race": "Troll, Great", "rank": 4, "owner": "Pruneau", "tags": ["Glorantha", "Undead"], "id": 805, "notes": "Abilities: Undead (Rq6 page 316). Immune to the effects of serious wounds. Reduce the damage dice of slashing/thrusting weapons by 1 die step against them and increase the damage of blunt weapons by 1 die step. Major wounds do not incapacitate, Rq6 pg 384"}, {"name": "Afadjann Initiate of Um-Oradin with Crossbow", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 10044, "notes": ""}, {"name": "Skeleton Pirate", "race": "Skeleton", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Sea", "Undead"], "id": 815, "notes": ""}, {"name": "Barguest - Spirit Hound", "race": "Dog", "rank": 4, "owner": "hkokko", "tags": ["Upland marsh"], "id": 2893, "notes": ". Unnaturally tough. To dispel barges it's physical body needs to be completely destroyed.  Gaze attack demoralizes. TOTRM #19"}, {"name": "Marsh-Wight", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Undead", "Upland marsh"], "id": 2894, "notes": "Marsh-wight - human based. TOTRM #17. Regenerates 3p/mr. Can try to steal the soul of the person dying from marsh wights attack by using willpower - if successful gains the POW of victim "}, {"name": "Skeleton Sailor, Ship's Officer", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Sea", "Undead"], "id": 816, "notes": ""}, {"name": "Lhankor Mhy Skald, Acolyte (in Prax)", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Prax"], "id": 819, "notes": ""}, {"name": "Sartar Exile Warrior (Orlanth Acolyte)", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Pamaltela", "Prax", "Sartar"], "id": 821, "notes": ""}, {"name": "Light Servant, Yelmalio Acolyte, Prax", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Genertela", "Glorantha", "Pavis", "Prax"], "id": 828, "notes": "\nDetails on Gloranthan spells converted to RQ6 located here (http://goo.gl/Ew28rn).\nKuschile Horse Archery skill allows the use of the bow while riding a horse at their Combat Style ability."}, {"name": "Tomb Mummy", "race": "Mummy", "rank": 4, "owner": "Pruneau", "tags": ["Fantasy", "Genertela", "Glorantha", "Pamaltela"], "id": 831, "notes": "Abilities: Immunity(Poison, Disease), Life Sense, Undead (RQ6: pg 312-316) RQ6 pg 377-378. Suspectible to fire (damage rolled as % -> fire - continues damage each fire on that hitloc). This one is animated by intensity 3 undeath spirit. Tries to grapple and strangle. "}, {"name": "Sun Dome Templar on Patrol", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Pavis", "Prax"], "id": 835, "notes": "\nKuschile Horse Archery skill allows the use of the bow while riding a horse at their Combat Style ability."}, {"name": "Sun Dome Templar on Warpath", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Pavis", "Prax"], "id": 836, "notes": "Yelmalio Initiate. full Plate. Only on guard duty or local defense.  \"Templars are entitled to bear arms at all times and are accorded great despot by the populace \"- Sun County \nKuschile Horse Archery skill allows the use of the bow while riding a horse at their Combat Style ability."}, {"name": "Siren, Elder", "race": "Gnydron - Piscoi Mermen", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Sea"], "id": 10108, "notes": "**Alluring**: Produces pheromones which attract and seduce victims, who must succeed in an opposed test of Persistence against the Allurement\u2019s potency of 60%. Allure only works on male humanoids. If the resistance fails the victim is hopelessly allured by the creature for creature's POW Combat Rounds. Using Glamour allows the siren to augment Alluring with folk magic"}, {"name": "Allied Spirit", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Spirit"], "id": 851, "notes": "Can use the Folk Magic spells of its companion. "}, {"name": "Allied Spirit, Humakt", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Spirit"], "id": 852, "notes": "Can use the Folk Magic spells of its companion. "}, {"name": "Fonritian Sorcerer - Maldweeb", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Esrolia", "Fonrit", "Glorantha", "Pamaltela", "Sartar"], "id": 1783, "notes": "See SC pg 96"}, {"name": "Dark Troll, Kyger Litor Acolyte", "race": "Troll, Dark", "rank": 4, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Pamaltela", "Uz"], "id": 1772, "notes": ""}, {"name": "Lizardfolk Veteran Infantry", "race": "Lizardfolk Male", "rank": 4, "owner": "ronix", "tags": ["Fantasy", "Islands", "Jungle", "Monster island", "River", "Swamp"], "id": 3147, "notes": ""}, {"name": "Whale", "race": "Whale", "rank": 4, "owner": "hkokko", "tags": ["Sea"], "id": 3058, "notes": "Ramming only against ships or similar. "}, {"name": "Fonritian Slave Soldier Bodyguard", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 3151, "notes": "\"He is marked on the face and limbs with ritual scarification, which marks him as a slave soldier of the owner.\" See Glorantha.com Must be a eunuch, and swear great oaths of loyalty."}, {"name": "Walrus", "race": "Seal", "rank": 4, "owner": "hkokko", "tags": ["Sea"], "id": 3055, "notes": ""}, {"name": "Shade: Darkness Elemental, 3 cubic meters", "race": "Elemental", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 922, "notes": "Immunity: Darkness, Vulnerable:Light. Only magical spells or weapons affect. Takes double damage from light. If Engulf is not evaded then all hitlocs are damaged by same damage. If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn.  Can make tunnels, open pits or cause rockslides without effort. They inflict damage by bashing foes, throwing rocks or grinding them into pulp. Worn armour counts\nagainst damage from elemen-\ntal strikes, but not against\nEngulfing attacks  RAW pg 242\n"}, {"name": "Lizardfolk Elite Champion", "race": "Lizardfolk Male", "rank": 4, "owner": "ronix", "tags": ["Fantasy", "Islands", "Jungle", "Monster island", "River", "Swamp"], "id": 3148, "notes": ""}, {"name": "Undine: Water Elemental, 3 cubic meters", "race": "Elemental", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Raw official"], "id": 931, "notes": "Abilities: Engulf, vulnerability, Immunity: Water, Vulnerable: Fire. Only magical spells or weapons affect. Takes double damage from Fire. Immunity to serious and major wounds. If Engulf is not evaded then all hitlocs are damaged by same damage. If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn.  Can make tunnels, open pits or cause rockslides without effort. They inflict damage by bashing foes, throwing rocks or grinding them into pulp. Worn armour counts\nagainst damage from elemen-\ntal strikes, but not against\nEngulfing attacks  RAW pg 242\nIf Engulf is not evaded then all hitlocs are damaged by same damage. If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn. Undine can create currents, eddies and whirlpools, shoot high speed jets from afar etc."}, {"name": "Gnome: Earth Elemental, 3 cubic meters", "race": "Elemental", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Raw official"], "id": 940, "notes": "Abilities: vulnerability, Immunity: Earth, Vulnerable:air. Only magical spells or weapons affect. Takes double damage from air \nIf Engulf is not evaded then all hitlocs are damaged by same damage. If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn.  Can make tunnels, open pits or cause rockslides without effort. They inflict damage by bashing foes, throwing rocks or grinding them into pulp. Worn armour counts\nagainst damage from elemen-\ntal strikes, but not against\nEngulfing attacks  RAW pg 242"}, {"name": "Promalti - Fire Men", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Desert", "Glorantha", "Nargan desert", "Pamaltela"], "id": 13137, "notes": "\u2022 Physical Form: They are composed entirely of \"smokeless, scorching fire\" rather than flesh and bone. They appear as men made of living flame, capable of moving through the physical world while radiating intense heat.\n\n\u2022 Nature and Mortality: While they are immortal (ageless), they are not invulnerable. They can be destroyed, likely through means that can extinguish or dissipate their essence.\n\u2022 Motivation: They are fundamentally hostile to the natural order found in the verdant lands of the north. They are described as \"enemies of civilization\" who actively seek to seize land and burn it, expanding the domain of the desert.\n\u2022 Environmental Interaction: Unlike mortal creatures, they are unaffected by the toxic Sikkanos winds (poison gas and searing dust) that plague the desert. Where they walk, they leave a trail of scorched earth that smokes long after their passage.\n\n\nAbilities: Fire Touch - damage intensity 3. \n\nOnce ignited, flammable  materials burn until physically extinguished. Damage is applied directly to the Hit Points of the material, ignoring Armour Points and to **any flesh beneath**. \n\nIf left uncontrolled it **spreads to a number of Hit Locations**, per [[Combat Round]], equal to its Intensity.\n\nSee [[Fires]]"}, {"name": "Salamander: Fire Elemental, 3 cubic meters", "race": "Elemental", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Raw official"], "id": 960, "notes": "Abilities: Engulf, vulnerability, Immunity: Fire, Vulnerable:Water. Only magical spells or weapons affect. Takes double damage from earth \nIf Engulf is not evaded then all hitlocs are damaged by same damage. Armor does not protect against engulf damage.  If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn. \nManipulate fire, spread and augment existing fire. Product heat and light. Lashing whips of fire, shooting out jets of flame and immolating victims RA pg 352Worn armour counts\nagainst damage from elemen-\ntal strikes, but not against\nEngulfing attacks  RAW pg 242"}, {"name": "Old Shaman", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Monster island"], "id": 968, "notes": ""}, {"name": "Darkness Spirit Intensity 3", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": [], "id": 984, "notes": "Can be 3 cubic meter elemental or act according to MI pg 402-403. "}, {"name": "Earth Spirit Intensity 3", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Spirit"], "id": 986, "notes": "Can be 6 cubic meter elemental or act according to MI pg 402-403. "}, {"name": "Monk of Zamur Khan Monastery", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fantasy"], "id": 1004, "notes": "**Augment Skill:*** 1 Magic Point per level of Intensity. A level of Intensity improves the success chance of the skill by one grade. For example, increasing a skill from Standard to Easy costs 1 Magic Point; increasing it to Very Easy costs 2, and so on.\n***Invoke Trait:*** 2 Magic Points. All traits have a default Intensity of 1.\n***Enhance Attribute:*** 3 Magic Points per step of increase. Each step is a level of Intensity (for example, enhancing Dam- age Modifier by one step, from 1d2 to 1d4 costs 3 Magic Points; enhancing from 1d2 to 1d6 costs 6 Magic Points and so forth). (RQ6: pg 224)"}, {"name": "Disciple of Earth Dragon", "race": "Human", "rank": 4, "owner": "hkokko", "tags": [], "id": 1006, "notes": "**Augment Skill:*** 1 Magic Point per level of Intensity. A level of Intensity improves the success chance of the skill by one grade. For example, increasing a skill from Standard to Easy costs 1 Magic Point; increasing it to Very Easy costs 2, and so on.\n***Invoke Trait:*** 2 Magic Points. All traits have a default Intensity of 1.\n***Enhance Attribute:*** 3 Magic Points per step of increase. Each step is a level of Intensity (for example, enhancing Dam- age Modifier by one step, from 1d2 to 1d4 costs 3 Magic Points; enhancing from 1d2 to 1d6 costs 6 Magic Points and so forth). (RQ6: pg 224)"}, {"name": "Disciple of Dervishes of Copper Sands", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Pavis", "Prax"], "id": 1007, "notes": "Pale orange clothing thru out"}, {"name": "Disciple of Path of Shadows", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Pamaltela"], "id": 1009, "notes": ""}, {"name": "Serpent People Sorcerer - Mage Adept", "race": "Serpent People", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "High mountains", "High plateau", "Jungle", "Monster island"], "id": 1014, "notes": "Poison POT 80 vs Endurance (= Purple Orchid MI pg 171) - Paralyzes hitloc by adjacent hitloc if first one succeeds\n\n"}, {"name": "Monster Island Kangi Veteran Hunter", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 1050, "notes": "Blowgun has POT 70 poison Endurance vs Paralysis in hitloc - spreads one hitloc at a time to next hitloc in 1 round. "}, {"name": "Dara Happa Elite Guard", "race": "Human", "rank": 4, "owner": "Pruneau", "tags": ["Glorantha", "Lunar"], "id": 1019, "notes": ""}, {"name": "Redcap", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Glorantha"], "id": 1023, "notes": "Immune to disease and poison. Has to be hacked to pieces to stop from fighting. Killing blow on sentient creature gains 1d6HP to all hitloc. +1 to STR, DEX and POW for every sentient being it has killed. If it cannot kill it will start to lose permanently 1 from each of these characteristics. "}, {"name": "www.broo.info -- Broo Initiated War Chief", "race": "Broo", "rank": 4, "owner": "touristupdatenola", "tags": ["Fantasy", "Glorantha", "Pamaltela"], "id": 1025, "notes": "Experienced Combat-Savvy Goatkin. Wears a quilted cloth hood set with bronze rings for additional head protection. Owns full metal armour and real weapons. Disregard any chaotic features or malformations that change stats, hit locations or hit points; +1D6 STR; +2D6 CON; Skill Mastery."}, {"name": "Kanaima - Jaguar form", "race": "Tiger", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "Glorantha", "High mountains", "Islands", "Jungle", "Monster island", "Pamaltela"], "id": 1027, "notes": "Shapeshift spirit possessed islander. RQ6 pg 390\nGaze attack (use 1 AP) inflicts temporary insanity and an ongoing fear of the species unless victim succeeds in WP vs WP test.  MI pg 230-231"}, {"name": "Kapre", "race": "Bear", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Monster", "Monster island"], "id": 3257, "notes": "\"Kapres are generally slightly larger than men and cov- ered in a thick pelt of reddish coloured hair. They possess a tooth-filled snout similar to a bear and are omnivorous in nature. \" MI pg 231"}, {"name": "Lakooma (The Grabbing Hand)", "race": "Lakooma (The Grabbing Hand)", "rank": 4, "owner": "hkokko", "tags": ["High plateau", "Jungle", "Monster island"], "id": 1029, "notes": "MI pg 235\n\nLunges forth with blinding speed from water. Stays near the water and only attacks if it feels it would have surprise. Establishes a Grip on the victim and Bashing others away. will go back to water if it fails to grab a target on the first round. If it grabs goes back with the victim on the second round and after that starts to crush. Calls all blood relatives of the victim over the months. "}, {"name": "Malcathorn ", "race": "Malcathorn", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "High mountains", "High plateau", "Monster island"], "id": 1030, "notes": "Lives in darkness.  Any spell contacting it is automatically neutralized if it is a Magnitude less than creature POW. With multiple opponents uses Outmaneuvre. Initially attacks all light sources. Too much sound drives it away if it fails WP check. "}, {"name": "Mokele-Mbembe", "race": "Mokele-Mbembe", "rank": 4, "owner": "hkokko", "tags": ["Jungle", "Monster island", "River", "Swamp"], "id": 1031, "notes": "Abilities: (Area Attack(Tail))  MI pg 245"}, {"name": "Naga - Single Headed", "race": "Naga", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "High mountains", "High plateau", "Jungle", "Sea"], "id": 3258, "notes": "MI pg 249-251 (Hybrid form). Can command any snakes or serpent related species. "}, {"name": "Lich - Fonritian Sorcerer", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Esrolia", "Fonrit", "Glorantha", "Pamaltela", "Sartar", "Undead"], "id": 2863, "notes": "See SC pg 96"}, {"name": "Panopticus", "race": "Panopticus", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "High mountains", "High plateau", "Jungle", "Monster island", "Sea"], "id": 1037, "notes": "Prefers to use the Grip special effect as the first attack. Once grasped will grasp other location. Regeneration (1hp/round). (RQ6: pg 312-316) MI pg 258-259. "}, {"name": "Therizinosaurus, Young Adult", "race": "Allosaurus", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Dinosaur", "Glorantha", "Jungle", "Monster island", "Pamaltela"], "id": 3261, "notes": "MI pg 273"}, {"name": "Pihuichen (Flying Snake) ", "race": "Pihuichen (Flying Snake)", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "High plateau", "Jungle", "Monster island"], "id": 1038, "notes": "May use Pack tactics. "}, {"name": "Savanger (Bloodbird) ", "race": "Savanger (Bloodbird)", "rank": 4, "owner": "hkokko", "tags": ["Fronela", "Islands", "Pavis", "Sea", "Seshnela"], "id": 2866, "notes": "Flocks of savangers usually mob a single victim. A savanger initially attacks with a rapid peck to an exposed part of the victim\u2019s body. If it achieves one level better attack in its initial contest , it has fastened its beak into the victim\u2019s flesh. It then begins a new contest using its Suck Blood ability. Unless somehow prevented, the savanger will continue to drain blood until its victim is dead. The blood swells up a sac under its throat, another upon its back and a third (if necessary) between its legs, hence their common name of \u2018bloodbird.\u2019 Savangers are able to fly (Hard) even when so bloated AA pg 32"}, {"name": "Polong - Predator Spirit", "race": "Polong - Predator Spirit", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Genertela", "Glorantha", "High mountains", "Jungle", "Monster island"], "id": 1040, "notes": "Immune to Serious and Major wounds. Cannot cross water.  MI pg 261-262"}, {"name": "Savanna Buffalo", "race": "Bison", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Pamaltela"], "id": 2858, "notes": "Charge attack needs space. Horns are capable of both Sundering and Impaling, and, if a foe is impaled, the bull on its next turn will attempt to throw its victim with a toss of its head. If the impaled victim is conscious, he may pit either his Athletics or Acrobatics against the Brawn of the bull. If successful, he may land safely on his feet or all fours. If unsuccessful, or if unconscious, the victim suffers the equivalent to a 1d6 metre fall and lands prone."}, {"name": "Scarab, Giant", "race": "Scarab, Giant", "rank": 4, "owner": "hkokko", "tags": ["Desert", "High plateau", "Monster island"], "id": 1046, "notes": "MI pg 265 Rushes to biggest foe and tries to crush it. Grapples on successful attack and keeps inflicting damage. If multiple foes will try to withdraw from fight taking with it its grappled enemy using other legs to inflict damage. "}, {"name": "Tetrapus", "race": "Tetrapus", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest"], "id": 3260, "notes": "MI pg 272-273"}, {"name": "Insect Swarm", "race": "Insect Swarm", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Desert", "Genertela", "Glorantha", "High mountains", "High plateau", "Jungle", "Monster island", "Mountains", "Pamaltela", "Raw official"], "id": 1048, "notes": "RAW pg 251\n\n***Hitpoints*** = SIZ. \n***Damage*** if Siz=1-5 -> 1, 6-11 1d2, 12-18 1d3, 19-25 1d4, 26-33 1d6.\nCombat actions similarly 1,2,3,4,5\n"}, {"name": "Veteran Serpent People Warrior - Fang", "race": "Serpent People", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High mountains", "High plateau", "Jungle", "Monster island"], "id": 1049, "notes": "Monster Hide Half Plate.   "}, {"name": "Winged Ape", "race": "Winged Ape", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "High mountains", "Jungle", "Monster island", "Mountains", "Raw", "Raw official", "Rq6"], "id": 1063, "notes": "Raw pg 272 Highly territorial and extremely aggressive. Form groups of 10-30 individuals with alpha male supported by several strong beta males. \n*** Use Flurry *** \n*** Use Close Range***"}, {"name": "Yeti, Adult", "race": "Yeti", "rank": 4, "owner": "hkokko", "tags": ["High mountains", "High plateau", "Monster island", "Mountains"], "id": 1065, "notes": "Abilities: Burrower (Snow & Ice),  Immunity(cold). (RQ6: pg 312-316) MI pg 281 Hunt by ambush. Favorite tactic to grip opponent's most dangerous location and then rend it off using grappling. Howl of the Yetis frighten Serpent Folk"}, {"name": "Asipatra (Sword Bird)", "race": "Asipatra (Sword Bird)", "rank": 4, "owner": "hkokko", "tags": ["High mountains", "High plateau", "Monster island", "Mountains", "Raw", "Raw official", "Rq6"], "id": 1067, "notes": "RAW pg 226  Usually encountered singly. Metal. Immune to swords, spears, axes etc. Arrows and blunt weapons damage"}, {"name": "Chimera", "race": "Chimera", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "High mountains", "Monster island", "Mountains", "Raw", "Raw official", "Rq6"], "id": 1068, "notes": "RAW pg 236.  +1 Action Point. Generally encountered singly as a guardian "}, {"name": "Ludoch - Cetoi Mermen Warrior Pod Leader", "race": "Ludoch - Cetoi Mermen", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Monster island", "Sea"], "id": 1083, "notes": "GB pg 28"}, {"name": "Black Horse Troop Sorcerer", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Sartar"], "id": 1091, "notes": "See SC pg 96"}, {"name": "Vertus The Wolf", "race": "Human", "rank": 4, "owner": "vesper", "tags": ["Fantasy"], "id": 1106, "notes": ""}, {"name": "Vilosk", "race": "Human", "rank": 4, "owner": "vesper", "tags": ["Fantasy"], "id": 1102, "notes": ""}, {"name": "City Guard Officer", "race": "Human", "rank": 4, "owner": "vesper", "tags": ["Fantasy"], "id": 1105, "notes": ""}, {"name": "Snake, Stake", "race": "Snake, Chaos", "rank": 4, "owner": "hkokko", "tags": ["Aig", "Chaos", "Prax"], "id": 3046, "notes": "Ambushes. If the snake fails to inflict an Impale it will recoil back out of range and try again. Range half their STR"}, {"name": "Madness Spirit - Intensity 3", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 1137, "notes": "Madness spirit tries to possess its target. If possession is successful thereafter tries to manifest daily by causing insanity attacks. Willpower vs Willpower. If target fails is incapacitated for 1d20 hours with suitable form of sanity - insane giggles, agoraphobia etc. "}, {"name": "Violence Spirit - Intensity 3", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Raw", "Spirit"], "id": 13211, "notes": ""}, {"name": "Madness Spirit - Intensity 2", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 1139, "notes": "Madness spirit tries to possess its target. If possession is successful thereafter tries to manifest daily by causing insanity attacks. Willpower vs Willpower. If target fails is incapacitated for 1d20 hours with suitable form of sanity - insane giggles, agoraphobia etc. "}, {"name": "Fear Spirit - Intensity 3", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Raw", "Spirit"], "id": 1140, "notes": "Fear spirit tries to possess its target. If possession is successful thereafter the subject is Demoralized - one grade per intensity. Fear is towards a particular person, species, situation or object. When confronted with the subject,  any proactive skill attempts made by the possessed character related to the source are one grade harder per intensity. However a direct assault from the subject gives possessed willpower versus spirit chance to react. \n"}, {"name": "Fonritian Sorcerer", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Esrolia", "Fonrit", "Glorantha", "Pamaltela", "Sartar"], "id": 1142, "notes": "See SC pg 96"}, {"name": "Stoorworm, Lowlands", "race": "Stoorworm", "rank": 4, "owner": "hkokko", "tags": ["Aig", "Chaos", "Errinoru", "Genertela", "Glorantha", "Jungle", "Kralorela", "Pamaltela", "Swamp"], "id": 1148, "notes": "Stoorworms are large chaotic creatures originating during the Great Darkness when dragonkind were warped by Chaos, resembling legless serpentine snakes with draconic heads, mottled bodies, and slimy or chitinous armor. These aggressive, unintelligent predators are found in marshes, swamps, jungles, and Chaos nests, capable of breathing deadly poison gas, regenerating injuries rapidly, and biting with significant force. \n\nAbilities: Poison Gas Breath Attack (6m cloud)"}, {"name": "Acolyte of Omg", "race": "Human", "rank": 4, "owner": "Gagarin", "tags": ["Monster island"], "id": 1171, "notes": ""}, {"name": "Dark Troll, Zorak Zoran Acolyte", "race": "Troll, Dark", "rank": 4, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Pamaltela", "Uz"], "id": 1764, "notes": ""}, {"name": "Sorcerer Mage", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Rq6", "Sartar"], "id": 1196, "notes": ""}, {"name": "Disciple of The Fellowship of Snake", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Glorantha"], "id": 1198, "notes": ""}, {"name": "Disciple of The Way of the Raptor", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Glorantha"], "id": 1199, "notes": ""}, {"name": "Veteran Serpent People Agent, Disciple of the Way ", "race": "Serpent People", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High mountains", "High plateau", "Jungle", "Monster island"], "id": 1200, "notes": ""}, {"name": "Large Predator Spirit ", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Spirit"], "id": 1217, "notes": "4 point predator spirit Abilities: Predator Warping (RQ6: PG 312-316) pg 409 "}, {"name": "Shaman Primitive Islander Mandahi Kahuna", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 1220, "notes": "Blowgun has POT 70 poison "}, {"name": "Shaman Primitive Islander Gyaosi Kahuna", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 1233, "notes": "Blowgun has POT 70 poison "}, {"name": "Oodaki Spirit Society - Shaman ", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Spirit society"], "id": 1239, "notes": ""}, {"name": "Shaman Primitive Islander Oodaki Kahuna", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 1242, "notes": "Blowgun has POT 70 poison "}, {"name": "Varanri Spirit Society - Shaman ", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Spirit society"], "id": 1248, "notes": ""}, {"name": "Varanri Spirit Society - High Shaman ", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Spirit society"], "id": 1249, "notes": "Gift = Summon Dinosaur"}, {"name": "Shaman Primitive Islander Varanri Kahuna", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 1251, "notes": "Blowgun has POT 70 poison "}, {"name": "Kumongi Spirit Society - Shaman ", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Spirit society"], "id": 1260, "notes": ""}, {"name": "Undeath Spirit, Large", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 1262, "notes": "3 points intensity undeath spirit"}, {"name": "Shaman Primitive Islander Kumongi Kahuna", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 1269, "notes": "Blowgun has POT 70 poison "}, {"name": "Shaman Primitive Islander Kangi Kahuna", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 1278, "notes": "Blowgun has POT 70 poison "}, {"name": "Gamari Spirit Society - Shaman ", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Spirit society"], "id": 1284, "notes": ""}, {"name": "Gamari Spirit Society - High Shaman ", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Spirit society"], "id": 1285, "notes": ""}, {"name": "Shaman Primitive Islander Gamari Kahuna", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 1287, "notes": "Blowgun has POT 70 poison "}, {"name": "Kamacuri Spirit Society - Shaman ", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Spirit society"], "id": 1293, "notes": ""}, {"name": "Kamacuri Spirit Society - High Shaman ", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Spirit society"], "id": 1294, "notes": ""}, {"name": "Shaman Primitive Islander Kamacuri Kahuna", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 1297, "notes": "Blowgun has POT 70 poison "}, {"name": "Predator spirit - Giant Lizard", "race": "Giant Lizard", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "Monster island", "Mountains"], "id": 1300, "notes": "3 point intensity spirit. Predator Warping RQ6 314-316, RQ pg 369. "}, {"name": "Ghidori Spirit Society - Shaman ", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Spirit society"], "id": 1308, "notes": ""}, {"name": "Ghidori Spirit Society - High Shaman ", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Spirit society"], "id": 1309, "notes": ""}, {"name": "Shaman Primitive Islander Ghidori Kahuna", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 1311, "notes": "Blowgun has POT 70 poison "}, {"name": "Predator Spirit -  Hydra, Ophidian, Two headed", "race": "Hydra, Ophidian", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Glorantha", "High plateau", "Jungle", "Monster island", "Mountains", "Pamaltela", "Swamp"], "id": 1314, "notes": "Possessed by 4 point predator spirit. Regeneration (1hp/r/hitloc). (RQ6: PG 312-316) MI pg 224. 2-9 heads. For every head beyond the second gains +1 to STR, CON,DEX,Armor and +3 to SIZ. Any detrimental effect due to serious or major wound only affects that head. Each head has its own willpower resistance roll. Spits corrosive acid once per head every 1d3 hours. Killing the beast will create a storm of acidic blood that can burn off the feet of opponents. "}, {"name": "Anguri Spirit Society - Shaman ", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Spirit society"], "id": 1319, "notes": ""}, {"name": "Anguri Spirit Society - High Shaman ", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Spirit society"], "id": 1320, "notes": "Invulnerability to unarmed attacks"}, {"name": "Shaman Primitive Islander Anguri Kahuna", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 1323, "notes": "Blowgun has POT 70 poison "}, {"name": "Gabari  Spirit Society - Shaman ", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Spirit society"], "id": 1329, "notes": ""}, {"name": "Gabari  Spirit Society - High Shaman ", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Spirit society"], "id": 1330, "notes": ""}, {"name": "Shaman Primitive Islander Gabari Kahuna", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 1332, "notes": "Blowgun has POT 70 poison "}, {"name": "Bison Nomad, Waha Spirit Worshipper", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Prax"], "id": 1344, "notes": "Swarthy, dark hair, beard, muscular"}, {"name": "Bison Spirit, Huge", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 1355, "notes": "RQ6 pg 407-408"}, {"name": "Bison Nomad, Eiritha Shaman", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Prax"], "id": 1375, "notes": "Swarthy, dark hair"}, {"name": "Bison Nomad, Storm Bull Spirit Worshipper", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Prax"], "id": 1380, "notes": "Swarthy, dark hair, beard, muscular"}, {"name": "Bison Nomad, Daka Fal Shaman", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Prax"], "id": 1387, "notes": "Swarthy, dark hair, beard, muscular"}, {"name": "Impala Nomad, Eiritha Spirit Worshipper", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Prax"], "id": 1407, "notes": "Small in stature"}, {"name": "Rhino Nomad, Waha Spirit Worshipper", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Prax"], "id": 1419, "notes": ""}, {"name": "Hardened mercenary", "race": "Human", "rank": 4, "owner": "Arglindel", "tags": [], "id": 1450, "notes": ""}, {"name": "Minotaur warrior", "race": "Minotaur", "rank": 4, "owner": "Arglindel", "tags": [], "id": 1469, "notes": ""}, {"name": "Centaur warrior", "race": "Centaur", "rank": 4, "owner": "Arglindel", "tags": [], "id": 1471, "notes": ""}, {"name": "Wolf", "race": "Wolf", "rank": 4, "owner": "Arglindel", "tags": ["Fantasy"], "id": 1472, "notes": "Night Sight, (RQ6: pg 312-316) , Usually hunts in packs of 12-30. Prefers to select Grip and Choose location. Gripped victim sustains biting damage every round.  Rq6 pg 396"}, {"name": "Captain of Cariliss", "race": "Human", "rank": 4, "owner": "Arglindel", "tags": [], "id": 1500, "notes": ""}, {"name": "Captain of Northumbria", "race": "Human", "rank": 4, "owner": "Arglindel", "tags": [], "id": 1507, "notes": ""}, {"name": "Vadeli Trader, Brown, Adept", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Sea", "Umathela"], "id": 2831, "notes": "Dark brown skin with blue-black hair. \"All Vadeli are notable for their lack of empathy, coldheartedness, egocentricity, superficial charm, manipulativeness, irresponsibility, impulsivity,criminality, lack of remorse, and a complete disregard for morality\" GtG"}, {"name": "Roman Centurion", "race": "Human", "rank": 4, "owner": "MPHopcroft", "tags": ["Roman"], "id": 1550, "notes": "The Roman equivalent of a Master Sergeant, Centurions led groups of a hundred men in a Legion and managed much of their training, discipline and maintenance. They were veteran soldiers and formidable fighters in their own right"}, {"name": "Lunar Rune Priest of The Seven Mothers", "race": "Human", "rank": 4, "owner": "Pruneau", "tags": ["Genertela", "Glorantha", "Lunar"], "id": 1554, "notes": "Seven Mothers priests are the guardians of the borderlands.  Priests of some stature have obtained a moonrock, used to summon a lunar elemental.  The priest has performed a successful sevening ritual and may substitute Sedenyic Philosophy for any magic skill.  He possesses a 48 ENC Red Moon Rock, on an ox cart."}, {"name": "Sun Worshipping Priest", "race": "Human", "rank": 4, "owner": "tzunder", "tags": ["Fantasy"], "id": 1578, "notes": ""}, {"name": "Enchanted Giant Griffin", "race": "Griffin", "rank": 4, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha"], "id": 1580, "notes": "Evades without going prone.  Ilduvu's Griffin shape."}, {"name": "Instructor of Furthest College", "race": "Human", "rank": 4, "owner": "Pruneau", "tags": ["Genertela", "Glorantha", "Lunar"], "id": 1583, "notes": "Instructors are acolyte-level aids of the Furthest College of Magic, in training at Corflu, under the leadership of the Seven Mothers priests there."}, {"name": "Newtling Zola Fel Priest", "race": "Newtling", "rank": 4, "owner": "Pruneau", "tags": ["Prax", "Zola fel"], "id": 1590, "notes": "Hold Breath,Swimmer (RQ6: pg 312-316) , SC pg 124, BaB pg 45, 189"}, {"name": "Shurakha the Steady", "race": "Human", "rank": 4, "owner": "Pruneau", "tags": ["Cleansed one", "Corflu", "Pavis", "Prax", "Zola fel"], "id": 1597, "notes": "Shurakha is an acolyte from both Zola Fel and The Cleansed One.  Widely traveled, she has returned to Corflu on her way to Prax, where she has been summoned to the Temple Barge."}, {"name": "Crocodile Broo - Thed Initiate", "race": "Broo", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha", "Prax"], "id": 3014, "notes": ""}, {"name": "Veteran Serpent People Silent Watch, Strong", "race": "Serpent People", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High mountains", "High plateau", "Jungle", "Monster island"], "id": 4775, "notes": "Monster Hide Half Plate.  "}, {"name": "Orlanthi Storm Voice", "race": "Human", "rank": 4, "owner": "Col_D", "tags": [], "id": 1662, "notes": ""}, {"name": "Afadjann Initiate of Ompalam -  Overseer", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1663, "notes": ""}, {"name": "Afadjann Initiate of Burayha Xolani", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1669, "notes": "The Chirurgeon of Afadjann - Good doctor is hard to find."}, {"name": "Afadjann Acolyte of Burayha Xolani", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1670, "notes": "The Chirurgeon of Afadjann - Good doctor is hard to find."}, {"name": "Fonritian Slave Soldier - Initiate of Evukindu", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1672, "notes": "\"He is marked on the face and limbs with ritual scarification, which marks him as a slave soldier of the owner.\" See Glorantha.com Must be a eunuch, and swear great oaths of loyalty."}, {"name": "Afadjann Masarin - Initiate of Orjethulut", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1675, "notes": ""}, {"name": "Afadjann Initiate of Calari the Hunter", "race": "Agimori", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1678, "notes": "Secret police and hunters for escaped slaves "}, {"name": "Afadjannian Black Baboon, Alpha Male- Secret Polic", "race": "Giant Baboon", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1682, "notes": "Secret police and hunters for escaped slaves "}, {"name": "Afadjann Masarin - Acolyte of Karkisso", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1689, "notes": ""}, {"name": "Afadjann Initiate of Um-Oradin", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1691, "notes": ""}, {"name": "Leopard", "race": "Tiger", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "Fonrit", "Glorantha", "Islands", "Jungle", "Kothar", "Monster island", "Mythic babylon", "Pamaltela"], "id": 1694, "notes": "RQ6 pg 390"}, {"name": "Afadjann Initiate of Ikadz", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1695, "notes": ""}, {"name": "Afadjann Acolyte of Ikadz", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1696, "notes": ""}, {"name": "Afadjann Acolyte of Hanjethulut", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1699, "notes": ""}, {"name": "Afadjann Acolyte of Fida'ls", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1702, "notes": ""}, {"name": "Disciple of Lamsabi", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Pamaltela"], "id": 1706, "notes": ""}, {"name": "Afadjann Thief - Acolyte of Selarn", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1714, "notes": ""}, {"name": "Afadjann Merchant, Initiate of Issaries", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1716, "notes": ""}, {"name": "Afadjann Merchant, Acolyte of Issaries", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1717, "notes": ""}, {"name": "Afadjann Acolyte of Baraku", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1720, "notes": ""}, {"name": "Agimori Warrior, Acolyte of Pamalt", "race": "Agimori", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1730, "notes": "BaB pg 30-36. Tireless runners: STRx4 in open country running without tiring. "}, {"name": "Agimori Peltast, Acolyte of Pamalt", "race": "Agimori", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1733, "notes": "BaB pg 30-36. Tireless runners: STRx4 in open country running without tiring. "}, {"name": "Doraddi Peltast, Acolyte of Pamalt", "race": "Agimori", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1735, "notes": "BaB pg 30-36. Tireless runners: STRx4 in open country running without tiring. "}, {"name": "Merchant, Acolyte of Issaries", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Prax"], "id": 1801, "notes": ""}, {"name": "Scorpion Man, Acolyte of Bagog", "race": "Scorpion Man", "rank": 4, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Prax"], "id": 1805, "notes": "RQ6 pg 441-442. "}, {"name": "Human, Acolyte of Gark the Calm", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Genertela", "Glorantha", "Pamaltela"], "id": 1814, "notes": "The Cult of Gark the Calm thrives in the shadowy corners of Hombori Tondo, exploiting the city\u2019s disparities of wealth and power to recruit desperate followers. In a city teeming with intrigue and unrest, the cult offers a seductive promise: eternal peace, freedom from life\u2019s burdens, and the utility of uncomplaining, undead servitude. Gark\u2019s followers\u2014known as Garkists\u2014are practical necromancers who use corpses as tools of labor and societal function, particularly as tireless workers for the city\u2019s ambitious building projects, trade enterprises, and even menial labor.\n\nBattle cries: \n\t1.\t\u201cPeace in Death!\u201d\nA chilling cry as they advance, offering their enemies the \u201cmercy\u201d of eternal calm.\n\t2.\t\u201cJoin the Labor Eternal!\u201d\nSpoken with eerie conviction, as if the enemy is already destined to become a part of their tireless workforce.\n\t3.\t\u201cThe Stillness Claims You!\u201d\nA foreboding declaration, meant to freeze their foes in fear as they march forward.\n\t4.\t\u201cWork, Obey, Decay!\u201d\nA mantra that embodies the cult\u2019s cold pragmatism and the fate they see for all.\n\t5.\t\u201cThe Calm Takes All!\u201d\nA grim, resolute proclamation of Gark\u2019s inevitability, shouted as they charge.\n\t6.\t\u201cYield to the Eternal!\u201d\nSpoken with a mix of fervor and menace, implying resistance is pointless.\n\t7.\t\u201cYour Flesh Has Purpose!\u201d\nA macabre cry, driving home the cult\u2019s view of corpses as resources.\n\t8.\t\u201cNo Rest for the Living!\u201d\nA dark inversion of their ideals, marking their enemies for toil\u2014or death.\n\t9.\t\u201cTo Stillness, To Service!\u201d\nAn unsettlingly serene chant as they engage in combat, reflecting their zealous calm.\n\t10.\t\u201cAll Hail the Silent God!\u201d\nA reverent shout, elevating Gark\u2019s presence as they bring violence cloaked in peace.\n"}, {"name": "Jungle Troll Hunter, Moorgarki Acolyte", "race": "Jungle Troll", "rank": 4, "owner": "hkokko", "tags": ["Errinoru", "Fantasy", "Fonrit", "Glorantha", "Jungle", "Pamaltela", "Uz"], "id": 1820, "notes": "GB pg 41"}, {"name": "Dark Troll Merchant, Argan Argar Acolyte", "race": "Troll, Dark", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Genertela", "Glorantha", "Prax", "Uz"], "id": 1825, "notes": ""}, {"name": "Ogre Traveler - Cacodemon Acolyte", "race": "Ogre, Gloranthan", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 1836, "notes": "Variation on RQ pg 379-380. SC pg 125. "}, {"name": "Afadjann Harem Dancer Seseine Acolyte", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1842, "notes": ""}, {"name": "Human, Eurmal Acolyte", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Prax", "Sartar"], "id": 1848, "notes": ""}, {"name": "Thief, Lanbril Acolyte", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Pavis"], "id": 1859, "notes": "Pavis & Big Rubble pg 87"}, {"name": "Earth Worshipper, Maran Gor Acolyte", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Pamaltela", "Prax", "Sartar"], "id": 1864, "notes": ""}, {"name": "Lunar Hoplite Officer, Danfive Xaron Initiate", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Lunar"], "id": 1869, "notes": "Marble Phalanx in Prax/Pavis. Beryl Phalanx in Sartar/Esrolia. "}, {"name": "Lunar Hoplite Officer, Danfive Xaron Acolyte", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Lunar"], "id": 1870, "notes": "Marble Phalanx in Prax/Pavis. Beryl Phalanx in Sartar/Esrolia. "}, {"name": "Ludoch - Cetoi Mermen Warrior, Wachaza Acolyte", "race": "Ludoch - Cetoi Mermen", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Monster island", "Sea"], "id": 1875, "notes": "GB pg 28"}, {"name": "Waertag Corsair, Wachaza Acolyte", "race": "Waertag", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Sea"], "id": 1877, "notes": " GB pg 44. Cumulative 1% chance of sickening per day on land. "}, {"name": "Ludoch - Cetoi Mermen Warrior, Magasta Initiate", "race": "Ludoch - Cetoi Mermen", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Monster island", "Sea"], "id": 1882, "notes": ""}, {"name": "Ludoch - Cetoi Mermen Warrior, Magasta Acolyte", "race": "Ludoch - Cetoi Mermen", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Fonrit", "Glorantha", "Monster island", "Pamaltela", "Sea"], "id": 1883, "notes": "GB pg 28"}, {"name": "Human, Zola Fel Acolyte", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Prax", "Zola fel"], "id": 1890, "notes": ""}, {"name": "Bison Nomad Raider, Gagarth Acolyte", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Pamaltela"], "id": 1897, "notes": "Swarthy, dark hair, beard, muscular"}, {"name": "Merchant, Acolyte of Etyries", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Prax"], "id": 1909, "notes": ""}, {"name": "Dark Troll, Aranea Acolyte", "race": "Troll, Dark", "rank": 4, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Pamaltela", "Uz"], "id": 1915, "notes": ""}, {"name": "Dark Troll, Gorakiki Bee Initiate", "race": "Troll, Dark", "rank": 4, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Pamaltela", "Uz"], "id": 1929, "notes": ""}, {"name": "Dark Troll, Gorakiki Bee Acolyte", "race": "Troll, Dark", "rank": 4, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Pamaltela", "Uz"], "id": 1930, "notes": ""}, {"name": "Dark Troll, Gorakiki Beetle Acolyte", "race": "Troll, Dark", "rank": 4, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Pamaltela", "Uz"], "id": 1933, "notes": ""}, {"name": "Dark Troll, Gorakiki Locust Acolyte", "race": "Troll, Dark", "rank": 4, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Pamaltela", "Uz"], "id": 1936, "notes": ""}, {"name": "Dark Troll, Gorakiki Moth Acolyte", "race": "Troll, Dark", "rank": 4, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Pamaltela", "Uz"], "id": 1939, "notes": ""}, {"name": "Dragonewt - Beaked", "race": "Dragonewt - Beaked Warrior", "rank": 4, "owner": "Chlodoweg", "tags": ["Glorantha"], "id": 1948, "notes": ""}, {"name": "Human Acolyte of Krjalk", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Genertela", "Glorantha"], "id": 1959, "notes": "Follower of Chaos God of Treason. \"Merely speaking his name or thinking of him was then enough to transform the speaker or thinker into a chaos horror \u2014 a slave of Krjalk\u2019s throngs\" See Lords of Terror"}, {"name": "Dragonewt - Tailed Priest", "race": "Dragonewt, Noble Priest", "rank": 4, "owner": "Chlodoweg", "tags": ["Glorantha"], "id": 1950, "notes": ""}, {"name": "Issaries Priest", "race": "Human", "rank": 4, "owner": "Chlodoweg", "tags": ["Glorantha", "Sartar"], "id": 1955, "notes": ""}, {"name": "Broo - Ragnaglar Initiate", "race": "Broo", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha", "Prax"], "id": 1964, "notes": ""}, {"name": "Orlanth Acolyte", "race": "Human", "rank": 4, "owner": "Chlodoweg", "tags": ["Glorantha", "Sartar"], "id": 1973, "notes": ""}, {"name": "Dark Troll, Kyger Litor Acolyte v2", "race": "Troll, Dark", "rank": 4, "owner": "Chlodoweg", "tags": ["Genertela", "Glorantha", "Pamaltela", "Uz"], "id": 1975, "notes": ""}, {"name": "Great Troll, Zorak Zoran Acolyte", "race": "Troll, Great", "rank": 4, "owner": "Chlodoweg", "tags": ["Genertela", "Glorantha", "Pamaltela", "Uz"], "id": 1976, "notes": ""}, {"name": "Dark Troll Argan Argar Acolyte", "race": "Troll, Dark", "rank": 4, "owner": "Chlodoweg", "tags": ["Genertela", "Glorantha", "Uz"], "id": 1977, "notes": ""}, {"name": "Ernalda Acolyte", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Sartar"], "id": 1983, "notes": ""}, {"name": "Telmor Acolyte", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Sartar"], "id": 1989, "notes": "The Telmori are not Orlanthi and are one of the Beast Nations, originating in far-off Ralios and Fronela. They primarily hunt, although some herding and farming is practiced by some members. They fight incessantly with their neighbors. The Telmori are patrilineal, belonging to their father\u2019s lineage. The Telmori take (and sell) slaves."}, {"name": "Citadel Warrior, Yelmalio Initiate", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Balazar"], "id": 2988, "notes": ""}, {"name": "Cannibal Cult Shaman", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Prax"], "id": 2007, "notes": ""}, {"name": "Dark Troll, Annilla Initiate", "race": "Troll, Dark", "rank": 4, "owner": "hkokko", "tags": ["Carmania", "Fonrit", "Glorantha", "Uz"], "id": 2012, "notes": ""}, {"name": "Trollkin, Xiola Umbar Acolyte", "race": "Trollkin", "rank": 4, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Prax", "Sartar", "Uz"], "id": 2019, "notes": ""}, {"name": "Dark Troll, Xiola Umbar Acolyte", "race": "Troll, Dark", "rank": 4, "owner": "hkokko", "tags": ["Glorantha"], "id": 2021, "notes": ""}, {"name": "Passion Spirit, Intensity 2", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Mythic babylon", "Spirit"], "id": 2028, "notes": "Passion spirits are described for example in Mythic Babylon page 266 and the passion spirits themselves at RAW pg 144-145"}, {"name": "Passion Spirit, Intensity 3", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Mythic babylon", "Spirit"], "id": 2029, "notes": "Passion spirits are described for example in Mythic Babylon page 266 and the passion spirits themselves at RAW pg 144-145"}, {"name": "Dark Troll, Subere Acolyte", "race": "Troll, Dark", "rank": 4, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Prax", "Sartar", "Uz"], "id": 2032, "notes": ""}, {"name": "Dark Troll, Xentha Acolyte", "race": "Troll, Dark", "rank": 4, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Pamaltela", "Prax", "Sartar", "Uz"], "id": 2043, "notes": ""}, {"name": "Yinkin Acolyte", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Sartar"], "id": 2053, "notes": ""}, {"name": "Odayla Acolyte", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Prax", "Sartar"], "id": 2059, "notes": ""}, {"name": "Human, Urain Acolyte", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Prax"], "id": 2065, "notes": ""}, {"name": "Human, Lodril Acolyte", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Pamaltela"], "id": 2077, "notes": ""}, {"name": "Human, Yelm Acolyte", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Pamaltela"], "id": 2083, "notes": ""}, {"name": "7 Mothers - Jakaleel the Witch Acolyte", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Prax", "Sartar"], "id": 2089, "notes": ""}, {"name": "Lunar Irrippi Ontor Acolyte", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Lunar", "Prax", "Sartar"], "id": 2095, "notes": ""}, {"name": "Lunar She Who Waits Initiate", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Lunar", "Prax", "Sartar"], "id": 2100, "notes": ""}, {"name": "Lunar She Who Waits Acolyte", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Lunar", "Prax", "Sartar"], "id": 2101, "notes": ""}, {"name": "Lunar Queen Deezola Acolyte", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Lunar", "Prax", "Sartar"], "id": 2107, "notes": ""}, {"name": "7 Mothers -Teelo Norri Acolyte", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Prax", "Sartar"], "id": 2113, "notes": ""}, {"name": "Human, Acolyte of Pocharngo", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Glorantha"], "id": 2118, "notes": "Servant of Chaotic God of Mutation source of the Gorps. Shamblers are seriously corrupted cross between Swamp Thing, Hunchback of Notre Dame, unbridled power of Chaos and whatever they once were before turning to Pocharngo's way. Runes are Chaos and Movement. See Lords of Terror pg 66"}, {"name": "Acolyte of Pavis", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Pavis"], "id": 2122, "notes": ""}, {"name": "Woman, Asrelia Acolyte", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Prax", "Sartar"], "id": 2134, "notes": ""}, {"name": "Woman, Uleria Acolyte", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Prax", "Sartar"], "id": 2140, "notes": ""}, {"name": "Yelorna Acolyte", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Pavis", "Prax"], "id": 2200, "notes": ""}, {"name": "Basmoli Berserker Initiate", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Pamaltela"], "id": 2208, "notes": ""}, {"name": "Doraddi Basmoli Berserker Initiate", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Pamaltela"], "id": 2211, "notes": ""}, {"name": "Cordner's Hired Bandits leader", "race": "Human", "rank": 4, "owner": "SFLucid", "tags": [], "id": 2216, "notes": "They have \"Glyphs\" tattooed to the underside of the plate of their mouth. When touched with their tongues by a prolonged period they are teleported to a designated location.   "}, {"name": "Goblin, Champion", "race": "Goblin", "rank": 4, "owner": "SFLucid", "tags": [], "id": 2222, "notes": "Standing 60 to 120 cm, These nasty little monsters delight in swarming other humanoids which they then eat.\n\nGoblins primarily haunt the frontier lands where the military doesn't have a strong presence. Individually they are not very threatening and are considered the weakest of monsters. However, their numbers grow fairly quickly due to their ability to come into maturity at an accelerated rate, making them a rapidly increasing threat if not dealt with quickly.\n\nGoblins are commonly found in caves and rely on attacking or stealing from settlements to sustain themselves, including the raw flesh of sapient species. The place a group of goblins are living together in is referred to as a 'goblin nest'. Goblins are an all-male species, but possess the ability to breed with any race with the pregnancy always resulting in goblin children. Even within the span of one week, a single captive can be forced to birth several new goblins. As such, women are among what they take from settlements to use for breeding until their eventual deaths at the hands of their goblin captors.\n\nGoblins have an excellent sense of smell, especially when it comes to prey. They can even smell metal, making them dangerous to anyone wearing metal armor. They also have excellent night vision; if they detect any light in their nest, they know there are intruders.\n\nOccasionally a birthing of a larger, stronger and smarter goblin, a hobgoblin is smuggled off and a new nest is started with it as the leader. If found the fledgling will be surely killed out of fear of a challenge of leadership.   "}, {"name": "Ogre Overseer", "race": "Ogre, Primal", "rank": 4, "owner": "SFLucid", "tags": [], "id": 2225, "notes": "Typical Ogre - >3m tall.\n\nLike a mini-giant. Wears scraps of fur and leathers. Has a entourage of slave minions. "}, {"name": "Smilodon Alpha", "race": "Smilodon", "rank": 4, "owner": "SFLucid", "tags": [], "id": 2227, "notes": "Often known as sabre-toothed tigers, although this is a misnomer, these big cats are noted for both their intimidating physical size and pro\u00adnounced canine fangs which arch down well below the lower jaw and average around 30cm in length. Smilodon are incredibly robust and strong when compared with other big cats \u2014 especially in their forequarters.\n\nBuilt for power rather than speed, they are ambush hunters, using height to leap down on their prey, combining the delivery of a stabbing downward thrust with their incisors together with the impact of their sheer  bulk to overwhelm their victims. Death is usually delivered by crushing the windpipe, a task made easier if the prey has been surprised, stabbed and then crushed under smilodon\u2019s weight.\n\nSmilodon hunt in small family packs of between three and eight animals, although lone smilodon are also known. Their pow\u00aderful forelimbs mean they are excellent climbers, and so they make use of any naturally high terrain to ambush their prey."}, {"name": "Broo, Murder", "race": "Broo", "rank": 4, "owner": "SFLucid", "tags": [], "id": 2231, "notes": "Disease bearing chaos spawn. High probability for chaos features and disease. Divine evil inspired.\n\n***Potency of disease contraction is equal to Endurance***\n\nThese foul beings go by many regional and cultural names but are essentially the same thing: a chaos-warped combination of human and animal (goat, sheep, and antelope) that frequently carries disease, and lives only to reproduce, spread its diseases, and bring havoc and suffering to the untainted.\n\nChaos Hybrids have their own, loosely-knit, primitive cultures based on strength and cruelty. A leader of a pack (known as a Mur\u00adder) is always the strongest, fiercest, and most ruthless of the bunch, having secured his place through slaughtering any challengers. Given this mind-set and philosophy it is therefore unsurprising to find that Chaos Hybrids have utter contempt for all other sapient races seeing them as prey, a means to spread their contagion and to breed with.\n\nThe creatures worship the gods associated with their atrocities: those of murder, chaos, disease and blight. Most other sapient cultures shun them at best, and hunt them down with a view to extermination at worst.\n\nA Chaos Hybrid carries a disease (see the disease table below) which can be caught through close proximity to the creature (i.e., close combat engagement distances). Chaos Hybrid corpses remain contagious unless burned. The potency of the disease is always equal to the Chaos Hybrid\u2019s Endurance.\n\nThe diseases in the table are the most common, but  Chaos Hybrids have many dreadful contagions, especially  those who worship the spirits and gods of disease. Hybrid shamans go out of their way to locate virulent disease spirits in the Spirit World, bringing them back to deliberately infect an entire tribe."}, {"name": "Gloomkin Brute", "race": "Elemental", "rank": 4, "owner": "SFLucid", "tags": [], "id": 2234, "notes": "Nightsight\nEngulf 3 - on successful contact (regardless of damage), defender must make a opposed \"Athletics\" or Gloomkin binds. All skill suffer a level of difficulty. Upon binding the Gloomkin is \"consumed\". Bound characters suffer 1 damage on all locations per minute per failed \"Endurance\" check.\nRequires bright light to dissipate or other magic removal means.  \n\nIf they have more than one of similar size they inch together to fuse into a larger version decreasing the duration time.\n\nThese small shadowy outlined humanoids which are black in colour. They have eyeless sockets, glaring into the night, as if daylight. Their corpses burn in the sunlight."}, {"name": "Human, Gloomshark Acolyte", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Dorastor", "Fonrit", "Pamaltela", "Sea"], "id": 2239, "notes": ""}, {"name": "Ship's Officer, Haragala", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Sea"], "id": 2244, "notes": "Men of the Sea pg 28"}, {"name": "Doraddi Bolongo Acolyte", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Pamaltela"], "id": 2252, "notes": ""}, {"name": "Woman, Grain Goddess Acolyte", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Prax", "Sartar"], "id": 2258, "notes": ""}, {"name": "Fonrit Woman, Grain Goddess Acolyte", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Genertela", "Glorantha", "Pamaltela"], "id": 2261, "notes": ""}, {"name": "Ludoch - Cetoi Mermen Triolina Acolyte", "race": "Ludoch - Cetoi Mermen", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Monster island", "Sea"], "id": 2267, "notes": ""}, {"name": "Malasp Hunter - Piscoi Mermen - Wachaza Acolyte", "race": "Malasp - Piscoi Mermen", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Sea", "Umathela"], "id": 2270, "notes": "GB pg 29-30. : A Malasp engaging in Light Activity only needs to breathe once per hour. In Medium Activity, the creature must breathe every 30 minutes. When engaging in Heavy Activity, the Malasp must breathe every ten minutes.\nA Malasp\u2019s sense of taste is amazingly sharp, and\nallows it to track prey simply by the taste the prey\nleaves behind in the water.\n"}, {"name": "Vormain Pirate, Tsankth Acolyte", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Vormain"], "id": 2276, "notes": ""}, {"name": "Tusk Rider, Raider Sergeant", "race": "Tusk Rider (Half-troll)", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Sartar"], "id": 2290, "notes": "GB pg 43"}, {"name": "Human, Caladra & Aurelion Acolyte", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Holy country", "Pamaltela"], "id": 2295, "notes": ""}, {"name": "Dwarf Warrior, Flintnail Acolyte", "race": "Dwarf", "rank": 4, "owner": "hkokko", "tags": ["Dwarven", "Genertela", "Glorantha", "Pavis"], "id": 2301, "notes": "Abilities: Earth Sense,Night Sight. Only dwarves can operate dwarven missile weapons. If they go to wrong hands - dwarves will send constructs to get them back"}, {"name": "Pujaleg Bat People Veteran Hunter", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Errinoru", "Fonrit", "Pamaltela"], "id": 2312, "notes": "Bat People user their transform spells to turn into giant bats. "}, {"name": "Assassin, Black Fang Initiate", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Pavis"], "id": 2318, "notes": "Shattering acts as 4 disruption spells all directed at one target"}, {"name": "Woman, Dendara Acolyte", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Dragon pass", "East", "Genertela", "Glorantha", "Inland pamaltela", "Lunar", "Pamaltela"], "id": 2323, "notes": ""}, {"name": "Troll, Dark - Black Sun Acolyte", "race": "Troll, Dark", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Kralorela"], "id": 2330, "notes": ""}, {"name": "Merchant, Lokarnos Acolyte", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Prax", "Sartar"], "id": 2336, "notes": ""}, {"name": "Sartar Exile Warrior (Heler Initiate)", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Pamaltela", "Prax", "Sartar"], "id": 2341, "notes": ""}, {"name": "Sartar Exile Warrior (Mastakos Acolyte)", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Pamaltela", "Prax", "Sartar"], "id": 2348, "notes": ""}, {"name": "Northern Warrior (Valind Acolyte)", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Fronela", "Glorantha"], "id": 2360, "notes": ""}, {"name": "Snow Troll Hunter, Himile Initiate", "race": "Troll, Dark", "rank": 4, "owner": "hkokko", "tags": ["Genertela", "Pamaltela", "Uz"], "id": 2366, "notes": ""}, {"name": "Snow Troll Hunter, Himile Acolyte", "race": "Troll, Dark", "rank": 4, "owner": "hkokko", "tags": ["Genertela", "Pamaltela", "Uz"], "id": 2367, "notes": ""}, {"name": "Human, Lemure Acolyte", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Genertela", "Pamaltela"], "id": 2375, "notes": ""}, {"name": "Human, Hungry Jack Acolyte", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Dorastor", "Genertela", "Glorantha"], "id": 2381, "notes": ""}, {"name": "Green Elf Flamal Acolyte", "race": "Elf, Green", "rank": 4, "owner": "hkokko", "tags": ["Elf forest", "Genertela", "Pamaltela"], "id": 2408, "notes": "RQA pg 353. GB "}, {"name": "Green Elf, Aldrya Woodlord Acolyte", "race": "Elf, Green", "rank": 4, "owner": "hkokko", "tags": ["Elf forest", "Genertela", "Pamaltela"], "id": 2411, "notes": "RQA pg 353. GB "}, {"name": "Woman, Dorasta Acolyte", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Dorastor", "Genertela", "Glorantha"], "id": 2417, "notes": ""}, {"name": "Iron Dwarf Sorcerer, Adept", "race": "Dwarf", "rank": 4, "owner": "hkokko", "tags": ["Dwarven", "Glorantha"], "id": 2425, "notes": ""}, {"name": "Wolf Pirate, Ygg of Threestep Acolyte", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Dragon pass", "Glorantha", "Pamaltela", "Sea", "Umathela"], "id": 2438, "notes": "Swarthy, dark hair, beard, muscular"}, {"name": "Lunar War Wyvern Rider", "race": "Human", "rank": 4, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha", "Lunar"], "id": 2460, "notes": "Wears iron armor of Yanafal."}, {"name": "El-Jazuli - Sister Witch Acolyte (Fonrit)", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 2477, "notes": ""}, {"name": "Fright", "race": "Fright", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Jolar", "Kothar", "Pamaltela", "Umathela"], "id": 2507, "notes": "http://www.ttrotsky.pwp.blueyonder.co.uk/annex/annex11.htm\n\nA fright's appearance is so ghastly and inhuman, that against any opponent capable of seeing its face, the fright may augment its Claws & Tusks ability with its Terrifyingly Ugly. Should any being which normally relies on vision in combat, such as a human, attempt to fight without looking into the creature's face, the Narrator should impose a suitable circumstance modifier."}, {"name": "Horror Crocodile", "race": "Crocodile", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Pamaltela", "River", "Swamp", "Tarien"], "id": 2509, "notes": "Anaxial Annex. RQ pg 344"}, {"name": "Gorg", "race": "Gorg", "rank": 4, "owner": "hkokko", "tags": ["Pamaltela", "Plains", "Slon"], "id": 2510, "notes": "Anaxial Annex. Gorgs are powerful reptiles, about the size of rhinoceros, with great sabre-like canine teeth which they use to rip and tear the flesh of their prey. They hunt in small packs of up to four individuals, and will attack almost any creature significantly smaller than they are. They are not especially intelligent, and frequently display a mindlessly aggressive tenacity, lashing out at foes when they are clearly outclassed. Injuries, in particular, drive them into a berserk fury in which they will seek to destroy whatever caused them pain.\n\nUpdated from source: Anaxial's Manifest"}, {"name": "Sailback, Young Adult", "race": "Sailback", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Pamaltela", "Plains", "Slon"], "id": 2512, "notes": "Anaxial Annex. These great reptiles have a lizard-like body around ten feet in length, and prowl the lowlands of Slon, where they consume smaller reptiles and other prey. They most distinguishing feature is the great sail-like fin on their backs, which is a dull red in colour. Sailbacks are slow and sluggish through the night, and only become active after dawn. Each morning they spend an hour basking in the sun, much like other lizards, before crawling about in search of food. They are surprisingly fast moving for their size, which gives them an advantage while hunting. Unlike many similar creatures, there is no association between sailbacks and dragonewts. Instead, they are lizards whose first spirit ancestors chose to worship the Sun in return for a greatly increased size, and rulership over smaller reptiles."}, {"name": "Green Mamba", "race": "Snake, Poisonous", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Fonrit", "Monster island", "Umathela"], "id": 2513, "notes": "Anaxial Annex. POT 8xCON vs Endurance . Onset time 1d3 rounds. A bright green snake about six feet in length, green mambas are deadly serpents with venom similar to that of coral snakes.\n"}, {"name": "Jisharin (Scimitar-Toothed Cat)", "race": "Smilodon", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Kothar", "Pamaltela", "Plains"], "id": 2519, "notes": "Anaxial's Annex. These animals, are similar in appearance to the Genertelan sakkar, but have a more slender build, powerful shoulders, and a short, bobcat-like tail. The God Learners named them 'scimitar-tooths', because their canine teeth are curved like a Pelorian scimitar, unlike the longer teeth of the sakkar. They prefer more open terrain, and, unlike most other sabretooths, have some limited ability to chase their prey. Jisharin are fearless hunters, and will tackle even rhinoceroses and similar-sized prey. Balumbasta made the Jisharin in imitation of Rasout's hunting panthers, but, although they were strong and fierce, even he could not tame them, and they hated mankind."}, {"name": "Shoveltusker", "race": "Mammoth", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Fonrit", "Glorantha", "Jolar", "Pamaltela", "River"], "id": 2521, "notes": "Anaxial's Annex. The shovel-tusker is a large marsh and river-dwelling animal that somewhat resembles an elephant. It has two pairs of tusks, with those in the upper jaw being little more than short spikes. The lower tusks, however, are flattened and lie together, together forming a large shovel. The trunk is about the same length as the shovel and is also flattened. Shovel-tuskers spend most of their time in the water, scooping up vegetation from the bottom with their shovels and trunks, but they are clumsy swimmers, and prefer to remain in the shallows. Herds are generally small and led by a large matriarch.\n\nUpdated from source: Anaxial's Manifest"}, {"name": "Jitano", "race": "Rhino", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela", "Plains"], "id": 2522, "notes": "Anaxial's Annex. Jitanos are the commonest large herbivores of the Fonrit lowlands. They are solitary creatures, with a rhinoceros-like build and short, blackish-brown fur. The two rounded, bony knobs on their nose are their most distinctive feature. They are not at all intelligent, and a clever hunter can easily outmanoeuvre them. Females are smaller\n\nCombat Tactics: Fortunately, jitanos are not especially aggressive, although they will fight fiercely when cornered or when protecting young. When enraged, they charge at any opponents in sight, and butt with their nose-horns. They may augment their Butt skill with Charge at Foe when appropriate."}, {"name": "Uintal", "race": "Rhino", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Pamaltela", "River", "Umathela"], "id": 2524, "notes": "Anaxial's Annex.These clumsy, rhino-sized creatures are amongst the ugliest non-chaotic animals in Pamaltela. They are hairless, with greyish-brown skin and stubby toes. The long head has three pairs of bony lumps resembling rounded horns. Unlike most other herbivores, they also have a pair of stabbing canines projecting from their upper jaw. They are generally solitary animals, with the single calf staying with the mother only until it is replaced by a younger sibling. They prefer not to travel too far from rivers or other large sources of water.\n\nCombat Tactics: Uintals are bad tempered beasts, and will lash out at any other creature which approaches them, especially if they are protecting a calf. However, their bravery does not match their temper, and they will lumber away from any serious threat. If cornered, or if their calf is threatened, they will react with fury, and first try to frighten away the predator with loud grunts and by stomping the ground with their feet. If this fails, they will butt the attacker to knock it to the ground so that they can trample over it. Although their tusks look formidable, they are rarely used in combat.\n\nUpdated from source: Anaxial's Manifest"}, {"name": "Gorilla", "race": "Ape, Carnivorous", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Errinoru", "Fantasy", "Jungle", "Monster island", "Mountains"], "id": 2533, "notes": "Anaxial's Annex. Huge, muscular, black furred apes, gorillas never leave the shelter of the Errinoru jungles, and are rarely seen by outsiders. Adults spend most of their time on the ground, being too heavy to travel easily in the trees, although lightweight or young individuals may often do so. Despite their fearsome appearance, gorillas are inoffensive vegetarians, eating little but jungle leaves. They are active mostly during the morning and evening, rest through the day and sleep in nests made of branches and leaves during the night.\n\nThey were the second attempt by Bolongo to create a race of intelligent beings in imitation of those made by Pamalt. He made them strong, so that they could defeat their foes and rule an empire, but forgot to give them ambition, so that they did not wish to do so.\n\nGorillas usually travel in groups of five to ten animals, of which about half are adults, staying in a particular area for a few days before moving on. The single adult male in a group has a silver coloured back, and is significantly larger than his companions. Solitary silverback males are also encountered.\n\nCombat Tactics: The great silverbacks will beat their chests to try and intimidate an opponent, and bare their teeth in a threatening display. If this fails, they will rush forwards, pummel with their fists, and occasionally bite, until the enemy is killed or driven off."}, {"name": "Hadruk - Duck billed Dinosaur", "race": "Ankylosaurus", "rank": 4, "owner": "hkokko", "tags": ["Dinosaur", "Draconic areas", "Forest", "Pamaltela", "Swamp", "Tarien", "Umathela"], "id": 2535, "notes": "Anaxial's Annex. These herbivorous dinosaurs are brown in colour, with black, leopard-like spots along the back and flanks. They walk on all fours, but can briefly rear up on their hind legs to move quickly or to reach the tops of small trees. The most distinctive feature of these thirty five-foot long dinosaurs, however, is their great, duck-like bill. Hadruks feed on trees and other vegetation, are generally not aggressive unless threatened. They are amongst the commonest sights in Tarien, where herds of several dozen individuals travel across the countryside.\n\nThe hadruk is only one of many similar dinosaur types found in Pamaltela and in areas frequented by dragonewts. Many have decorative crests to attract mates, or camouflaging patterns on their bodies. Similar statistics can be used for most of these creatures"}, {"name": "Bonehead", "race": "Allosaurus", "rank": 4, "owner": "hkokko", "tags": ["Dinosaur", "Pamaltela", "Plains", "Tarien"], "id": 2538, "notes": "Anaxial's Annex. Two-legged, herbivorous dinosaurs, boneheads are named for their tremendously thick, domed, skulls. They live in small herds of a dozen or so adults, and are rather more intelligent than they at first appear. The females lay their eggs in nests which they protect until the young hatch and join the herd. They are greenish in colour with black mottled patches and a pale grey forehead. Male boneheads challenge each other for access to breeding females by charging at each other and whacking their heads together until one submits. Against predators or other threats, they can use a similar tactic, although opponents of human size or smaller are difficult to hit in this manner, and will likely simply be kicked instead."}, {"name": "Pit Viper", "race": "Snake, Poisonous", "rank": 4, "owner": "hkokko", "tags": ["Errinoru", "Genertela", "Glorantha", "Holy country", "Kralorela", "Pamaltela"], "id": 2547, "notes": "Anxial Roster pg 111. POT 60  vs Endurance . Onset time 1d3 rounds. \n"}, {"name": "King Cobra", "race": "Snake, Poisonous", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Pamaltela"], "id": 2548, "notes": "Anxial Roster pg 111. POT 90  vs Endurance . Onset time 1d3 rounds. \n"}, {"name": "Blattenite (Timinit) Soldier", "race": "Blattenite (Timinit)", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Jrustela", "Pamaltela", "Umathela"], "id": 2556, "notes": "Anaxial's Annex. These bulky timinits have dark brown to black chitin and rounded heads with large eyes and long antennae. They are over seven feet in height and significantly heavier than a human. They are among the most feared of timinit species, for they often attack human settlements and do so without any remorse or signs of conscience. +1 AP due to multi-limbed\n\nBlattenites are nocturnal creatures, able to see as well at night as during the day. They are scavengers, and subsist primarily on carrion, but are not averse to killing animals and then leaving them to rot for a few days until they are edible. If necessary they can subsist on plants or on fresh meat, but they find that these lack the ideal favour of a partially decomposed corpse. They readily consume their own dead.\n\nAs a result of their unsavoury habits, about a third of blattenites carry some form of disease, to which they themselves are completely immune. Anyone wounded by a disease-carrying blattenite may be exposed to that disease.\n\nThey are gregarious creatures, although they do not build their own dwellings. They live in nomadic clans, and occasionally settle for a few weeks in the remains of a raided settlement before moving on elsewhere. However, they have relatively little in the way of social organisation, and have no visible leaders and no particular regard for their shamans.\n\nAfter being laid, the eggs are attached to the females' abdomens, and carried about until they hatch. The young are smaller versions of the adults, and are cared for communally, although they are expected to find their own food from a very early age. Blattenites live for up to twenty years; unusually long for timinits."}, {"name": "Blattenite (Timinit) Soldier, Gorakiki Initiate", "race": "Blattenite (Timinit)", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Jrustela", "Pamaltela", "Umathela"], "id": 2557, "notes": "Anaxial's Annex. These bulky timinits have dark brown to black chitin and rounded heads with large eyes and long antennae. They are over seven feet in height and significantly heavier than a human. They are among the most feared of timinit species, for they often attack human settlements and do so without any remorse or signs of conscience. +1 AP due to multi-limbed\n\nBlattenites are nocturnal creatures, able to see as well at night as during the day. They are scavengers, and subsist primarily on carrion, but are not averse to killing animals and then leaving them to rot for a few days until they are edible. If necessary they can subsist on plants or on fresh meat, but they find that these lack the ideal favour of a partially decomposed corpse. They readily consume their own dead.\n\nAs a result of their unsavoury habits, about a third of blattenites carry some form of disease, to which they themselves are completely immune. Anyone wounded by a disease-carrying blattenite may be exposed to that disease.\n\nThey are gregarious creatures, although they do not build their own dwellings. They live in nomadic clans, and occasionally settle for a few weeks in the remains of a raided settlement before moving on elsewhere. However, they have relatively little in the way of social organisation, and have no visible leaders and no particular regard for their shamans.\n\nAfter being laid, the eggs are attached to the females' abdomens, and carried about until they hatch. The young are smaller versions of the adults, and are cared for communally, although they are expected to find their own food from a very early age. Blattenites live for up to twenty years; unusually long for timinits."}, {"name": "Hippopotamus, Young Adult", "race": "Hippopotamus", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Mythic rome", "Pamaltela"], "id": 2849, "notes": ""}, {"name": "Ogre Enforcer", "race": "Ogre, Primal", "rank": 4, "owner": "SFLucid", "tags": [], "id": 2629, "notes": "Typical Ogre - >3m tall.\n\nRQ pg 379-380"}, {"name": "Balazaring Foundchild Shaman", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Balazar", "Glorantha"], "id": 2683, "notes": ""}, {"name": "Nazgul", "race": "Human", "rank": 4, "owner": "locky09", "tags": [], "id": 2697, "notes": "Non Magical weapons will have no effect on these creatures. All weapons that hit the nazgul will do the same damage back to the weapon.\n\nIf nazgul fall to 0 hp they will retreat they are immortal and cannot die\nFire dose double damage\nWeakness to light means their skills are 1 grade harder\nIf they die then \n\nBlack Breath resist with will power if fails user is terrified and cowers or runs for a round"}, {"name": "Orc Reaver Boss", "race": "Goblin", "rank": 4, "owner": "Matt_E", "tags": [], "id": 2745, "notes": "On average, better in all ways"}, {"name": "Veteran Serpent People Warrior - Silent Watch", "race": "Serpent People", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High mountains", "High plateau", "Jungle", "Monster island"], "id": 4774, "notes": "Monster Hide Half Plate. "}, {"name": "Stoorworm, Scourge of the Black Hills", "race": "Stoorworm, No Chaos Feature", "rank": 4, "owner": "Matt_E", "tags": [], "id": 2825, "notes": "Abilities: \nBreathe Poison Gas (cloud radius 3 meters, 1x/round; Exhaustion, \n Potency = Endurance, Resist w/Endurance, Onset instant; hold your breath?),\nRegenerate (2 HP/round in every location, while alive),\nIntimidate (Roar), Cold Blooded\n(RQ6:  Abilities p. 312ff, Poison, p. 112, Asphyxiation p. 108)"}, {"name": "Dwarven Mine Guardian", "race": "Dwarf", "rank": 4, "owner": "Ratfink", "tags": [], "id": 2827, "notes": "Dwarven Guardian wearing full dwarven laminar armour."}, {"name": "Nur-San, Adult", "race": "Nur-San", "rank": 4, "owner": "hkokko", "tags": ["Pent", "Valind's glacier"], "id": 2868, "notes": "Nur-san are hulking quadrupeds with thick white fur, powerful jaws, and a single, broad, metallic horn projecting from their foreheads. The creatures seem hostile even to each other, and how they breed is unknown. They occasionally wander south into Pent or Koromandol, and eat any warm- blooded creature that they can find before returning to their frozen home.\nThe nearly blind nur-san has small eyes, and hunts primarily with its unerring heat sense ability. This allows it to detect any warm-blooded crea- ture against the cold environment in which they live. However, significant amounts of heat confuse this sense, so that a nur-san may be unable to sense the location of nearby beings. Unfortunately, the presence of fire only enrages nur-san and makes them even more bloodthirsty than usual.  creature it encoun- ters, although certain magical charms will ward it off. Assuming the target is large enough, the nur-san charges, using its claws as running spikes to dig into the icy ground. It then gores the target with its horn. The horn radiates an intense, magical cold, which can augment any attack made with it and can also directly conduct a Freezing Touch attack\" AA pg 90 \n\nVulnerable to Fire. Immune to Cold.\n\nUpdated from source: Anaxial's Manifest "}, {"name": "Green Elf, Wintered (Undead)", "race": "Elf, Green", "rank": 4, "owner": "hkokko", "tags": ["Elf forest", "Genertela", "Pamaltela", "Undead"], "id": 2871, "notes": "RQA pg 353. GB "}, {"name": "Kivi, Fire Bear", "race": "Bear", "rank": 4, "owner": "hkokko", "tags": ["Fronela", "Ralios", "Seshnela"], "id": 2874, "notes": "Immune to Fire and Heat. Vulnerable to Water. Anaxial's Annex pg 205 Grapple will cause +1d6 fire damage to each location grappled \"Kivis are powerful bears that appear to be on or made of fire. They have the same habits and attributes as mortal bears, although they are larger than most. They are aggressive, powerful, and easily startled, and thus most men avoid them. They are also intelligent and possess great knowledge of the Otherworlds, and thus sorcerers in search of wisdom often seek them.\" Their favoured tactic is to rush up close to the target and grapple it in a bear hug, a prospect made worse for the victim by the creatures\u2019 burning fur.\n\n\nSource: Anaxial's Manifest"}, {"name": "Mastodon", "race": "Mammoth", "rank": 4, "owner": "hkokko", "tags": ["Fronela", "Pent"], "id": 2875, "notes": " If forced into close combat trunk is used to grip and then throw the opponent as far as possible (1d6+4meters with falling damage)"}, {"name": "Griffin Zombie", "race": "Griffin", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Flying", "Glorantha", "Undead", "Upland marsh"], "id": 2879, "notes": "TOTRM #19"}, {"name": "Dragonewt - Beaked Warrior, Elite, Zombie", "race": "Dragonewt - Beaked Warrior", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Undead", "Upland marsh"], "id": 2884, "notes": "Reincarnation. Right Action skill - if Right Action roll succeeds must choose from the left side otherwise from right side. Personality traits: Curiosity and Apathy. Leader and Follower. Impulsive and Cautious. Calm and Nervous. Trusting and Suspicious.\n"}, {"name": "Great Troll Zombie", "race": "Troll, Great", "rank": 4, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Pamaltela", "Undead", "Upland marsh", "Uz"], "id": 2902, "notes": ""}, {"name": "Zombiepede, 9 bodied", "race": "Zombiepede", "rank": 4, "owner": "hkokko", "tags": ["Undead", "Upland marsh"], "id": 2911, "notes": "Each Segment consists of one zombie arms, legs, chest and head stitched together. If one drops nearby heads tear it away.  +8 Action points (if it can bring them to bear). TOTRM #17"}, {"name": "Umathelan Malkioni Sorcerer", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Esrolia", "Fonrit", "Glorantha", "Pamaltela", "Sartar", "Umathela"], "id": 2914, "notes": "See SC pg 96"}, {"name": "Chaotic Slime Toad", "race": "Toad, Cliff", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha", "Prax"], "id": 2916, "notes": "At Krjalki Bog TotRM 14"}, {"name": "Broobat", "race": "Broobat", "rank": 4, "owner": "hkokko", "tags": ["Aig", "Chaos", "Dorastor"], "id": 2919, "notes": "AiG Dorastor pg 45. Interbred of harpy and broo. Fight while flying. Horns will cause target to burn with 1d6 per round to hit location as if burned by intensity 3 fire. "}, {"name": "Slime Broo (Spidery)", "race": "Slime Broo (Spider like Pseudo", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Dorastor", "Glorantha"], "id": 2924, "notes": "Dorastor pg 42. Can attack with arrrows or webbing. "}, {"name": "Slime Broo (Cat)", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Dorastor"], "id": 2925, "notes": "Dorastor pg 42. Catlike, cat head with boar tusks"}, {"name": "Slime Broo (Snail) ", "race": "Slime Broo (Snail)", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Glorantha"], "id": 2927, "notes": "Dorastor pg 43. Anyone hit by brooks club or head is also hit by slime. The hitloc is gooed up by slime giving a formidable modifier used on any skills involving the hit location. "}, {"name": "Slime Broo - Stinking", "race": "Broo", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Dorastor", "Glorantha"], "id": 2928, "notes": "Dorastor pg 43. Left arm is actually head. Chaotic Feature - his Disruption spell always overcome the opponent defense. Smells vile. "}, {"name": "Hellwood Elf, Acolyte of Tyram", "race": "Elf, Green", "rank": 4, "owner": "hkokko", "tags": ["Elf forest", "Genertela", "Pamaltela"], "id": 2936, "notes": "Dorastor pg 52"}, {"name": "Female Breeder Spider, Mature", "race": "Giant Spider", "rank": 4, "owner": "hkokko", "tags": ["Dorastor", "Genertela", "Glorantha", "Insect", "Pamaltela"], "id": 2951, "notes": "Dorastor pg 64-65"}, {"name": "Female Breeder Spider, Young", "race": "Giant Spider", "rank": 4, "owner": "hkokko", "tags": ["Aig", "Dorastor", "Genertela", "Glorantha", "Insect", "Pamaltela"], "id": 2952, "notes": "Dorastor pg 64-65"}, {"name": "Scorpion Walktapus", "race": "Scorpion Walktapus", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Dorastor"], "id": 2954, "notes": "Dorastor pg 69. +4 Action points if attacking separate targets. 3p Regeneration. "}, {"name": "Broo, Thanatari Outcast", "race": "Broo", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Dorastor", "Fantasy", "Glorantha", "Prax"], "id": 2955, "notes": "Dorastor pg 71. 10 point skin + plate. Operates alone. Tries to capture any rune level magic users. Appears part of landscape - double strength camouflage until moves. Has shrunk the heads and hidden them so they cannot be hit. Cannot parry. "}, {"name": "Chimpanzee", "race": "Chimpanzee", "rank": 4, "owner": "hkokko", "tags": ["Forest", "Jungle"], "id": 2957, "notes": ""}, {"name": "Hunting Horror", "race": "Hunting Horror", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Dorastor"], "id": 2963, "notes": "Cannot be impaled by arrows. Call of Cthulhu pg 166. Dispelled by daylight. May fly off with grappled victim. Resemble enormous ropy black serpents with bat like wings. "}, {"name": "Karrg Beetle", "race": "Karrg Beetle", "rank": 4, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Insect", "Uz"], "id": 2965, "notes": ""}, {"name": "Oasis People, Eiritha & Snake Shaman", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Prax"], "id": 2977, "notes": ""}, {"name": "Water Wyrm, Elder", "race": "Wyrm", "rank": 4, "owner": "hkokko", "tags": ["Aig", "Balazar", "Fantasy", "Glorantha", "Sartar"], "id": 2980, "notes": ""}, {"name": "Elasmosaur, Young Adult", "race": "Plesiosaur", "rank": 4, "owner": "hkokko", "tags": ["Balazar", "Dinosaur", "Fantasy", "Glorantha", "Monster island", "Sea"], "id": 2981, "notes": "When attacking only its head and neck can be reached"}, {"name": "Warrior of Wood", "race": "Warrior of Wood", "rank": 4, "owner": "hkokko", "tags": ["Balazar", "Elf forest", "Glorantha"], "id": 2982, "notes": "Griffin Mountain pg 196. Mind affecting magic do not affect. +4 Action points. 5 attacking branches"}, {"name": "Giant 6 meter in Balazar", "race": "Giant, 6 meter", "rank": 4, "owner": "hkokko", "tags": ["Balazar", "Raw", "Rq6"], "id": 2984, "notes": "Roll D10 for melee hit location vs. Giants 4m or 6m high.  Roll D6 vs. Giants longer than that."}, {"name": "Giant 6 meter in Gonn Orta", "race": "Giant, 6 meter", "rank": 4, "owner": "hkokko", "tags": ["Balazar"], "id": 2985, "notes": "Roll D10 for melee hit location vs. Giants 4m or 6m high.  Roll D6 vs. Giants longer than that."}, {"name": "Giant, 10 meter", "race": "Giant, 6 meter", "rank": 4, "owner": "hkokko", "tags": ["Balazar", "Genertela", "Glorantha"], "id": 2999, "notes": "Roll D10 for melee hit location vs. Giants 4m or 6m high.  Roll D6 vs. Giants longer than that."}, {"name": "Giant, 8 meter", "race": "Giant, 6 meter", "rank": 4, "owner": "hkokko", "tags": ["Balazar", "Genertela", "Glorantha"], "id": 3000, "notes": "Roll D10 for melee hit location vs. Giants 4m or 6m high.  Roll D6 vs. Giants longer than that."}, {"name": "Giant, 4 meter", "race": "Giant, 6 meter", "rank": 4, "owner": "hkokko", "tags": ["Balazar", "Genertela", "Glorantha", "Raw official"], "id": 3001, "notes": "RAW pg 245-246 Roll D10 for melee hit location vs. Giants 4m or 6m high.  Roll D6 vs. Giants longer than that."}, {"name": "Oonai", "race": "Oonai", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Dorastor"], "id": 3003, "notes": "Stormbringer inspired shape changers. Original form is a porcine form with wings but will only be in that after death. Stays in single form max 4 combat rounds. completes the change in 1 round."}, {"name": "Gordayan", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Glorantha", "Lunar", "Undead"], "id": 3007, "notes": "ToTRM #8. Breathe Magic Energy vs Willpower - armor does not protect. +1 Action point. Cannot be surprised. Mind affecting spells are at Herculean difficulty. Incapable of walking backwards. Regenerates 1d6 hit points at random location. On nights of Full Moon behave as Fanaticesed or nights of crescent moon - Demoralized. On dark/dying moon lay in stupor (Befuddled)"}, {"name": "Scorpion Broo, Thed Initiate", "race": "Scorpion Man", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Genertela", "Prax"], "id": 3016, "notes": "RQ6 pg 441-442.  "}, {"name": "Krarshtkid Broo", "race": "Krarshtkid Broo", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Dorastor", "Glorantha", "Prax"], "id": 3018, "notes": "Abilities:+2 action points) if using the claw attack"}, {"name": "Lycanthropy Spirit", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Spirit"], "id": 3021, "notes": "Possesses with covert possession and causes change of form on every wild day for 1 hour per point it possesses. Tracking skills and athletics plus 30%. While in possession wants to hunt, slay and eat a living thing - if a person that host knows can struggle with willpower vs spectral combat whether to do it.  Drastic Resolutions"}, {"name": "Chaos Wolf", "race": "Wolf", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Dorastor", "Fantasy"], "id": 3023, "notes": "Usually hunts in packs of 3-10 Prefers to select Grip and Choose location. Gripped victim sustains biting damage every round.  Rq6 pg 396 Drastic Resolutions. \"Their eyes glow red. A line of long sharp bone spurs grows from their backs and their mouth is ringed with small tentacles\""}, {"name": "Bullsitch", "race": "Bullsitch", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Insect", "Prax"], "id": 3026, "notes": "POT 80 Instant agonizing pain. Panics animal. Anyone riding a panic animal needs a Herculean roll to control the animal. "}, {"name": "Beetle, Giant", "race": "Giant Beetle", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "Glorantha", "High plateau", "Insect", "Jungle", "Mount", "Raw", "Raw official", "Rq6", "Uz"], "id": 3028, "notes": ""}, {"name": "Giant Dragonfly", "race": "Giant Wasp", "rank": 4, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Holy country", "Insect", "Marsh", "Sartar", "Uz"], "id": 3032, "notes": "Will grab the victim by legs and either eat in the air or land somewhere to finish. Drastic Resolutions. "}, {"name": "Kozoru (Shadow Vampire)", "race": "Troll, Dark", "rank": 4, "owner": "hkokko", "tags": ["Undead", "Uz"], "id": 3035, "notes": "Semi physical shadows. Can pick up objects. Drastic Resolutions. Invulnerable to light. Vulnerable to darkness. Half damage from fire and light based spells. Lose most of their abilities in darkness. Grapple drains 1d4 magic points.Regenerates 1 point per day. Engulfing after grapple -> willpower vs willpower or stupor. Does not make sounds. "}, {"name": "Horse Broo - Thed Initiate", "race": "Broo", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha", "Prax"], "id": 3044, "notes": ""}, {"name": "Clouded Leopard", "race": "Tiger", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "Fonrit", "Glorantha", "Islands", "Jungle", "Kothar", "Monster island", "Pamaltela", "Pent", "Wastes"], "id": 3048, "notes": "RQ6 pg 390 + Anaxial"}, {"name": "Fell Wolf", "race": "Wolf", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Pent"], "id": 3060, "notes": " Usually hunts in packs of 12-30. Prefers to select Grip and Choose location. Gripped victim sustains biting damage every round.  Anaxial Annex"}, {"name": "Great Wolf", "race": "Wolf", "rank": 4, "owner": "hkokko", "tags": ["Dorastor", "Fantasy", "Glorantha", "Ralios", "Sartar"], "id": 3061, "notes": " \"Telmori wolves are larger than normal wolves, but otherwise have the same statistics. However, rare individuals are of legendary power. These great wolves sometimes lead packs of wild wolves, and are also found as the com- panions of leaders or heroes of the Telmori werewolf folk.\" Prefers to select Grip and Choose location. Gripped victim sustains biting damage every round.  Anaxial Annex"}, {"name": "Horned Wolf", "race": "Wolf", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Fronela", "Glorantha", "Peloria"], "id": 3062, "notes": "\"Horned wolves resemble normal wolves, but are heavier around the head and shoulders. They sport two straight, sharp horns on their foreheads, with they use to gore their prey. They wander in small packs of up to ten adults, but have extensive territories and are small in numbers, and so are rarely seen.\" Usually hunts in packs of 4-10. Prefers to select Grip and Choose location. Gripped victim sustains biting damage every round.  \"Anaxial Annex\""}, {"name": "Whipscorpion, Giant ", "race": "Scorpion, Giant", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Desert", "Fantasy", "Glorantha", "High plateau", "Insect", "Jungle", "Monster island"], "id": 3067, "notes": "Sometimes called Grampus"}, {"name": "Glyptodon", "race": "Ankylosaurus", "rank": 4, "owner": "hkokko", "tags": ["Dinosaur", "Fantasy", "Monster island", "Pamaltela", "Tarien", "Umathela"], "id": 3071, "notes": "Anaxial's Annex. Glyptodons are large, peaceful, herbivores standing five feet at the shoulder. The upper torso is covered by a massive bony shield impervious to almost any attack. Smaller bony plates cover the forehead and tail, and a coarse shaggy brown hair covers the thick skin of the legs and underbelly - the latter too low slung to the ground to be accessible to attackers unable to flip its two-ton body over.\n\nGlyptodons can eat almost any vegetation, having jaws powerful enough to shred even the toughest plant stems and claws capable of digging up deep roots and tubers. They can be found anywhere in southern Pamaltela, even visiting the swamps from time to time, but are most common in Kothar and Zamokil. They are nocturnal and solitary except when a mother is nursing its single calf.\n\nCombat Tactics: When threatened, a glyptodon simply withdraws its head and legs like a turtle, and lashes about with its tail, which is tipped with sharp bony spikes capable of deterring even a Vangono's Horror.\n\nUpdated from source: Anaxial's Manifest"}, {"name": "Medium Shoal of Piranha", "race": "Flock", "rank": 4, "owner": "hkokko", "tags": ["Errinoru", "Fantasy", "Jungle", "Monster island"], "id": 3074, "notes": "Initial damage is always applied to worn armour first, reducing its Armour Points on a one for one basis until it is \u2018destroyed\u2019; non-metal protection simply being consumed whereas metal armour has its straps eaten through and drops off. "}, {"name": "Large Swarm of Bats", "race": "Flock", "rank": 4, "owner": "hkokko", "tags": ["Errinoru", "Fantasy", "Jungle"], "id": 3075, "notes": "Bat swarm does not often cause damage but simply cause a significant distraction due to the battering of hun- dreds, even thousands, of thrumming wings passing by. This can interfere with actions from trying to cross over a narrow bridge to casting a spell as the bats bump those in their path or get caught in clothing and hair. The magnitude of the distraction each round is\ncalculated by imposing a number of difficulty grades equal to half the rolled injuries. MI pg 218"}, {"name": "Huge Shoal of Piranha", "race": "Flock", "rank": 4, "owner": "hkokko", "tags": ["Errinoru", "Fantasy", "Jungle", "Monster island"], "id": 3076, "notes": "Initial damage is always applied to worn armour first, reducing its Armour Points on a one for one basis until it is \u2018destroyed\u2019; non-metal protection simply being consumed whereas metal armour has its straps eaten through and drops off. "}, {"name": "Ichtyosaur", "race": "Shark", "rank": 4, "owner": "hkokko", "tags": ["Dinosaur", "Fantasy", "Glorantha", "Monster island", "Sea"], "id": 3080, "notes": "RQ pg 384"}, {"name": "Dringi, Free Jolanti", "race": "Jolanti", "rank": 4, "owner": "hkokko", "tags": ["Dwarven", "Glorantha", "Ralios"], "id": 3082, "notes": "AA pg 151 Friendly to elves. GB pg 26. A hitloc will only take a single point of damage unless hit is critical. Armor points are calculated  2xSIZ/number of hitlocs. Hitloc hitpoints = armor points. "}, {"name": "Hollri, Ice Demon", "race": "Hollri", "rank": 4, "owner": "hkokko", "tags": ["Aig", "Demon", "Pent", "Valind's glacier"], "id": 3083, "notes": "Half again as tall as men, icy white walkers. Never heal. Serious wound causes the hit loc to take a endurance roll - shatters. Serious Wound - shatters"}, {"name": "Disease Gorp, Large", "race": "Gorp", "rank": 4, "owner": "hkokko", "tags": ["Chaos"], "id": 3100, "notes": "Unleashes disease spirit when engulfing"}, {"name": "Korantine Patriotic Band", "race": "Human", "rank": 4, "owner": "Cedoc", "tags": ["Korantia"], "id": 3564, "notes": "Volunteers who are a city-states first line of defense before the levies. Often used as constabularies to train militia levies."}, {"name": "Giant Wolf Spider", "race": "Giant Spider", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Insect", "Rq6", "Uz"], "id": 3115, "notes": ""}, {"name": "Dark Troll, Trollball Catcher", "race": "Troll, Dark", "rank": 4, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Pamaltela", "Trollball", "Uz"], "id": 3121, "notes": "Rules of the troll ball. See into Troll Realms pg 44"}, {"name": "Dark Troll, Trollball Blocker", "race": "Troll, Dark", "rank": 4, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Pamaltela", "Trollball", "Uz"], "id": 3122, "notes": ""}, {"name": "Dark Troll, Trollball Passer", "race": "Troll, Dark", "rank": 4, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Pamaltela", "Trollball", "Uz"], "id": 3123, "notes": "Rules of the troll ball. See into Troll Realms pg 44"}, {"name": "Dark Troll, Trollball Alternate", "race": "Troll, Dark", "rank": 4, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Pamaltela", "Trollball", "Uz"], "id": 3124, "notes": "Rules of the troll ball. See into Troll Realms pg 44"}, {"name": "Elenoi, Minor Daemon", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fantasy"], "id": 3180, "notes": "Looks like slender woman with knee length red hair. Hair is moving like tentacles and can be used as weapon to entangle opponents. Long incisor teeth. "}, {"name": "Fonritian Sorcerer . Demon Summoner", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Esrolia", "Fonrit", "Glorantha", "Pamaltela", "Sartar"], "id": 3190, "notes": "See SC pg 96"}, {"name": "Strong Demon Protector, Minor Being", "race": "Serpent People", "rank": 4, "owner": "hkokko", "tags": ["Demon", "Fantasy"], "id": 3204, "notes": "Large muscular demon. Will only fight if there is direct threat to what it has been summoned to guard. Instructions need to be very precise. "}, {"name": "Blackthorn Tree", "race": "Possessed Plant, Small (Intens", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Glorantha", "Plant", "Swamp"], "id": 3216, "notes": "Anything shaking the tree will cause 3d6 acid to drop down on nearby opponents. Bark oozes basic poison. If anything dies or climbs up near blackthorn tree it will be bound.  TOTRM #19. "}, {"name": "Zombie of Exile Warrior (Orlanth Acolyte)", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Pamaltela", "Prax", "Sartar"], "id": 3227, "notes": ""}, {"name": "Rubble Runner Broo", "race": "Rubble runner", "rank": 4, "owner": "hkokko", "tags": ["Aig", "Fantasy", "Glorantha"], "id": 4121, "notes": ""}, {"name": "Dune Haunter (Sand Ghoul)", "race": "Dune Haunter", "rank": 4, "owner": "hkokko", "tags": ["Desert", "High plateau", "Pamaltela"], "id": 3253, "notes": "Abilities: Allergy(Water) "}, {"name": "Tikbalang", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "High mountains"], "id": 3262, "notes": "Bony humanoids formed by black sorcery. MI pg 274"}, {"name": "Waheela", "race": "Wolf", "rank": 4, "owner": "hkokko", "tags": ["High plateau", "Monster island", "Mountains"], "id": 3264, "notes": "Giant wolf or bear dogs hunting in packs of 2-3. MI pg 280"}, {"name": "Manananggal", "race": "Manananggal", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "High mountains", "High plateau", "Jungle", "Mountains"], "id": 3265, "notes": "\"Usually concealed within the shape of an old or beautiful woman, a manananggal is a loathsome monster. When the moon waxes full, it goes to a secluded area and splits itself in half to hunt for victims. The legs and waist remain behind, whilst its upper torso spreads huge bat-like wings and flies into the night, searching for people on which to feed.\" Will hover over sleeping victim and slurp with long proboscis tongue. Will not willingly enter into fight. MI pg 242-243"}, {"name": "Brollachan", "race": "Gorp", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Genertela", "Glorantha", "Pavis", "Sea"], "id": 3269, "notes": "\"Brollachans can be encountered either sticking to the canal wall or floating. If wounded seriously they will drop underwater. It is a shapeless lump of tissue with two eyes and a grinning mouth. Engulfed character will take brollachan's damage bonus as damage\". Big Rubble pg 81. "}, {"name": "Kraken Weed - Medium", "race": "Kraken Weed - Medium", "rank": 4, "owner": "hkokko", "tags": [], "id": 3271, "notes": "Invisible to surface. Leaf tentacles will attack swimming targets - double chance to hit if target's swim roll is failed. Will drag down boats to bottom. Normal sized boat or craft 2d6 rounds to drag under. Will engulf targets and once under water will constrict.  Can reach 3 meters per 10 STR points. Big Rubble pg 81 Multilimbed +1 Action point"}, {"name": "Superior Serpent People Entertainer", "race": "Serpent People", "rank": 4, "owner": "hkokko", "tags": ["Monster island"], "id": 3304, "notes": ""}, {"name": "Kitsune, 200 years old", "race": "Kitsune (Werefox)", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Monster island"], "id": 3311, "notes": "MI pg 232. 3 tails"}, {"name": "Lammasu", "race": "Lammasu", "rank": 4, "owner": "hkokko", "tags": ["Fantasy"], "id": 3312, "notes": "MI pg 236-237"}, {"name": "Sprite - Pixie", "race": "Sprite", "rank": 4, "owner": "hkokko", "tags": ["Elf forest", "Jungle"], "id": 3326, "notes": "Can turn invisible AR pg 128 \"Sprites are diminutive Aldryami associated with flowers, herbs, and other small plants. All have gossamer wings, but otherwise they vary widely in appearance, often with colored skin or hair that resembles their associated flower. They are child- like, and have high-pitched, tinkling voices. They live in all Aldryami woods and jungles. Most sprites hibernate or die in winter, accounting for this variance, so their frequency is highly variable, even in forests that appear otherwise identical.\nSprites have limited magical abilities, and rarely seek to increase them. They have a natural talent to turn invisible, but cannot engage in hostile acts in this state as it takes all of their concentration. They use magic and slings but avoid direct combat, and never attack except in self-defense. If commanded by elves or dryads, they set traps and pester intruders with annoying pranks.\" For one magic point a pixie can discorporate. Material body simply disappears, with one point it can reappear. \n"}, {"name": "Lion Seal", "race": "Seal", "rank": 4, "owner": "hkokko", "tags": ["Sea"], "id": 3341, "notes": "Anoxia Roster pg 115. \"Agira seals are pale tan, with dark spots above and white spots below. They are called lion seals for the males\u2019 large manes. They are much more mobile than other seals on land, being able to use both flippers to waddle about. They are generally friendly to humans unless threatened, but dislike most sea creatures.\nAgira are classified among the \u2018false swimmers,\u2019 those sea animals not descend- ed from Tholaina. Since they are considered foes by most sea creatures, they themselves are hostile in return. They live in packs, and will ambush weaker parties of mermen, for example. They are entirely carnivorous and normally eat fish, but will consume larger creature if they can kill them.\""}, {"name": "Elephant Seal", "race": "Seal", "rank": 4, "owner": "hkokko", "tags": ["Sea"], "id": 3342, "notes": "Anaxial Roster pg 116. \"Although kar seals flee to water if attacked on land, they will stay to defend their pups. A male will bite at an intruder and try to knock him over so that he can squash (use Large as an attack) and maul him. Native to the coastal waters of Koromandol and northern Kralorela, kar seals are very large; full grown adult males exceed two tons in weight. They flee humans except when protecting their pups during the breeding season, at which time their aggressiveness and huge size make them dangerous to people\" "}, {"name": "Exiger, Humakt Initiate, Strong One", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Mari mountains", "Pamaltela"], "id": 3355, "notes": ""}, {"name": "Menial - Student of way of the Land", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Mari mountains", "Pamaltela"], "id": 3359, "notes": "Subject of Exiger"}, {"name": "Exiger / Doraddi Sorcerer", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Pamaltela"], "id": 3362, "notes": "See SC pg 96"}, {"name": "Allied Spirit, Issaries", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Spirit"], "id": 3405, "notes": "Can use the Folk Magic spells of its companion. "}, {"name": "Baboon Alpha Male, Young", "race": "Giant Baboon", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Raw", "Raw official", "Rq6"], "id": 3411, "notes": "RAW pg 227"}, {"name": "Smith", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 3420, "notes": ""}, {"name": "Killer Whale, Orca", "race": "Whale", "rank": 4, "owner": "hkokko", "tags": ["Sea"], "id": 3424, "notes": ""}, {"name": "Umathelan Barbarian (Orlanth Initiate)", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Umathela"], "id": 3440, "notes": "These tribal storm worshipping barbarians are allies of the Aldryami. The Orlanthi of the hills are light skirmishers with bows, spears, and axes. Their leaders and champions are often armoured and fight with long, curved, two-handed blades that are devastatingly effective. Typically they come from Kormarkan, Vralos, Orik and Sulayz.\n"}, {"name": "Umathelan Barbarian Mercenary", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Umathela"], "id": 3442, "notes": "Units of heavy infantry are maintained by the cities. Most of these soldiers are mercenaries from the hill tribes and worship the Storm Gods. Wars with \nFonrit and other outsiders are common.\n"}, {"name": "Umathelan Barbarian Mercenary (Orlanth)", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Umathela"], "id": 3443, "notes": "Units of heavy infantry are maintained by the cities. Most of these soldiers are mercenaries from the hill tribes and worship the Storm Gods. Wars with \nFonrit and other outsiders are common.\n"}, {"name": "Cerngoth Marine Sergeant", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Umathela"], "id": 3455, "notes": "Cerngoth is a thalassocracy that dominates the cities of coastal Umathela"}, {"name": "Babeester Gor Initiate", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Genertela", "Glorantha", "Pamaltela", "Prax", "Sartar", "Umathela"], "id": 3461, "notes": ""}, {"name": "Chengir", "race": "Tiger", "rank": 4, "owner": "hkokko", "tags": ["Errinoru", "Glorantha", "Jungle"], "id": 3536, "notes": "RQ6 pg 390. Some of Jaguar's children turned on their fellows, greedy for the best food and hunting places. The jaguars chased them into the darkest reaches of the jungle, where they fought amongst themselves instead. Where the jaguar is a symbol of power and majesty, the chengir is a creature of darkness and sudden violence.\n\nChengir appear similar in size and appearance to jaguars, but with darker fur and larger spots. Their canine teeth are also much larger than those of most other cats, although not as large as those of the sabretooths. They hunt alone, only coming together to mate, and hunt in much the same manner as their jungle kin. Anaxial Annex\n"}, {"name": "Aurochs", "race": "Cattle", "rank": 4, "owner": "hkokko", "tags": ["Desert", "Fantasy", "Mythic babylon", "Plains", "Raw", "Raw official", "Rq6", "Sartar"], "id": 3542, "notes": "RAW pg 226  Aurochs prefer to fight by charging threats with their gore attack. If the target is knocked prone and continues to move, the aurochs tramples until the victim stops responding. A successful charge increases the Damage Bonus to 2d8. If lamed an aurochs continues to fight in place until it collapses from exhaustion.\nAurochs horns are capable of both Sundering and Impaling, and, if a foe is impaled, the bull on its next turn will attempt to throw its victim with a toss of its head. If the impaled victim is conscious, he may pit either his Athletics or Acrobatics against the Brawn of the bull. If successful, he may land safely on his feet or all fours. If unsuccessful, or if unconscious, the victim suffers the equivalent to a 1d6 metre fall and lands prone."}, {"name": "Boar-Kin", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Raw", "Raw official", "Rq6"], "id": 3545, "notes": "Rq6 pg 338 A boar-headed human, akin to a minotaur or panthotaur, and a product of the gods of chaos through amalgamations of the Beast and Man runes. Powerful, aggressive, forest-dwelling indi- viduals, boar-kin are as attuned to their environment as are their four-legged relatives, and may even lead packs of wild boar acting as their leaders. Boar-Kin are equipped with the ferocious tusks of their animal cousins and find socialization with humankind difficult. "}, {"name": "Acephali Skirmisher", "race": "Acephali", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Raw", "Raw official", "Rq6"], "id": 3546, "notes": "MI pg 225. Acephali are primitive herders and shep- herds occupying hilly terrain. They make crude stone huts and cabins, but prefer natu- ral caves when they can be found. They are a surly, but not necessarily aggressive race, which prefers to keep its own company. They try to avoid melee combat."}, {"name": "Ghoul (Dark Troll)", "race": "Ghoul", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "High plateau", "Monster island", "Undead"], "id": 3548, "notes": "RQ pg 355-356 If a ghoul\u2019s bite penetrates armour the victim must make an unopposed Endurance roll to resist infection. Failing the roll means the victim is infected with the spirit curse that will create a new ghoul upon death. A standard ghoul tactic is to grip an opponent with its hands and then target an area of exposed flesh. Once it has bitten it releases and flees, attempting to find somewhere to skulk until a threat has passed and it can resume feeding."}, {"name": "Panthotaur Warrior", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Raw", "Raw official", "Rq6"], "id": 3549, "notes": ""}, {"name": "Sorcerer Mage - Southern School", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Rq6", "Sartar"], "id": 3570, "notes": ""}, {"name": "Adept, Knight of the Order of Iron Serpent", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Pamaltela", "Umathela"], "id": 3589, "notes": "Guide to Glorantha - Army of Rightness"}, {"name": "Vug - Ice Worm", "race": "Snake, Giant", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Valind's glacier"], "id": 3601, "notes": "Relative of Giant Worm living in Valind's Glacier. Immune to cold. Covered by white fur. uenlarg listen for herds of animals passing overhead, then erupt from the soil and bite into their prey\u2019s soft underside. Once above ground they usually fight there. They will chase off any other creatures from a carcass, and will stop eating to strike at other likely prey in the vicinity.\n\nSource: Anaxial's Manifest"}, {"name": "Veteran Serpent People Warrior - Fang, Strong", "race": "Serpent People", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High mountains", "High plateau", "Jungle", "Monster island"], "id": 4777, "notes": "Monster Hide Half Plate.   "}, {"name": "Livyatan - Carnivorous Whale", "race": "Whale", "rank": 4, "owner": "hkokko", "tags": ["Sea"], "id": 3693, "notes": "Whale eating whale. Ramming only against ships or similar. "}, {"name": "Liopleurodon - Carnivorous Sea Reptile", "race": "Shark", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Monster island", "Sea"], "id": 3694, "notes": "Fast turning carnivorous sea reptile"}, {"name": "Basilosaurus - Carnivorous Whale", "race": "Whale", "rank": 4, "owner": "hkokko", "tags": ["Dinosaur", "Sea"], "id": 3695, "notes": "Predatory whales 15-25 meters long resembling snakes"}, {"name": "Helicoprion - Buzzsaw Shark , young adult", "race": "Shark", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Monster island", "Sea"], "id": 3697, "notes": "Has a buzzsaw like lower teeth - after hitting continues to grip and cause damage to the location hit. "}, {"name": "Ghoul Sailor", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Sea", "Undead"], "id": 3735, "notes": "RQ pg 355-356 If a ghoul\u2019s bite penetrates armour the victim must make an unopposed Endurance roll to resist infection. Failing the roll means the victim is infected with the spirit curse that will create a new ghoul upon death. A standard ghoul tactic is to grip an opponent with its hands and then target an area of exposed flesh. "}, {"name": "Disciple of Impenetrable Silence", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fantasy"], "id": 3757, "notes": "**Augment Skill:*** 1 Magic Point per level of Intensity. A level of Intensity improves the success chance of the skill by one grade. For example, increasing a skill from Standard to Easy costs 1 Magic Point; increasing it to Very Easy costs 2, and so on.\n***Invoke Trait:*** 2 Magic Points. All traits have a default Intensity of 1.\n***Enhance Attribute:*** 3 Magic Points per step of increase. Each step is a level of Intensity (for example, enhancing Dam- age Modifier by one step, from 1d2 to 1d4 costs 3 Magic Points; enhancing from 1d2 to 1d6 costs 6 Magic Points and so forth). (RQ6: pg 224)"}, {"name": "Disciple, Fellowship of the Snake", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fantasy"], "id": 3764, "notes": ""}, {"name": "Cauldron Ghul of Slave Soldier", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 3791, "notes": "\"He is marked on the face and limbs with ritual scarification, which marks him as a slave soldier of the owner.\" Ghuls are withered and twisted things created by sorcerer in a cauldron. Cold will rot them - damage from cold is doubled, and ghuls desperately fear the frigid nights of the desert, wrapping themselves in rags to ward away its effects. Source \"Assabian campaign in DM forum\""}, {"name": "Zombie Gladiator from D&D to Mythras", "race": "Human", "rank": 4, "owner": "Donesteban", "tags": ["Classic fantasy", "Human"], "id": 5023, "notes": "BRUTE: Maximize damage is a normal combat effect for the gladiator, instead of critical only.\n\nPARRY: The gladiator have a free parrying attemp every round. \n\nSHIELD BASH: The gladiator have a free attack with a shield every round. \n \nRevived by an evil spell or cursed to fight forever as a zombie, this undead gladiator is only slightly less dangerous in death than in life.\n\nAverage Lair: Non-sapient undead do not create lairs, they are either created to serve some function, are the result of spontaneous animation in areas steeped in necromantic magic.\n\nTreasure Type: Nil\n\nAbilities: \n\nImmunity (Fear, Sleep, and Charm)\n\nIntensity 3\n\nUndead: The creature is immune to the consequences of both fatigue and severe injuries. Undead are thus immune to all the detrimental effects of Serious Wounds. Even Major Wounds do not incapacitate them, although they can still have locations severed or shattered as per normal. The head and chest location typically stores the magic that is animating the creature. Any location (and those contiguous to it) that is smashed or severed from the bound area ceases to function, but the remainder of the body can continue if it still has limbs with which to act. A Major Wound to the magic-infused location destroys the undead outright."}, {"name": "Gladiator - Murmillo - Veteran", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Fonrit"], "id": 3801, "notes": "Uses either Batter Aside or Solid Stance combat style. "}, {"name": "Samurai from D&D to Mythras", "race": "Human", "rank": 4, "owner": "Donesteban", "tags": ["Classic fantasy", "Human"], "id": 3817, "notes": "HORSE AND BOW: The samurai does not suffer any limit to his combat style due to riding  or move when riding. \n\nSamurai, or bushi, are a elite noble warriors caste, totally devoted to a lord and ruled by a honor and conduct code, the bushido. This is not an attempt to make a historic samurai, but a fantastic one who fight in worlds of heroic fantasy."}, {"name": "Phoenix", "race": "Eagle, Giant", "rank": 4, "owner": "hkokko", "tags": ["Desert", "Fantasy", "Flying", "Genertela", "Glorantha", "Pamaltela", "Unique"], "id": 3820, "notes": "Phoenix lives in the hottest of deserts, nobody has seen more than one in existence. Every hundred years it builds itself a nest from cypress blocks and rare ingredients that are necessary for the rebirth and renews itself in a conflagration of fire of intensity 5. Fire cultists have thruout the history been looking for the phoenix nest and often found it. They consider the phoenix a holy beast and the renewal the holiest of events. If the nest is found before renewal they start to form a Burning Man event nearby and will protect the beast against any unholy intruders whether they are knowledge seekers, protagonist against the fire cults or ones who seek immortality or a unique plaything for their masters. Before the conflagration phoenix might be vulnerable to water (in very, very large quantities) - very large water elementals might be able to intimidate phoenix. Heat and fire caused by phoenix will ignite anything flammable in 1d2 rounds - burning all the leather straps, wooden parts of weapons and cause heat and fire damage 2d6 to 1d4+1 hit locations. All fire damage is protected against only by magic. Rebirth on fiery pyre of material in 1d10 years if killed. "}, {"name": "Stegosaurus, Young Adult", "race": "Stegosaurus", "rank": 4, "owner": "hkokko", "tags": ["Dinosaur", "Monster island"], "id": 3827, "notes": "AiG"}, {"name": "Ghoul, Human (Gloranthan), Veteran", "race": "Ghoul", "rank": 4, "owner": "hkokko", "tags": ["Aig", "Fantasy", "Glorantha", "High plateau", "Monster island", "Rq6", "Undead"], "id": 6255, "notes": "Paralyzing bite has POT 70 poison. "}, {"name": "Gargoyle, Large Lesser Horned ", "race": "Gargoyle, Lesser Horned", "rank": 4, "owner": "hkokko", "tags": ["Aig", "Fantasy", "Glorantha"], "id": 3830, "notes": "Aig GB pg 19"}, {"name": "Spine Snake", "race": "Snake, Giant", "rank": 4, "owner": "hkokko", "tags": ["Aig", "Chaos", "Prax"], "id": 3854, "notes": "Can fire a volley of 1d6 spines at single target. "}, {"name": "Stone Snake", "race": "Snake, Giant", "rank": 4, "owner": "hkokko", "tags": ["Aig", "Chaos", "Prax"], "id": 3855, "notes": "Attack from under ground and disappear with ripped part of body"}, {"name": "Weapon Snake", "race": "Snake, Giant", "rank": 4, "owner": "hkokko", "tags": ["Aig", "Chaos", "Prax"], "id": 3856, "notes": ""}, {"name": "Fethlon Python", "race": "Snake, Giant", "rank": 4, "owner": "hkokko", "tags": ["Aig", "Cloud forest", "Fantasy", "High plateau", "Jungle", "Kralorela", "Monster island"], "id": 3857, "notes": ""}, {"name": "Wyrm, Elder", "race": "Wyrm", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "Glorantha", "High plateau", "Monster island"], "id": 3860, "notes": "Aig Raw pg 273"}, {"name": "Walktapi", "race": "Walktapi", "rank": 4, "owner": "hkokko", "tags": ["Aig", "Chaos", "Fantasy", "Glorantha"], "id": 3861, "notes": "Ink Squirt: once per combat round.  Range and diameter 8m. Regs 1 point per hour per location. "}, {"name": "Arachan Shaman", "race": "Arachan", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Jrustela"], "id": 3887, "notes": "There are many species of timinit commonly referred to as 'arachans', some of which are actually insectoid, rather than spider-like. All species of arachan are obligatory carnivores, and cannot gain any nutrition from vegetable matter. They will eat almost any kind of fresh animal matter, and have no taboo against the consumption of sentient creatures. They have even been known to eat each other if sufficiently hungry, which may explain their generally solitary nature. In most arachan societies complex rituals have been developed which must be undertaken whenever two individuals meet, and which ensure that one will not attempt to eat the other. Commonly, the visitor presents the resident with a gift of food, but many subtle and even artistic variations exist; for example the Red-patch Arachans pluck the strands of small, special, webs like a musical instrument. These rituals vary from species to species, and so arachans of different species will avoid each other as far as possible, unless they have somehow been able to learn the correct greeting ritual.\n\nBrown-banded Arachans are a particularly common eight-limbed species, using their rear four limbs for walking, and the front four as arms. They have no necks, so that they are unable to turn their heads independently of the rest of their upper torso. Their name comes from the mottled pattern of brown stripes on their black, hairy, bodies. Brown-banded Arachans also have two large, dimly glowing, red eyes above their mouthparts, with many smaller eyes to either side.\n\nThis is one of the most sophisticated and intelligent of timinit species, although too alien to be readily comprehensible to humans. They weave complex and beautiful silken webs both as dwelling places and to entrap animals in, but they also hunt for prey. The silk they spin is so thin that the individual threads are almost invisible, yet so strong that a knife will not cut it and most humans cannot break it - Formidable Difficulty. Of course, being flexible, it can be easily moved aside, but the webs used to catch prey are coated with glue, making this a risky proposition. Many brown-banded arachans know magic to augment the glue on their webs, or make the webs even more effective as traps.\n\nBrown-banded Arachans lay a dozen or so eggs, which the female guards fiercely. These hatch into miniature versions of the adult, which will be cared for by the mother for about a year before they grow large enough to venture out on their own. From that point, they will no longer be welcome at their mother's home unless they perform the proper ritual. They live for around 10 years."}, {"name": "Zombie Sakkar (Smilodon) Hunter", "race": "Smilodon", "rank": 4, "owner": "hkokko", "tags": ["Aig", "Fantasy", "Glorantha", "High mountains", "High plateau", "Mountains", "Rq6"], "id": 3893, "notes": "RQ6 pg 386"}, {"name": "Boar-Kin Scout LEADER", "race": "Human", "rank": 4, "owner": "Matt_E", "tags": ["Fantasy", "Rq6"], "id": 3895, "notes": "Grizzled head of the tribe, on avg better in most ways  RQ6, p. 338:  A boar-headed human, akin to a minotaur or panthotaur, and a product of the gods of chaos.  Abilities:  Burrower, Chaos Tainted, FRENZY, INTIMIDATE (shortened here to save space).  Skills:  base + ~30 or 40 per RQ6, + Stealth & Track."}, {"name": "Gloranthan Chaos Spirit - Major", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Glorantha", "Spirit"], "id": 3950, "notes": ""}, {"name": "Disease Spirit - Major", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Spirit"], "id": 3961, "notes": ""}, {"name": "Death Curse Spirit - Major", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Spirit"], "id": 3965, "notes": ""}, {"name": "Skilled Serpent People Officer", "race": "Serpent People", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High mountains", "High plateau", "Jungle", "Monster island"], "id": 3972, "notes": "Monster Hide Half Plate.  MI pg 178-179"}, {"name": "Gloranthan Darkness Spirit  - Major", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 3976, "notes": ""}, {"name": "Ruler Spirit - Death", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 3998, "notes": "RQ6 pg 400-401."}, {"name": "Ruler Spirit - Darkness", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 3999, "notes": "RQ6 pg 400-401."}, {"name": "Ruler Spirit - Chaos", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 4000, "notes": "RQ6 pg 400-401."}, {"name": "Gloranthan Death Spell Spirit - Major", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 4004, "notes": ""}, {"name": "Gloranthan Death Spell Spirit - Grand", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": [], "id": 4005, "notes": ""}, {"name": "Ruler Spirit - Beast", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 4011, "notes": ""}, {"name": "Gloranthan Blessing of the Mastery Spirit - Major", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 4022, "notes": ""}, {"name": "Darkness Passion Spirit", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 4028, "notes": "Passion spirits are described for example in Mythic Babylon page 266 and the passion spirits themselves at RAW pg 144-145"}, {"name": "Darkness Passion Spirit - Major", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 4029, "notes": "Passion spirits are described for example in Mythic Babylon page 266 and the passion spirits themselves at RAW pg 144-145"}, {"name": "Death Passion Spirit", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 4031, "notes": "Passion spirits are described for example in Mythic Babylon page 266 and the passion spirits themselves at RAW pg 144-145"}, {"name": "Death Passion Spirit - Major", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 4034, "notes": "Passion spirits are described for example in Mythic Babylon page 266 and the passion spirits themselves at RAW pg 144-145"}, {"name": "Sog Sodhi, High Priest of Hanuman", "race": "Human", "rank": 4, "owner": "raleel", "tags": ["Spider god's bride", "The eidolon of the ape"], "id": 4036, "notes": "Possessions: Green silk robe, black turban, quarterstaff, two gold rings (worth 100 sp each), monkey-shaped talisman on golden chain (worth 50 sp).\nDescription: Clad in voluminous Eastern robes of the finest silk and a black turban, Ranuga sports a goatee and a perpetual smirk on his handsome face. Despite the teachings of the cult, Ranuga is vain and enjoys material pleasures. The acolytes fear him, perhaps even more than the high priest.\nTactics: Ranuga prefers to stay back and let his underlings fight, although he quickly steps in if opposition seems stiff, for failing to deal with intruders would limit his chance of advancement in the cult."}, {"name": "Nandi", "race": "Horse", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Glorantha", "Kralorela"], "id": 4049, "notes": "The Nandi are originally from the Kingdom of Ignorance. When \nfirst born, a nandi is just another insensate monster. Its most \nsalient feature is its alarming ability to ingest the memories and \nknowledge of anyone it eats. As it devours beings more intelligent \nthan itself, it gains their wisdom. It must eat the entire body of a \nvictim to gain such knowledge, which makes the animals rather \nselfish. The great danger is that a nandi sometimes manages to kill \nand eat an intelligent being, which makes the _nandi_ sentient, too. \nIt even gains the victim's spells! In essence, the nandi's INT, \nskills, and spells are equal to the highest of anyone it's eaten. \n        The weak point of the nandi stems directly from its unnatural \npower. Naturally enough, the most favored prey of a nandi is another, \nolder, nandi, since by devouring such, the beast can gain all the \nknowledge which the older nandi had consumed in _its_ lifetime. And \nif the eaten nandi had in turn devoured _another_ nandi, well ... The \nmost fearsome foe of a nandi is its own child. Naturally enough, \nnandis prefer a solitary existence. \n        A nandi's mouth is not made for speaking, but of course any \nnandi who has eaten a human can understand all the languages with \nwhich its prey was familiar. \n        Nandis are large four-legged mammals with a shoulder hump and \na low-slung long-snouted head. They are large, with skulls a meter \nlong, and mouth split back to the eyes. Their fur is mangy, and hangs \nin strips. The more knowledge and wisdom they attain, the more lumpy \nand hairless their shoulder hump becomes. Eventually the lumps on the \nshoulder hump become horns, thrusting every which way.  Glorantha Digest"}, {"name": "Sparhog", "race": "Boar, wild", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Rq6", "Teshnos"], "id": 4051, "notes": "Sparhog are a kind of electric boar from Teshnos. They are slightly chaotic non-intelligent and herbivorous zapping foes necessitating strong fences. Once every 3 turns can create a Zap that must be resisted by anyone within range with Endurance. Failure is stunned for 1d4+1 rounds, fumble is death by electrocution unless treated with First Aid #WF15 Sparhog \u2013 \"a kind of electric boar from Teshnos. It is slightly chaotic, non-intelligent, and herbivorous.\""}, {"name": "Varanid, Adult", "race": "Slargr", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Jungle", "Pamaltela", "Plains", "Tarien"], "id": 4056, "notes": "Ferocious semi-intelligent lizards from western Pamaltela. Varanids are a race of lizard men appearing as scaled creatures walking on four legs or on hind legs especially warriors who are larger and stronger than humans and use weapons. These man eating beings are hostile to humans raiding islands and attacking with claws grappling or spears and shamans are intelligent though workers are not"}, {"name": "Dwarf Lion, Male", "race": "Lion", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "High plateau", "Jolar", "Kothar", "Pamaltela", "Rq6"], "id": 4057, "notes": " Lion species the size of St Bernard dog. RQ6 pg 369. Hunts in prides of 3-8. "}, {"name": "Dwarf Lion, Female", "race": "Lion", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Jolar", "Kothar", "Pamaltela", "Plains", "Rq6"], "id": 4058, "notes": "Miniature version of lion. RQ6 pg 369. Hunts in prides of 3-8. "}, {"name": "Othbanes", "race": "Human", "rank": 4, "owner": "raleel", "tags": ["Knife of the necromancer", "Spider god's bride"], "id": 4073, "notes": "Possessions: Clothing, dagger, 24 SP. Othbanes also carries a few grisly things on his person, a severed finger which he can use to tempt ghouls. A small box with a tiny heart inside and a pair of rings made from human bone (from a sacrificial victim).\n\nDescription: Dressed in purple and silver robes, with a green jade skull-mask. Othbanes deals with the ghouls that haunt the catacombs of Belthaar, and he knows of several secret tunnels beneath the city. The ghouls bring items pilfered from the tombs to Othbanes, while he keeps the locations of their lairs secret.\n\nTactics: Othbanes will trade the information about the secret tunnels for his life if he is in mortal danger.\n\nNotes: Othbanes command of the undead comes from his unique ability to communicate with the ghouls, who he treats with respect and understanding. To him they are more than soldiers and tools, they are odd friends. If Games Masters want a more traditional evil necromancer type, then there are various rules beyond the core book which deal with necromancy and the undead."}, {"name": "Kuri-Ussar", "race": "Human", "rank": 4, "owner": "raleel", "tags": ["Knife of the necromancer", "Spider god's bride"], "id": 4079, "notes": "Possessions: Clothing, scimitar, 43 SP. 8 black scorpions in cages around Kuri\u2019s lair. Kuri also has 3 doses of anti-venom in tiny phials in a small pouch.\n\nDescription: The chief priest of the temple wears purple robes with gold trim and wears a golden skull-mask. Behind the mask is an unwholesome and ugly face, and an unpleasant personality to match, for Kuri-Ussar lusts after the dead.\n\nTactics: Kuri-Ussar delights in using his scimitar against weak enemies. However, he is no fool and does not attack heavily armed foes; he prefers to employ cunning in those cases. Kuri-Ussar uses his magic to its best effect; he debilitates foes and then moves in to rip them apart with his scimitar. If he\u2019s given a chance to prepare in combat, he will cast any protective magic prior to battle and move to a defensible position. He also has a special trick he likes to use against his enemies, since he keeps small poisonous scorpions (8) in cages around his lair. At any time in combat he can pick one of these up and use a Combat Action to hurl it at a character. This tiny scorpion has 1HP and may well die when thrown (70% chance). It is treated like a weapon for the purpose of this adventure. If Kuri-Ussar manages to hit with his Combat Style it is considered that the scorpion has found a weak point in the target\u2019s armour and now the victim needs to resist the poison.\n\nNotes: Games Masters might also want to consider giving Kuri access to the Cult of Yadar, since he seems to be fond of scorpions. In this case he will gain the Grimoire of the cult, the Combat Styles and other cult related skills and powers."}, {"name": "Sabiha, Dancing Girl", "race": "Human", "rank": 4, "owner": "raleel", "tags": ["Spider god's bride"], "id": 4100, "notes": "Possessions: Dagger, veiled garments barely qualifying as clothes\nDescription: Tan, with long dark hair and yellow eyes, Nephthys is an exotic beauty, although she often uses her disguise skills to appear far\nless attractive to avoid undue attention.\nTactics: Nephthys tries to avoid combat if at all possible, but if forced into melee she attacks with her blades as she has them."}, {"name": "Assassin Bug", "race": "Giant Beetle", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "Glorantha", "High plateau", "Insect", "Jungle", "Mount"], "id": 4104, "notes": "If a humanoid is within 20 meters of the bug he is entranced by the smell of the poison and will be drawn to the bug to be drained with pleasure. (Gateway Bestiary)"}, {"name": "Skilled Serpent People Skirmisher", "race": "Serpent People", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High mountains", "High plateau", "Jungle", "Monster island"], "id": 4147, "notes": ""}, {"name": "Veteran Serpent People Skirmisher", "race": "Serpent People", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High mountains", "High plateau", "Jungle", "Monster island"], "id": 4148, "notes": ""}, {"name": "Veteran Serpent People Warrior - Silent Watch", "race": "Serpent People", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High mountains", "High plateau", "Jungle", "Monster island"], "id": 4149, "notes": "Monster Hide Half Plate.   MI pg 176-179"}, {"name": "Great Troll, Zorak Zoran Initiate", "race": "Troll, Great", "rank": 4, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Pamaltela", "Uz"], "id": 4152, "notes": ""}, {"name": "Great Troll, Zorak Zoran Initiate, Strong One", "race": "Troll, Great", "rank": 4, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Pamaltela", "Uz"], "id": 4153, "notes": ""}, {"name": "Osan Kadri, the Padishah's Secret Agent", "race": "Human", "rank": 4, "owner": "raleel", "tags": ["Jewel of khadim bey", "Spider god's bride"], "id": 4192, "notes": "Possessions: Riding horse, chainmail, scimitar, Khazistani Short bow, 20 arrows, sealed scroll with message to padishah (written in Khazistani), 50 sp.\nDescription: Osan has plain features and a drooping moustache.\nTactics: Osan values his own hide, and lets his henchmen protect him, although he is a skilled fighter and does not flee from combat unless the odds seem overwhelming."}, {"name": "Tiger Son", "race": "Tiger", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Kralorela", "Lycanthrope", "Rq6", "Teshnos"], "id": 4222, "notes": "RQ6 pg 390"}, {"name": "Tusk Brother", "race": "Tusker", "rank": 4, "owner": "hkokko", "tags": ["Aig", "Fantasy", "Glorantha", "Kralorela", "Lycanthrope", "Ralios"], "id": 4223, "notes": ""}, {"name": "Were Shark", "race": "Shark", "rank": 4, "owner": "hkokko", "tags": ["East isles", "Fantasy", "Glorantha", "Lycanthrope", "Monster island", "Pamaltela", "Rq6", "Sea"], "id": 4224, "notes": "Frenzy when wounded. "}, {"name": "Were Spider", "race": "Giant Spider", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Insect", "Lycanthrope", "Pamaltela"], "id": 4227, "notes": ""}, {"name": "Nandi Bear", "race": "Hyena", "rank": 4, "owner": "hkokko", "tags": ["Aig", "Fantasy", "Glorantha", "Jolar", "Kothar", "Pamaltela"], "id": 4229, "notes": "Solitary creatures resembling hyena but with one eye. They are good climbers that can ambush victims from above with a leap and relish the brains as the meal. "}, {"name": "Fire Heart Adept", "race": "Human", "rank": 4, "owner": "bturner", "tags": ["Assabia", "Human", "Korantia", "Sorcerer"], "id": 4301, "notes": ""}, {"name": "Chaos Corrupted Dwarf Sorcerer, Adept", "race": "Dwarf", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Dwarven", "Glorantha", "Tork"], "id": 4310, "notes": "In Tork area most of the dwarves where overwhelmed and some corrupted. Many are malformed and some have chaotic features. The armor they wear is of uneven and malformed condition - like they could not keep their thoughts on finishing it. Only dwarves can operate dwarven missile weapons. If they go to wrong hands - dwarves will send constructs to get them back"}, {"name": "Gladiator from D&D to Mythras", "race": "Human", "rank": 4, "owner": "Donesteban", "tags": ["Classic fantasy", "Human"], "id": 4480, "notes": "BRUTE: Maximize damage is a normal combat effect for the gladiator, instead of critical only.\n\nPARRY: The gladiator have a free parrying attemp every round. \n\nSHIELD BASH: The gladiator have a free attack with a shield every round. \n \nFree or slave, men or women, gladiators are skilled fighters who fight to entertain a crowd, sometimes to the death. Their reward is glory, gold or the freedom. Former gladiators are also excellent body guards, trainers and enforcers. This is not an attempt to make a historic gladiator, but a fantastic one who fight in coliseums of heroic fantasy."}, {"name": "Flesh Golem", "race": "Human", "rank": 4, "owner": "Donesteban", "tags": ["Classic fantasy", "Construct", "Golem"], "id": 4486, "notes": "Frenzy: For each round of melee a flesh golem engages in there, is a 5% (cumulative) chance it will go berserk, attacking at random anything in sight. The monster\u2018s creator can make a Influence test (difficult) to regain control of the golem.\n\nInmune to magic: Electrical attacks restore hit points to the golem\u00b4s locations in direct relation to the number of the damage normally done.\n\nWeakness: Although it can not cause damage to the Flesh Golem, contact with fire or cold based spells reduces its movement rate and combat style percentage by half for 1d3 turns.\n\nThis abomination comes from to give life to a body made of remains of several corpses. The purposes of its creators are varied: the satisfaction (or arrogance) to create life, procure a powerful servant or go further in the knowledge of forbidden arts. Nevertheless, the results are always terrible, and these creatures have much tendency to commit irrational crimes when posessed by a inherent senseless rage.\n\nA flesh golem can be created by mundane means of a magical tome or by a high level magic user. The latter case demands a level of magic-user of at least 3. It requires 1 month to fashion the creature."}, {"name": "Centaur Zombie Knight", "race": "Centaur", "rank": 4, "owner": "Donesteban", "tags": ["Classic fantasy", "Undead"], "id": 4467, "notes": "This horrible undead creature comes from the union of the legless torso of a Zombie Knight  with a headless warhorse clad in a bard. Although both parts are decomposed and damaged, the whole it is a terrible enemy."}, {"name": "Common Griffin", "race": "Griffin", "rank": 4, "owner": "hkokko", "tags": ["Desert", "Fantasy", "Flying", "Glorantha", "High mountains", "Maniria", "Mythic babylon", "Mythic rome", "Peloria", "Pent", "Plains", "Ralios", "Seshnela", "Wastes"], "id": 4355, "notes": "Evades without going prone.\"Griffins prefer hunting in plains or grasslands, often traveling in packs of two to five adults. They generally attack from above using their Aerobatics and Grab Victim abilities, often hoisting a victim aloft with their foreclaws and then raking and tearing at them with their hind legs and sharp beak. If a victim resists in the air, the griffin will drop it. Once the prey is dead, the griffin will carry it back to its aerie.\nWhen fighting smaller opponents, griffins use the same technique, and may drop victims from great heights. If a creature is too heavy or bulky to lift, the griffin will attack with its beak and foreclaws, from above if possible. Several griffins may mob a single attacker. Against aerial opponents, the griffin makes repeated runs past the target, and attacks with its beak and foreclaws.\" AR pg 24"}, {"name": "Owl-lion (Carmanian Griffin)", "race": "Griffin", "rank": 4, "owner": "hkokko", "tags": ["Carmania", "Fantasy", "Flying", "Fronela", "Glorantha", "High mountains", "Peloria"], "id": 4356, "notes": "Carmanian griffins prefer to attack by surprise, striking from shadows or cover, augmenting their first attack with their Ambush ability. Although they tend to live in smaller flocks than their aquiline counterparts, and do not form coordinated packs, they sometimes attack as a mob. Combat tactics are otherwise the same as for true griffins.\nOwl-lions appear similar to griffins. However, they are smaller, with sleek bod- ies resembling those of puma, and the heads, forequarters, and forelimbs of gray-feathered owls. Males have manes of feathers around their heads, rather than hair.\nOwl-lions are largely confined to the hills and mountains of central Carmania, but are also found in northern Talastar and the Gray Mountains. Prior to the Syndics\u2019 Ban they were known in Charg. They are nocturnal, and shelter in secluded nests during the day. Otherwise, they are similar to true griffins in most of their habits; although they show no particular love for horse meat, they will kill (but not eat) any owl or puma that they find. AR pg 25\n\nUpdated from source: Anaxial's Manifest"}, {"name": "Hippogriff", "race": "Griffin", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Flying", "Glorantha", "High mountains", "Maniria", "Plains", "Ralios", "Raw", "Seshnela", "Wastes"], "id": 4357, "notes": "Hippogriffs are horse-sized, winged quadrupeds with the heads, wings, and foreclaws of eagles, and the hindquarters of horses. They spend most of their time high in the clouds or on mountain peaks, and are almost never seen by mortals. They eat birds on the wing, small prey from the ground, or fish snatched from water. They reproduce slowly, for the process is a ter- rible ordeal. A hippogriff lays a single large egg that hatches into a fully formed, but smaller-sized, offspring. The mother is always weak afterwards, and the new hippogriff generally starts hunting immediately to nurse her back to health.\nIt is impossible to tame an adult hippogriff. Even using magic to do so can be hazardous, for as soon as the magic expires the creature will turn upon its captor with a vengeance. They can find weak spots in the world and enter the Spirit World, as if they were shamans, and because of their affinity for the Spirit World do not suffer the Alien World Modifier on that plane. They can also see immaterial spirits, which are always hostile to animate beings, and shred them using their Claw and Bite ability as if it were Spirit Combat. Hippogriffs prefer hunting in plains or grasslands, usually alone. They generally attack from above, then hoist a victim aloft and tear at them with their beak. If a victim resists, the hippogriff will drop it, then return to carry the corpse back to its aerie.AR pg 28"}, {"name": "Eastern Eagle, Giant (Sorenzar)", "race": "Eagle, Giant", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Flying", "Glorantha", "Kralorela"], "id": 4358, "notes": "\"Sorenzar are about four times the size of ordinary eagles, with a wingspan of about twenty-five feet. They are white or light blue underneath and brown above, with a dark cap. Older members are darker, with dark tips on their wing and tail plumes. They eat prey that is about the size of a deer, sheep, or (occasionally) child. They usually hunt alone or in pairs, but quickly gather in small groups for emergencies or to form large raiding par- ties. They shelter in the highest and most inaccessible parts of the range, and compete with the local nar sylla for prey.\nThe snow eagles are a race of hsunchen animals. They can speak, know magic, and can take human form. They often show up at Korgatsu cere- monies anywhere in the Shanshan Mountains, but otherwise keep to them- selves unless provoked. Their greatest warriors lead magical raids again their foes, swooping down out of the sun or at night, rending and departing again and again until their foes are defeated.\" AR pg 23"}, {"name": "Flint Cat (Farancham)", "race": "Shadow Cat", "rank": 4, "owner": "hkokko", "tags": ["Dwarven"], "id": 4359, "notes": "\"Farancham are cautious creatures, which has helped to ensure their sur- vival long after most stone animals have died out. They avoid creatures larger than themselves, and flee into cover when startled. When cornered, however, they give no quarter, and fight in a ferocious rage. They scratch and bite until an opportunity for escape presents itself, at which point they flee even in pref- erence to killing a fallen foe. Farancham have long bodies and tails, cat-like heads with erect ears, but no whiskers. Their bodies are composed of dull gray flint, and are faceted with many sharp edges. Even their eyes are composed of spheres of flint, and lack visible pupils, although they have the same senses as natural animals. \" AR pg 41\n\nUpdated from source: Anaxial's Manifest"}, {"name": "Woolly Rhino", "race": "Rhino", "rank": 4, "owner": "hkokko", "tags": ["Aig", "Fantasy", "Fronela", "Glorantha", "Mount"], "id": 4360, "notes": "\nWoolly rhinoceroses appear similar to Praxian rhinos, but are covered with a heavy brown, shaggy coat. They prefer forested hills, and graze near Valind\u2019s Glacier, where local humans and uzhim sometimes hunt them. They are aggres- sive and surly, with little fear of man, and will launch unprovoked attacks on any perceived intruder. Charge attack needs space BaB pg 53. AR pg 74"}, {"name": "Skilled Serpent People Gladiator", "race": "Serpent People", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "High mountains", "High plateau", "Monster island"], "id": 4371, "notes": "Monster Hide Half Plate.  "}, {"name": "Veteran Serpent People Gladiator", "race": "Serpent People", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "High mountains", "High plateau", "Monster island"], "id": 4372, "notes": "Monster Hide Half Plate.  "}, {"name": "Nature Spirit (Ash Deer) - intensity 3", "race": "Spirit", "rank": 4, "owner": "bturner", "tags": ["Fantasy", "Korantia"], "id": 4385, "notes": "RQ6 pg 407-408"}, {"name": "Nature Spirit (Hakkar) - intensity 3", "race": "Spirit", "rank": 4, "owner": "bturner", "tags": ["Fantasy", "Korantia"], "id": 4392, "notes": "RQ6 pg 407-408\nA hakkar is a small doglike predator native to the Saradian coast and the Hundred Days Desert"}, {"name": "Nature Spirit (Mountain goat) - intensity 3", "race": "Spirit", "rank": 4, "owner": "bturner", "tags": ["Fantasy", "Korantia"], "id": 4393, "notes": "RQ6 pg 407-408"}, {"name": "Rannagul Shaman", "race": "Human", "rank": 4, "owner": "bturner", "tags": ["Hunter", "Korantia"], "id": 4398, "notes": ""}, {"name": "Fratello nella spada veterano", "race": "Human", "rank": 4, "owner": "malato", "tags": [], "id": 4404, "notes": "Cavaliere teuronico o livoniano espert; \u00e8 sopravvissuto a diversi anni di campagne nelle terre ostili dei Baltici.\nIndossa una corazza di cotta di maglie totale ed un elmo"}, {"name": "Dullahan", "race": "Human", "rank": 4, "owner": "Donesteban", "tags": ["Awakened", "Classic fantasy", "Revivified", "Undead"], "id": 4475, "notes": "GHOSTLY STEED: Spending 1 AP, the dullahan can immediately mount his horse, who appears out of nowhere next to him. The movement of the dullahan is now 12m (40\u00b4) and win all the benefits of mounted combat. This mount can not attack or be attacked or affected in any way, but the dullahan can be torn-down or dismounted, in which case the steed disappear until be re-called. The dullahan can carry passengers if desired.\n\nHEADLESS: Any attack that intentionally or unintentionally affect the location head of the dullahan is useless and has no effect.\n\nMOUNTED COMBAT: The dullahan\u00b4s combat Style not limited by their ride skill.\n\nPARRY: The Dullahan have a free parrying attemp every round. \n\nWEAKNESS: \"There ends his power...\" The dullahan can never cross a bridge.\n\n\tThis implacable hunter was in life a bloodthirsty warrior whose head was cut off and abandoned in a secret place. In his new undead life, this murderer spectrum gallops lonely roads like a night wind, decapitating anyone who suffers the misfortune to find him. Horse and rider form a single and ruthless wandering being.\n\n\tEvery night the dullahan try to decapitate at least one living being, directly attacking his head doing as much damage as possible. The only way to end their murderous wanderings forever is to find his lost head and give it to dullahan."}, {"name": "Kelrod - Flying Turtle of Loral", "race": "Tiger Turtle", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Loral", "Monster island", "Unique"], "id": 4490, "notes": "\"Kelrod looks like a perfectly normal hawksbill turtle, apart from the minor detail that he is over twice the size of an elephant. Despite lacking any wings, he is able to fly, seemingly by paddling with his flippers just as normal turtles swim through the sea. By paddling slowly, he can hover in a stationary position but whenever he stops, he slowly sinks to the ground. However, he apparently has no need to sleep or rest, and so spends almost all of his life in the air. Most of the time, he attacks enemies with his great beak, but against more persistent or deadly foes, he can emit a mighty blast of air so cold that it freezes everything it touches. The blast is about ten feet by sixty feet in size, and will also render any metallic objects (including armour) too cold to touch.\" TT#13"}, {"name": "Riverlands Knight", "race": "Human", "rank": 4, "owner": "kazzap", "tags": [], "id": 4563, "notes": ""}, {"name": "Dark Elf (Drau) Rank 1 Magic-user ", "race": "Elf", "rank": 4, "owner": "Donesteban", "tags": ["Classic fantasy", "Drau"], "id": 4585, "notes": "Armor: If equipped, sustract -1 to initiative.\n\nAverage Lair: 100-1000\n\nTreasure Type: Nx5, Qx2 (D, E, N)\n\nAbilities: \n\nGear: Drau chain armour, spider silk cloak, and boots.\n\n\nInfravision: The creature sees into the infrared spectrum, maximun 36 m (120\u2019), \n\nLight Sensitive: They suffer a 1 grade penalty to Combat Style, Evade, and Perception rolls that deal with vision when fighting in sunlight or its magical equivalent. They suffer no penalties when in torchlight or other forms of artificial lighting.\n\nMagic Resistance (50%)\n\nResistance to Sleep and Charm: Drau elves find Willpower Rolls to resist sleep and charm spells 2 grades easier. They may drop this resistance and accept the magic\u2019s effects if they choose.\n\nStealthy: Drau elves wearing nothing more restrictive than light armour find Stealth tests 1 grade easier.\n\nSecret and Concealed Door Detection: Due to their acute senses, a drau elf that succeeds at a Formidable Perception skill test has a chance of noticing a concealed door when merely passing within 3 metres (10 feet) of it. Actively searching allows full Perception as normal.\n\nDark elf SIZ represents mass, not height. When creating an elf male, typically calculate weight based on the Medium frame and females on Lithe. Treat the Height as being two SIZ points lower. Because female dark elves tend to be taller than their male counterparts, when choosing actual height, males should choose from the lower range, and females from the higher.\n\nSpell-Like Abilities\n\nFaerie Lights pg136, Faerie Fire pg167, and Darkness pg144.\n\nEach of these spell-like abilities may be used once per day.\n\nSpells: Identify pg139, Know Languages pg140, Magic Missile pg141, Detect Invisibility pg145, Invisibility, 3m (10 ft) Radius pg 147, Web pg151"}, {"name": "Dark Elf (Drau) Rank 2 Fighter", "race": "Elf", "rank": 4, "owner": "Donesteban", "tags": ["Classic fantasy", "Drau"], "id": 4587, "notes": "Armor: If equipped, sustract -1 to initiative. \n\nAverage Lair: 100-1000\n\nTreasure Type: Nx5, Qx2 (D, E, N)\n\nAbilities: \n\nGear: Drau chain armour, spider silk cloak, and boots.\n\nInfravision: The creature sees into the infrared spectrum, maximun 36 m (120\u2019), \n\nLight Sensitive: They suffer a 1 grade penalty to Combat Style, Evade, and Perception rolls that deal with vision when fighting in sunlight or its magical equivalent. They suffer no penalties when in torchlight or other forms of artificial lighting.\n\nMagic Resistance (55%)\n\nResistance to Sleep and Charm: Drau elves find Willpower Rolls to resist sleep and charm spells 2 grades easier. They may drop this resistance and accept the magic\u2019s effects if they choose.\n\nStealthy: Drau elves wearing nothing more restrictive than light armour find Stealth tests 1 grade easier.\n\nSecret and Concealed Door Detection: Due to their acute senses, a drau elf that succeeds at a Formidable Perception skill test has a chance of noticing a concealed door when merely passing within 3 metres (10 feet) of it. Actively searching allows full Perception as normal.\n\nDark elf SIZ represents mass, not height. When creating an elf male, typically calculate weight based on the Medium frame and females on Lithe. Treat the Height as being two SIZ points lower. Because female dark elves tend to be taller than their male counterparts, when choosing actual height, males should choose from the lower range, and females from the higher.\n\nSpell-Like Abilities\n\nFaerie Lights pg136, Faerie Fire pg167, and Darkness pg144, Levitate pg140, Know Passions pg147, and Detect Magic pg135.\n\nEach of these spell-like abilities may be used once per day."}, {"name": "Dark Elf (Drau) Rank 1 Fighter / Magic-user ", "race": "Elf", "rank": 4, "owner": "Donesteban", "tags": ["Classic fantasy", "Drau"], "id": 4589, "notes": "Armor: If equipped, sustract -1 to initiative.\n\nAverage Lair: 100-1000\n\nTreasure Type: Nx5, Qx2 (D, E, N)\n\nAbilities: \n\nGear: Drau chain armour, spider silk cloak, and boots.\n\n\nInfravision: The creature sees into the infrared spectrum, maximun 36 m (120\u2019), \n\nLight Sensitive: They suffer a 1 grade penalty to Combat Style, Evade, and Perception rolls that deal with vision when fighting in sunlight or its magical equivalent. They suffer no penalties when in torchlight or other forms of artificial lighting.\n\nMagic Resistance (50%)\n\nResistance to Sleep and Charm: Drau elves find Willpower Rolls to resist sleep and charm spells 2 grades easier. They may drop this resistance and accept the magic\u2019s effects if they choose.\n\nStealthy: Drau elves wearing nothing more restrictive than light armour find Stealth tests 1 grade easier.\n\nSecret and Concealed Door Detection: Due to their acute senses, a drau elf that succeeds at a Formidable Perception skill test has a chance of noticing a concealed door when merely passing within 3 metres (10 feet) of it. Actively searching allows full Perception as normal.\n\nDark elf SIZ represents mass, not height. When creating an elf male, typically calculate weight based on the Medium frame and females on Lithe. Treat the Height as being two SIZ points lower. Because female dark elves tend to be taller than their male counterparts, when choosing actual height, males should choose from the lower range, and females from the higher.\n\nSpell-Like Abilities\n\nFaerie Lights pg136, Faerie Fire pg167, and Darkness pg144.\n\nEach of these spell-like abilities may be used once per day.\n\nSpells: Magic Missile pg141, Web pg151"}, {"name": "Barrow Guardian, Greater  (Barrowmaze)", "race": "Human", "rank": 4, "owner": "Sorn1808", "tags": ["Classic fantasy", "Construct"], "id": 4656, "notes": "The greater barrow guardian is similar to the lesser barrow guardian insofar as they appear as statues or columns of helmed male warriors. However, greater barrow guardians are constructed with stronger enchantments and possess greater armor. They have a 35% resistance to magic and carry a large stone shield that provides an improved defense.\n\nThe barrow guardian is similar to a caryatid column, but they are specific to Barrowmaze. They appear as stone statues, pillars, or columns in the form of stately male warriors. Barrow guardians are often used to guard crypts and tombs of import. They are inanimate until someone disturbs the tomb they have been assigned to protect.\n\nWith each hit on a barrow guardian, the character must make an unopposed Brawn check or the weapon becomes stuck in the statue. Bonuses for magical weapons apply to the roll and weapons may be retrieved after combat."}, {"name": "Dark Elf (Drau) Rank 1 Cleric female ", "race": "Elf", "rank": 4, "owner": "Donesteban", "tags": ["Classic fantasy", "Drau"], "id": 4660, "notes": "Armor: If equipped, sustract -1 to initiative.\n\nAverage Lair: 100-1000\n\nTreasure Type: Nx5, Qx2 (D, E, N)\n\nAbilities: \n\nGear: Drau chain armour, spider silk cloak, and boots.\n\n\nInfravision: The creature sees into the infrared spectrum, maximun 36 m (120\u2019), \n\nLight Sensitive: They suffer a 1 grade penalty to Combat Style, Evade, and Perception rolls that deal with vision when fighting in sunlight or its magical equivalent. They suffer no penalties when in torchlight or other forms of artificial lighting.\n\nMagic Resistance (50%)\n\nClerics of Loth are immune to the venom of spiders.\n\nResistance to Sleep and Charm: Drau elves find Willpower Rolls to resist sleep and charm spells 2 grades easier. They may drop this resistance and accept the magic\u2019s effects if they choose.\n\nStealthy: Drau elves wearing nothing more restrictive than light armour find Stealth tests 1 grade easier.\n\nSecret and Concealed Door Detection: Due to their acute senses, a drau elf that succeeds at a Formidable Perception skill test has a chance of noticing a concealed door when merely passing within 3 metres (10 feet) of it. Actively searching allows full Perception as normal.\n\nDark elf SIZ represents mass, not height. When creating an elf male, typically calculate weight based on the Medium frame and females on Lithe. Treat the Height as being two SIZ points lower. Because female dark elves tend to be taller than their male counterparts, when choosing actual height, males should choose from the lower range, and females from the higher.\n\nSpell-Like Abilities\n\nFaerie Lights pg136, Faerie Fire pg167, and Darkness pg144.\n\nEach of these spell-like abilities may be used once per day.\n\nSpells: Cure fatigue pg165, Cure minor wounds pg165, Entangle pg166, Know passions pg167, Light pg 167, Slow poison pg169"}, {"name": "Child of Kakabau", "race": "Crimson-Tipped Condor", "rank": 4, "owner": "bturner", "tags": ["Animal", "Korantia", "Saradian coast", "Yarasilba"], "id": 4681, "notes": "The father of the crimson-tipped condors is Kakabau the High Flyer, and there are known to be several Children of Kakabau living in the peaks of the Saradian Coast. These children are huge, even by the scale of their brethren, and have sometimes demonstrated amazing powers.\nAbilities: Flying, Scavenger (RQ6: PG 312-316)\nScavenger provides the ability to digest spoiled and rotten food."}, {"name": "Yarasilban Aristocrat", "race": "Human", "rank": 4, "owner": "bturner", "tags": ["Human", "Korantia", "Yarasilba"], "id": 4690, "notes": ""}, {"name": "Falrinth", "race": "Human", "rank": 4, "owner": "raleel", "tags": ["Classic fantasy"], "id": 4950, "notes": "with Int of 17, he can memorize\nRank 1 - 9 spells\n  flaming hands, charm being, secure portal, magic missile (familiar)\nRank 2 - 7 spells\n  darkness, mirror images, web, lightning bolt, hold person, invisibility, 10' radius (magic mouth)\nRank 3 - 5 spells\n  Dimension door x2, lesser sphere of invulnerability x2, wall of ice\n\n__Familiar Shared Abilities__:Telepathic Link, 25% Magic Resistance, Regeneration, Commune with Lower Plane, and Night Vision\n\nFamiliar: Immunity (Normal Weapons, Cold, Electricity, and Fire), Magic Resistance 25%, Night Sight, Regenerate (1 Hit Point per minute), Venomous, Vulnerable (Magic and Cold Iron), Fear 10 metre (30 foot) radius 1/day. In addition, lesser demons may use Detect Good, Detect Magic, and Invisibility at will. Finally, lesser demons are able to contact the lower planes of Pandemonium and the Abyss once per week, allowing its master to gain insight into an as of yet untaken course of action. This functions as per the Commune spell; however, only six questions may be asked.\n\nBracers of Defense 2 (+2 AP, parry as L)"}, {"name": "Fire Temple Human Leader Room 206", "race": "Human", "rank": 4, "owner": "raleel", "tags": ["Classic fantasy", "Toee"], "id": 5047, "notes": "Rank 2 Fighter\nArmour Proficiency: You are trained in the use of all armours up to and including plate, knowing how to position yourself to receive a blow in such a way as to deflect a portion of the attack. Light armours receive 1 extra armour point, and heavy armours 2. The only stipulation is that you have to know the attack is coming. In addition, when worn, only 1/4 the total ENC of the armour is counted towards Encumbrance instead of half\n\nMelee Weapon: Your Combat Style is improved by 10% when using your weapon of specialisation. You gain +1 Action Point for the purposes of Parrying only\n\nMelee Weapon: As for specialisation, plus gain a 1-step improvement to damage modifier.\n\nRope of Entanglement: roll to hit with athletics to throw. a hit will grapple with a 90% skill. each round it will try to entangle a new location, eventually binding the victim\n\nBanded armor +1: +1 to +4: This armour has been enchanted to offer greater protection,\nwith each +1 bonus adding an additional +1 to the total Armour Points\nof the armour. In addition, each point adds +5% to the following Resistance Rolls; Endurance, Willpower, and Evade. Finally, magic armour\nhas its final Initiative Penalty reduced by the armour\u2019s magic bonus. In\nthe case of a character wearing piecemeal armour with differing bonuses,\nonly the lowest applies. For example, a character wearing a suit of +2\nplate mail and a +4 helm (normal Initiative Penalty of 9) will have\ntheir Initiative Penalty reduced by 2, the bonus of the plate mail, giving\nthe wearer a Initiative Penalty of 7. +5 armour is detailed in the ClassiC Fantasy Unearthed Companion."}, {"name": "Lareth", "race": "Human", "rank": 4, "owner": "raleel", "tags": ["Classic fantasy", "Human", "Toee"], "id": 4801, "notes": "Lareth the Beautiful is the dark hope of chaotic evil\u2014young, handsome, well endowed in abilities and aptitudes, thoroughly wicked, depraved, and capricious. Whomever harms Lareth had best not brag of it in the presence of one who will inform the Demoness Lolth!\n\nLareth has been sent to this area to rebuild a force of men and humanoid fighters to gather loot and restore the Temple of Elemental Evil to its former glory. He is but one of many so charged, of course, but is looked\nupon with special favor and expectation. He and his minions have been careful to raid far from this area, never nearer than three or four leagues, travelling on foot or riding in wagons of the traders from Hommlet. None of the victims are ever left alive to tell the tale, and mysterious disappearances are all that can be remarked upon. No trace of\nmen, mounts, goods, wagons or draft animals is ever found.\n\nEvil to the core, Lareth is cunning. If a situation appears in doubt, he uses bribery and honeyed words to sway the balance to his favor. He is not adverse to gaining new recruits of all sorts, and will gladly accept\nadventurers into the ranks (though he will test and try them continually). Those who arouse suspicion will be quietly murdered in their sleep. Those with too much promise will be likewise dealt with, for Lareth wants no potential usurpers or threats to his domination.\n\nSpells:\nRank 1: command, cure light wounds x2, protection from good, darkness, know passions, silence\nRank 2: hold person x2, Protection from fire, Cause Blindness\n\nEquipment: Mace of Striking, plate mail +1"}, {"name": "Veteran Serpent People Officer - Chromatic Doom", "race": "Serpent People", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High mountains", "High plateau", "Jungle", "Monster island"], "id": 4816, "notes": "Monster Hide Half Plate.  MI pg 178-179"}, {"name": "Veteran Serpent People Officer - Fang", "race": "Serpent People", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High mountains", "High plateau", "Jungle", "Monster island"], "id": 4838, "notes": "Monster Hide Half Plate.  MI pg 178-179"}, {"name": "Veteran Serpent People Beast Handler", "race": "Serpent People", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 4840, "notes": "Quilted Leather"}, {"name": "Skilled Serpent People Entertainer", "race": "Serpent People", "rank": 4, "owner": "hkokko", "tags": [], "id": 4842, "notes": ""}, {"name": "Skilled Serpent People Assassin", "race": "Serpent People", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High mountains", "High plateau", "Jungle", "Monster island"], "id": 4844, "notes": "\n"}, {"name": "Mallt-y-Nos (Matilda of the Night)", "race": "Human", "rank": 4, "owner": "skoll", "tags": ["Annwn", "Mythic britain"], "id": 4903, "notes": "Mallt-y-Nos is a unique NPC. She rides with the Wild Hunt and commands the Hounds of Annwn. She is immune to physical damage. Her Wail-attack does Tenacity-damage."}, {"name": "Warlord from D&D to Mythras", "race": "Human", "rank": 4, "owner": "Donesteban", "tags": ["Classic fantasy", "Human"], "id": 5020, "notes": "CAUSE FEAR: The warlord can use the Cause Fear divine spell without rolls or MPs expenditure but at the cost of 2 Action Points.\n\nCOMMAND ALLY. The warlord expend 1 Action Point and targets one ally it can see within 30 feet of it. If the target can see and hear the warlord, gain +25% to their next attack.\n\nLEGENDARY ACTIONS: The Warlord have +3 extra action points every round.\n\nSURVIVOR: The warlord regains 1 HP in every wounded location at the start of its turn if it has at least 1 hit point but fewer hit points than half its hit point maximum in this location.\n\nWarlords are legendary battlefield commanders whose names are spoken with awt. After a string of decisive victories, a warlord could easily take on the role of monarch or general and attract followers willing to die for his or her banner."}, {"name": "Prefect Alrrem", "race": "Human", "rank": 4, "owner": "raleel", "tags": ["Classic fantasy", "Toee"], "id": 5048, "notes": "Rank 2 cleric\nFirst level: command, cure light wounds,\nlight, resist cold, sanctuary\nSecond level: holdperson, know alignment,\nresist fire, silence 15' radius, spiritual\nhammer\nThird level: cause blindness, prayer\n\n+1 to +5: This shield has been reinforced through magical enchantment,\nwith each point of magic bonus granting a +5% bonus to Combat Style\nwhen parrying. In addition, for every odd numbered magic bonus, +1,\n+3, and +5, increases the shield\u2019s size by one category for the purposes of parrying damage: Large to Huge, Huge to Enormous, and Enormous\nto Colossal. Magic shields increased beyond Colossal may parry any\namount of damage. This shield possesses +5 Armour Points and +2\nHit Points per magic bonus for a shield of its type.\n\n+1 to +5: This weapon has been enchanted to do more damage. For each\n+1 bonus, add an additional +1 point of damage when a hit is achieved. Also,\nweapons with a +3 or +4 bonus increase the weapon\u2019s size by one category for the\npurposes of bypassing defences, weapons with a +5 bonus or greater increase size\ntwo categories. Size categories go from Large to Huge, Huge to Enormous, and\nEnormous to Colossal. Magic weapons possess +5 Armour Points and +2 Hit\nPoints per magic bonus for a weapon of its type.\n\nChain Armor +2: +1 to +4: This armour has been enchanted to offer greater protection,\nwith each +1 bonus adding an additional +1 to the total Armour Points\nof the armour. In addition, each point adds +5% to the following Resistance Rolls; Endurance, Willpower, and Evade. Finally, magic armour\nhas its final Initiative Penalty reduced by the armour\u2019s magic bonus. In\nthe case of a character wearing piecemeal armour with differing bonuses,\nonly the lowest applies. For example, a character wearing a suit of +2\nplate mail and a +4 helm (normal Initiative Penalty of 9) will have\ntheir Initiative Penalty reduced by 2, the bonus of the plate mail, giving\nthe wearer a Initiative Penalty of 7. +5 armour is detailed in the ClassiC Fantasy Unearthed Companion."}, {"name": "Smigmal Redhand", "race": "Human", "rank": 4, "owner": "raleel", "tags": ["Classic fantasy", "Toee"], "id": 5050, "notes": "leather armor +1\nring of invisibility\nScutum Shield +2\nshortsword +1\n\nSmigmal wears two earrings (each worth 400 gp) and a jeweled belt (3,200 gp), and carries 7 gp and 12 ep in a purse. "}, {"name": "Tolub, Pirate Leader", "race": "Human", "rank": 4, "owner": "raleel", "tags": ["Classic fantasy", "Toee"], "id": 5052, "notes": "Leather armor +1\nring of protection +3\n\n purse with 7 ep, 14 gp, and 10 pp; black opal ring worth 6,000 gp\n\n__Agile Defender__: The Agile Defender talent requires you to be Unburdened (ENC less than STRx2), and wearing nothing more restrictive than light armour. If you use the Evade skill to dodge a melee or ranged attack, you only end up prone if you fail the roll.\n\n__Combat Proficiency__: Being a master of armed and unarmed com- bat, Fighters gain a further +5% to their Combat Style.\n\n__Weapon Specialization__: Your Combat Style is improved by 10% when using your weapon of specialisation. You gain +1 Action Point for the purposes of Parrying only.\n\n__Weapon Master__:As for specialisation, plus gain a 1-step improvement to damage modifier."}, {"name": "Grud Squinteye, Pirate Lieutenant", "race": "Human", "rank": 4, "owner": "raleel", "tags": ["Classic fantasy", "Toee"], "id": 5053, "notes": "chainmail +1\n\npurse with 2-12 of each coin type; wears one earring (worth 600 gp) and a jeweled belt (worth 7,300 gp).\n\n__Armour Proficiency__: You are trained in the use of all armours up to and including plate, knowing how to position yourself to receive a blow in such a way as to deflect a portion of the attack. Light armours receive 1 extra armour point, and heavy armours 2. The only stipulation is that you have to know the attack is coming. In addition, when worn, only 1/4 the total ENC of the armour is counted towards Encumbrance instead of half.\n\n__Combat Proficiency__: Being a master of armed and unarmed com- bat, Fighters gain a further +5% to their Combat Style.\n\n__Weapon Specialization__: Your Combat Style is improved by 10% when using your weapon of specialisation. You gain +1 Action Point for the purposes of Parrying only.\n\n__Weapon Master__:As for specialisation, plus gain a 1-step improvement to damage modifier."}, {"name": "Pirate", "race": "Human", "rank": 4, "owner": "raleel", "tags": ["Classic fantasy", "Toee"], "id": 5054, "notes": "each has a dozen metal core bolts and a dozen barbed bolts\n\n__Barbed Bolts__ If impaled it will cause full rather than half damage on being yanked free.\n__Metal Core Bolts__ A metal rod cored into this bolt allows it to hit with much greater force. It may ignore 3 AP of mundane protection in exchange for a reduced range. All ranges are reduced by 33%."}, {"name": "Abu 'the Leper', Spy of the Cult of Rahma", "race": "Human", "rank": 4, "owner": "raleel", "tags": ["Spider god's bride", "The daughters of rahma"], "id": 5056, "notes": "__Possessions__: Tattered and dirty clothing, short sword, curved dagger, wooden beggar\u2019s bowl, 2 sp.\r\n\r\n__Description__: Clad in tattered brown robes that fail to conceal the signs of leprosy (however, this is just part of Abu\u2019s disguise and he doesn\u2019t actually carry the disease at all).\r\n\r\n__Tactics__: Abu conceals his sword and dagger beneath his clothing. If the situation calls for it, he aims for surprise and uses Stealth to gain a quick attack before he flees."}, {"name": "Elipa (Eanna), Secret Priestess of Rahma", "race": "Human", "rank": 4, "owner": "raleel", "tags": ["Spider god's bride", "The daughters of rahma"], "id": 5057, "notes": "__Possessions__: Scanty clothing, dagger, shortsword, pearl necklace (worth 25 sp), 10 sp.\n\n__Description__: This pretty blonde girl, in her early twenties, appears rather nai?ve, but is in fact a clever temptress. She serves the cult of Rahma and the high priestess Erishti as a spy and agent.\n\n__Tactics__: In melee, Elipa fights with a sword in one hand and a dagger in the other hand, using Athletics to get into flanking position to get in a quick attack. She also has a small selection of spells she may use both before and during combat.\n\n__Grimoire (Rat God)__: Damage Resistance, Diminish (INT), Dominate (Human), Hinder, Intuition, Palsy, Sense (Flesh)"}, {"name": "Erishti, High Priestess of the Rahma Cult", "race": "Human", "rank": 4, "owner": "raleel", "tags": ["Spider god's bride", "The daughters of rahma"], "id": 5063, "notes": ""}, {"name": "Rahma the Diseased", "race": "Rat-Headed Demon", "rank": 4, "owner": "raleel", "tags": ["Spider god's bride", "The daughters of rahma"], "id": 5064, "notes": "Rahma, the living rat-god, is an obsese rat-headed humanoid with black skin and long, wicked claws. Those stuck by his claws instantly start to rot and decay, eventually turning into ghoulish servants, slaves to Rahma\u2019s will. Rahma is dressed in a simple loincloth of purple silk beneath his great black belly. Rahma needs the claw-key that Serathu stole to be able to leave the temple; otherwise he is confined to the area he was summoned into by Erishti. Rahma\u2019s claws carry a rotting disease (detailed below) which has a terrible effect on its victims. A terrible stench surrounds Rahma. Living creatures within 3 meters must succeed on a Routine Resilience test or be sickened for 1d6+4 minutes. Creatures with immunity to poison are unaffected.\n\n__Rotting Claw Disease__\nThe fate of those struck by Rhama\u2019s claws is one of madness, decay and eventual death as a living servitor of the obese Rat-god. This disease is the manifestation of the god\u2019s will on Xoth and transforms those who die from it into servitors who appear to be undead, yet do not have the same disease carrying infection as their benefactor. (See previously)\n__Application__: Contact\n__Onset time__: 1D6 hours\n__Duration__: 1D6+2 weeks\n__Resistance Time__: Weekly. The first Resistance roll must be made at the end of the Onset time, then weekly thereafter. Successfully resisting the disease allows the Adventurer to avoid suffering the Conditions until the next roll must be made. The effects of the disease manifest visually regardless of the roll made and there\u2019s nothing to indicate that the victim is recovering at all. They appear to rot regardless. \n__Potency__: 50+18 (CON of Rhama).\n__Resistance__: Resilience.\n__Conditions__: A failed Resistance roll means each condition takes effect; conditions follow on after each other. Necrosis (all locations), Agony (the victim\u2019s body is rotting slowly), Bleeding and finally Death. After Death the victim rises again 2d6 hours later as a servant of Rhama \u2013 one of the living dead, gaining Night Sight and no other powers.\n__Antidote/Cure__: Only powerful magic can cure this disease. Or if Rhama wills it, he can remove his blessing from the afflicted (this has never been known to happen)."}, {"name": "Assassin from D&D to Mythras", "race": "Human", "rank": 4, "owner": "Donesteban", "tags": ["Classic fantasy", "Human"], "id": 5092, "notes": "ASSASINATE: During its first turn, the assassin has +25% on attack rolls against any creature that hasn't taken a turn. In addition, any hit the assassin scores against a surprised creature allows to choose critical effects.\n\nEVASION: In area effect defence cases, a successful roll results in the character take no damage and a failed roll resulting in only half damage. \n\nSNEAK ATTACK: The assasin can backstab in the same ways as a thief; their damage modifier increase three ranks.\n \nFanatic followers of a cause or famous and cruel executioners for hire, the assassins are a powerful tool in the hands of the wealthiest. Far better trained and equipped than cheap thugs, they will frequently use henchmen to check their target defenses."}, {"name": "Dragon Queen Veteran", "race": "Human", "rank": 4, "owner": "ShawnLStroud", "tags": ["Faerun", "Fantasy", "Hoard"], "id": 5309, "notes": "Veteran cultist of the Dragon Queen."}, {"name": "Jefe Orco(400)", "race": "Goblin", "rank": 4, "owner": "aljadroth", "tags": [], "id": 5310, "notes": "Pagina 369 rq6"}, {"name": "Panda Bear", "race": "Bear", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Shanshan mountains"], "id": 5325, "notes": "\"Generally inoffensive unless seriously provoked,these large black and white animals live in the Shanshan. Pandas feed almost entirely\non bamboo, but will eat carrion if it is avail-\nable. They are highly prized by wealthy\nKralori as a sign of status because of their\nbeautiful appearance and the extreme diffi-\nculty of obtaining them. Rich mandarins sometimes hire hunters to obtain a panda from the mountains, since they breed in captivity only with the aid of powerful fertility magic.\nThe hsunchen of the Shanshan regard the giant panda as sacred, for they know that it contains a vital part of the soul of Korgatsu, embodying both darkness and radiance in one body. Because they were born from an imma- terial part of the World Dragon, they have no two-legged kindred. All hsun- chen protect them\". - Anaxial's Roster\n"}, {"name": "Panther", "race": "Tiger", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "Fonrit", "Fronela", "Glorantha", "Islands", "Jungle", "Kothar", "Maniria", "Monster island", "Mythic rome", "Pamaltela", "Peloria", "Ralios", "Seshnela"], "id": 5326, "notes": "\"These tawny cats are among the largest non-magical predators of Genertela. Active mainly at dusk, they are solitary hunters that prey on anything from rodents to large deer. They know man and avoid domestic livestock unless they are particularly hungry or have cubs to feed.\" - Anaxial Roster"}, {"name": "Miniature Gargoyle", "race": "Gargoyle, Lesser Horned", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Seshnela", "Slon"], "id": 5329, "notes": "This smallest type of gargoyle stands about eighteen inches tall. Where found, they are often in large numbers. Characteristic appearance includes a distinctive hand shape, a head crest with a saw-blade design, and a head like an eagle, ape, or hippogriff. Many have three eyes, although such gar- goyles have no better eyesight than do others of their breed. Miniature gar- goyles never have wings, which limits their distribution.Miniature gargoyles eat only rocks that contain a certain ore. They range widely, but are quite rare since they must dig their food out of exposed veins in the earth. They eat only a few mouthfuls each year. They contin- ue growing throughout their entire lives, and can live for centuries. Thus, the statistics given above (common for the breed) represent a minimum. .- \"Anaxial Roster"}, {"name": "Goldeneye Horse", "race": "Horse", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Grazelands"], "id": 5330, "notes": "only some are uni- formly the golden color attributed to the ancient breed. Uniquely, all have yellow-colored eyes, hence their common nickname of \u201cgoldeneye.\u201d\nLike the ancient breed, goldeneyes are among the fastest horses alive. However, their superior performance diminishes if they are ridden by any- one other than a member of the Grazer tribe, which claims kinship with them. Thus, although a man on a new hyal is faster than a man on any other horse (except a jillaran), a Grazer on a goldeneye is faster still. Goldeneyes are intelligent (for horses), and are easily trained to respond to whistles or voice commands.\nGoldeneyes bond to their riders through mutual respect. They normally allow only their own riders to mount them, although they can understand commands such as, \u201cLet this man ride you.\u201d\nAlthough anyone can ride a goldeneye, only those who have succeeded at the Goldeneye heroquest (which is known only to the Grazers) can bond with their horse to create a magical partnership. When ridden by its bond- ed rider, a Goldeneye may augment any ability with its Rider Bond ability. Goldeneyes naturally have skills equivalent to Battle Training, and are aggressive in battle.\nGoldeneyes are able to see and fight disembodied spirits. They may be taken to the Spirit World and there integrate ancestral horse spirits. They have the attributes Great Leap, Never Lose Rider, Run Extremely Fast, Run up\nCliffs, Spirit World Travel, Rider Bond, Spirit Sight\"  - Anaxial Roster"}, {"name": "Gati: Earth Spirit, 5 cubic meters", "race": "Elemental", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 5334, "notes": " Immunity: Earth, Vulnerable:air. Takes double damage from air \nIf Engulf is not evaded then all hitlocs are damaged by same damage. If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn.  Can make tunnels, open pits or cause rockslides without effort. They inflict damage by bashing foes, throwing rocks or grinding them into pulp (RQ6: PG 312-316) pg 352"}, {"name": "Agarzi - Dog Headed Lizard", "race": "Giant Lizard", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Mountains", "Peloria", "Plains"], "id": 5341, "notes": "Dog headed lizard - Source: Glorious Reascent of the Yelm"}, {"name": "Vuskarasas - Fox Woman (Fox form)", "race": "Kitsune (Werefox)", "rank": 4, "owner": "hkokko", "tags": ["Dragon pass", "Kralorela"], "id": 5350, "notes": "Vuskarasa are magical shape-changers native to Kralorela. A small group lives in Dragon Pass (where they are known as elurae), and are associated with the beast-men of Beast Valley. They spend most of their time in their animal form, which resembles a fluffy, raccoon-like canine often mistaken for a fox. They are omnivorous, and mainly eat fruit and insects. In addition to their growling speech, vuskarasa communicate by leaving scent marks in favored locations. These marks are sophisticated; they can express a form of poetry, which all vuskarasas take pride in their ability to compose.\n\nOccasionally, a vuskarasas changes into her human form, which has exotic (vulpine) features. In this form, she hunts larger prey and interacts with nymphs, \u2018beast-men,\u2019 and, when necessary, humans. Vuskarasa are legendary for their beauty and lust, and often seduce lone human males, although children never result from such matings. Most vuskarasa can assume intermediate forms, and some are very whimsical about their shape, often appearing as a human with an animal head, an animal with a human head, or a form that combines features of both animal and human. Some have been known to transform into their vixen form during sex with human males, as a cruel joke. No matter how they transform, however, they always retain their tail, and so are easily discovered by one who suspects them.\n\nAll vuskarasa are female; they reproduce by mating with satyrs, beast-men, or similar entities. They live in communal dens, which are too small for them to enter except in animal form. The toughest among them is the leader, and bullies the others into submission, until one becomes strong enough to challenge her for the position. Unlike foxes they hibernate through Dark Season, and place powerful wards on their dens to wake them if danger threatens.\n\nVuskarasa was a daimon who desired to marry a master of draconic lore. She used many tricks and wiles, and mated with many men, but in the end was only a creature scurrying through garbage and eating rats. Although the humans of Dragon Pass dismiss them as just another form of beast-man, in truth the vuskarasas have little to do with the other inhabitants of Beast Valley except during their mating season. They are theists, not animists, and are not members of the Beast Valley Tradition. Tactics: In animal form, a vuskarasas will flee from humans, nimbly dodging if attacked. If cornered, she lashes out with her bite and claws, and flees as soon as possible.Tactics: The natural instinct of a vuskarasas is to flee and hide. If necessary, she will try to distract pursuers using her magic. If cornered, she lashes out with a hunting knife or her clawed hands, and flees as soon as possible. If she meets a lone human male that she finds attractive, she may attempt to seduce him, or at least distract him with her flirting until she can take animal shape and flee. Human form: add 2d6 to SIZ and STR"}, {"name": "Tyrannosaurus Skeleton", "race": "Tyrannosaurus", "rank": 4, "owner": "hkokko", "tags": ["Aig", "Draconic areas", "Fantasy", "Genertela", "Glorantha", "Islands", "Jungle", "Monster island", "Pamaltela", "Tarien"], "id": 5351, "notes": "MI pg 193"}, {"name": "Nuckelavee - Horse Demon of the Sea", "race": "Nuckelavee - Horse Demon of th", "rank": 4, "owner": "hkokko", "tags": ["Sea"], "id": 5354, "notes": "Nuckelavee is a sea demon shaped like a horse with a rider on its back. It will not stand or cross fresh water and will not stand rain. Legs have flippers and hooves. It is skinless - all muscles etc are visible. If nuckelavee can incapacitate victim it will gallop to sea with it. -Gateway Bestiary"}, {"name": "Harpy, Elder", "race": "Harpy", "rank": 4, "owner": "hkokko", "tags": ["Aig", "Fantasy", "Flying", "Genertela", "Glorantha", "Rq6"], "id": 5406, "notes": "Rq6 pg 365-366"}, {"name": "Ghostdirt, medium", "race": "Gorp", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Dorastor"], "id": 5430, "notes": "Chaos tainted land. Special success with sense chaos needed to detect ghostdirt. Slimedeer are immune to ghostdirt as are some fixed int chaotic creatures. Some chaos beings are using ghostdirt as a weapon or build traps out of it. Ghostdirt attacks each victim separately. Attack lasts 3d6 rounds and ceases when not touching ghostdirt. The chaotic fit will continue for 3d6 rounds. Spiritshield and spirit block are a way to help. Critical - Target loses 1d3 POW permanently. Special Effect - Loses 1 POW permanently. Normal - loses 1d3 magic points. Fumble - immune to this patch of ghostdirt. "}, {"name": "Ghostdirt, powerful", "race": "Gorp", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Dorastor"], "id": 5432, "notes": "Chaos tainted land. Special success with sense chaos needed to detect ghostdirt. Slimedeer are immune to ghostdirt as are some fixed int chaotic creatures. Some chaos beings are using ghostdirt as a weapon or build traps out of it. Ghostdirt attacks each victim separately. Attack lasts 3d6 rounds and ceases when not touching ghostdirt. The chaotic fit will continue for 3d6 rounds. Spiritshield and spirit block are a way to help. Critical - Target loses 1d3 POW permanently. Special Effect - Loses 1 POW permanently. Normal - loses 1d3 magic points. Fumble - immune to this patch of ghostdirt. "}, {"name": "Island Lizard, Medium Size", "race": "Island Lizard", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Islands", "Monster island"], "id": 5435, "notes": "Lizard straight out of Skull Island"}, {"name": "Undead Two Headed Aurochs", "race": "Two headed Aurochs", "rank": 4, "owner": "hkokko", "tags": ["Undead", "Upland marsh"], "id": 5472, "notes": "\"They took a rhino body and added a few extra legs and two large bull heads to it. It has the unique ability of being able to run as fast backwards or forwards, without having to turn around.\" -WF15 +1 Action point due to Multi-headed"}, {"name": "Patrokles ", "race": "Human", "rank": 4, "owner": "Wkoppen", "tags": ["Asset", "Human", "Ia"], "id": 5529, "notes": "Patrokles is the senior investigator for the Office of Internal Affairs on Fenksworld, the effective second command. "}, {"name": "Diokos, Black Horse, Demon Steed (Ethilrist troops", "race": "Horse", "rank": 4, "owner": "hkokko", "tags": ["Glorantha"], "id": 5832, "notes": "Ethilrist's servants, the black horse-demons obey his orders only. They control their riders. They eat their victims. *Trample downed foe only. Telepathic to the rider.  \"The Black Horses of the Black Horse Troop were taken from the herds started when the Sun was a resident of Hell. The conditions of Hell made for a very different breed of horse, to the extent that they are carnivorous and capable of fighting with bite and claw like a cat. They are also heavily armored naturally and can see in the dark like Trolls. A new Black Horse is not foaled until one has died, for only a set number of Black Horse spirits, 2600 to be exact, were taken from Hell.\n\nThe Black Horses are pitch black in color, and instead of hooves, they have fierce claws like a cat. Their teeth are sharp. They are found only in Black Horse County or with the Black Horse Troop.\" - Source: official chaosium forums\n"}, {"name": "Teuton Goons ", "race": "Human", "rank": 4, "owner": "Wkoppen", "tags": ["Teutonic order"], "id": 5849, "notes": ""}, {"name": "Waloon Deserters - Cabo", "race": "Human", "rank": 4, "owner": "littlemute", "tags": [], "id": 5906, "notes": "Gencon game: Roicroi"}, {"name": "Stingers - Grimsand Militia Troops", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Monster island"], "id": 5960, "notes": ""}, {"name": "Wraith, Ancient Warrior Intensity 1", "race": "Wraith", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Genertela", "Glorantha", "Pamaltela"], "id": 5974, "notes": "RQ6 PG 412. Hitpoints = POW. I  Attack with Spectral combat with Spirit Damage as damage RQ pg 201. Wraith attacks bypass all except magical defence. Wounds turn necrosis that do not recover except with magic. Can attack thru physical objects. Cannot move beyond its tomb/place of death. If target parrying with non magical weapons treat as automatic failure"}, {"name": "Wraith, Ancient Warrior Intensity 2", "race": "Wraith", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Genertela", "Glorantha", "Pamaltela"], "id": 5975, "notes": "RQ6 PG 412. Intensity 2 Hitpoints = POW. I  Attack with Spectral combat with Spirit Damage as damage RQ pg 201. Wraith attacks bypass all except magical defence. Wounds turn necrosis that do not recover except with magic. Can attack thru physical objects. Cannot move beyond its tomb/place of death. If target parrying with non magical weapons treat as automatic failure"}, {"name": "Servant of Jaguar Goddess", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 5978, "notes": "Jaguar skins and jaguar skull helmet"}, {"name": "Initiate of Jaguar Goddess", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 5979, "notes": "Jaguar skins and jaguar skull helmet"}, {"name": "Initiate of Jaguar Goddess, Jaguar form", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 5980, "notes": "Jaguar skins and jaguar skull helmet"}, {"name": "Initiate of Jaguar Goddess, Jaguar Form", "race": "Tiger", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Errinoru", "Fantasy", "Glorantha", "Islands", "Jungle", "Monster island", "Pamaltela", "Swamp"], "id": 5981, "notes": "RQ6 pg 390"}, {"name": "Dwarf Flintnail cultist Musketeers", "race": "Dwarf", "rank": 4, "owner": "Tigern", "tags": [], "id": 6078, "notes": ""}, {"name": "Elder Ghoul ", "race": "Ghoul", "rank": 4, "owner": "hkokko", "tags": ["Constantinople", "Desert", "Fantasy", "Glorantha", "High plateau", "Monster island", "Rq6", "Undead"], "id": 6114, "notes": "RQ pg 355-356 If a ghoul\u2019s bite penetrates armour the victim must make an unopposed Endurance roll to resist infection. Failing the roll means the victim is infected with the spirit curse that will create a new ghoul upon death. A standard ghoul tactic is to grip an opponent with its hands and then target an area of exposed flesh. Once it has bitten it releases and flees, attempting to find somewhere to skulk until a threat has passed and it can resume feeding.An elder ghoul can shapeshift into a perfect replica of any\nperson whose flesh they eat. This shape can be maintained indefinitely. They acquire memories as well: all the memo- ries of a fresh corpse (or living person), but memories decay along with the flesh. A year-old corpse has just fragmentary impressions left. Acquired memories gradually fade once the shape is abandoned;An elder ghoul can control any normal ghouls it created. They can be taught commands much like training dogs; but for more complex control the elder ghoul must spend a Magic Point to permanently make a ghoul into a thrall. The elder ghoul can choose to see through the eyes of any of its thralls, take control of their actions or voice through a mental link, or give them complex tasks to perform.\n? Elder ghouls do not regenerate spent Magic Points naturally; instead they must consume the heart of a magician (of any tradition) to gain whatever Magic Points she had upon death.\n? The bite of an elder ghoul infects the victim with the same curse as a regular ghoul. No one knows how elder ghouls come about. ***Regenerates*** 1 hp per round per location. "}, {"name": "War Troll", "race": "Troll, Mountain", "rank": 4, "owner": "skarza", "tags": [], "id": 6118, "notes": "Trolls can add their size to their strength for carry purposes (this allows them to carry two 200kg ponies)\n\nWar Trolls have a naturally occurring stone plate that grows from their hide (giving them great protection). Their arms and legs are massive. Their heads are smaller than most Trolls, but their dark eyes betray a glint of intelligence. Their skin tones range from dark grey to mottled grey and red.\n\nWar Trolls have a lifespan of only 150 years (below average). During this time, they breed twice (each breeding resulting in 0-1 new War Trolls). War Trolls have no culture of their own. Instead, they are always in service to some more powerful (or more intelligent) force.\n\nWar Trolls are immune to naturally occurring heat and cold. In addition, they take half damage from all heat and cold attacks. Also war trolls are so naturally tough any damage that goes through their rocky hide is reduced by 3 points, to maximum of 0.They are also immune to stun effects from special effects and serious wounds.\n\nThey can fight normally (without penalty) in any environment. War Trolls are bred for battle. They favor war hammers, but any weapon will do. In addition to their weapon attacks, they will often simply bash their foe with their stony fists; or perhaps throw catapult shot at them (range of 100'). They are also know to wear armour."}, {"name": "Goblin assassin (Malkur)", "race": "Goblin", "rank": 4, "owner": "skarza", "tags": [], "id": 6142, "notes": "Malkur is a \"pariah\" goblin, one of the tribeless goblins who camp in the village common land outside the caverns. Unknown to Shardakh or Mardrash, Malkur is one of the chief assassins among the goblins who serve an unknown master.\n\nHe is in the village merely to check up on Mardrash. He has found no reason to distrust any of the goblins or priests and will soon move on. To the adventurer, however, he presents a danger. As an assassin, he has acquired refined thieving and fighting skills. Even though he carries no weapon as part of his assumed identity, he is a formidable adversary, adept at stealth and practiced in unarmed combat and has Unarmed Prowess: treat Unarmed blocks and parries as \u2018Medium\u2019 sized, enabling them to better defend themselves from armed opponents.\n\nMalkur is the antithesis of Shardakh in most ways. He carries no weapon \u2014 as part of his guise \u2014 and must rely on subtlety and cunning in unarmed combat. If confronted, Malkur will attempt to slip away and circle behind the party for an easier kill. If he has no escape, Malkur will use his facile wit to talk himself out of a scrape.\n\nMalkur is one of the few goblins with a proficiency in mannish tongues; he will use this talent to tell convincing but utterly fabricated stories of himself, the village, the Chief's lair or the Temple. Since he has never been in the Chief's lair or the Temple his stories should fall apart quickly on close examination.\n\nArtful Dodger: The Artful Dodger talent requires you to be Unburdened (ENC less than STRx2), and wearing nothing more restrictive than light armour. You possess fast reflexes and gain 1 extra Action Point, which may only be used to Parry or Evade. In addition, you may use the Evade skill to dodge a melee attack without falling prone. Against a ranged attack, you only end up prone if you fail the roll.\n\nBackstab: Backstab allows a melee attacker to attempt to neutralize a victim from an advantageous position. Contrary to its name, the weapon does not have to be impaling, but only Small and Medium melee weapons can be used. Ranged attacks do not benefit from backstab. Because the attacker is typically able to strike without hindrance, like Surprise, the first attack on the target gains a bonus Special Effect if successful. In addition, the thief can shift their Damage Modifier by one step for every two Ranks they have in Thief or Thief-Acrobat. Therefore, a halfling thief with a -1d2 damage penalty will have no penalty at Rank 1, gain a +1d2 bonus at Rank 3, and gain a +1d4 at Rank 5. It is not necessary for the thief to gain surprise on her victim, however the attack must be made from outside the victim\u2019s field of vision. Therefore, many thieves will wait for an opponent to become engaged with an ally, then take advantage of the distraction to strike from behind.\n\nAgile: The thief gains superb reflexes. When calculating Initiative the character adds one tenth of his or her Athletics skill to the Initiative 1d10 roll. For example, a thief with Athletics 60% would calculate Initiative on her Initiative base, +1d10+6. \n\nQuick: The thief can add 2m (5 ft.) to her base movement rate. The metre/foot conversion is not exact, being simplified to better work with existing movement modifiers and battle grids.\n\nClimb Walls: You are very good at climbing anything up to and including sheer surfaces. As long as you are Unburdened (ENC less than STRx2) and wearing nothing more restrictive than light armour, you may ignore 1 grade of difficulty to your Athletics roll when performing any attempt at climbing. In addition the Armour Penalty to Base Movement when climbing may be ignored. Hide in Shadows: You are a master of stealth and have perfected the art of hiding in shadows. As long as you can position yourself in an area enshrouded in shadow, all Perception rolls to spot you are 1 difficulty grade harder.\n\nRead Languages: Thieves that attain Rank 2 may spend 2 Experience Rolls and 1 month of training to learn to read any language, even those they don\u2019t even know. This isn\u2019t a complete understanding of all languages, but the chance to pick up a word here or a phrase there and piece it together. The main use of this skill is the understanding of notes, instructions, and treasure maps, but can be used to attempt to decipher any otherwise unknown language. Read Languages is a Professional Skill and starts at base level of INTx2. The Games Master should roll this skill check, keeping the results secret, as you shouldn\u2019t know if you have succeeded or not, and just think you did. A success will reveal a number of useful pieces of information equal to your INT/4, while a critical success will reveal a number of pieces of information equal to your INT/2. On a failure, you learn no information whatsoever. Finally, on a fumble, you only believe that you know the subject matter correct and the Games Master can feed you false information.\n\nCrude lead ring +1 STR added"}, {"name": " human mage (Mardrash)", "race": "Human", "rank": 4, "owner": "skarza", "tags": [], "id": 6149, "notes": "Mardrash is the Chief Priest of Temple Hengroth, charged with training promising local followers of the dark masters in the art of Dark Magic. Mardrash is a human of Vassan (Arabic) descent; all his acolytes are of mixed origin, however. Mardrag is not particularily fond of his students; he doubts they hold the same reverence for the Dark Masters that he holds. Mardrash is even more disdainful of the goblins of the village. He dislikes goblins anyway and hasn't found any reason not to dislike these as well. It is difficult to see why Mardrash dislikes them; he is uncouth, unkempt, foul-mouthed and ill-tempered \u2014 all qualities he shares with them. He manages enough of a veneer of civility to keep relations with Shardakh cordial. He does appreciate the added security the village provides his temple.\n\nMardrash, Senzal and Thuram will not actually show hostility to the party unless it is discovered that the Priests are Dark magicians. In actual combat they will work at cross purposes. Mardrash and Thuram will attempt to throw the acolytes into the front ranks of the fray while Senzal will act to protect his charges. If the Priests are fighting together and they are clearly winning, Thuram will magically lock any exits which might allow the party to escape. If things go poorly the Priests will flee, using Thuram's ability to cover their exit. None of the characters, Priest or acolyte, will fight to death by choice.\n\nIn his position as a priest of the Dark Religion, Mardrash possesses a rod and amulet of power, both bearing the sign of his masters. The amulet must be worn on the forehead while using the rod for it to exhibit any sign of Black Magical power. The rod acts as a spell power enhancer for all Black Magical spells (x3 range or intensity).\n\nThe use of these artifacts, or, indeed, the use of black magic spells, has a corrupting effect on the user. Any adventurer who retains these items and uses them to cast Dark spells will find his actions and his attitudes affected, slowly being seduced to the lure of evil. (For play purposes, the GM needs to take a hand, directing the Player's actions if need be.) These items have great resale value, though, fetching upwards of 1200 gp apiece if the seller patiently searches out an appropriate buyer (a Lord who secretly wants to skill himself in the Dark arts, for example).\n\nNote: The GM must use his discretion in regards to those items having a resale value listed. Such items, particularly those with a high money value, can only be sold in the larger town and only after some effort on the part of the player. The GM should probably roll to determine whether a buyer even exists for each unusual item. Attempting to sell an item of Dark Magic should also constitute a hazard in its own right, with the possibility of encounters with agents of the Dark forces or with suspicious local officials. \n\nBlind\nAutonomous, Resist (willpower)\nA sorcerer may attempt to blind a target of up to 3 SIZ per intensity. If the target fails to resist, it loses any vision based senses for the Duration of the spell. It is often used in enchantments subtly inscribed into the covers or pages of dangerous books, or runes warding the doors of private libraries.\n\nEnthral (Sense)\nAutonomous, Resist (willpower)\nCauses onlookers within range to become completely fascinated with the object of the spell, forgetting to eat, drink or perform any other task required of them. If threatened or attacked they will defend themselves long enough to defeat the opponent and then return to contemplating the object. The caster can affect targets of up to 3 INT per per intensity.\n\nEach version of this spell affects a different sense of perception but the object itself must provide the discernable stimulus. A perfumed flower could be used as the target of Enthral (Scent) or a harp for Enthral (Sound). If the object ceases to produce its stimulus or can be cut off from the enthralled victim\u2019s perception, they are immediately released from the spell. For example, Enthral cast upon a dancing flame would work only as long as the victim could see the flame or the fire was extinguished. Likewise enthralling music would last as long as the instrument played.\n\nMardrash uses his in concert with phantasm to make a will o the wisp that faintly glows and changes color, leading people off the path to the temple to be sacrificed, required the use of the combine option.\n\n\nSilence\nAutonomous\nSilence provides a spherical area cut off from its surroundings by a sound-proof barrier. The volume inside is still able to carry noise but anyone standing outside the warded area would be unable to hear it. Likewise any noise outside the sphere cannot penetrate into the sphere. The sphere may have a radius of up to one tenth of the caster\u2019s invocation skill in metres. Due to the two-way nature of the sound barrier, this spell has little tactical use as a method of improving stealthy movement, since the recipient cannot hear the approach of foes. However, it does provide a method of suppressing noisy activity in hostile territory, such as breaking down a door inside a garrisoned fortress.\n\nSubvert\nAutonomous, Resist (willpower)\nThe Subvert spell twists the loyalty of the target to the caster, potentially causing him to betray his friends and convictions. A caster can affect targets of up to 3 INT per per intensity. If the target fails to resist, the sorcerer perverts their allegiance until the spell expires. Although the target still possesses free will, they cannot betray the caster or reveal any hint of their magical subversion to others.\nDespite any change in ideology, the spell is immediately broken if the victim is ordered to perform a suicidal action. Orders contrary to the target\u2019s ethics (other than those concerning loyalty) allow another opposed Persistence roll to break free of the magic.\n\nTelesthesia\nConcentration, Resist (Special)\nEstablishes a telepathic link with the target but instead of mental communication it provides a physical link. This allows the sorcerer to control the target like a puppet. Normally this spell is used to substitute the sorcerer\u2019s own skills for the recipient\u2019s but can be used in a more versatile manner. If used offensively the target is permitted to make a willpower roll to resist the spell. Any attempt to force the target into performing an act contrary to their ethics or instincts, such as attacking a friend or attempting suicide, permits an unopposed willpower roll to break free of the spell. \n\nIf the target of the spell is injured, then the caster shares any pain experienced \u2013 possibly causing them to become unconscious if a Serious or Major Wound occurs, although the sorcerer does not suffer any actual damage. If Telesthesia is manipulated to affect more than one target, they all act identically in perfect synchronisation."}, {"name": "True Warg", "race": "Wolf", "rank": 4, "owner": "skarza", "tags": [], "id": 6166, "notes": "Wargs were bred from cursed Wolves. Unusually large 6-8 foot (8-11 with tail) and fierce, they were also more intelligent than their canine ancestors. They served as mounts for dark races and as guards and scouts, hunting in packs of 3-6. \n\nWargs appeared in two different breeds, common wargs and true wargs.\nTrue Wargs or Ghost-Wolves (Also known as Black Wargs, Shadow-Wargs, Dire-Wargs, Fell Wargs, Shadowmaws or Warg-Wights) are lesser Were-Wolves, undead spirits incorporating the bodies of degenerated and magically altered great wolves. Being artificially long-lived, undead, the spirit that inhabited a true Warg's form dissipated when the body was slain. In turn, the body disappeared.\n\nThe true Wargs are a race that lived under there own rule and only occasionally joined their dark comrades as equal allies. The Warg's Ruler is the semi-legendary Warg-King.\n\nEven though they are classed as undead they still are affected by stun, bleeding and hits to any body location."}, {"name": "Giant Eagle (lesser)", "race": "Eagle, Giant", "rank": 4, "owner": "skarza", "tags": [], "id": 6203, "notes": "Massive creatures of the air, the Great Eagles are magnificently large. The wingspans of these creatures range from 20'- 40' for the minor variety, 40'-60' for the lesser, up to a breathtaking 120'-180' for the greater Great Eagles. In shape and coloring, they are akin to their smaller cousins, the standard eagles of the wild.\n\nAbsolute rulers of the sky, the Great Eagles build their eyries in the peaks and crags of the loftiest mountains. Great Eagles, in whatever abode they take up, are often fierce, noble enemies of evil. They will often patrol the lands wherein they reside, observing all that passes, and perhaps providing aid to those in need when it suits the propriety of these creatures.\n\n\nFrom time to time, Great Eagles have been known to provide transport for those in desperate need, but this is not something to be counted upon by those who might seek Great Eagles for just his purpose. Great Eagles decide who they will indulge on a case-by-case basis. As a mount, Great Eagles can carry from 200 pounds/90 kg/55 ENC. (Minor); 600 pounds/275 kg/165 ENC. (Lesser), to 1,500 pounds/680 kg/410 ENC. (Greater), and gives the rider a special bonus of +10 to all Riding manuevers.\n\nGreat Eagles use their sharp sight, hooked beak, vice-like talons, and great battering wings to vanquish lesser foes, while the eagle\u2019s wisdom and knowledge allied with strategic expertise is often enough to defeat greater adversaries."}, {"name": "human priest (Caldamir)", "race": "Human", "rank": 4, "owner": "skarza", "tags": [], "id": 6212, "notes": "The elder of the brothers, Caldamir was the first to fall into the trap of evil. He was wont to travel through the wilderness and quite by accident stumbled upon an ancient, abandoned temple site of the Dark Lords. Careful exploration revealed a secret chamber filled with artifacts and books relating to the Black Arts. The Dark Road to power is swift, and Caldamir learned quickly. He also found a brooch: in the shape of a bleeding Eye, it granted him 2x range for all spells cast for the 'Evil'.\n\nIt did not take long for the servants of the Dark lords to detect Caldamir's tampering in the Dark Essence, and one dark night he was paid a visit by a shadowy messenger. From then on the theist was a slave of the Dark Lords. It was an easy task for Caldamir to corrupt his younger brother, and the two were sent south to begin the final destruction of the new outposts of the rangers. A pure Northman, Caldamir stands 6'4\" tall and weighs about 200 pounds. He has characteristic dark hair and grey eyes, and is beardless. He has a grey streak along his left temple. Although not a fighter he is an imposing presence in his grey-green robes.\n\n\nBy drawing on an assortment of mind control spells from the amulet, he will attempt to bend the will of any newcomer to his own. His power is strong and will require a great effort to resist, especially when he casts his spells unseen, catching victims unaware. However, since he already has under his control 3 male Trolls, 2 female Trolls, two young war trolls, and 2 slaves (during the day), his powers can be overtaxed if he has to actively control too many at once. Since the Trolls sleep during the day and the slaves sleep at night, and all are conditioned by now to obey his command, he rarely is strained; but if an adventure party can encourage dissent among the Trolls and free the slaves, Caldamir would have difficulty keeping everyone under control.\n\nNarcolepsy\nDuration (minutes), Ranged, Resist(Willpower), Acolyte\n\nThis spell allows a caster to put his enemies to sleep. This spell can affect a number of targets equal to the Magnitude of the spell, forcing each to make a willpower roll or fall fast asleep for the Duration of the spell. Any sort of activity or loud noises will wake the target(s) at the end of each Combat Round but they will need to resist the spell\u2019s effects again at the beginning of the next Combat Round or fall asleep once more. This sleep/ wake/sleep pattern can go on for the spell\u2019s entirety if need be.\n\n\nStunning\nDuration Instant,Ranged,Resist (Willpower AND Endurance), initiate\n\nThis spell allows the caster to smash into a target with the power of his cult\u2019s faith. Anything targeted by the spell that fails its willpower and/or endurance roll is utterly stunned and will not be able to take any Combat Actions for a single round per Magnitude of the spell.\n\n\nBlessing\nDuration (minutes), Touch, initiate\n\nThis Divine Voice grants a bonus to a certain skill dependent on the type of cultist that is doing the blessing. The target receives a bonus of +5% if the caster is an Initiate, +10% for Acolytes, +15% for priests and finally +25% for high priests to a single skill for the Duration of the spell. The skill is determined by the caster but must be related directly to the cult in some way. For instance, an Earth Cult might grant a bonus to Craft (Masonry) but a War Cult could grant the bonus to all weapon skills. It is up to the Games Master to decide if a skill is appropriate and to make suggestions if it is not.\n\nAmulet: allows +3 casting of 'evil' spells\n\nAmulet of mind control (allows free casting of Dominate (all) on one target up to willpower divided by 10.)"}, {"name": "Demon Fish", "race": "Whale", "rank": 4, "owner": "hkokko", "tags": ["Sea", "Unique"], "id": 6236, "notes": "\"It is long and narrow, like a barracuda or gar, sport- ing spiny  ns and a mouth  lled with disjointed fangs. The scales of the Demon Fish glitter like jewels, and some legends say that should one be pulled off, it turns into a ruby, sapphire, emerald, or diamond.  It attacks any ship it encounters, stalking its prey for hours or days as it looks for the perfect mo- ment to strike. Coming from below, the Demon Fish  rst tears a hole in the hull, then rams the vessel, stunning the tasty meat inside or knocking men overboard to gobble up later. \" Source: Blood Tide "}, {"name": "Undead Horror Crocodile", "race": "Crocodile", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Pamaltela", "River", "Swamp", "Tarien"], "id": 6237, "notes": "Anaxial Annex. RQ pg 344"}, {"name": "Sorcerer Apprentice/Adept of Black Ring ", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela", "Umathela"], "id": 6247, "notes": "The Black Ring is a sect of Hyborian era sorcerers "}, {"name": "Adept, Black Ring", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Pamaltela", "Umathela"], "id": 6250, "notes": ""}, {"name": "Young War Troll", "race": "Troll, Mountain", "rank": 4, "owner": "skarza", "tags": [], "id": 6264, "notes": "Note: INT is INS, if you want a INT equivalent roll 2d6+4 \nTrolls can add their size to their strength for carry purposes (this allows them to carry two 200kg ponies)\n\nWar Trolls have a naturally occurring stone plate that grows from their hide (giving them great protection). Their arms and legs are massive. Their heads are smaller than most Trolls, but their dark eyes betray a glint of intelligence. Their skin tones range from dark grey to mottled grey and red.\n\nWar Trolls have a lifespan of only 150 years (below average). During this time, they breed twice (each breeding resulting in 0-1 new War Trolls). War Trolls have no culture of their own. Instead, they are always in service to some more powerful (or more intelligent) force.\n\nWar Trolls are immune to naturally occurring heat and cold. In addition, they take half damage from all heat and cold attacks. Also war trolls are so naturally tough any damage that goes through their rocky hide is reduced by 3 points, to maximum of 0.They are also immune to stun effects from special effects and serious wounds.\n\nThey can fight normally (without penalty) in any environment. War Trolls are bred for battle. They favor war hammers, but any weapon will do. In addition to their weapon attacks, they will often simply bash their foe with their stony fists; or perhaps throw catapult shot at them (range of 100'). They are also know to wear armour."}, {"name": "Drakkar Elite Dargshadza", "race": "Human", "rank": 4, "owner": "skarza", "tags": [], "id": 6319, "notes": "ELITES - the assault troops\nDargshadza \u2013 the assault troops, being those who are sent first into battle, typically as the vanguard of attacks against enemy strongpoints and fortifications. Especially brave Dargshadza get promoted to the ranks of the elite Death Knight orgars. Equiped with darkmoon shields. Most carry 2 handed axes, swords hammers etc or some form of serrated polearm\n\nArmour of spiked reinforced plated mail (8 AP to all locations) Due to training they \u00bd strike rank penalties. -7 in this case.\n\nBlack Star: An oversized mace with a long handle and several rigid spikes emerging from its flanged head, the Black Star is a speciality weapon used by Drakkarim Infantry troops called Shieldbreakers. Using the same principle as the stiletto, these weapons allow a wielder to ignore cloth and leather based Armour points. Used in conjunction with nalzheng-wielding skirmishers, Shieldbreakers equipped with Black Stars can decimate a defensive line of lightly-armoured warriors with brutal ease.\n\nDark Axe: A wicked barbed axe favoured by many Drakkarim soldiers for its ability to catch an opponent\u2019s weapons and tear them out of their grasp, this axe has several metal protrusions around the head and along its metal-jacketed haft. Any time an opponent is struck by a Dark Axe in melee combat while wielding a one-handed melee weapon the attacker can perform a free disarm combat Manoeuvre in addition to any one chosen.\n\nSpiked: Adding long spikes to specific areas of armour can make any style of armour into a risky proposition for opponents relying on Unarmed and natural attacks. Anyone that strikes a section of the body covered by a spiked armour segment with his bare flesh will suffer 1D3 damage. Also, grappling with or being grappled by someone who is wearing spiked armour segments will inflict 1D4 damage each round to a random Hit Location.\n\nSpiking armour adds 1 ENC worth of spikes and rivets to the weight of the armour; it also increases the Armour Penalty by 1 \u2013 even though the armour itself gains no additional AP."}, {"name": "Drakkar Elite Nenshadim ", "race": "Human", "rank": 4, "owner": "skarza", "tags": [], "id": 6323, "notes": "ELITES - Naval marines\nNenshadim \u2013 Naval marines. These leather-clad warriors are the naval equivalent of theDarshadza.\n\nSpiked armour: Adding long spikes to specific areas of armour can make any style of armour into a risky proposition for opponents relying on Unarmed and natural attacks. Anyone that strikes a section of the body covered by a spiked armour segment with his bare flesh will suffer 1D3 damage. Also, grappling with or being grappled by someone who is wearing spiked armour segments will inflict 1D4 damage each round to a random Hit Location.\n\nSpiking armour adds 1 ENC worth of spikes and rivets to the weight of the armour; it also increases the Armour Penalty by 1 \u2013 even though the armour itself gains no additional AP.\n\nOnly on chest, head and abdomen."}, {"name": "Drakkar Elite Zaja", "race": "Human", "rank": 4, "owner": "skarza", "tags": [], "id": 6324, "notes": "ELITES - Naval marines\nZaja \u2013 these are Nenshadim who are trained to operate naval cannons.\n"}, {"name": "Drakkar Elite Death Knights infantry", "race": "Human", "rank": 4, "owner": "skarza", "tags": [], "id": 6325, "notes": "ELITES - Death Knights \nDeath Knights \u2013 these are the elite veteran units of each Drakkarim orgar. The number of naghims varies but a minimum of one cavalry and three infantry Death Knight naghims in maintained within each orgar at any time. They are heavily armoured troops equipped with the best weapons and equipment available. \n\nArmour of spiked reinforced steel plated mail (9 AP to all locations) Due to training they \u00bd strike rank penalties. -7 in this case. All steel weapons (+2AP/+4HP) , +5% to all above skills.\n \nMost carry 2 handed axes, swords hammers etc or some form of serrated polearm\n\nBlack Star: An oversized mace with a long handle and several rigid spikes emerging from its flanged head, the Black Star is a speciality weapon used by Drakkarim Infantry troops called Shieldbreakers. Using the same principle as the stiletto, these weapons allow a wielder to ignore cloth and leather based Armour points. Used in conjunction with nalzheng-wielding skirmishers, Shieldbreakers equipped with Black Stars can decimate a defensive line of lightly-armoured warriors with brutal ease.\n\nDark Axe: A wicked barbed axe favoured by many Drakkarim soldiers for its ability to catch an opponent\u2019s weapons and tear them out of their grasp, this axe has several metal protrusions around the head and along its metal-jacketed haft. Any time an opponent is struck by a Dark Axe in melee combat while wielding a one-handed melee weapon the attacker can perform a free disarm combat Manoeuvre in addition to any one chosen.\n\nSpiked: Adding long spikes to specific areas of armour can make any style of armour into a risky proposition for opponents relying on Unarmed and natural attacks. Anyone that strikes a section of the body covered by a spiked armour segment with his bare flesh will suffer 1D3 damage. Also, grappling with or being grappled by someone who is wearing spiked armour segments will inflict 1D4 damage each round to a random Hit Location.\n\nSpiking armour adds 1 ENC worth of spikes and rivets to the weight of the armour; it also increases the Armour Penalty by 1 \u2013 even though the armour itself gains no additional AP."}, {"name": "Drakkar Elite Death Knights cavalry", "race": "Human", "rank": 4, "owner": "skarza", "tags": [], "id": 6326, "notes": "ELITES - Death Knights \nDeath Knights \u2013 these are the elite veteran units of each Drakkarim orgar. The number of naghims varies but a minimum of one cavalry and three infantry Death Knight naghims in maintained within each orgar at any time. They are heavily armoured troops equipped with the best weapons and equipment available. \n\nArmour of spiked reinforced steel plated mail (9 AP to all locations) Due to training they \u00bd strike rank penalties. -7 in this case. All steel weapons (+2AP/+4HP) , +5% to all above skills.\n\nMost carry 2 handed axes, swords hammers etc or some form of serrated polearm\n\nBlack Star: An oversized mace with a long handle and several rigid spikes emerging from its flanged head, the Black Star is a speciality weapon used by Drakkarim Infantry troops called Shieldbreakers. Using the same principle as the stiletto, these weapons allow a wielder to ignore cloth and leather based Armour points. Used in conjunction with nalzheng-wielding skirmishers, Shieldbreakers equipped with Black Stars can decimate a defensive line of lightly-armoured warriors with brutal ease.\n\nDark Axe: A wicked barbed axe favoured by many Drakkarim soldiers for its ability to catch an opponent\u2019s weapons and tear them out of their grasp, this axe has several metal protrusions around the head and along its metal-jacketed haft. Any time an opponent is struck by a Dark Axe in melee combat while wielding a one-handed melee weapon the attacker can perform a free disarm combat Manoeuvre in addition to any one chosen.\n\nSpiked: Adding long spikes to specific areas of armour can make any style of armour into a risky proposition for opponents relying on Unarmed and natural attacks. Anyone that strikes a section of the body covered by a spiked armour segment with his bare flesh will suffer 1D3 damage. Also, grappling with or being grappled by someone who is wearing spiked armour segments will inflict 1D4 damage each round to a random Hit Location.\n\nSpiking armour adds 1 ENC worth of spikes and rivets to the weight of the armour; it also increases the Armour Penalty by 1 \u2013 even though the armour itself gains no additional AP."}, {"name": "Old West Scalp hunters", "race": "Human", "rank": 4, "owner": "littlemute", "tags": ["Old west"], "id": 6372, "notes": ""}, {"name": "Botanical Zombie", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Monster island", "Undead"], "id": 6409, "notes": "Regenerates 1HP/hour. Willpower always zero. "}, {"name": "Chain Demon", "race": "Troll, Mountain", "rank": 4, "owner": "skarza", "tags": [], "id": 6438, "notes": "'Lowering one massive metal-shod foot is a huge man dressed in chains that wrap around his torso and move as if alive. Like a writhing serpent, a spiked chain of black metal coils over his arms and in his grasp.'\n\nchain demons roam the planes in their lust to cause and receive suffering, seeking pain through violent abductions and sadistic debauches.\n\nArmour: Supernatural chain. No Armour Penalty.\n\nChain of Chaos: The mainstay weapon of the chain demon is a huge chain, a massive metal linkage which can be used to shatter bones and smash skulls. It can be thrown and returns to the throwers hand instantly, it can be hurled every round as a Combat Action. When the chain demon is slain the chain becomes a normal chain and loses all powers. If the chain is separated from the demon he can call it back using a Combat Action so long as it is on the same plane. The magic of the chain grants a +10% bonus in combat.\n\nhook the prey: By using a Combat Action the chain demon can surround himself with its metal chain, wrapping it around his limbs. Any time after he can smash his fists into the ground, calling upon his true power. A wave of magical red tinted energy washes outwards to a distance of 20 metres. Upon contact with the wave, a being must make an opposed roll using evade vs the brawn of the demon, as hooked chains erupt from the ground and attempt to hook into his flesh. IF the roll fails the being takes 1d6+1 damage to 1D2 locations, rolled on 1D10. Even if the attack does no damage the hooks still grip deep into armour/clothing etc, and require a brawn roll to break free, opposed by the original bran roll. If it does damage the hooks impale the foe. In both cases this is classed as a holdfast spell. Removing the hooks from flesh requires a brawn roll, inflicting half damage, of a successful first aid taking 1D3 minutes.\n\nThe demon can control up to four chains within 20 metres, (often throwing them out as combat starts) as a combat action, making the chains dance or move as it wishes. In addition, it can increase these chains\u2019 length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the demon itself, but only have 1 combat action and never defend themselves. If a chain is in another creature\u2019s possession, the creature can attempt an opposed willpower roll to break the demon\u2019s power over that chain. If the roll is successful, the demon cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature\u2019s possession. It can also climb chains it controls at its normal speed without making skill rolls checks."}, {"name": "Headhunter Shaman", "race": "Human", "rank": 4, "owner": "skarza", "tags": [], "id": 6458, "notes": ""}, {"name": "Ghoul, Naporite", "race": "Ghoul", "rank": 4, "owner": "SFLucid", "tags": [], "id": 6476, "notes": "Active hunters unlike standard ghouls. Infused with a frenzied undead restless spirit. Small but high mobility and hits hard, enjoys the crisp night air as it chases it's prey. Strictly active during the night. Shrill distinctive scream in the night the hint they have found a prey to follow. \n\nAbilities: \n\nInfection - If a ghoul\u2019s bite penetrates armour the victim must make an unopposed Endurance roll to resist infection. Failing the roll means the victim is infected with the spirit curse that will create a new ghoul upon death, even years later. A standard ghoul tactic is to grip an opponent with its hands and then target an area of exposed flesh. Once it has bitten it releases and flees, attempting to find somewhere to skulk until a threat has passed and it can resume feeding. (RQ pg 355-356)\n\nRegeneration - Heals one location 1 wound per turn if eaten/bitten within 1 min.\nFear - Any living creature that sees the Napor Ghoul test Willpower for be struck with fear for a turn and all further actions must be used to flee from the Naporite Ghoul.\n\nFormidable Natural Weapons - Can Attack an parry with natural weapons shrugging off damage of manufactured weapons.  "}, {"name": "Head Hunter Chief", "race": "Human", "rank": 4, "owner": "skarza", "tags": [], "id": 6509, "notes": "Spear has POT 100 poison "}, {"name": "Titanoboa", "race": "Snake, Giant", "rank": 4, "owner": "skarza", "tags": [], "id": 6523, "notes": "Titanoboa was a true monster among prehistoric snakes, about the size and weight of an extremely elongated school bus. This 50-foot-long, 2,000-pound monster was a menace of the Paleocene epoch."}, {"name": "Ceratosaurus", "race": "Tyrannosaurus", "rank": 4, "owner": "skarza", "tags": [], "id": 6524, "notes": "A powerful predator in the same family as the might tyrannosaurus rex, the ceratosaurus is another bipedal dinosaur that runs its prey down and uses its fangfilled jaws to tear off huge chunks of meat from them. Unlike most of the others in its family however, the ceratosaurus is also equipped with several bony growths on its head and muzzle that it can use to batter a target to the ground before it begins its feast.\n\nA ceratosaurus is still a large creature, slightly longer than six metres from snout to tail, and four in height. It is covered in thick, knobbly hide and bears the same general body shape as a tyrannosaur. With the exception of its size and the bony \u2018horns\u2019 on its head, the two dinosaurs are nearly identical.\n\nA ceratosaurus deals an extra 1D6 damage when theirHead Butt attack is used with a Charge action.\nArea attack is with tail lash and headbutt (charge)\n\nNOTE: arms suffer -7 to hittpoints as so small"}, {"name": "Lesser Hydra, 3 headed", "race": "Hydra, Ophidian", "rank": 4, "owner": "skarza", "tags": [], "id": 6527, "notes": "</>\nAbilities: +2 Action Points. MI pg 224.Any detrimental effect due to serious or major wound only affects that head. Each head has its own willpower resistance roll.  \n\nRegeneration (1hp/r/hitloc).\n\nGas cloud is its breath, uses the same poison as its bite, but in gas form effect is Asphyxiation\n\nSpits corrosive acid once per head every 1d3 rounds. "}, {"name": "Wave Hunter", "race": "Shark", "rank": 4, "owner": "skarza", "tags": [], "id": 6554, "notes": "The wave hunter, a large shark-like beast that can leap from the water,  swims close to the hull of a ship and emits a piercing shriek, hoping to cause people to look over the edge of the vessel so it can grab them with a leaping attack. The wave hunter charges cannot jump far enough to leap over a tradeship, so it contents itself with eating those foolish enough to look over the railing. Anyone hit by the wave hunter\u2019s attack while looking over the railing must succeed in an opposed brawn vs evade or be knocked overboard.\n\nRive: Once a Wave Hunter bites hold of a victim it may thresh with incredible speed and ferocity, causing immense damage to the bitten creature. This increases the damage type on strength and bite by 1 step. The Wave Hunter will continue to rive until the bitten creature is either dead or escapes. Escaping whilst bitten or being rived by a Wave Hunter, creatures are considered to be entangled. Obviously, a Wave Hunter may only bite or rive one creature at a time."}, {"name": "Intel officer Amlaruil Ielovana (Angel)", "race": "Elf", "rank": 4, "owner": "skarza", "tags": [], "id": 6583, "notes": "Ghost-scorn: The ghosts of Men hold no terror for Elves, who are immune to any fear effects that ghosts may create. As such Elves do not suffer from the effects of any fear attack initiated form the ghosts of Men. Elven ghosts still induce fear.\n\nLight-footedness: Elves move more gracefully than Men and can move silently, even when running. As such Elves wearing nothing more restrictive than light armour find Stealth tests 1 grade easier and are permitted to attempt a Stealth roll when running in order to remain silent. Elves also step lightly and any attempt to track an Elf or a party of Elves will be considered to be 1 grade harder. Elves also can walk over fragile surfaces such as snow, unbent grass and narrow branches without difficulty (for example, when walking on snow, Elves do not sink into it but instead walk lightly upon it, hence the reason it can be so difficult to track them). They must however spend 1 power point to activate and maintain this power. This will last as long as applicable determined by the GM. If they do not have the power points to activate or maintain this power they cannot do this. Elves have high Dexterity and as such have superb balance, rarely falling off even the slenderest branches or narrowest ledges. This is reflected in their ability to use Athletics skill for balance rolls instead of acrobatics.\n\nAdaption to Cold: Due to their otherworldly nature, Elves are resistant to the effects of cold and heat, though concentrated cold and heat effects from magical attacks will affect them. When outdoors in cold or hot environments, Elves are considered to have the power immunity to Cold/hot environments. They must however spend 1 power point to activate and maintain this power. This will last as long as applicable determined by the GM. If they do not have the power points to activate or maintain this power within said environments, then they will suffer the ill effects as detailed the BRP Rulebook.\n\nElven Stamina: Elves receive a bonus of +20% to their skill when undertaking any rolls to resist weariness for any reason.\n\nElven Vision: No race sees better outside during the darkness of night than the Elves. Their vision under moonlight or starlight is as good as a Man\u2019s during the height of daylight on a clear sunny day. They also have excellent long distance vision and do not suffer any penalties to rolls when gazing into the distance to make out objects or details. In other situations, when there is any light source, they can see at least 15 meters (50 feet) perfectly and fairly well up to 30 meters (100 feet). In absolute darkness, however, they are no better than Men (i.e. they can\u2019t see at all). Their hearing range is three times that of a normal Man.\n\nElven Hardness of Body: Elves are never affected by the ravages of disease and diseases have no effect upon them so have the ability: Disease Immunity. In addition, Elves never lose their vigour as they grow older. As such they never suffer from the effects of Aging. They are also resistant to the effects of poison and receive a bonus of +10% to the die roll when attempting to resist the effects of any poison that enters their system. Elves unfortunately take twice as long to heal then Men but do not scar when injured.\n\nEndurance: They do not carry great burdens, but they are capable of travelling 16-20 hours a day. Elves do not require sleep to rest; instead they may choose to rest in a trance for 1D3 hours a day. Whilst in this trance, they cannot be awakened, but when the trance ends, they will have restored all lost power points (and lost fatigue points). They will awake from this trance fully rested as though they had just slept soundly for eight hours.\n\nGift of Music and Song: They are perhaps the most accomplished musicians, singers and poets amongst the Elven races, having a more natural disposition towards the making of music and poetry than their more serious builder, and their less skilled Silvan cousins. This is not to say that they are not capable of making wonderful and haunting melodies, song and poetry. It is simply that the natural disposition of the Singers gives them an advantage in this area of skill. As such their musicians and singers receive a bonus of +20% to their skill when undertaking any Perform, Sing or Play (instrument) skill attempt, or in an appropriate writing skill when making poetry. They make excellent Bards.\n\nRod of illusions:\n1 charge 1 sense\n2 charges 2 senses\nup to 5 charges for all 5 senses.\n\nTended by wild animals as a child, you are now (wrongly) regarded and feared as a shape shifter.\ntutored by a sorcerer \u2013 gain the Advanced skills of Sorcery and Manipulation at their default starting value.\nOne birth parent plus step\u2013parent\n4 siblings\nno grandparents\n2 aunts and uncles\n3 cousins\nFamily enjoys a good reputation although there may be those either inside or outside the family who could tarnish it 1 ally\nFamily is well connected in the community and is known to those commanding local power 1 ally and 1 enemy.\t"}, {"name": "Karner Lethwinson (Viper)", "race": "Human", "rank": 4, "owner": "skarza", "tags": [], "id": 6584, "notes": "Luck:6\n\nwith 6 armour no enc penalty, with 7 he has SR 12\n\nBoots of mobility: They also grant the wearer a +10% bonus to Evade, and do not result in the wearer ending prone on a successful roll. (factored)"}, {"name": "Captain Hanibal Blackwood (Ebony)", "race": "Human", "rank": 4, "owner": "skarza", "tags": [], "id": 6586, "notes": "Sergeant Hannibal Blackwood (Ebony) is observant, adventurous and coarse. But what would you expect from somebody with his past.\n\nHe was born and grew up in a fairly rich family in a large port, trained and became a Sommerlundian knight. He has a successful career and lived happily until about 11 years ago, at that point life changed.\n\nHe accidentally maimed somebody during a joust with a wealthy noble, the kind of noble that does not take kindly to any slight. This caused him to lose his commission and the only way he could make end meet was to head for a life of crime, assisting guild masters with skilled, hired muscle. Against all odds he had to survive in a cruel world. But with his strength and capability, he managed to conquer all fears and doubts, survive everything and start a new life. This has turned him into the man he is today.\n\nPowerless to change the past, he now works perfecting skills and talents. By doing so, he hopes to find some form of redemption; to be released of the haunting memories and finally find the tranquillity he had before.\n\nHe is 6'2\" and weighs in at 220lbs. He keeps himself fit with a 15 mile run a day, often in full kit, and trains for at least 2 hours in the evening on martial skills and tactics. His build reflects this, and he can get away with his hard drinking and eating. (the drinking can become too much sometimes and he enters a black mood that can last a few days).\n\nChestnut, curly hair hangs over a craggy, lived-in face. Hazel eyes, set narrow within their sockets, watch loyally out over the team as they work. The scar stretching from just under the left eye, running towards the other eye and ending on his upper lip, leaves a bittersweet memory of a former live.\n\nThere's something fascinating about him, perhaps it's a feeling of shame or perhaps it's simply his unfortunate past. But nonetheless, people tend to wish to get to know him better, while awkwardly avoiding talking about his past."}, {"name": "Ralik Stormmantle (Tempest)", "race": "Dwarf", "rank": 4, "owner": "skarza", "tags": [], "id": 6598, "notes": "Dwarves: 4' - 5', resistant to disease; superior sight underground and in near total darkness; suggested professional limitations: arcane spell users; average life-span: 250 years with many individuals reaching 400 years.\n\nLegend and song assert the Dwarves to have been borne of stone, naming them as Sons and Daughters of Earth. They are a stalwart, people, comfortable below ground, where they delve labyrinthine mines and palatial dwellings. Dwarves are masters of metalcraft; but unlike those unsavoury cave dwellers, they design their works to exhibit beauty as well as strength and utility. Full of ridicule for the ways of conjurers, they employ such magic only to enhance the powers of the weapons and artefacts reluctantly released from their forges. Dwarves are short and stocky with ruddy complexions; their dark eyes are deep set, generating the illusion of great wisdom, and their hair is brown or black, occasionally flame-coloured. Dwarves favour colourful clothing and hand arms. Many are proficient with standard bows, but a liking for mechanical devices prompts them to employ crossbows when a need for missile weapons arises.\n\n\nCraftsmanship: The Dwarves practice their crafts obsessively and possess many secrets of making that are unknown to other races, even the Elves. As such they receive an additional 20 skill points to allocate to any Craft skills during character development.\n\nDarkvision: Dwarves have excellent low light vision. In most darkness outdoors and in dimly lit tunnels Dwarves can see 15 meters (50 foot) perfectly and fairly well up to 30 meters (100 foot). In absolute darkness, they can see up to 3 meters (10 foot).\n\nFirestarting: Dwarves have great skill at starting fires, even in the most adverse of weather conditions (such as heavy rain and wind). As such, they receive a bonus of +20% to their skill when undertaking any roll that involves attempting to get a fire started. Gamemasters and players should always use common sense; however, as soaked kindling in heavy rain is just not going to ignite no matter how skilled the Dwarf is.\n\nHardness of Body: Dwarves rarely fall ill. And are also highly resistant to poison, with Endurance Rolls that relate to poisoning and disease being 1 grade easier.\n\nMagic Resistance: Dwarves are highly resistant to Arcane magic; their Willpower Checks 1 grade easier when used to resist. This resistance has no effect on Divine magic. They may not use certain magic items not specifically designed for dwarves or their class. This resistance to magic items applies to all Arcane items, including wands, staves, rods, rings, amulets, potions, horns, and jewels. Only magic weapons such as shields, armour, gauntlets, and girdles can be used without restriction, as can magic items of a divine nature, such as potions of healing. Because of this arcane resistance, dwarves may not be magic-users.\n\nHealthy: Dwarves receive a bonus of +20% to their skill when undertaking any rolls to resist weariness for any reason.\n\nEndurance: Tremendous, see the Healthy racial trait above. They can carry great burdens over long distances with little rest. Dwarves are able to carry +1 to the STR x multiplier (i.e. STR X 3 unburdened, as opposed to STR X 2)\n\nResistance: All Dwarves gain +30% to their skill and characteristic rolls made when enduring against either flame or ice attacks. Fire and ice attacks will do damage normally however, with the Dwarves worn armour protecting against this damage.\n\nTunnel Sense: Due to their subterranean nature, dwarves can detect certain underground phenomena by succeeding at an Easy Perception skill roll. This Perception test may be further augmented by Lore (Mineral) if possessed by the character. Augmenting is detailed in Mythras. Tunnel Sense may be used to detect stonework pits, deadfalls, and traps; a slope or grade; approximate depth underground; new tunnel or passage construction; and shifting or sliding walls or rooms. The range of this detection is limited to 3 metres (10 feet).\n\nRalik is one of the middle children in a large family (more than five children) who are refugees forced to flee their home due to war. During his early life, Ralik was exposed to many different races and creatures. As a result, he treats everyone with an equality that sometimes makes others uneasy. Due to his displacement, and that of others he decided to join the temple of Cay as a field medic, helping any that needed it, as long as the cause was good. It was during these early wanders that he was presented with a very difficult puzzle (a Dessi thought box) which required a great deal of thought to solve. Since that time, he has been fascinated with all manner of puzzles, enigmas, and riddles. He shows glee when presented with a new puzzle.\n\nA valiant stranger saved him from a nearly fatal incident, when he was attacked by a gang looking to blame someone for a poor grain harvest, Ralik was in the wrong place at the wrong time. He lost his left hand in the attack. The strangers act of kindness forever endeared the Sommerlundian people to him. However, the circumstances of the attack have left a strong impression on him, causing him to fear the recurrence of these circumstances. Ralik approaches certain situations with overwhelming caution, at times causing another problem to crop up. This is in conflict with his earlier ethos. Because of the injury, Ralik had to deal with a condition that took him away from his front-line duties As a result, he has a sense of compassion for others in the same situation. "}, {"name": "Bloated Revenant", "race": "Revenant", "rank": 4, "owner": "bturner", "tags": ["Fantasy", "Korantia", "Undead"], "id": 6617, "notes": "Undead monster, remains of a Jekkarene aristocrat who dabbled in forbidden secrets. Non magic weapons do half damage. Armor includes rotted leather on torso, ancient bronze helm on head."}, {"name": "Ldr Lugro Lajakaan 'The Stonehearts'", "race": "Goblin", "rank": 4, "owner": "skarza", "tags": [], "id": 6622, "notes": "These squat, grey-skinned humanoids have sharp yellowed fangs and yellow eyes that can see clearly in dark and smoky atmospheres. However, they are sensitive to ultraviolet light, which makes them less well able to see in daylight than humans (1 grade harder during day). Their lungs are very efficient at filtering and neutralising inhaled toxins, their porous body fat insulates their internal organs from extreme temperatures, and their cartilaginous bones have twice the strength of the human equivalent. Their alimentary canal and stomach are impervious to all non-corrosive poisons.Without a strong officer to command them will not engage in combat unless they outnumber an enemy two-to-one).\r\n\r\nTypical Armour: Tough Hide (AP 3), studded leather and chain\r\nUniform:Grey\r\nBanner: Grey heart pierced by a long serrated scimitar\r\n\r\nLed by Gourgaz (receive +10 to their Combat Skills. They will not seek to evade from combat unless their Gourgaz officer is killed, in which case they will immediately panic and flee). \r\n\r\nEquipped with curved swords, the Lajakaan have a reputation for being exceptionally cruel and sadistic soldiers. Their veterans are as tough as their name suggests, increasing their natural armour by +1."}, {"name": "Ldr Lugro (orc) Gorakim 'The Animals'", "race": "Goblin", "rank": 4, "owner": "skarza", "tags": [], "id": 6628, "notes": "These squat, grey-skinned humanoids have sharp yellowed fangs and yellow eyes that can see clearly in dark and smoky atmospheres. However, they are sensitive to ultraviolet light, which makes them less well able to see in daylight than humans (1 grade harder during day). Their lungs are very efficient at filtering and neutralising inhaled toxins, their porous body fat insulates their internal organs from extreme temperatures, and their cartilaginous bones have twice the strength of the human equivalent. Their alimentary canal and stomach are impervious to all non-corrosive poisons.Without a strong officer to command them will not engage in combat unless they outnumber an enemy two-to-one).\r\n\r\nTypical Armour: Tough Hide (AP 2), Studded chain and studded leather\r\nUniform:Blood red \r\nBanner: Warwarg\u2019s jawbone\r\n\r\nLed by Gourgaz (receive +10 to their Combat Skills. They will not seek to evade from combat unless their Gourgaz officer is killed, in which case they will immediately panic and flee). \r\n\r\nThe Gorakim are a naghim of shock troops who wield axes, scimitars and swords. They include greater Captains who are taller and tougher than their counterparts, and enjoy the protection of battle spells that make them immune to psychic and magic attacks. These exceptional lugro are usually mounted on Kraan.\r\n\r\nDark Axe: A wicked barbed axe favoured by many for its ability to catch an opponent\u2019s weapons and tear them out of their grasp, this axe has several metal protrusions around the head and along its metal-jacketed haft. Any time an opponent is struck by a Dark Axe in melee combat while wielding a one-handed melee weapon the attacker can perform a free disarm combat Manoeuvre in addition to any one chosen.\r\n\r\nBlack Star: An oversized mace with a long handle and several rigid spikes emerging from its flanged head. Using the same principle as the stiletto, these weapons allow a wielder to ignore cloth and leather based Armour points."}, {"name": "Ldr Lugro (orc) Kaggazheg 'The Firedogs'", "race": "Goblin", "rank": 4, "owner": "skarza", "tags": [], "id": 6630, "notes": "These squat, grey-skinned humanoids have sharp yellowed fangs and yellow eyes that can see clearly in dark and smoky atmospheres. However, they are sensitive to ultraviolet light, which makes them less well able to see in daylight than humans (1 grade harder during day). Their lungs are very efficient at filtering and neutralising inhaled toxins, their porous body fat insulates their internal organs from extreme temperatures, and their cartilaginous bones have twice the strength of the human equivalent. Their alimentary canal and stomach are impervious to all non-corrosive poisons.Without a strong officer to command them will not engage in combat unless they outnumber an enemy two-to-one).\r\n \r\nTypical Armour: Tough Hide (AP 2), studded chain and leather\r\nUniform:Flame orange\r\nBanner: Flaming dog\u2019s head\r\n\r\nWarwarg riders equipped with spears, swords and bows which act as a fast-moving mounted light infantry force. The leaders of the Fire-dogs all wear charred warwarg pelts. warwolf Breeders leading warwolf packs which they use as an initial wave of shock troops. \r\n\r\nLeaders are resistant to fire, half damage from natural flame, 2 AP resistance to magical fire.\r\n\r\nBlack Iron Bow: The black iron bow is the standard elite weapon for  archers and other skilled ranged attackers in the Darklands armies. With its shaft of bent and tempered black iron and its braided steel cable for a string, this bow fires its specially crafted metal arrows with remarkable force and accuracy. Though its heavy arrows do not fly as far as a normal longbow, they hurt a great deal more when they hit. A legion of Drakkarim archers with black iron bows is one of the most feared military formations in all of Magnamund.+1 AP effect."}, {"name": "Ldr Lugro (orc) Nadul-Nakim 'The Nightfighters'", "race": "Goblin", "rank": 4, "owner": "skarza", "tags": [], "id": 6633, "notes": "These squat, grey-skinned humanoids have sharp yellowed fangs and yellow eyes that can see clearly in dark and smoky atmospheres. However, they are sensitive to ultraviolet light, which makes them less well able to see in daylight than humans (1 grade harder during day). Their lungs are very efficient at filtering and neutralising inhaled toxins, their porous body fat insulates their internal organs from extreme temperatures, and their cartilaginous bones have twice the strength of the human equivalent. Their alimentary canal and stomach are impervious to all non-corrosive poisons.Without a strong officer to command them will not engage in combat unless they outnumber an enemy two-to-one).\n\nTypical Armour: Tough Hide (AP 2), studded leather and scale\nUniform: Black\nBanner: Plain black shield upon black flag\n \nAll these troops dress totally in black. They blacken their faces prior to battle and before they conduct night assaults."}, {"name": "Ldr Lugro (orc) Konkorim 'The Hunters'", "race": "Goblin", "rank": 4, "owner": "skarza", "tags": [], "id": 6631, "notes": "hese squat, grey-skinned humanoids have sharp yellowed fangs and yellow eyes that can see clearly in dark and smoky atmospheres. However, they are sensitive to ultraviolet light, which makes them less well able to see in daylight than humans (1 grade harder during day). Their lungs are very efficient at filtering and neutralising inhaled toxins, their porous body fat insulates their internal organs from extreme temperatures, and their cartilaginous bones have twice the strength of the human equivalent. Their alimentary canal and stomach are impervious to all non-corrosive poisons.Without a strong officer to command them will not engage in combat unless they outnumber an enemy two-to-one).\r\n \r\nTypical Armour: Tough Hide (AP 2), studded leather and chain\r\nUniform:Putrescent yellow\r\nBanner: Bow crossed by 3 black arrows\r\n\r\nAll these troops are archers.\r\n\r\nBlack Iron Bow: The black iron bow is the standard elite weapon for rare lugro archers and other skilled ranged attackers in the Darklands armies. With its shaft of bent and tempered black iron and its braided steel cable for a string, this bow fires its specially crafted metal arrows with remarkable force and accuracy. Though its heavy arrows do not fly as far as a normal longbow, they hurt a great deal more when they hit.+1 AP effect."}, {"name": "Ldr Lugro (orc) Moggador 'The Hammerers'", "race": "Goblin", "rank": 4, "owner": "skarza", "tags": [], "id": 6632, "notes": "These squat, grey-skinned humanoids have sharp yellowed fangs and yellow eyes that can see clearly in dark and smoky atmospheres. However, they are sensitive to ultraviolet light, which makes them less well able to see in daylight than humans (1 grade harder during day). Their lungs are very efficient at filtering and neutralising inhaled toxins, their porous body fat insulates their internal organs from extreme temperatures, and their cartilaginous bones have twice the strength of the human equivalent. Their alimentary canal and stomach are impervious to all non-corrosive poisons.Without a strong officer to command them will not engage in combat unless they outnumber an enemy two-to-one).\r\n \r\n\r\nTypical Armour: Tough Hide (AP 2), studded leather and chain\r\nUniform:Midnight blue\r\nBanner: Crossed warhammers\r\n\r\nLarge and muscular troopers armed with heavy warhammers.\r\n\r\nBlack Star: An oversized mace with a long handle and several rigid spikes emerging from its flanged head. Using the same principle as the stiletto, these weapons allow a wielder to ignore cloth and leather based Armour points"}, {"name": "Ldr Lugro (orc) Nanenrakim 'The Lifestealers'", "race": "Goblin", "rank": 4, "owner": "skarza", "tags": [], "id": 6634, "notes": "These squat, grey-skinned humanoids have sharp yellowed fangs and yellow eyes that can see clearly in dark and smoky atmospheres. However, they are sensitive to ultraviolet light, which makes them less well able to see in daylight than humans (1 grade harder during day). Their lungs are very efficient at filtering and neutralising inhaled toxins, their porous body fat insulates their internal organs from extreme temperatures, and their cartilaginous bones have twice the strength of the human equivalent. Their alimentary canal and stomach are impervious to all non-corrosive poisons.Without a strong officer to command them will not engage in combat unless they outnumber an enemy two-to-one).\r\n\r\nTypical Armour: Tough Hide (AP 2), studded leather and scale\r\nBanner: Single black arrow\r\n\r\nThe Lifestealers are all armed with bows and comprise the most effective archer naghim in all of the orgars.\r\n\r\nBlack Iron Bow: The black iron bow is the standard elite weapon for archers and other skilled ranged attackers in the Darklands armies. With its shaft of bent and tempered black iron and its braided steel cable for a string, this bow fires its specially crafted metal arrows with remarkable force and accuracy. Though its heavy arrows do not fly as far as a normal longbow, they hurt a great deal more when they hit. +1AP effect."}, {"name": "Ldr Lugro (orc) Ogshashez 'The Throatslitters'", "race": "Goblin", "rank": 4, "owner": "skarza", "tags": [], "id": 6635, "notes": "These squat, grey-skinned humanoids have sharp yellowed fangs and yellow eyes that can see clearly in dark and smoky atmospheres. However, they are sensitive to ultraviolet light, which makes them less well able to see in daylight than humans (1 grade harder during day). Their lungs are very efficient at filtering and neutralising inhaled toxins, their porous body fat insulates their internal organs from extreme temperatures, and their cartilaginous bones have twice the strength of the human equivalent. Their alimentary canal and stomach are impervious to all non-corrosive poisons.Without a strong officer to command them will not engage in combat unless they outnumber an enemy two-to-one).\r\n\r\nTypical Armour: Tough Hide (AP 2), studded leather and scale\r\nUniform:Rich purple\r\nBanner: Curved, serrated long knife\r\n\r\nThese troops always carry two or more long, serrated knives, with which to finish off wounded soldiers on the battlefield. They also include infiltrators, assassins and expert ambushers that excel at discreetly eliminating targets beyond the enemy\u2019s front lines. Veteran Ogshashez may fight with any 2 weapons at once with no penalty."}, {"name": "Ldr Lugro Orgadak-Taagim 'The Humankillers'", "race": "Goblin", "rank": 4, "owner": "skarza", "tags": [], "id": 6637, "notes": "These squat, grey-skinned humanoids have sharp yellowed fangs and yellow eyes that can see clearly in dark and smoky atmospheres. However, they are sensitive to ultraviolet light, which makes them less well able to see in daylight than humans (1 grade harder during day). Their lungs are very efficient at filtering and neutralising inhaled toxins, their porous body fat insulates their internal organs from extreme temperatures, and their cartilaginous bones have twice the strength of the human equivalent. Their alimentary canal and stomach are impervious to all non-corrosive poisons.Without a strong officer to command them will not engage in combat unless they outnumber an enemy two-to-one).\r\n\r\nTypical Armour: Double link chain mail and Tough Hide (AP 2)\r\nUniform:Dull red\r\nBanner: Impaled human head\r\n\r\nThe Human-killers are equipped with spears and pikes. Their veterans gain a +5% bonus and +1 to damage when fighting humans with these weapons. They include elite squadrons of Kraan Lancers equipped with tall pointed helmets fashioned from a dull-coloured bronze. Some of them carry sorcerous spears wreathed by a crackling coil of magical fire. The Orgadak-Taagim are led by Battlemasters, taller than their comrades and clad from head to foot in black chain mail. They are armed with a barbed flail that they use to urge their troops forward. These Battlemasters are sometimes tasked with leading special units, drawn from several naghims, to destroy specific battlefield targets."}, {"name": "Drakkar Elite Akamazok", "race": "Human", "rank": 4, "owner": "skarza", "tags": [], "id": 6641, "notes": "ELITES - animal handlers\nthese are the warwarg Masters of the Drakkarim. Rare and \u00e9lite, these Drakkarim, mainly\noriginating from Zaldir and Nyvoz, are raised from a young age to assert dominance over wild warwargs in the Darklord cityfortresses of Akagazad and Kagorst, making them compliant enough to train for military service.\n\nThe few Drakkarim who succeed in becoming Akamazok are respected for their achievement and for the power they bring to any Warlord who can command their loyal obedience.\n\nSpiked armour: Adding long spikes to specific areas of armour can make any style of armour into a risky proposition for opponents relying on Unarmed and natural attacks. Anyone that strikes a section of the body covered by a spiked armour segment with his bare flesh will suffer 1D3 damage. Also, grappling with or being grappled by someone who is wearing spiked armour segments will inflict 1D4 damage each round to a random Hit Location.\n\nSpiking armour adds 1 ENC worth of spikes and rivets to the weight of the armour; it also increases the Armour Penalty by 1 \u2013 even though the armour itself gains no additional AP.\n\nOnly on chest, head and abdomen. Plate arm greaves."}, {"name": "Purussaurus (crocodile)", "race": "Crocodile", "rank": 4, "owner": "skarza", "tags": [], "id": 6669, "notes": "Strong, robust, plain and broad jaws, the Purussaurus is a massive crocodile that can also turn on itself to exert force and cut its prey into pieces. Being able to do the \"death roll\" makes these huge crocodiles lethal predators. Its length is 11-12 meters and weights about 5000 kg.\n\nDeath roll: if it has a grip on a victim at can do a death roll, inflicting bite damage and shifting damage modifier up 1 step.\n\nArea attack is tail: 3 and bite: 2, or can engulf one target."}, {"name": "Short faced bear", "race": "Bear", "rank": 4, "owner": "skarza", "tags": [], "id": 6692, "notes": "The short-faced bear is a large and powerful land carnivore  It  weighs in about 1000 kg. These bears were much taller than grizzly bears, but not so heavily built. Also, their limbs were longer and more slender. Perhaps the most distinctive features were its short face and broad muzzle.\n\nThey stand 8\u201310 feet (2.4\u20133.0 m) tall on hind legs while a large specimen can be 11\u201312 feet (3.4\u20133.7 m) tall with a 14-foot (4.3 m) vertical arm reach. When walking on all fours, it stands 5\u20136 feet (1.5\u20131.8 m) high at the shoulder: It is tall enough to look a man in the eye. Highly (if not completely) carnivorous, they can run at about 60 kph for short periods."}, {"name": "Cyclops", "race": "Giant, 6 meter", "rank": 4, "owner": "skarza", "tags": [], "id": 6733, "notes": "If a Cyclops is hit in the head, no matter how much damage is sustained, it must make an Endurance roll opposed by the attacker\u2019s combat roll. If the Cyclops fails in the roll it has been struck in the eye, and all physical skills immediately become one grade harder. If it loses with a Fumble, it is rendered completely blind with all skills becoming three grades harder.\n\nAny hand 2 hand attacks are rolled on 1D10, range is normal."}, {"name": "Armoured Cyclops", "race": "Giant, 6 meter", "rank": 4, "owner": "skarza", "tags": [], "id": 6739, "notes": "If a Cyclops is hit in the head, no matter how much damage is sustained, it must make an Endurance roll opposed by the attacker\u2019s combat roll. If the Cyclops fails in the roll it has been struck in the eye, and all physical skills immediately become one grade harder. If it loses with a Fumble, it is rendered completely blind with all skills becoming three grades harder.\n\nAny hand 2 hand attacks are rolled on 1D10, range is normal.\n\nclad in plate he is a formidable foe -8 SR"}, {"name": "Giant Rhino Beetle", "race": "Giant Beetle", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "Glorantha", "High plateau", "Insect", "Jungle", "Mount", "Uz"], "id": 6767, "notes": ""}, {"name": "War Jaguar", "race": "Tiger", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Rq6"], "id": 6795, "notes": "RQ6 pg 390"}, {"name": "Ghost Wolf", "race": "Wolf", "rank": 4, "owner": "skarza", "tags": [], "id": 6808, "notes": "A dead-white lupine form lopes across the countryside with an immaterial body, the Ghost Wolf counterfeits the dread Great Wolves. These Undead variety, however, inspire even more fear and dread than their living kin. These creatures are most often observed running in packs, but from time to time they have been known to be in the service of other powerful Undead. In fact, it is told by adventurers who have survived the ordeal of crossing the Blasted Plains far to the south that there is a Vampire Lord there who has a pack of 100 of these vicious Undead constantly prowling the expanses of his realm. Needless to say, such a large pack of Ghost Wolves would deter even the most dedicated group of travelers from achieving their goal.\n\nThese creatures roam the wide, wild open spaces, hunting in packs under a dominant spectral male or female of particular Undead might. They will run all night long in search of prey, tirelessly, as their blazing eyes light their paths like redly glowing lamps. As the dawn breaks, they normally retreat to caves or underground tunnels to await the coming of the next night, where they again will be free to hunt for the life force of living beings which they need to continue their existence. \n\nThis ghost\u2019s canine fangs and claws draw blood like those of its living brethren, but more than blood is drained; those who miss their endurance roll vs the attack will lose 3 CON per round of contact. Due to their insubstantial form, magical weapons are necessary to harm these Undead. When death finally calls these creatures, their bloodless corpses dissipate like smoke in a strong wind."}, {"name": "Lesser Spectre (intensity 4)", "race": "Spirit", "rank": 4, "owner": "skarza", "tags": [], "id": 6855, "notes": "Hitpoints = POW. Manifestation. Attack with Spectral combat with Spirit Damage as damage.\n\nCold white lights inhabiting the region where eyes might shine reveal the presence of these nearly invisible spirits. Terror heralds their arrival and fades with the departure of the tattered cloaks they often wrap around their non-corporeal forms.\n\nAll Specters generate terror as a \u201cFear\u201d spell (as the theism spell) within a 100' radius of their presence. Additionally, their insubstantial touch drains a full 5 CON points for those who fail a hard endurance roll. \n\nThe lesser can discharge an Electrical Bolt (bolts have a range of 100'). Also, these creatures have immaterial bodies such that magical weapons are needed to damage them, and even then they are formidable to hit.\n\nBackground: When a living being dies with a lust for power and evil thick in their souls, it may be that their ties to the earth will not be severed upon death. Rather, these souls will gather to them the essence of Unlife, forming the horribly powerful Undead known as Specters. Once made manifest, however, Specters seem woefully incapable of gaining any true power, as if they were played for some cruel joke. Instead, they must be satisfied with performing evil deeds, which they take to with a vengeance."}, {"name": "Baobhan Sith ", "race": "Vampire", "rank": 4, "owner": "skarza", "tags": [], "id": 6830, "notes": "This creature appears as a female human or elf with pearl white skin, golden or red hair, and eyes of emerald. Her figure is sleek and curved and she moves with a cat-like grace within her green dress. Some have deer hooves instead of feet, but hide them with their dress.\n\nBaobhan sith (bavaan shee) are evil female fey that feed on the blood of living creatures. By entrancing creatures with their dance, they lure men to their deaths. Baobhan sith are always female; no males of this race are known to exist.\n\nThese creatures are generally found in remote locations such as unclaimed forests or overgrown and ruined keeps, castles, or the like; always a secluded location, but close enough to a populated area that the baobhan sith can feed when hungry. Their lairs are typically clean; the monsters have disposed of the rotting corpses of past victims. They are solitary creatures and never work in groups. Baobhan siths each have their own hunting ground and to intrude on another\u2019s is certain death.\n\nBaobhan siths prefer to use their abilities against male humanoids, particularly elves or humans. They generally avoid dwarves and halflings, though if food is scarce they have no qualms about draining the blood of just about any living creature. They do not drink the blood of animals; no matter how hungry they are, as they see this as primitive and savage.\n\nA baobhan sith stands 5 to 5-1/2 feet tall and weighs roughly 120 pounds. Her hair ranges in color from black or brown to golden yellow. Eye color varies but is usually brown or green. A baobhan sith wears flowing, loose-fitting robes or tunics of green often tied at the waist with a scarf of red or black.\n\nA baobhan sith prefers to attack a lone target and generally avoids combat with groups, fleeing if confronted by such a party. Stragglers are often the subject of the baobhan sith\u2019s attention if the straggler is far enough behind its comrades.\n\nWhen first encountered, a baobhan sith opens combat with her captivating dance. Creatures that fail to succumb are entangled. Once she has captivated at least one foe, she moves in and sinks her teeth into its chest or throat and drains blood. If overwhelmed or outnumbered, the baobhan sith uses her entangle ability (if she hasn\u2019t already used it) and tries to slip away into the surrounding forest.\n\nBeguiling Aura: Baobhan sith carry with them an aura of glamour that sometimes blinds others to their more monstrous traits. Whenever a creature is subject to the baobhan sith's blood drain, the victim must make an opposed Willpower roll to recognize the attack for what it is. On a failure, the victim believes the attack to be merely a kiss or amorous caress. Any witnesses within 30' are subject to this affect as well (and must make their own saves). If one character successfully saves and warns his allies, they may immediately make new willpower roll augmented by the influence of the person warning them.\n\nCaptivating Dance: When a baobhan sith dances, all living creatures within 30 feet that view the rhythmic swaying and movements of her body must succeed on an opposed Willpower save or become utterly enthralled and captivated. Creatures that are sexually attracted to females who view this dance suffer a -1 step penalty on their roll. A creature that makes its save cannot be affected again by the same baobhan sith\u2019s captivating dance for one day. A captivated creature is enthralled so much it cannot attack (and would not want too), but can defend normally. This continues for as long as the baobhan sith dances. A baobhan sith can move and act normally (including using her spell-like abilities) while maintaining her dance.\n\nDying Words: When a baobhan sith is slain, she utters a curse as a free action (whether it\u2019s her turn or not) that affects her killer as if it were a Diminish (Characteristic) spell (intensity 3). The target can resist the curse with a successful opposed willpower or endurance (depending on if stat is physical or mental, vs willpower. If the save fails, the target suffers a \u20136 decrease to its highest ability score.\n\nIn combat they use silver handles blue crystal knives, (that almost appear from nowhere). They are so sharp they class as having bladesharp in constant effect, and are +2 to damage. They also apply a 'free' bleed spacial effect on any hit. If the option is also taken, and roll to resist is at -1 step.\n\nWhen in combat they can augment their combat skill with their dance, (if they have room to do so).\n\nThey can also cast read thoughts at will, and 1x a day can cast entangle and suggestion."}, {"name": "Tiger skin rug", "race": "Tiger", "rank": 4, "owner": "skarza", "tags": [], "id": 6835, "notes": "A magical trap for thew discerning evil lord. this rug lies in wait until a non authorized person enters the room, at which point it will rise up (often by surprise/stealth) and attack the victim. \nIt does detect as magical."}, {"name": "Thassaloss (Greater)", "race": "Vorox", "rank": 4, "owner": "skarza", "tags": [], "id": 6861, "notes": "The thassaloss is a four-armed, golem-like automaton made of bone. The greater and lesser forms have a major difference, that of sentience (possessed only by the greater form). Both forms look alike and share many special defenses; both may sometimes use weapons rather than their claws (especially for the lesser thassaloss). The thassaloss usually has a blackened appearance, and from the eye sockets, a sickly emerald glow emanates.\n\nThe greater thassaloss is semi-sentient. It can follow instructions with some degree of flexibility and cunning, and is able to improvise solutions to problems. However, it is not capable of formulating its own motivations and goals, and is not truly intelligent (use its intelligence rating for situations in which an problem-solving situation faces the creature).\n\nA greater thassaloss fights with its taloned claws or with weapons. It is emotionless in combat, but it can obey fairly sophisticated combat orders (being able to comprehend precise instructions as to when to break off combat, to return from combat, when to pursue and not to pursue, etc.) \n\nThe greater thassaloss has one special attack of deadly effect: once per round, up to a maximum range of 10 yards, it can direct its gaze at one enemy (in addition to melee attack routine). If that enemy fails to save opposed vs willpower, it is affected as if by a mindblast spell for 2d10 turns. A greater thassaloss has the intelligence to attack other enemies within melee range, leaving such a mindblasted target for later disposal while it sees to more immediate threats. The greater thassaloss is also intelligent enough to direct this attack against spellcasters in order to negate the danger of their attacks.\n\nIt suffers half or no damage from cold-based attacks (due to successful rolls)' A greater thassaloss that has its head severed cannot use its gaze attack, and its intelligence is reduced to 0, but it can still fight as an automaton.\n"}, {"name": "hitman Trini DeSoto (Sheasu Nights)", "race": "Human", "rank": 4, "owner": "skarza", "tags": [], "id": 6946, "notes": "ASSASSINATE: During its first turn, the assassin has +25% on attack rolls against any creature that hasn't taken a turn. In addition, any hit the assassin scores against a surprised creature allows to choose critical effects.\n\nEVASION: In area effect defence cases, a successful roll results in the character take no damage and a failed roll resulting in only half damage. \n\nSNEAK ATTACK: The assassin can backstab in the same ways as a thief; their damage modifier increase three ranks, can be done at range, but increase is only 2 steps.\n\nA lieutenant working for drug lord Esteban Calderone, also acting as a hitman on his boss' behalf. His signature method of killing was to dress as a woman so as to conceal himself from his intended victims until it was too late for them to react.\n"}, {"name": "Gorgaz", "race": "Slargr", "rank": 4, "owner": "skarza", "tags": [], "id": 7096, "notes": "Gourgaz are imposingly large (sometimes ten feet / 3 mtrs high), muscular, stub-nosed, rapacious, cold-bloodied reptilian mutants with tough hides composed of greyish-green scales. Their powerful muscular arms and legs have webbed hands. They have large jaws filled with sharp fangs and powerful tails with which they can knock down their enemies. They are merciless and cunning predatory hunters.\n\nThe Gourgaz are intelligent and uncannily battle-wise. They also secreted oil from scent glands that ridged the underside of their tails when they were angered. This scent had no odour, but when it is inhaled by lugro, a chemical reaction take place in their brains that stirred them into a state of frenzy and total fearlessness. Gourgaz are a fearless, relentless, and intelligent enemy whom the Darklords employ to lead their lugro into battle.\n\n\nThey will automatically raise the Combat Skill of any lugro in their vicinity (receive +10 to their Combat Skills. They will not seek to evade from combat the radius of effect is 600 feet / 200 m)\n\nThey also have a high natural resistance to poisons. (+2 shifts to resistance rolls)\n\nGourgaz are sometimes carriers of the Red Death Plague virus, although they are themselves immune to the effects of this terrible disease. Exposure to Gourgaz blood carries with it a small risk of contracting this plague. Players who come into contact with Gourgaz blood must make an unopposed endurance test at easy Difficulty. There is only one known cure for the Red Death Plague: the clear, sticky resin which can be found beneath the bark of the Druse tree. It is a very rare, powerful, and expensive plant variety of the deep South that can be found in remote Forests.\n\nGorgaz strike with their axe aiming to Sunder armour and follow-up the blow with a second claw attack, thus improving the damage of further attacks. Bites are reserved for helpless foes when the axe is discarded and unarmed attacks are directed at a fallen enemy with ferocity."}, {"name": "Manticore", "race": "Manticore", "rank": 4, "owner": "raleel", "tags": ["Fantasy"], "id": 7123, "notes": "To the end of its insectoid tail is attached the sting of a scorpion, which might be over half a metre in length; and the tail has barbs at intervals on either side. The tip of the tail gives a fatal sting to anyone who encounters it, and death is immediate.\n\nThe manticore can cast its barbs like arrows, by flicking its tail and shooting them a great distance. Most creatures that the missile hits are killed due to the beast\u2019s poison. These barbs replenish themselves constantly so that it rarely runs out of ammunition.\n\nManticore venom has a Potency equal to the creature\u2019s Endurance. It takes effect 1 round after damage has been inflicted, and causes paralysis to 1d3 contiguous hit locations. If this affects the chest the victim begins to asphyxiate and will die unless treated."}, {"name": "Worg", "race": "Wolf", "rank": 4, "owner": "raleel", "tags": ["Classic fantasy", "Fantasy", "Red hand of doom"], "id": 7098, "notes": "Night Sight, (Mythras, p217) , Usually hunts in packs of 12-30. \n\nPrefers to select Grip and Choose location. Gripped victim sustains biting damage every round.  Mythras p273"}, {"name": " Drakkar Elite Dargshadza Sgt", "race": "Human", "rank": 4, "owner": "skarza", "tags": [], "id": 7102, "notes": "ELITES - the assault troops\nDargshadza \u2013 the assault troops, being those who are sent first into battle, typically as the vanguard of attacks against enemy strongpoints and fortifications. Especially brave Dargshadza get promoted to the ranks of the elite Death Knight orgars. Equiped with darkmoon shields. Most carry 2 handed axes, swords hammers etc or some form of serrated polearm\n\nArmour of spiked reinforced plated mail (8 AP to all locations) Due to training they \u00bd strike rank penalties. -7 in this case.\n\nBlack Star: An oversized mace with a long handle and several rigid spikes emerging from its flanged head, the Black Star is a speciality weapon used by Drakkarim Infantry troops called Shieldbreakers. Using the same principle as the stiletto, these weapons allow a wielder to ignore cloth and leather based Armour points. Used in conjunction with nalzheng-wielding skirmishers, Shieldbreakers equipped with Black Stars can decimate a defensive line of lightly-armoured warriors with brutal ease.\n\nDark Axe: A wicked barbed axe favoured by many Drakkarim soldiers for its ability to catch an opponent\u2019s weapons and tear them out of their grasp, this axe has several metal protrusions around the head and along its metal-jacketed haft. Any time an opponent is struck by a Dark Axe in melee combat while wielding a one-handed melee weapon the attacker can perform a free disarm combat Manoeuvre in addition to any one chosen.\n\nSpiked: Adding long spikes to specific areas of armour can make any style of armour into a risky proposition for opponents relying on Unarmed and natural attacks. Anyone that strikes a section of the body covered by a spiked armour segment with his bare flesh will suffer 1D3 damage. Also, grappling with or being grappled by someone who is wearing spiked armour segments will inflict 1D4 damage each round to a random Hit Location.\n\nSpiking armour adds 1 ENC worth of spikes and rivets to the weight of the armour; it also increases the Armour Penalty by 1 \u2013 even though the armour itself gains no additional AP."}, {"name": "Waheela", "race": "Wolf", "rank": 4, "owner": "SFLucid", "tags": ["High plateau", "Monster island", "Mountains"], "id": 10284, "notes": "Giant wolf or bear dogs hunting in packs of 2-3. MI pg 280"}, {"name": "Ghast, Greater", "race": "Zombie", "rank": 4, "owner": "SFLucid", "tags": [], "id": 7209, "notes": "Abilities: \nImmune to Extreme Environments. \n\nFear - Any living creature that sees the creature test Willpower for be struck with fear for a turn and all further actions must be used to flee from creature.\n\nStench - Any living creature that starts its turn within 4m of the creature must test Endurance or suffer 1 grade skill penalty until the start of its next turn. On a successful saving throw, the creature is immune to the creature's Stench for 24 hours. \n\nPoison - Any living creature that is bitten test Endurance or become paralyzed for one turn.\n\nFormidable Natural Weapons - Can Attack an parry with natural weapons shrugging off damage of manufactured weapons.  "}, {"name": "5th year addict (LAM)", "race": "Human", "rank": 4, "owner": "skarza", "tags": [], "id": 7471, "notes": "Having overdosed on glitter this student is infused with raw arcane power. This has amplified his power to sorcerer levels. He or she only lives to obtain more power and will seek it out when possible. The energy has enhanced the capabilities of the mortal frame to near superhuman proportions. The toll is great however, and the mind warping exposure is too much for most, if not all, to withstand.\nGlitter overdose unlocks sorcery spells and also adds 1/4 onto all stats bar SIZ and CHA. The energy also provided some for of resistance to attacks, but its random how much it provides. +15 MP due to Glitter overdose.\n\nBolts of Agony\nResist (evade)\nA blast of blackness rips out of the sorcerer\u2019s mouth and impales an enemy.\nThis spell summons jagged spikes of solidified magic to puncture the sorcerer\u2019s target(s), causing significant pain to them. Any target that cannot resist the effects of the spell is struck in a random Hit Location by a serrated spike that inflicts 1 point of damage per Magnitude of the spell, ignoring mundane armour. This attack is considered to be impaling the target, suffering all the normal drawbacks for being impaled. If the spike(s) is not removed properly before the spell expires, it will simply vanish to nothing.\nImpale size: Magnitude: 1-3 small 4-6 med etc\n\nKnockdown\nResist (Endurance)\nThe sorcerer punches the air toward his target with a glowing fist, creating a powerful blast of force that knocks it sprawling.\nThis simple enough spell allows the sorcerer to possibly knock a target prone, as if they suffered a massive attack from a melee strike. Although it causes no damage directly, any target(s) that does not resist the spell\u2019s effects will be knocked down and back (away from the sorcerer) a number of metres equal to the Magnitude of the spell. Once cast, the sorcerer has until the end of the spell\u2019s Duration to unleash the magic stored in his fist.\n\nLamprey\u2019s Touch\nResist (Endurance), Touch\nThe sorcerer\u2019s hands become pale and clammy and his touch drains away the essences of others.\nThis powerful and hideous spell gives the sorcerer the ability to drain the health or magic from others with flesh contact. If the target\u2019s bare flesh is touched by the sorcerer (which may require a Precise attack) he may immediately choose to drain either health or magic. If Magic Points are chosen, the transfer is instant. The target loses a number of Magic Points equal to the Magnitude of the spell and the sorcerer refreshes half that number (round up). If health is to be drained, the target loses a total number of Hit Points equal to the Magnitude of the spell but the loss is divided evenly (round up) to all Hit Locations. The sorcerer immediately regains half that number in Hit Points (round up) if he is wounded. Any additional points drained in this way over the maximum amounts the sorcerer can obtain are lost.\n\nSalt Spray\nResist (Evade)\nMagical grains of rock salt form in the hands of the sorcerer, exploding outward like shards of glass when he opens them at his enemies.\nThis spell is a good combination of offense and cleverness, giving the sorcerer the ability to harm and blind his opponents. Any target(s) of the spell that does not Dodge its effects will suffer 1D3 physical damage to any unprotected Hit Locations from the slicing shards of salt but will also be blinded by salty dust burning their eyes for a number of Combat turns equal to the Magnitude of the spell."}, {"name": "Naga - Single Headed (CF)", "race": "Naga", "rank": 4, "owner": "raleel", "tags": ["Cloud forest", "High mountains", "High plateau", "Jungle", "Sea"], "id": 7502, "notes": "MI pg 249-251 (Hybrid form). Can command any snakes or serpent related species. "}, {"name": "Bearded Gryph", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Lyonesse"], "id": 8830, "notes": ""}, {"name": "Foliot (a Djinn)", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Spirit"], "id": 7652, "notes": "Jinn of more capable strength, they make good servants and labourers, but show little imagination; nor even a likable personality, most being fawning lackeys. . From Fenix. Its Damage Modifier (used for hand to hand combat) is calculated using POWx2. Special abilities are inherent - do not cost a magic point but DO cost action point\n"}, {"name": "bruxa", "race": "Vampire", "rank": 4, "owner": "torvak", "tags": ["Middle north", "The witcher", "Vampire"], "id": 7696, "notes": "has a maximum of two blood points\n\nat the end of a round can spend one blood level to heal an amount of hit points equal to con .Silver damage costs x2 to heal, serious wounds cost x2 to heal.   can only heal serious and minor wounds.  \n\nif bestowed by a supplicant heals equal to healing rate times 1. cannot heal silver damage or serious wounds unless one blood level is spent.  \n\nunlike most undead and like most vampires is vulnerable to blood loss. \n\nnatural armour counts as half against silver weapons damage from silver weapons is increased by one step \n\narmour counts as x1.5 50% more against nonsilver metal weapons damage from metal nonsilver mundane weapons is also reduced by one step \n\nNatural armour counts as half against most magical attacks.  For attacks of the correct type it is bypassed completely and damage is treated as silver/fire damage.  \n\ncan render its natural body invisible. This costs a single magic point and lasts for a number of rounds equal to pow.  Substances such as dust water or blood including its own can expose the body.\n\nGaze attack. (Mesmerism) leaves victims inebriated in a trance-like state unopposed willpower to resist. one magic point to activate. \n\nCan Emit a sonic scream within a cone. Targets must make an unopposed endurance test or be stunned for 1d3 turns.  \nCone has a range of con in metres. Activating this ability costs one magic point plus the activation costs of a breath weapon. Refresh rate is one hour. \n\nAll exposed hit locations take 1d4 damage from sunlight every healing rate rounds.  \n\nExposure to sunlight every con in minutes will cause the creature to make an unopposed endurance roll or gain one level of fatigue\n\nSerious and major wounds still cripple the affected hit location. \n\n\nif the vampire takes silver or fire damage during a round she wishes to use regeneration she must succeed an unopposed endurance roll or have her regeneration nullified.  the roll is made after the vampire decides on the amount of regeneration allocated."}, {"name": "Apophal Mummy", "race": "Mummy", "rank": 4, "owner": "Lovecraft0110", "tags": [], "id": 7746, "notes": "Abilities: Immunity(Poison, Disease), Life Sense, Undead (RQ6: pg 312-316) RQ6 pg 377-378. Suspectible to fire (damage rolled as % -> fire - continues damage each fire on that hitloc). This one is animated by intensity 3 undeath spirit. Tries to grapple and strangle. "}, {"name": "Komomboian - Pygmy Shaman", "race": "Human", "rank": 4, "owner": "hkokko", "tags": [], "id": 7739, "notes": "Movement 4/8. An island race.  MI pg 73-76\n\nThey also smear themselves with rank fat, rendered down from creatures they manage to trap, in order to prevent from drying out, a distinctively unpleasant odour, which they themselves never note. They have pale hide with a grey mottling across their scales, thick, powerful shoulders and arms, and legs that are slightly too short in proportion to their body. Fingers are long, slender and nimble; a change mirrored with their toes. where some of the villagers have lost the ability to speak. Those that can still communicate use a degenerate patois barely recognisable as the Low Tongue. Some of their congenital superstitious paranoia can be blamed on this mental atrophying. The villagers have adopted an almost lethargic immobil- ity, able to squat or hang motionless for long periods before exploding into action"}, {"name": "Lofuntischer Ritter", "race": "Human", "rank": 4, "owner": "Wololorandom", "tags": [], "id": 7759, "notes": ""}, {"name": "Lofuntischer Waffenknecht", "race": "Human", "rank": 4, "owner": "Wololorandom", "tags": [], "id": 7760, "notes": ""}, {"name": "Necromaton", "race": "Human", "rank": 4, "owner": "raleel", "tags": ["Classic fantasy", "Construct", "Golem"], "id": 7808, "notes": ""}, {"name": "Stone Giant", "race": "Giant, 6 meter", "rank": 4, "owner": "skarza", "tags": [], "id": 7950, "notes": "These lean, muscular giants stand around 5.5 metres (18 ft) in height with females typically being slightly shorter. Both sexes possess a smooth, hairless, dark grey skin and sunken eyes. They choose to wear furs and skins of earth tones instead of heavier armour, instead relying on their very dense flesh to turn away most weapon blows.\n\nThey can reach ages of up to 800 years, living in family clans among caves, high up the side of rocky wind-swept mountains. Multiple clans will set up within a 1.5 km area (about 1 mile) of each other for mutual protection. These clans will sometimes hold rock throwing contests, a favourite pastime of stone giants, with the losing clan being the one whose members are struck the most. Their lairs have walls or tanned hides painted with scenes representing their clan history. In addition to painting, stone giants are fond of music and jewellery, and most possess a crude skill in crafting or performance. \n\nThey are fond of cave bears and 75% of stone giant lairs will have 1d4 on hand as guards and pets. Stone giants are typically friendly with human and demi-humans, frequently trading furs and skins with border settlements in exchange for livestock or even bolts of cloth.\n\nWhen striking from ambush, stone giants will stand motionless, blending against a stone background, then move forward to strike opponents with their large clubs chiselled from stone or hurl boulders with great accuracy. Due to their dense grey skin and earth coloured garments,\nPerception rolls to spot a stone giant hiding in rocky terrain are 1 grade more difficult. Many will set rocks and boulders in such a way as to be able to trigger an avalanche upon intruders.\n\nboulders are sized according to their size/Force; Large (SIZ 8, 2d6 damage), Huge (SIZ 12, 3d6 damage), Enormous (SIZ 16, 4d6 damage), and Colossal (SIZ 20, 5d6 damage. If a stone or boulder must first be ripped from the ground, this takes 1 Combat Action for each of the above size categories before it can be thrown. Otherwise, it may be done in half the time. A stone or boulder is thrown using the Athletic skill to hit and can be thrown 1.5 metres (5 ft) for every point the giant\u2019s STR exceeds the stone\u2019s SIZ. For large boulders, those within 10 SIZ points of the giant\u2019s STR, a successful Brawn roll must be made to see if it can be grasped and held aloft to throw properly. On a failed roll, the giant drops the boulder, or fails to lift it at all, while a fumble results in the giant dropping it on its head, taking full damage (no damage bonus).\n\nOnce per combat Round, a large rock or stone of \u00bd the giant\u2019s SIZ or less that has been hurled can be caught with a successful Athletics roll as a free action, assuming the giant is not engaged and is aware of the attack. This includes stone-like projectiles such as those of a catapult.\n\n\nWhen battling giants, melee combat hit locations are rolled on 1d10 in the case of giants up to SIZ 35 and 1d6 when striking giants in excess of SIZ 35. This indicates the difficulty (or sheer impossibility) of reaching the upper areas of the body. Ranged weapon users roll 1d20 as normal."}, {"name": "'Greater' Giant Spider", "race": "Giant Spider", "rank": 4, "owner": "skarza", "tags": [], "id": 7979, "notes": "Giant spiders are huge predatory arachnids; the largest variety of eight-legged web-spinners. Greater Spiders are 8'-16' in diameter. Greater Spiders hunt and live in groups of about 1-10 individuals and live almost exclusively in dark forests where they can spin their webs in the trees.All Great Spiders feed on flesh and blood. They can be encountered in almost every clime.\n\nThe origin of these creatures is certainly not a natural one. Despite their sizes, all types of creatures are related, the smaller versions probably being some sort of evil spawn of the Major Great Spiders, a bane upon the earth if there ever was one.\n\nGroups build their traps along commonly used tracks or trails, leaving an opening for their wandering prey. As the unwary traveler enters the insidious silk canyon, the spiders close off the approach. Then, the spiders close on their victim, injecting a Poison. This breaks the victim\u2019s innards down into a savory jelly that the spider simply sucks out of the imprisoned body."}, {"name": "aranea: Guela", "race": "Human", "rank": 4, "owner": "skarza", "tags": [], "id": 8630, "notes": "Guela looks like a humanoid with spidery fangs and spinnerets, with the latter located at the small of its back. She retains bite attack, webs, and poison in this form, and can wield weapons and wear armour.\n\nBefore Combat Guela casts mage armor every day.\n\nDuring Combat Guela targets melee-focused combatants with hideous laughter and attempts to interrupt spellcasters with magic missile or shifts to her terrifying hybrid form to target creatures with webs.\n\n\nAn aranea is an intelligent, shapechanging spider with sorcerous powers. In its natural form, an aranea resembles a humpbacked spider a little bigger than a human, and weighs about 150 pounds. The hump on its back houses the aranea\u2019s brain. All araneas have a single alternate form as well\u2014this alternate form is that of a Small or Medium humanoid. Although an aranea can assume a spider-hybrid variant of this form, it cannot use its change shape ability to assume multiple humanoid forms\u2014this additional shape is locked into one unique appearance.\n\nAraneas typically gather in small colonies of two to six individuals, making webbed nests high in trees. These colonies work together to research magic, and may change membership many times over as individuals leave to pursue their own studies and are replaced by newer members. A single aranea may take on humanoid form and live for years in a humanoid community, never revealing its true nature. Though araneas generally prefer to be left alone, they often prove quite knowledgeable about the ways of magic, and if approached peacefully may be willing to share their expertise for the right price (typically a magic item or some service).\n\nSkilled spellcasters, araneas try to avoid physical combat and use their webs and spells when they can. Rather than kill their enemies, araneas often subdue opponents and hold them for ransom.\n\nWeb\n\nCreatures with the web ability can use webs to support themselves and up to one additional creature of the same size. In addition, such creatures can throw a web up to eight times per day. This is similar to an attack with a net but has the following ranges  5/10/20, and is effective against targets up to 1.5x the size larger than the web spinner. An entangled creature can escape with a successful opposed Brawn roll. This costs an action.\n\nWeb spinners can create sheets of sticky webbing up to three times their size. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a opposed Perception roll vs conceal to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape the webbing gain a +1 shift bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section of web has a number of hit points equal to the info under webbing.\n\nA creature can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.\n\nSpells Known\n\n2nd (5/day)\u2014hideous laughter, invisibility\n\n1st (7/day)\u2014 charm person, mage armour +4 AP (already cast),magic missile, shield\n\n0th (at will)\u2014Bleed, detect magic, light, message, repair, open/close\n\nAranea Venom: \nApplication: injected\nPotency: as END of creature\nResistance: Endurance\nOnset time: instant\nDuration: 6 rounds (30 seconds)\nConditions: Victim loses 1d3 STR per round. These losses does not recover until the poison has been treated. They then return at rate of 1d3 per day.\n\nAntidote/Cure: Can be cured with magic. Another cure is to take the venom from the Aranea and boil it to render it down. this is then drunk with a mixture of herbs. Each dose of the cure grants a new resistance roll vs the poison effects. The total amount of venom that can be harvested is equal to the aranea's endurance divided by 10. This does have the unfortunate side effect of making the drinker feel Nausea for 1d4 hours. Luckily this effect is not cumulative. \n\nhideous laughter\nRange POW in Metres\nTarget one humanoid creature\nCost: 1 per I\nDuration: 1 tround/I\nSaving: Opposed Willpower negates\n\nDESCRIPTION\nThis spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless and can still parry attacks. After the spell ends, it can act normally. On the creature\u2019s next turn, it may attempt a new saving throw to end the effect. If this save is successful, the effect ends but the creature needs to take the rest of the round recovering. If not, the creature continues laughing for the entire duration.\n\nA creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster\u2019s receives a +1 Sift bonus on its saving throw, because humour doesn\u2019t \u201ctranslate\u201d well.\n\nOpen/Close\ncantrip\nYou can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell\u2019s ability to affect.\n\nBleed\ncantrip\nCause a stabilized creature to resume dying.\n\nMessage\ncantrip\nYou can whisper messages and receive whispered replies. Those nearby can hear these messages with a formidable Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path\u2019s entire length lies within the spell\u2019s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn\u2019t transcend language barriers. To speak a message, you must mouth the words and whisper."}, {"name": "Blightspawn", "race": "Giant Wasp", "rank": 4, "owner": "skarza", "tags": [], "id": 8127, "notes": "This human-sized, mosquito-like creature has a long, flexible proboscis that ends in a murderous stinger.\n\nThe blightspawn are found most often in places where the Gossamer King\u2019s cult is strong, for these creatures must gestate in the body of one of the parasite god\u2019s true believers. To the faithful, being host to an immature blightspawn is a great honor, for when the monster bursts from the body of its host, the host\u2019s consciousness lives on in some way in the blightspawn\u2019s mind, almost as if the host had reincarnated into the monster. That cultists who die giving hideous birth to a blightspawn cannot be resurrected lends a bit of weight to this notion, even if the blightspawn themselves have nothing to say on the topic. A cultist carrying an immature blightspawn functions normally in all ways until the creature emerges (typically upon the cultist\u2019s death, or at the culmination of certain vile rituals)\u2014except that until then, the cultist can pass on new blightspawn to his or her children. A blightspawn\u2019s gestation can last for decades, and in cases in which a child is separated from infected parents, the child might live her entire life without knowing the truth of what awaits her upon death. When a blightspawn emerges from its host, it is immediately fully grown, although its gore-wet wings cannot be used for flight for 1d4 rounds after emerging.\n\nPoison: as well as the blood drain that is so potent is reduces the CON of its victim by 1d2 per level of fatigue drained, it also injects a venom.\nApplication: Injected by bite\nOnset time: instant\nResistance: Endurance\nDuration: 6 rounds for confusion, POW damage until healed.\nPotency: As Endurance\nResistance Time: The victim must make an endurance roll at the Onset Time. \nConditions: Confusion, as poison AND spell. This can be re-resisted each turn. In addition the poison (if not resisted) drains 1d4 POW. This is only on initial failure, not for the whole 6 rounds.\nAntidote/Cure: magic healing only\n\nStagnation Aura \nA blightspawn\u2019s stagnation aura causes lethargy and torpor in those who approach it, sapping energy and speed. When a creature comes within 20 feet of a blightspawn, it must make a Hard Willpower save to avoid being affected as per the spell slow, for as long as the creature remains within the blightspawn\u2019s aura and for an additional 1d3 rounds after leaving it. Once a creature successfully saves against the aura, it is immune to that particular blightspawn\u2019s aura for 24 hours; otherwise, re-entering the aura forces a creature to save again. In addition, this aura fouls liquids of all types within the area. A creature that drinks anything in a blightspawn\u2019s aura (including potions and alchemical elixirs) must make an Endurance roll or be nauseated for 1d3 rounds.\n\nAlso immune to poison, cold and acid and reduces non-magical attacks by half after armour\n\nFast healing: regains hit points at an exceptional rate, 3 hit points per round to all locations. Fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.\n\nHas the following spells:\n\nConstant\nfreedom of movement(Move and attack normally, even under the influence of magic that usually impedes movement, such as paralysis, slow, and web. All combat effect rolls made to grapple the target automatically fail. The subject automatically succeeds on any combat effect roll made to escape a grapple or a pin\n\npass without trace (as spell)\n\n1/day At intensity 7\n\nbestow curse (as spell)\n\nblur(the attack roll is one grade harder, and Choose Location may not be taken if a special effect is won last 1 min/I)\n\ncontagion (as cause disease but instant effect. Common diseases ARE: blinding sickness, bubonic plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom.)\n\ndiminish plants (causes normal vegetation within 500 feet to shrink to about one-third normal size, becoming untangled and less bushy. The affected vegetation appears to have been withered and crushed. It automatically dispels any spells or effects that enhance plants, such as entangle, plant growth, and wall of thorns.\n\ngust of wind (This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path. All flying creatures in this area take a -2 shift penalty on Fly skill checks. SIZ 6 or below flying creatures must make an opposed Fly skill roll with above penalty or be blown back 2d6 x 10 feet and take 2d6 points of damage. 7-10 SIZ flying creatures must make an opposed Fly skill roll to move against the force of the wind.\n\nIf opposed Brawn roll is failed:\nSIZ 6 or below creature on the ground is knocked down and rolled 1d4 x 10 feet, taking 1d4 points of damage per 10 feet to 1 location per 10 Feet.\n\nSIZ 7-10 creatures are knocked prone by the force of the wind.\n\nSIZ 11-18 creatures are unable to move forward against the force of the wind unless they succeed at a opposed brawn roll.\n\nSIZ 19+ creatures may move normally within a gust of wind effect.\n\nAny creature, regardless of size, takes a -2 step penalty on ranged attacks and Perception rolls in the area of a gust of wind. The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those in lanterns, to dance wildly and has a 50% chance to extinguish those lights. In addition a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapours to the edge of its range.)\n\nhold monster (as spell)"}, {"name": "Clay Golem", "race": "Human", "rank": 4, "owner": "Ledad", "tags": ["Classic fantasy", "Construct", "Golem"], "id": 8161, "notes": "Sculpted from clay, this bulky golem stands head and\nshoulders taller than most human-sized creatures. It is\nhuman shaped, but its proportions are off. \nClay golems are often divinely endowed with purpose\nby priests of great faith. However, clay is a weak vessel\nfor life force. If the golem is damaged, the elemental\nspirit bound into it can break free. Such a golem\nruns amok, smashing everything around it until it is\ndestroyed or completely repaired.\nAbilities***Acid Absorption*** Whenever the golem is subjected to acid point it takes no da mage and instead regains a number of hit points equal to the acid damage dealt."}, {"name": "Gygans", "race": "Odonatite (Timinit)", "rank": 4, "owner": "Ledad", "tags": ["Classic fantasy", "Giant"], "id": 8160, "notes": "Gygans are six-armed giants with a single eye. It is rumored that they are descended from an ancient cyclopean race that was spawned by the gods and thrived millennia ago"}, {"name": "Leshen", "race": "Human", "rank": 4, "owner": "skarza", "tags": [], "id": 8304, "notes": "Leshens dwell in dense, primeval woods. Fiercely territorial creatures, they hunt with stealth and cunning as their only companions. Leshens resemble tall humanoids with plant-like appendages wearing a deer skull with antlers and a torn leather tunic usually adorned with human skulls. The older the leshen is, the more, magical it would look, for example, a leshen hundreds of years old would attain moose antlers, runes carved into the antlers and skull and would appear either greener or browner than the young ones and appear to have moss growing on their bodies. Leshens old enough to earn the appellation \"ancient\" wield advanced skills and tactics that make them particularly dangerous.\n\nA leshen will turn nature itself against those that trespass on his lands. They use their inborn magic to control the plants and animals within their territory and so when stalking them, half the battle is merely getting near enough to strike. Animals, even timid and harmless ones, will be taken by a frenzy that will only stop with the death of the intruders, attacking on sight anyone they cross path with. Roots will sprout from the ground trying to grapple, crush and strangle the unwary, burying them into deep earthy tombs, never to be seen again.\n\nThankfully, it's difficult to unknowingly stumble into the territory of a leshen. The borders of its charge are warded with totems made of roots, stones, plants and animal bones, hanging from trees or stacked on mounds. One may also have to destroy a leshen's warding totems to rid a forest of its presence. The totems are the eyes and ears of the leshen throughout the forest and crossing or destroying one is a sure way to declare war on the creature. leshens are also known to be able to appear and disappear unexpectedly near their totems. Leshens hold these totems very dear to them as it marks their territory and destroying them will provoke the creature. \n\nWhen attempting to fight leshens, it is recommended to find and destroy the leshen's \"magical warding totems\". These totems support the creatures formidible combat prowess, and represent deer skulls on sticks or tall rocks with other adornments such as flowers and paint. Sometimes leshens can \"mark\" villagers in villages near its lair. This mark revives the leshen a couple of days after its death until the marked person is moved far away from the leshen's lair, or killed. Usually the leshen takes the bodies of its victims and wedges them in magical roots it summoned as a warning to others. Leshens can live for centuries and choose to die if they get old enough or are defeated in battle, when this happens the leshen summons piercing roots from underneath it and impales itself using the roots. \n\nIn some areas of the world these creatures form the centre of local cults. Peasants living near their woods make offerings to them, usually of hares and birds, though human blood is not unheard of. This fact has given rise to many legends about helpful Leshens chasing game towards hunters, helping lost travellers find their way in the forest or saving them from bandits. Sadly, these tales do not have an ounce of truth in them. Leshens see men only as sources of energy on which to feed. They drain the life force of those who live nearby until only limpid husks remain. \n\nVulnerable to fire\nIgnores armour and damage reductions.\n\nMagic Totem. \nSome Leshens create magical totems that increase their strength, in such cases these totems should be destroyed before or while fighting them. Simply made from rocks, bones and sticks but powerful enough to turn the tide of battle. These totems are protected by a magical force which can make destroying them particularly troublesome, requiring fire, magic blade or a spell to destroy. These magical totems increase the Leshens strength. For each totem within the territory, the Leshen gains +1 Action point and at the end of the round each totem allows the Leshen to heal 2 hits to all locations.\n\nRebirth Mark. \nLeshens can create for themselves a kind of immortality in the following way: the Leshen wounds a lost traveller passing through its woods with its claws and casts a black magic curse on him. For as long as the individual marked in this way stays near its territory, the Leshen will be reborn every time it dies. Such Leshens can only be defeated by driving away, killing or powerfully dispelling the person they have marked. If the Leshen dies while it still has a person marked, whenever that person returns to the leshens territory it will be reborn. The Leshen must wait at least 2 days after death to be reborn. If the Leshen does not currently have a mark, a successful it will mark the target.\n\n\nPack Hunter. \nIn combat Leshens use not only their long claws but also their many allies: wolves, who unfailingly answer their call, or ravens, which harass and distract the Leshen's opponent. It is rare to find a Leshen alone, especially once it senses your presence. The Leshen can summon 1d4 wolves 3 times per day, they arrive on the next turn.\n\nSmoke form\nAs an evade action the Leshen can become a mist like smoke and become invaluable to all attack. this allows it to travel to an area with 30' avoiding the attack and disengaging from combat. It also spawns crows that swarm anyone within 5 foot radius, they attack as a large flock and do 1 damage over AP and also distract like bats (see classic fantasy. However they disperse after 1 attack.\n\nOne with nature\nLeshens are able to bend plant life the their will and make it aid them in combat. Its territory is usually covered with its prey still entwined within thick roots that have pierced their body. The Leshen can direct the roots to attack up to 3 enemies within 60' and if not evaded they will achieve an automatic low hit location entangle on the area struck. "}, {"name": "Coven Horror", "race": "Human", "rank": 4, "owner": "skarza", "tags": [], "id": 8477, "notes": "The coven horror is the result of multiple witches who made pacts with a demon and failed to live up to their end of the agreement. The witches are fused along with the waiting bodies of the children they sacrificed in the name of the demon in order to constantly remind them of their failure. Each head of the horror is in control of the main trunk, but they will frequently snap at either of the two other heads if they feel the other is too close to their own head. The horror is left to wander the abyssal realm, spreading agony and despair throughout. They will take any chance to escape to the primal material plane so they can spread terror and death, believing that fulfilling their original pact by killing anyone they come across will release them from the tormented.\n\nThe witches that made up this monstrosity will always remember the demon that bound them together. While prone to quickly attacking the first thing they see in the hope they release their bond, the three witches will occasionally listen and help those who promised to show them to their demon Lord. Covered horrors are fickle, each of the heads constantly coming up with a way to free themselves, the most common choice being to kill those nearest to them in order to gain favour for the demonic binding. Most demons fear these abominations, tending to steer clear of them through the abyssal plain.\n\nWails of the unborn: humanoids within 60 foot of the horror that can hear have a -1 shift on saving throws to maintain concentration.\n \nMagic resistance: the horror has +2 shift to saves again spells and other magical effects.\n \nGaze: The horror can make one gaze attack at random per head per round, choosing one target could see within 60 feet. (non are magic effects\n\nGaze of agony: the target creature must make an Endurance saving throw or is hindered by intense pain to the entire body, any skill roll must also be less or equal to the character\u2019s Willpower, otherwise the attempt fails, and they moan or scream in pain.In addition a random location takes 1d6 damage due to pain through armour (this cannot cause the effects of a serious or mortal wound, only take it to 1 HP off that injury status.)\n\nGaze of lethargy: The target creatures must make a Willpower throw on failure target comes under the effects as if of a slow spell. This effect lasts for one minute. The creature came repeat the save at the end of each round, ending the effect on a success.\n\nGazer of despair: the target creature must succeed in a Willpower saving throw, on a failed save the target becomes overwhelmed with despair for one minute and has a -1 shift on all rolls. The creature came repeat the save at the end of each round, ending the effect on a success.\n\nAP and resistance does not apply to silver or holy weapons, AP still applies to magic ones, but resistance is lost.\n"}, {"name": "Hydrodaemon", "race": "Frogman", "rank": 4, "owner": "skarza", "tags": [], "id": 8510, "notes": "The skin on this frog-like fiend is clammy and its eyes look dead and milky; its wide face is split by a fanged maw.\n\nWhile at first glance these creatures seem like enormous and foul boggards, their dangerous gait, dead eyes, and wicked claws give away their fiendish nature. When called to the Material Plane, hydrodaemons serve powerful spellcasters, protecting domains dotted with pools, streams, and even sewer complexes. Associated with death by drowning, these fiends use a favored tactic to draw the most anguish from their victims. Hydrodaemons first attack with their inky black sleep spittle, hoping to render victims unconscious. With their opponents unable to fight back, hydrodaemons drag their enemies into the foul waters they call home and delight as the liquid fills their victims\u2019 gasping lungs. If unable to drown a victim, they finish the job with jaws and claws.\n\nHydrodaemons possess an awkward gait, springing back on their heels and leaping about like humanoid frogs. Even so, they move in an unpredictable manner, twisting their bodies with each hopping movement. Hydrodaemons can also unfurl flaps of skin that allow them to glide through the air. Hydrodaemons stand 10 feet tall and weigh upward of 3,000 pounds.\n\nA hydrodaemon can launch itself into the air and glide along for 1 minute, gaining a fly speed of 8 m. While gliding, the hydrodaemon gains the dive ability.\n\nA hydrodaemon can spit at a single target within 20 feet, making an attack as an action. A target hit by this spittle must succeed on an opposed Willpower save or fall asleep for 6 rounds.\n\nHalf all damage after armour from all attacks apart from cold iron or silver. \n\nImmune acid, death effects, disease, poison, Resist cold, electricity and fire as though they had 10 AP Gain a +2 shift to resist all spells.\n\nSpell like effects (all 9 intensity unless stated)\nConstant\u2014detect magic, water walk\nAt will\u2014acid arrow (intensity 4), deeper darkness\n3/day\u2014control water, greater teleport (self plus 50 lbs. of objects only), summon monster V (Large water elemental only)\n1/day\u2014desecrate, summon (level 3, 1 hydrodaemon 50%)\n\n\nAcid Arrow\nAn arrow of acid springs from your hand and speeds to its target. You must succeed on a unarmed attack to hit your target. The arrow deals 1d4 points of acid damage with no splash damage, this lasts for 2 round dealing another 1d4 points of damage in each round.\n\nDeeper Darkness\nThis spell functions as darkness, except that objects radiate darkness in a 60-foot radius and the light level is lowered by two steps. light becomes full darkness. Areas of partial darkenss and darkness become supernaturally dark. This functions like darkness, but even creatures with darkvision cannot see within the spell\u2019s confines.\n\nThis spell does not stack with itself. Deeper darkness can be used to counter or dispel any light spell of equal or lower spell level.\n\nDesecrate\nRange close (25 ft. + 5 ft./I.)\nArea 20-ft.-radius emanation\nDuration 2 hours/I.\n\nThis spell imbues an area with negative energy. The save to resist negative channeled energy within this area is made at -15. Every undead creature entering a desecrated area gains a +5 bonus on all attack and saving throws and a +1 to damage rolls. An undead creature created within or summoned into such an area gains +1 hit points per Location.\n\nIf the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (-30 to negative channeled energy saves, +10/+2 bonus and +2 hit points for undead created in the area).\n\nFurthermore, anyone who casts animate dead within this area may create as many as double the normal amount of undead.\n\nIf the area contains an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the desecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.\n\nDesecrate counters and dispels consecrate.\n\nControl Water\nRange 400 ft. + 40 ft./I.)\nArea water in a volume of 10 ft./I. by 10 ft./I. by 2 ft./I.\nDuration 10 min./I.\nThis spell has two different applications, both of which control water in different ways. The first version of this spell causes water in the area to swiftly evaporate or to sink into the ground below, lowering the water\u2019s depth. The second version causes the water to surge and rise, increasing its overall depth and possibly flooding nearby areas.\n\nLower Water: This causes water or similar liquid to reduce its depth by as much as 2 feet per I. (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to I. x 10 feet long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell (Willpower negates). The spell has no effect on other creatures.\n\nRaise Water: This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land.\n\nWith either version of this spell, you may reduce one horizontal dimension by half and double the other horizontal dimension to change the overall area of effect.\n"}, {"name": "Amazon", "race": "Human", "rank": 4, "owner": "Ledad", "tags": [], "id": 8537, "notes": "Amazon warriors are famed for being fearsome and\ncruel fighters. The war-cries of Amazons are enough to\ncause despair even in the bravest foes"}, {"name": "Molossos (Black she-dog)", "race": "Dog", "rank": 4, "owner": "Nigel_Clarke", "tags": [], "id": 8545, "notes": "Dog possessed by Hecate"}, {"name": "Ogre Spider", "race": "Giant Spider", "rank": 4, "owner": "skarza", "tags": [], "id": 8552, "notes": "This towering spider is the size of an elephant. Its legs have spiky joints and its face looks vaguely, but disturbingly, humanoid.\n\nOgre spiders are brutal, terrifying hunters that spin tangled webs capable of encasing entire trees. So-named because the arrangement of its eyes and mandibles gives it a face unnervingly similar to that of an ogre as much as for their size, ogre spiders can fit into nooks and tunnels far more narrow than one might expect.\n\nThe creature can move through an area as small as one-quarter its size without squeezing or one-eighth its space when squeezing.\n\nThe venom is so virulent that as well as the described effect, it also reduced 1d4 STR and 1d4 DEX."}, {"name": "Kyton (chain devil)", "race": "Troll, Mountain", "rank": 4, "owner": "skarza", "tags": [], "id": 8553, "notes": "Wickedly barbed chains adorn this lean figure, and gaps in the bindings reveal deathly pale flesh etched with jagged scars.\n\nArmour\nThe chains that adorn a kyton grant it 5 AP, but are not treated as armour for the purpose of arcane spell failure, armour check penalties, weight, or proficiency.\n\nDancing Chains \nA kyton can control up to four chains within 20 metres, (often throwing them out as combat starts) as a combat action and the cost of 1 MP per use, making the chains dance or move as it wishes. In addition, it can increase these chains\u2019 length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the kyton itself, allowing up to 4 attacks per action. If a chain is in another creature\u2019s possession, the creature can attempt an opposed willpower roll to break the demon\u2019s power over that chain. If the roll is successful, the demon cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature\u2019s possession. It can also climb chains it controls at its normal speed without making skill rolls checks.\nIt can also attack with the chains on its body vs 1 opponent at no MP cost.\n\nUnnerving Gaze\nRange 10 m., Opposed Willpower roll negates. A kyton can make its face resemble one of an opponent\u2019s departed loved ones or bitter enemies. Those who fail their saves become shaken for 1d3 rounds (suffering hard penalty to all rolls). This is a free action once per round.\n\nregeneration 2 HP per location per round (not vs good weapons and spells, silver weapons)\n\nHas 2 natural armour that can be bypassed by silver or good weapons; they are Immune to cold; and resist all spells with a +1 Shift. "}, {"name": "Monk - Order of Kappa-Pi-Alpha (Proven)", "race": "Human", "rank": 4, "owner": "Nigel_Clarke", "tags": [], "id": 8568, "notes": "Built from Mythras pp28-31 and MC p54.\n4 cult skills @70%\nCult Skills - Trance, Binding, Lore (Theology), Insight, Perception, Folk Magic."}, {"name": "Meerish Soldier", "race": "Human", "rank": 4, "owner": "raleel", "tags": ["Meeros", "Meeros falling"], "id": 8616, "notes": "These are typical Meerish guards com- monly seen around the streets of the city. These particular ones are loyal to Barastes and can be used to intimidate and harass the characters if Barastes believes they need to be taught a lesson.\n\nArmor: Hoplite (Breastplate, Kilt and Helm), Leather (Greaves and Vambraces)"}, {"name": "aranea: Raizel", "race": "Human", "rank": 4, "owner": "skarza", "tags": [], "id": 8629, "notes": "Raizel looks like a humanoid with spidery fangs and spinnerets, with the latter located at the small of its back. She retains bite attack, webs, and poison in this form, and can wield weapons and wear armour.\n\nBefore Combat Raizel has cast mage armor. If suspicious of intruders, Raizel retreats to the cover of the webs in area G3, and casts spectral hand and ghoul touch, holding the charge until targets come into sight.\n\nDuring Combat Raizel uses other touch attacks through her spectral hand from her hiding place.\n\nAn aranea is an intelligent, shapechanging spider with sorcerous powers. In its natural form, an aranea resembles a humpbacked spider a little bigger than a human, and weighs about 150 pounds. The hump on its back houses the aranea\u2019s brain. All araneas have a single alternate form as well\u2014this alternate form is that of a Small or Medium humanoid. Although an aranea can assume a spider-hybrid variant of this form, it cannot use its change shape ability to assume multiple humanoid forms\u2014this additional shape is locked into one unique appearance.\n\nAraneas typically gather in small colonies of two to six individuals, making webbed nests high in trees. These colonies work together to research magic, and may change membership many times over as individuals leave to pursue their own studies and are replaced by newer members. A single aranea may take on humanoid form and live for years in a humanoid community, never revealing its true nature. Though araneas generally prefer to be left alone, they often prove quite knowledgeable about the ways of magic, and if approached peacefully may be willing to share their expertise for the right price (typically a magic item or some service).\n\nSkilled spellcasters, araneas try to avoid physical combat and use their webs and spells when they can. Rather than kill their enemies, araneas often subdue opponents and hold them for ransom.\n\nWeb\n\nCreatures with the web ability can use webs to support themselves and up to one additional creature of the same size. In addition, such creatures can throw a web up to eight times per day. This is similar to an attack with a net but has the following ranges  5/10/20, and is effective against targets up to 1.5x the size larger than the web spinner. An entangled creature can escape with a successful opposed Brawn roll. This costs an action.\n\nWeb spinners can create sheets of sticky webbing up to three times their size. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a opposed Perception roll vs conceal to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape the webbing gain a +1 shift bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section of web has a number of hit points equal to the info under webbing.\n\nA creature can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.\n\n\nSpells Known\n\n2nd (5/day)\u2014ghoul touch, spectral hand\n\n1st (7/day)\u2014 chill touch, mage armour +4 AP (already cast), shocking grasp,touch of gracelessness\n\n0th (at will)\u2014daze, detect magic, ghost sound, message, mage hand, resistance\n\nAranea Venom: \nApplication: injected\nPotency: as END of creature\nResistance: Endurance\nOnset time: instant\nDuration: 6 rounds (30 seconds)\nConditions: Victim loses 1d3 STR per round. These losses does not recover until the poison has been treated. They then return at rate of 1d3 per day.\n\nAntidote/Cure: Can be cured with magic. Another cure is to take the venom from the Aranea and boil it to render it down. this is then drunk with a mixture of herbs. Each dose of the cure grants a new resistance roll vs the poison effects. The total amount of venom that can be harvested is equal to the aranea's endurance divided by 10. This does have the unfortunate side effect of making the drinker feel Nausea for 1d4 hours. Luckily this effect is not cumulative. \n\nDaze\nRange close POW in Metres\nTarget one humanoid creature\nCost: 1\nDuration: 1 turn\nSaving: Opposed Willpower negates\n\nDESCRIPTION\nThis spell clouds the mind of a humanoid creature so that it takes no action. The creature is unable to act normally. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.\n\n\nResistance\nRange touch\nTarget creature touched\nCost: 1\nDuration 1 minute\nSaving Throw Willpower negates\n\nDESCRIPTION\nImbue the subject with magical energy that protects it from harm, granting it a +5 resistance bonus on saving rolls (brawn, Evade, Endurance and willpower).\n\n\nGhoul Touch\nRange Touch\nCost: 1 MP +1 per intensity\nTarget one creature \nDuration 1d6+2 rounds\nSaving Throw END negates\n\nDESCRIPTION\nImbuing you with negative energy, this spell allows you to paralyse a single living humanoid for the duration of the spell with a successful unarmed touch attack.\n\nA paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (-10 to all actions(Standard END negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench.\n\nSpectral Hand\nRange 100' +10'/I\nCost: 1 MP +1 per intensity\nTarget one spectral hand\nDuration 1 min./I\nSaving Throw none\n\nDESCRIPTION\nA ghostly hand shaped from your life force materializes and moves as you desire, allowing you to deliver touch range spells at a distance. On casting the spell, you lose 1d4 hit points that return when the spell ends (even if it is dispelled), but not if the hand is destroyed. (The hit points can be healed as normal.) For as long as the spell lasts, any touch range spell of 4th rank or lower that you cast can be delivered by the spectral hand. The spell gives you a +10 bonus on your unarmed attack roll, and attacking with the hand counts normally as an attack. The hand always strikes from your direction. The hand cannot flank targets like a creature can. After it delivers a spell, or if it goes beyond the spell range or goes out of your sight, the hand returns to you and hovers.\n\nThe hand is incorporeal and thus cannot be harmed by normal weapons. It can evade using the caster skill (this does not cost an action). The hand has 1 to 4 hit points, the same number that you lost in creating it.\n\nChill Touch\nRange touch\nCost: 1 MP +1 per intensity\nTarget  creature or creatures touched (up to one/I)\nDuration instantaneous\nSaving Throw See below\n\nDESCRIPTION\nA touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage (No armour applies only magical bonus). The touched creature also takes 1 point of STR damage/I unless it makes a successful opposed END saving throw vs the spell. You can use this touch attack up to one time per intensity.\n\nAn undead creature you touch takes no damage of either sort, but it must make a successful opposed WIL saving throw vs the spell or flee for 1d4 rounds + 1 round per Intensity.\n\nTouch of Gracelessness\nRange touch\nCost: 1 MP +1 per intensity\nTarget  creature touched\nDuration 1 round/I\nSaving Throw See below\n\nDESCRIPTION\nWith a single touch, you reduce a creature to a fumbling clown. The target takes a penalty to its DEX equal to 1d6+1 per Intensity. This penalty cannot drop the target\u2019s Dexterity score below 1.\n\nIn addition, if the subject moves more than half its speed, it falls prone. If the subject flies, its Fly skill rolls are reduced by one step. A successful opposed END save halves the penalty to Dexterity and negates the possibility of falling prone or the reduction to fly manoeuvrabilities.\n\nMessage\ncantrip\nYou can whisper messages and receive whispered replies. Those nearby can hear these messages with a formidable Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path\u2019s entire length lies within the spell\u2019s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn\u2019t transcend language barriers. To speak a message, you must mouth the words and whisper."}, {"name": "Myra Lombroso (Sheasu Nights)", "race": "Human", "rank": 4, "owner": "skarza", "tags": [], "id": 8723, "notes": "Before Combat Given time to prepare, Myra casts freedom of movement and protection from good. If she is aware of intruders approaching, she uses her master\u2019s illusionability to make herself and the cult look like pitiful, starving refugees to lure intruders into complacency.\n\nDuring Combat Myra avoids melee and debilitates opponents with chaos hammer, confusion, unholy blight, and channel negative energy. She relies on the cultists to stay between her and the PCs.\n\nMorale If Myra is reduced to half her hit points or fewer, she tries to bargain for her life and the lives of her followers. She offers what she believes the PCs are after\u2014the Clavis Somnus\u2014by hoisting the key aloft and saying, \u201cJust take the key! It opens the door we locked behind them!\u201d If this gambit fails, Myra fights until killed.\n\nCombat Gear potions of cure serious wounds (2); \nOther Gear breastplate, mwk sickle, Clavis Somnus (see page 33), cloak of resistance +10 (added), headband of inspired wisdom +2 (added), silver dust (worth 25 gp), 52 gp\n\nThis wickedly curved sickle is cast in the form of a segmented spider\u2019s leg. It has the same statistics as a normal sickle. The leatherwrapped handle contains a hollow recess that can hold a single dose of poison. Filling the reservoir is a full-round action. Once filled, the reservoir keeps the blade saturated and viable for up to 2 hours. The first successful attack made with the spider-leg sickle during this time administers and expends the dose of poison. Mog-Lathar\u2019s deacons carry masterwork versions of these weapons. The cult uses blue whinnis poison, and within the radius of the dreamstone\u2019s effects the unconsciousness effect may trigger lucid dreaming.\n\nDoes not need to eat, drink, or breathe; and does not suffer ill effects from extreme heat or cold.\n\nSpecial Attacks:\nchannel negative energy 5/day (3d6 damage to all within 30' radius, 1 location only, 'Free' willpower roll for half damage)\n\nSneak attack +1 Shift\n\nArtful dodger: You possess fast reflexes and gain 1 extra Action Point, which may only be used to Parry or Evade. In addition, you may use the Evade skill to dodge a melee attack without falling prone. Against a ranged attack, you only end up prone if you fail the roll.\n\nAt will:master\u2019s illusion (8 rounds/DAY)\nYou instantly change the appearance of the subjects and then maintain that appearance for the spell\u2019s duration. You can make the subjects appear to be anything you wish. The subjects look, feel, and smell just like the creatures the spell makes them resemble.\n\nSpell-Like Abilities (Both 8/day) copycat (8 rounds), touch of evil (4 round)\n\nCopycat: You can create an illusory double of yourself as an action. This double functions as a single mirror image, and lasts for a number of rounds equal to 1+ 2x your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. \n\nTouch of evil (You can cause a creature to suffer the effects of Fever, as an unarmed attack. This ability lasts for a number of rounds equal to your cleric rank (minimum 1). You can use this ability a number of times per day equal to 3 + 1/6th POW)\n\nscythe of evil (4 rounds, 1/day)\nAn unholy weapon is imbued with unholy power. This power makes the weapon evil-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of good alignment. It bestows one permanent negative level on any good creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including restoration spells) while the weapon is wielded.\n\nSpells Prepared\n3rd\u2014\nUnholy blight(3+1/I)\nRange medium (100 ft. + 10 ft./I)\nArea 20-ft.-radius spread\nDuration instantaneous (1d4 rounds); see text\nSaving Throw WIL partial\nDESCRIPTION\nYou call up unholy power to smite your enemies. The power takes the form of a cold, cloying miasma of greasy darkness. Only good and neutral (not evil) creatures are harmed by the spell.\n\nThe spell deals Intensity damage to a good creature and causes it to suffer nausea (like poison effect) for 1d4 rounds. A successful WIL save reduces damage to half and negates the sickened effect. The effects cannot be negated by remove disease or heal, but remove curse is effective.\n\nThe spell deals only half damage to creatures who are neutral, and they are not sickened. Such a creature can reduce the damage by half again (down to one-quarter) with a successful WIL save.\n\nChaos hammer(3+1/I)\nRange medium (100 ft. + 10 ft./I)\nArea 20-ft.-radius spread\nDuration instantaneous (1d6 rounds); see text\nSaving Throw WIL partial\nDESCRIPTION\nYou unleash chaotic power to smite your enemies. The power takes the form of a multicolored explosion of leaping, ricocheting energy. Only lawful and neutral (not chaotic) creatures are harmed by the spell.\n\nThe spell deals intensity damage and slows them for 1d6 rounds (see the slow spell). A successful Will save reduces the damage by half and negates the slow effect.\n\nThe spell deals only half damage against creatures who are neither lawful nor chaotic, and they are not slowed. Such a creature can reduce the damage by half again (down to one-quarter) with a successful Will save.\n\nconfusion(3+1/I)\nProtection from Good 3 m/10 feet Radius)(3+1/I)\n\nfreedom of movement(3+1/I)\nRange personal or touch\nTarget you or creature touched\nDuration 10 min./I\nSaving Throw WIL\nDESCRIPTION\nThis enables the creature to move and attack normally even while under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. All combat manoeuvrer checks made to grapple the target automatically fail. The subject automatically succeeds on any combat manoeuvrer checks and Escape checks made to escape a grapple or a pin.\n\n2nd _(-2 MP cost)\ncure serious wounds, (3)\ninvisibility (3+1/I)\nhold person (3+1/I)\nblindness/deafness (3)\nbestow curse(3+1/I)\ndispel magic(1+1/I)\n\nbear\u2019s endurance(1+1/I)\nRange touch\nTarget creature touched\nDuration 1 min./I\nSaving Throw WIL\nDESCRIPTION\nThe affected creature gains greater vitality and stamina. The spell grants the subject a +4 bonus to Constitution, which adds the usual benefits to hit points, skills and so forth. Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject\u2019s Constitution drops back to normal. They are not lost first as temporary hit points are.\n\ndeath knell (1+1/I)\nRange touch\nTarget one living creature\nDuration Instant/10 min./I\nSaving Throw WIL\nDESCRIPTION\nYou draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that is dying. If the subject fails its saving throw, it dies, and you gain 1d8 temporary hit points to all locations and a +2 bonus to Strength. Additionally, your effective caster level goes up by +1, improving spell effects dependent on caster level, spell costs and also provides +1 intensity to spells cast. This increase in effective caster level does not grant you access to more spells. These effects last for 10 minutes per intensity of spell.\n\n1st (-4 MP cost)\nbless (1+1/I)\ncommand (3)\ncure light wounds (3)\nprotection from good (1+1/I)\n\ndoom(3+ 1/I.)\nRange 100 ft. + 10 ft./I.)\nTarget one living creature\nDuration 1 min./level\nSaving Throw WIL\nDESCRIPTION\nThis spell fills a single subject with a feeling of horrible dread that causes it to become shaken(only able to parry in first round, and then -1 shift to all actions).\n\nray of sickening(3+ 1/I.)\nRange close (25 ft. + 5 ft./I.)\nEffect ray\nDuration 1 min./level\nSaving Throw END\nDESCRIPTION\nA black ray projects from your pointing finger. You must succeed on an unarmed attack with the ray to strike a target. The subject is immediately suffering nausea (as per poison)if it fails its save and unaffected if it makes its save.\n\nshield of faith (3+ 1/I.)\nRange self\nDuration 5 rds /I.\nSaving Throw none\nDESCRIPTION\nproviding 5 points of armour towards all attacks that strike front \n\n0 (at will, all cost 1)\nbleed,detect magic,detect poison, read magic\n\nluck: 7"}, {"name": "Phase Spider", "race": "Giant Spider", "rank": 4, "owner": "skarza", "tags": [], "id": 8647, "notes": "This large spider-like monster has an eerie, humanoid face surrounded by a shaggy mane of fur.\n\nPhase spiders are voracious predators from the Ethereal Plane who hunt on the Material Plane. When prey is located, the spider shifts to the Ethereal Plane to prepare an ambush. Against a lone victim, the spider shifts to the Material Plane, bites the victim, then retreats back to the Ethereal Plane to wait for the poison to take effect. Against multiple foes, a phase spider follows these same tactics, and on each round a foe remains in reach at the start of its turn, it repeats this gambit. If no foes are in reach, it moves while ethereal to prepare an attack on an available target, but unless it feels safe in spending an entire round on the Material, it won\u2019t phase back to attack unless it can do so while saving an action for an escape.\n\nPhase spiders are the natural enemy of another denizen of the Ethereal Plane\u2014the xill. The two races have long fought a bloody war with no real prospect of a resolution anytime soon. Were phase spiders less horrifying and alien in appearance, they might find the allies they need to defeat the sinister xill among other races, but their monstrous forms and often overwhelming hunger make diplomacy difficult.\n\nOn the Ethereal Plane, phase spiders can manipulate the raw smoky ether in a manner similar to how a spider manipulates webs. Vast, complex nests of semisolid ether float idly through the eddies of the Ethereal Plane, each supporting numerous phase spiders. The creatures enjoy each other\u2019s company, but have no real concept of family\u2014a newborn phase spider is fully capable of fending for itself and is treated no differently by its parents or siblings than any other.\n\nThe typical phase spider is 8 feet long and weighs about 700 pounds.\n\nTACTICS\nDuring Combat The phase spiders wait on the Ethereal Plane to ambush intruders. When targets enter the hallway, the spiders move to each end of the tunnel to block escape. They then shift to the Material Plane to attack and retreat back to the Ethereal Plane, being careful to keep victims in reach in order to repeat the tactic the following round. Barring this, the spiders move while ethereal to prepare an attack on an available target, reserving an action for an escape. The spiders avoid area G21, where they can\u2019t shift to the Ethereal Plane.\n\nMorale The phase spiders retreat to the Ethereal Plane if both are reduced to serous wounds on vital areas.\n\nEthereal Ambush \nA phase spider that attacks foes on the Material Plane gains surprise if it begins the combat by phasing into the Material Plane from the Ethereal Plane.\n\nEthereal Jaunt \nA phase spider can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action. An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial creature, you can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks grey and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet.\n\nPhase Spider Poison\nApplication: Injection, requires only a small cut\nPotency: END of spider\nResistance: Endurance\nOnset time: 1 turn \nDuration: 8 rounds\nConditions: If not resisted, the victim takes 1d2 point loss to CON per round. After 4 rounds the victim suffers whole body paralysis. If CON falls to zero the character dies as their internal organs turn to soup. \nTreatment: Antivenom or magical treatment only.\n\n"}, {"name": "Heceptor", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Lyonesse"], "id": 8831, "notes": ""}, {"name": "Spider Eater", "race": "Spider Eater", "rank": 4, "owner": "skarza", "tags": [], "id": 8720, "notes": "This strange beast resembles a wasp the size of a horse, but with the head of a spider and two long appendages ending in pincers.\n\nAn amalgam of dangerous creatures, this predator, as its name suggests, prefers to hunt and feed upon spiders. Their greatest boon to spider hunting, aside from their stinger, ability to fly, and strong pincers, is their ability to slip through the stickiest of webs in order to get to their prey. Unfortunately for other creatures, when a spider eater is denied its preferred prey, it seeks out any living creature it can find to serve as a host for its ravenous young.\n\nWhen hunting, a spider eater drops from the air onto its victim, stinging the prey with its barbed tail. The creature then returns to the air and hovers, waiting for its venom to take hold. Once the opponent succumbs to paralysis, the spider eater lands again, either to feed or implant its egg.\n\nAlthough more intelligent than the typical beast, to the point where it can understand a language, the spider eater is relatively slow-witted. Nevertheless, it is intelligent enough that it resists training\u2014those who seek to ally with spider eaters must befriend them via diplomacy and gifts of spiders to feed upon or implant eggs into, or via intimidation and coercion.\n\nA spider eater measures roughly 14 feet long and stands 6 feet tall. The creature has a wingspan just over 20 feet and weighs almost 2,000 pounds.\n\nConstant\u2014freedom of movement\nThis enables the creature to move and attack normally even while under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. All combat manoeuvrer checks made to grapple the target automatically fail. The subject automatically succeeds on any combat manoeuvrer checks and Escape checks made to escape a grapple or a pin.\n\nvenom has the following characteristics: \nApplication: Injected or smeared.\nOnset Time: 1D3 turns.\nDuration: 1D6 minute.\nResistance Time: at end of onset\nPotency: 40+ CON of eater. \nResistance: Endurance.\nConditions: paralysis. \nAntidote/Cure: Healing skill and magic.\n\nImplant\nA spider eaters grows its eggs inside of a living host. Implanting an egg in a host is a full-round of actions, and the target must be helpless but alive. Once an egg is implanted, it exudes paralytic enzymes that not only keep the victim in state of perpetual paralysis, but also keep it nourished and alive in its comatose but fully aware state. This condition lasts until the egg hatches in 1d6 weeks, at which point the young spider eater consumes most of its host, killing it. An egg can be surgically removed with a formidable Heal check (this check deals 2d6 points of damage to the hosts location regardless of success), at which point the host recovers from the paralysis in 1d6 rounds. Any magical effect that removes paralysis or disease (such as remove paralysis, remove disease, or heal) also destroys the egg, but mere immunity to paralysis or disease does not offer protection."}, {"name": "Mog-Lathar", "race": "Leng Spider", "rank": 4, "owner": "skarza", "tags": [], "id": 8727, "notes": "This Leng spider's purple body has petrified and turned to grey stone. It is 18 feet long and weighs 6,000 pounds. Leng spiders always have an odd number of legs, most often seven. They move with surprising grace for such a bloated creature."}, {"name": "Black lotus", "race": "Human", "rank": 4, "owner": "skarza", "tags": [], "id": 12019, "notes": "Malisa Pecca Knox, a former Academae student , now deranged druid, employs plants and poisons of all varieties and their derivatives in her crimes, usually of an eco-terroristic variety. Through powerful psionic capabilities and advanced druidic magics, she possesses both the ability to control/manipulate plant life and an immunity to all known poisons and toxins. She is often described as fanatical about defending plants from people, even being willing to murder for her beliefs.\n\nLuck:6\n\nAbilities (all at 5th Intensity, uses willpower to 'cast'):\n1st\nEntangle (she can choose to thorn the growths doing 1d6 damage per round to those trapped)\nNauseating dart\nThorn javelin\nBarkskin (3 AP added) Does not alter her appearance.\n\n2nd\npox Pustules\nSickening Entanglement\nClimbing beanstalk (can be cast under her)\nVinestrike\nWilderness Soldiers\n\n3rd\nBurst of Nettles\nFungal Infestation\nPlant growth\n\n4th\nSpit Venom\n\n5th\nVine trap\nWall of thorns\n\nLotus can also use her pheromones to influence people in the as was the suggestions spell works, opposed WIL vs influence or seduction. She can have subjugate up to 5 people at once, but must influence each one separately. "}, {"name": "Witcher (Cat School) Veteran", "race": "Human", "rank": 4, "owner": "jaum", "tags": ["The witcher"], "id": 8813, "notes": ""}, {"name": "Witcher (Wolf School) Veteran", "race": "Human", "rank": 4, "owner": "jaum", "tags": ["The witcher"], "id": 8827, "notes": ""}, {"name": "Natrid", "race": "Scorpion, Giant", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Desert", "Fantasy", "Glorantha", "High plateau", "Insect", "Jungle", "Lyonesse", "Monster island"], "id": 8834, "notes": "Natrids are giant relatives of scorpions. They have wider bodies and thinner tails, although the sting is still prominent. Natrids are easy to train, and they are bred as beasts of burden. "}, {"name": "Greater Darkling (Intensity 4)", "race": "Spirit-Being (Lyonesse)", "rank": 4, "owner": "hkokko", "tags": ["Lyonesse"], "id": 8842, "notes": "***Always 2 Action points***\n***Hit points 1d6+24***\n***Damage bonus = 0***\n\nLight can destroy it: a candle inflicts 1d2 damage; a torch 1d4; and full sunlight 2d6 damage per round.\n\nLyonesse pg 423\n\n\n"}, {"name": "Elder Darkling (Intensity 5)", "race": "Spirit-Being (Lyonesse)", "rank": 4, "owner": "hkokko", "tags": ["Lyonesse"], "id": 8843, "notes": "***Always 3 Action points***\n***Hit points 1d6+30***\n***Damage bonus = 0***\n\nLight can destroy it: a candle inflicts 1d2 damage; a torch 1d4; and full sunlight 2d6 damage per round.\n\nLyonesse pg 423\n\n\n"}, {"name": "Greater Hyslop (Intensity 4)", "race": "Spirit-Being (Lyonesse)", "rank": 4, "owner": "hkokko", "tags": ["Lyonesse"], "id": 8848, "notes": "***Always 2 Action points***\n***Hit points 1d6+24***\n\n\n\n\nLyonesse pg 423\n\n\n"}, {"name": "Elder Hyslop (Intensity 5)", "race": "Spirit-Being (Lyonesse)", "rank": 4, "owner": "hkokko", "tags": ["Lyonesse"], "id": 8849, "notes": "***Always 3 Action points***\n***Hit points 1d6+30***\n\n\n\nLyonesse pg 423\n\n\n"}, {"name": "Quist (Intensity 3)", "race": "Spirit-Being (Lyonesse)", "rank": 4, "owner": "hkokko", "tags": ["Lyonesse"], "id": 8853, "notes": "***Always 2 Action point***\n***Hit points 1d6+18***\n\n\n\n\nLyonesse pg 423\n\n\n"}, {"name": "Greater Quist (Intensity 4)", "race": "Spirit-Being (Lyonesse)", "rank": 4, "owner": "hkokko", "tags": ["Lyonesse"], "id": 8854, "notes": "***Always 2 Action points***\n***Hit points 1d6+24***\n\n\n\n\nLyonesse pg 423\n\n\n"}, {"name": "Elder Quist (Intensity 5)", "race": "Spirit-Being (Lyonesse)", "rank": 4, "owner": "hkokko", "tags": ["Lyonesse"], "id": 8855, "notes": "***Always 3 Action points***\n***Hit points 1d6+30***\n\n\n\nLyonesse pg 423\n\n\n"}, {"name": "Greater Willawen (Intensity 4)", "race": "Spirit-Being (Lyonesse)", "rank": 4, "owner": "hkokko", "tags": ["Lyonesse"], "id": 8860, "notes": "***Always 2 Action points***\n***Hit points 1d6+24***\n\n\n\n\nLyonesse pg 423\n\n\n"}, {"name": "Elder Willawen (Intensity 5)", "race": "Spirit-Being (Lyonesse)", "rank": 4, "owner": "hkokko", "tags": ["Lyonesse"], "id": 8861, "notes": "***Always 3 Action points***\n***Hit points 1d6+30***\n\n\n\nLyonesse pg 423\n\n\n"}, {"name": "Merrihew (Intensity 3)", "race": "Spirit-Being (Lyonesse)", "rank": 4, "owner": "hkokko", "tags": ["Lyonesse"], "id": 8865, "notes": "***Always 2 Action point***\n***Hit points 1d6+18***\n\n\n\n\nLyonesse pg 423\n\n\n"}, {"name": "Greater Merrihew (Intensity 4)", "race": "Spirit-Being (Lyonesse)", "rank": 4, "owner": "hkokko", "tags": ["Lyonesse"], "id": 8866, "notes": "***Always 2 Action points***\n***Hit points 1d6+24***\n\n\n\n\nLyonesse pg 423\n\n\n"}, {"name": "Ska Warrior", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Lyonesse"], "id": 8871, "notes": "One can use this as a template for building civilised soldier NPC's. This is at seasoned level with many of the NPC skills needed. Just add the combat style, weapons, magic skills and any mods you need. "}, {"name": "Drowner Alpha", "race": "Ghoul", "rank": 4, "owner": "jaum", "tags": ["The witcher"], "id": 8904, "notes": "+3 AP for non silver weapons."}, {"name": "Noonwraith", "race": "Wraith", "rank": 4, "owner": "jaum", "tags": ["The witcher"], "id": 8893, "notes": "Intensity 2. Hitpoints = POW. Attack with Spectral combat with Spirit Damage as damage. Wraith attacks bypass all except magical defence. Can attack thru physical objects. Cannot move beyond its tomb/place of death.\n\nMoon weakness: On night, -4 tp POW.\n\nHigh Noon Dance: Spend 1 MP to create 3 clones, they don't attack. when attacking, roll 1d3, a 2 or 3 means the attacker hit a clone, he then disappear, and next attack roll 1d2.\n\nimmune against non silver or magical attacks."}, {"name": "Alghoul", "race": "Ghoul", "rank": 4, "owner": "jaum", "tags": ["The witcher"], "id": 8905, "notes": "Abilities: Death Sense, Regeneration (when in frenzy 1 hp per round); \nfrenzy: when suffer serious wound; \nOn night, +5 to STR.\nSpikes: has retractile spikes on their backs, when successfully parry with any weapon, can use a Special  Effect to immediately counter Attack with them.\nScream: When enters frenzy, can emit a piercing scream that puts all ghouls nearby in frenzy too. Non ghouls must be successful a Endurance roll or gets stunned for 1d3 rounds.\n+3 AP for non silver weapons."}, {"name": "Grave Hag", "race": "Hag", "rank": 4, "owner": "jaum", "tags": ["The witcher"], "id": 8892, "notes": "Skull circle: the hag can take 1 hour to make a skull circle, or lair. When within 100 meters of the lair, they get +3 to STR, CON and DEX.\n\nPoisonous tongue: the hag can poison it's enemies with a special effect when attacking. Poisoned creatures make all skill checks 1 grade higher. Resist with Endurance.\n\n+3 AP against non silver weapons."}, {"name": "Griffin", "race": "Griffin", "rank": 4, "owner": "jaum", "tags": ["The witcher"], "id": 8906, "notes": "On Combat, prefers to charge (+2 Dam. Mod.) or grip, then dropping enemy from high attitude. "}, {"name": "Fiend", "race": "Deer", "rank": 4, "owner": "jaum", "tags": ["The witcher"], "id": 8907, "notes": "Regeneration: heal up to his Healing Rate in rounds.\nHypnosis: can spend his action to open his third eye. Anyone looking at him must resist his Invocation with Will Power or gets Hypnotized, while suffering for this, attacks, parries and evading is one grade harder, and the targets are blind to the terrain. This perdures for 1d6+1 rounds.\n\nOn combat, prefers to charge and attack with horns. If cornered, uses his hypnotic eye.\n\n+5 AP against non-silver weapons."}, {"name": "Hound of Tindalos", "race": "Dog", "rank": 4, "owner": "skarza", "tags": [], "id": 8920, "notes": "This gaunt, long-limbed quadruped has huge, soulless eyes and a toothy maw. The lean creature moves with a predatory grace. Hounds of Tindalos are otherworldly predators from beyond the bounds of known reality, usually appearing only when summoned by reckless spellcasters. Little is known about their nature outside of blood-spattered notes and deranged writings of the nearly insane survivors of their attacks. Although possessed of great cunning and cruel intellect, the hounds show no evidence of understanding or communicating with mortals. They enter the physical world on their own in pursuit of those who have trodden too much the netherways beyond time and reality\u2014time travelers (be it physical travel or simply divinatory glimpses forward or backward in time) and creatures that teleport without regard to how this movement impacts subtle magical currents in the multiverse particularly draw their interest.\n\nConstant\u2014air walk\nThe subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to half the air walker\u2019s normal speed.\n\nA strong wind (21+ miles per hour) can push the subject along or hold it back. At the end of a creature\u2019s turn each round, the wind blows the air walker 5 feet for each 5 miles per hour of wind speed. The creature may be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about.\n\nAt will\u2014fog cloud (lasts 10 minutes)\nA bank of fog billows out from the point you designate within 100'. It is stationary. The vapour obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away counts as poor visibility (attacks are hard). Creatures farther away have count as partial darkness (formidable).\n\nA moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round.  This spell does not function underwater.\n\ninvisibility (as spell)\n\nlocate creature\nAs locate animal but this spell locates a known creature. You slowly turn and sense when you are facing in the direction of the creature to be located, provided it is within range. You also know in which direction the creature is moving, if any.\nThe spell can locate a creature of a specific kind or a specific creature known to you. It cannot find a creature of a certain type. To find a kind of creature, you must have seen such a creature up close (within 30 feet) at least once. Running water blocks the spell\n\n3/day\u2014dimensional anchor\nA green ray that hits with an unarmed attack roll to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell.\n\nA dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.\"\n\ndiscern location\nA discern location spell is among the most powerful means of locating creatures or objects. Nothing short of a mind blank spell or the direct intervention of a deity keeps you from learning the exact location of a single individual or object. Discern location circumvents normal means of protection from scrying or location. The spell reveals the name of the creature or object\u2019s location (place, name, business name, building name, or the like), community, county (or similar political division), country, continent, and the plane of existence where the target lies.\n\nTo find a creature with the spell, you must have seen the creature or have some item that once belonged to it. To find an object, you must have touched it at least once.\n\ngreater scrying\nYou can observe a creature at any distance. If the subject succeeds on a WIL save, the spell fails. The difficulty of the casting depends on how well your knowledge of the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +1 shift bonus on its WIL save.\n\nKnowledge \t                           Modifier\nNone*                                       Formidable\nSecondhand (you have heard of the subject)  Hard\nFirsthand (you have met the subject)        normal\nFamiliar (you know the subject well)       +1 shift\n\n*You must have some sort of connection (see below) to a creature of which you have no knowledge. these may apply with other knowledge types at GM discretion\n\nConnection (best applies)                   sting Modifier\nLikeness or picture \t                    +5 to skill\nPossession or garment                       +10 to skill\nBody part, lock of hair, bit of nail, etc.   +1 shift\n\nIf the save fails, you can see and hear the subject and its surroundings (approximately 10 feet in all directions of the subject). If the subject moves, the sensor follows at a speed of up to 150 feet.\n\nAs with all divination (scrying) spells, the sensor has your full visual acuity, including any magical effects. All of the following spells function reliably through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, message, read magic, and tongues.\nIf the save succeeds, you can\u2019t attempt to scry on that subject again for at least 24 hours.\n\nhaste, slow (as per spell)\n\nAngled Entry (Su)\nHounds of Tindalos move through the dimensions in ways other creatures cannot comprehend. They may use greater teleport (self only) once per round and plane shift (self only) 3/day as an action. A Hound of Tindalos can use these powers anywhere, but its destination point must be adjacent to a fixed angle or corner in the physical environment, such as a wall, floor, or ceiling (as determined by the GM); temporary angles created by cloth, flesh, or Small items are not sufficient. It cannot use these abilities to enter curved architecture or open outdoor environments.\n\ngreater teleport: no range limit and there is no chance you arrive off target. In addition, you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location. Interplanar travel is not possible.\n\nPlane Shift: You move yourself to another plane of existence or alternate dimension. Precise accuracy as to a particular arrival location on the intended plane is nigh impossible. From the Material Plane, you can reach any other plane, though you appear 5 to 500 miles (5d%) from your intended destination. Plane shift transports creatures instantaneously and then ends. The creatures need to find other means if they are to travel back (including casting plane shift again).\n\nOtherworldly Mind\nAny non-outsider attempting to read the thoughts of a Hound of Tindalos or communicate with it telepathically takes 2d6 points of damage to head but only causes unconsciousness if reduced to serious or above.The victim must also make a hard WIL roll or be confused for 2d4 rounds with the following effects:.\n\n% \tBehaviour per round\n01\u201325 \tAct normally.\n26\u201350 \tDo nothing but babble incoherently.\n51\u201375 \tDeal 1d3+1 points of damage + damage modifier to self with item in hand.\n76\u2013100 \tAttack nearest creature (for this purpose, a familiar counts as part of the subject\u2019s self).\n\nRipping Gaze (free action)\n3d4 damage and bleed effect to 1 location through armour, 30 feet, Endurance roll negates fully but is opposed by willpower of hound. A creature that succeeds on its save is immune to that hound\u2019s gaze for 24 hours.  "}, {"name": "Maynard Colville", "race": "Human", "rank": 4, "owner": "skarza", "tags": [], "id": 8941, "notes": "Before Combat Maynard drinks his potion of invisibility.\n\nDuring Combat Maynard flanks with the attacking xtabay plants to make use of his sneak attack ability.\n\nMorale When reduced to a serious wound, Maynard visibly sobs at the realization of his actions, though he continues to attack unless subdued or destroyed.\n\n\nCombat Gear potion of invisibility; Other Gear +1 leather armor, +1 short sword, cloak of resistance +5 (added)\n\n\n\nSneak attack +2 shift\n\nHide in Shadows:  a master of stealth and have perfected the art of hiding in shadows. As long as you can position yourself in an area enshrouded in shadow, all Perception rolls to spot you are 1 difficulty grade harder.\n\nArtful Dodger: You possess fast reflexes and gain 1 extra Action Point, which may only be used to Parry or Evade. In addition, you\nmay use the Evade skill to dodge a melee attack without falling prone. Against a ranged attack, you only end up prone if you fail the roll.\n\nAgile: The thief gains superb reflexes. When calculating Initiative the character adds one tenth of his Athletics skill to the Initiative 1d10 roll."}, {"name": "Gymnastai", "race": "Human", "rank": 4, "owner": "Nigel_Clarke", "tags": [], "id": 8969, "notes": "Built from Mythras pp28-31 and MC p54."}, {"name": "Adhukait", "race": "conjoined demon", "rank": 4, "owner": "skarza", "tags": [], "id": 8971, "notes": "A pair of spiked fiends, interwoven through bodily cavities and impaling limbs, spin in a dance with their twin curved knives.\n\nKnown also as the twinned ones, adhukaits are warrior asuras, specialized at quick raids designed for theft, assassination, or kidnapping. An adhukait is adept at infiltration and escape. In killing, the fiend is brutally efficient unless it wishes to prolong pain to demoralize or enrage its enemies.\n\nAlthough an adhukait appears to be two connected creatures, it is one entity with two minds. The creature\u2019s personality and purpose is as unified as its bizarre form. An adhukait is 6 feet tall.\n\nAdhukaits prefer desolate spots as lairs, especially those that recall past terror or sorrow. In such dens, they keep trophies from their engagements as focuses for meditation and objects of study. Adhukaits also keep treasures stolen from temples and holy places. While at rest, adhukaits remain near any ill-gotten items to ensure no meddling magician can locate the lost objects.\n\nLegend holds that the first adhukaits emerged from the shattered remains of two godlike brigands. These burglars, their names long since lost to history, attempted to raid a celestial hall. The resident deity and his or her servants slew the thieves, crushed their bodies together into one, and hurled their remains to the earth. As their crumbling, entwined bodies struck the world, they caused terrible earthquakes and tsunamis that slew thousands of innocents\u2014including many worshipers of the headstrong deity who accidentally caused the devastation. The first adhukaits grew from the shattered, mingled remains of these brigands, rising from the blasted crater to serve the asuras as elite soldiers.\n\nDance of Disaster\nWhenever an adhukait hits with a melee attack during an attack action, it can move 10 feet (3 m) before making its next attack. The adhukait\u2019s normal speed does not limit this movement\u2014it can move 10 feet after any successful hit among actions, as long as it has another action to make. This allows disengagement automatically, ans if it is moving it can use its dance to evade.\n\nRegenerates 5 hits per location per round, vs all attacks bar those made by good weapons or spells. It also has 5 extra AP vs all non good weapons (added to its 6 basic AP)\n\nResists Acid and electricity by reducing damage of each by 10. Also has magic resistance at 60%\n\nSpell-Like Abilities (Intensity 8)\n\nAt will\u2014feather fall, greater teleport (self plus 50 lbs. of objects only), spider climb\n3/day\u2014blink, blur, mirror image, spike growth\n1/day\u2014summon (1 adhukait 35%) \n\nSpike Growth (160 square feet, 8 hour duration)\nAny ground-covering vegetation in the spell\u2019s area becomes very hard and sharply pointed without changing its appearance.\n\nIn areas of bare earth, roots and rootlets act in the same way. Typically, spike growth can be cast in any outdoor setting except open water, ice, heavy snow, sandy desert, or bare stone. Any creature moving on foot into or through the spell\u2019s area takes 1d4 points of damage for each 5 feet of movement through the spiked area to each limb in contact with the ground. (Most boots only provide 1 AP and metal ones only get 1/4 rounded up AP due to flexibility needs)\n\nAny creature that takes damage from this spell must also succeed on an opposed Evade roll or suffer injuries to its feet and legs that slow its land speed by half. This speed penalty lasts for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on an opposed first aid roll against the spell.\n\nNote: Magic traps are hard to detect. To use the Perception skill to find a spike growth the roll must by opposed and also formidable (hard if cast by a ranger) Spike growth can\u2019t be disabled.\n\ntelepathy 100 ft. \n"}, {"name": "Talking Elephant", "race": "Talking Animal", "rank": 4, "owner": "Shlimazl", "tags": ["Elephant", "Mammoth", "Perceforest", "Talking animal"], "id": 8976, "notes": "In the world of Perceforest, one can occasionally find an animal with the intelligence and language of a human. Some stand on two legs and act like a human, were it not for their fur and claws."}, {"name": "Lizardfolk Savage Veteran Infantry - Anguri", "race": "Lizardfolk Male", "rank": 4, "owner": "raleel", "tags": ["Monster island"], "id": 8990, "notes": "**Blowgun Poison**\n*Application*: Injected\n*Potency*: 70\n*Resistance*: Endurance\n*Onset time*: 1d6 rounds\n*Duration*: 4 hours\n*Conditions*: Paralysis\n*Antidote/Cure*: Only time"}, {"name": "Lizardfolk Savage Veteran Infantry - Gabari", "race": "Lizardfolk Male", "rank": 4, "owner": "raleel", "tags": ["Monster island"], "id": 8993, "notes": "**Blowgun Poison**\n*Application*: Injected\n*Potency*: 70\n*Resistance*: Endurance\n*Onset time*: 1d6 rounds\n*Duration*: 4 hours\n*Conditions*: Paralysis\n*Antidote/Cure*: Only time"}, {"name": "Lizardfolk Savage Veteran Infantry - Gamari", "race": "Lizardfolk Male", "rank": 4, "owner": "raleel", "tags": ["Monster island"], "id": 8996, "notes": "**Blowgun Poison**\n*Application*: Injected\n*Potency*: 70\n*Resistance*: Endurance\n*Onset time*: 1d6 rounds\n*Duration*: 4 hours\n*Conditions*: Paralysis\n*Antidote/Cure*: Only time"}, {"name": "Lizardfolk Savage Veteran Infantry - Ghidori", "race": "Lizardfolk Male", "rank": 4, "owner": "raleel", "tags": ["Monster island"], "id": 8999, "notes": "**Blowgun Poison**\n*Application*: Injected\n*Potency*: 70\n*Resistance*: Endurance\n*Onset time*: 1d6 rounds\n*Duration*: 4 hours\n*Conditions*: Paralysis\n*Antidote/Cure*: Only time"}, {"name": "Lizardfolk Savage Veteran Infantry - Gyaosi", "race": "Lizardfolk Male", "rank": 4, "owner": "raleel", "tags": ["Monster island"], "id": 9002, "notes": "**Blowgun Poison**\n*Application*: Injected\n*Potency*: 70\n*Resistance*: Endurance\n*Onset time*: 1d6 rounds\n*Duration*: 4 hours\n*Conditions*: Paralysis\n*Antidote/Cure*: Only time"}, {"name": "Lizardfolk Savage Veteran Infantry - Kamacuri", "race": "Lizardfolk Male", "rank": 4, "owner": "raleel", "tags": ["Monster island"], "id": 9005, "notes": "**Blowgun Poison**\n*Application*: Injected\n*Potency*: 70\n*Resistance*: Endurance\n*Onset time*: 1d6 rounds\n*Duration*: 4 hours\n*Conditions*: Paralysis\n*Antidote/Cure*: Only time"}, {"name": "Lizardfolk Savage Veteran Infantry - Kangi", "race": "Lizardfolk Male", "rank": 4, "owner": "raleel", "tags": ["Monster island"], "id": 9008, "notes": "**Blowgun Poison**\n*Application*: Injected\n*Potency*: 70\n*Resistance*: Endurance\n*Onset time*: 1d6 rounds\n*Duration*: 4 hours\n*Conditions*: Paralysis\n*Antidote/Cure*: Only time"}, {"name": "Lizardfolk Savage Veteran Infantry - Kumongi", "race": "Lizardfolk Male", "rank": 4, "owner": "raleel", "tags": ["Monster island"], "id": 9011, "notes": "**Blowgun Poison**\n*Application*: Injected\n*Potency*: 70\n*Resistance*: Endurance\n*Onset time*: 1d6 rounds\n*Duration*: 4 hours\n*Conditions*: Paralysis\n*Antidote/Cure*: Only time"}, {"name": "Lizardfolk Savage Veteran Infantry - Mandahi", "race": "Lizardfolk Male", "rank": 4, "owner": "raleel", "tags": ["Monster island"], "id": 9014, "notes": "**Blowgun Poison**\n*Application*: Injected\n*Potency*: 70\n*Resistance*: Endurance\n*Onset time*: 1d6 rounds\n*Duration*: 4 hours\n*Conditions*: Paralysis\n*Antidote/Cure*: Only time"}, {"name": "Lizardfolk Savage Veteran Infantry - Oodaki", "race": "Lizardfolk Male", "rank": 4, "owner": "raleel", "tags": ["Monster island"], "id": 9017, "notes": "**Blowgun Poison**\n*Application*: Injected\n*Potency*: 70\n*Resistance*: Endurance\n*Onset time*: 1d6 rounds\n*Duration*: 4 hours\n*Conditions*: Paralysis\n*Antidote/Cure*: Only time"}, {"name": "Lizardfolk Savage Veteran Infantry - Varani", "race": "Lizardfolk Male", "rank": 4, "owner": "raleel", "tags": ["Monster island"], "id": 9020, "notes": "**Blowgun Poison**\n*Application*: Injected\n*Potency*: 70\n*Resistance*: Endurance\n*Onset time*: 1d6 rounds\n*Duration*: 4 hours\n*Conditions*: Paralysis\n*Antidote/Cure*: Only time"}, {"name": "Night Hag (sally Scrabblebones)", "race": "Hag", "rank": 4, "owner": "skarza", "tags": [], "id": 9080, "notes": "Grisly fetishes and the rags of once fine clothes hang off the corpse-thin frame of this horrifying, sharp-fanged crone.\n\nTerrifying murderesses and greedy soul brokers, night hags prey upon mortals while they\u2019re most vulnerable. Preferring to kill their prey slowly, haunting their dreams night after night, these hags trap the tormented souls of their victims within dark gems so they might be sold in the infernal markets of the outer planes. Night hags vary widely in appearance, standing between 5-1/2 and 7 feet tall, and weighing from 150 to 300 pounds.\n\nimmune to charm, cold, fear, fire, sleep\nSpell resistance 95%\nreduce all attack that are not cold iron AND magic by half after AP.\n\nDisease:Demon Fever \nApplication: Injection, requires only a small cut\nPotency: as END of hag\nResistance: Endurance\nOnset time: immediate \nDuration: 3d4 days\nConditions: If not resisted, the victim takes 1d6 point loss to CON per day.If a victim reaches 0 CON they die.\nTreatment: Antivenom or magical treatment only.\n\nSpells and effects (all 10 intensity)\nAlter self (at will)\nconstant: Detect Evil, good, chaos, law and magic\n\nAt will\u2014 sleep, invisibility, magic missile, \nray of enfeeblement\nA 75' coruscating ray springs from your hand. You must succeed in an unarmed attack to strike a target. The subject takes a penalty to Strength equal to 1d6 +. The subject\u2019s Strength score cannot drop below 1. A successful END save reduces this penalty by half. This penalty does not stack with itself. Apply the highest penalty instead.\n\nAt will (with heartstone)\u2014 \netherealness\nCasting Time 1  Action\nRange touch; see text\nTargets you and one other touched creature per I.\nDuration 10 min.\n\nThis spell functions like ethereal jaunt (4th level), except that you and other willing creatures joined by linked hands (along with their equipment) become ethereal. Besides yourself, you can bring one creature per Intensity to the Ethereal Plane. Once ethereal, the subjects need not stay together.\n\nWhen the spell expires, all affected creatures on the Ethereal Plane return to material existence.\n\nsoul bind\nCasting Time 1 action\nRange 75 ft.\nTarget corpse\nDuration permanent\nSaving: Will\n\nYou draw the soul from a newly dead body and imprison it in a black sapphire gem. The subject must have been dead no more than 1 round per Intensity. The soul, once trapped in the gem, cannot be returned through clone, raise dead, reincarnation, resurrection, true resurrection, or even a miracle or a wish. Only by destroying the gem or dispelling the spell on the gem can one free the soul (which is then still dead).\n\nThe focus for this spell is a black sapphire of at least 100 gp value for every rank possessed by the creature whose soul is to be bound. If the gem is not valuable enough, it shatters when the binding is attempted. (While creatures have no concept of level as such, the value of the gem needed to trap an individual can be researched.)\n\nDream Haunting\nA night hag can visit the dreams of chaotic or evil targets by using a special periapt known as a heartstone to become ethereal, then hovering over the creature. Once it does so, it rides on the victim\u2019s back until dawn. The sleeper suffers tormenting dreams and takes 1 point of Constitution drain upon awakening. Only another ethereal being can stop these nocturnal intrusions by confronting and defeating the night hag.\n\nHeartstone\nAll night hags carry a heartstone\u2014a special gemstone worth at least 180 gp that is worn as a periapt. A heartstone\u2019s magic is fueled by the hag\u2019s spirit and proximity\u2014once separated from its owner (or upon the hag\u2019s death), a heartstone retains its magic for only 24 hours before becoming a nonmagical gem again. The heartstone instantly cures any disease contracted by the holder. In addition, a heartstone provides a +10 resistance bonus on all saving throws (this bonus is included in the statistics already). A night hag that loses this charm can no longer use etherealness or soul bind until it finds a replacement gemstone."}, {"name": "Undine: 10 cubic metre Water Elemental", "race": "Elemental", "rank": 4, "owner": "skarza", "tags": [], "id": 9177, "notes": "Abilities: Immunity: Water, Vulnerable: Fire. Takes double damage from Fire. Immunity to serious and major wounds.\n\nIf Engulf is not evaded then all hitlocs are damaged by same damage. If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn.\n\nUndines manipulate water, whether free-flowing or standing. They can create currents, eddies and whirlpools, redirect tides, lessen (or heighten) waves, and so forth. Undines smash enemies with pummelling waves, shoot high speed jets from afar, or engulf a victim, and crush them under immense pressure. Worn armour counts against damage from elemental strikes, but not against Engulfing attacks."}, {"name": "Ghoul (MC)", "race": "Ghoul", "rank": 4, "owner": "Nigel_Clarke", "tags": [], "id": 9178, "notes": "Abilities: Undead, Death Sense, Regeneration (Mythras page 215/7/8). Immune to the effects of serious wounds. Major wounds do not incapacitate. Mythras 214"}, {"name": "Nekhtra, the Chosen One of the Beast- Gods, female", "race": "Human", "rank": 4, "owner": "Bilharzia", "tags": ["Xothique"], "id": 9218, "notes": "Nekhtra, priestess of the Hyena Cult\n\nHyena cult of Yar-Ammon\nUntil very recently, the Yar-Ammonites worshipped an ancient pantheon of beast-headed man-gods, disturbing fragments of a lost age. These gods, said to have brought knowledge and wisdom to the first civilization of Yar-Ammon, were usually depicted as humanoids with the heads of hyenas, rams, goats, vultures, and other animals. The priests of Yar-Ammon often wore masks in imitation of their gods. The cult consisted of several sub-cults, each devoted to a particular beast, although there was supposedly a secret grand hierarch controlling them all. The ancient practices of the beast-cults were outlawed a generation ago, when the royal house of Amenti established the cult of Zothur, but there are many among the common folk who still follow the old ways.\n\nInitiation Rite: Choose a patron animal, and mate with it.\n\nCult Skills: Animal Handling, Lore(Natural World), Survival, Endurance, Evade, Devotion, Exhort\n\nNew Spells\n\nFolk Magic:\n\"Bark\" - identical to \"Shock\" except triggered with a shout at a target.\n\nTheism:\nCreate Canopic Mummy \nDuration (Instant), Ranged (Metres), Rank Priest, Resist (Endurance)\nThis spell eviscerates the target, drawing forth his life essence as well as their internal organs. The spell will inflict 1d6 damage per two points of Intensity directly to the chest. If this damage kills the target, the spell pulls his organs into a set of 4 canopic jars and seals them; 1d3 Rounds later, the corpse revives as an undead Mummy.\n\nThe mummy is not under the caster's control, but the canopic jars give the bearer certain powers over it. Anyone holding one of the jars can communicate with the mummy as if they share a common language. The bearer gains the benefits of Backlash at the same intensity as Create Mummy, but only against that mummy.\n\nUnsealing or breaking a jar is a single proactive action, which dissipates its power (and protection) but lets the bearer issue a short command to the mummy. The caster (and only the caster) may unseal all 4 jars in a 10-minute ritual to control the mummy with an effect similar to the Sorcery spell Dominate; most casters typically include a restriction that the mummy will not harm them, as unsealing the jars leaves them vulnerable."}, {"name": "Barbarian Berserker", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Swordandsorcery"], "id": 9241, "notes": ""}, {"name": "Pit Fighter", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Swordandsorcery"], "id": 9254, "notes": ""}, {"name": "Sailor of the Seas", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Swordandsorcery"], "id": 9257, "notes": ""}, {"name": "Wrestler", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Swordandsorcery"], "id": 9260, "notes": ""}, {"name": "Cannibal Brute, Strong One", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Swordandsorcery"], "id": 9270, "notes": ""}, {"name": "Pit Fighter, Strong One", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Swordandsorcery"], "id": 9275, "notes": ""}, {"name": "Pugilist,Strong One", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Swordandsorcery"], "id": 9276, "notes": ""}, {"name": "Wrestler, Strong One", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Swordandsorcery"], "id": 9279, "notes": ""}, {"name": "Corsair Captain", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Swordandsorcery"], "id": 9280, "notes": ""}, {"name": "Reaver Captain", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Swordandsorcery"], "id": 9282, "notes": ""}, {"name": "Palace Guard Captain", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Swordandsorcery"], "id": 9283, "notes": ""}, {"name": "Large Shoal of Leeches", "race": "Flock", "rank": 4, "owner": "hkokko", "tags": ["Errinoru", "Fantasy", "Jungle", "Monster island"], "id": 9428, "notes": "The consequence of leech shoals is somewhat different than other types, taking several hours to take effect. The swarm only rolls for the number of injuries once, armour having no effect. For each two points of injury the victim suffers a persistent level of Fatigue from blood loss and secondary infection."}, {"name": "Cultist of Zululun, Acolyte", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Monster island"], "id": 9464, "notes": "Guardian of tombs, herald of revenge. The dread guardian of the tombs and punisher of thieves, Zululun has a dire reputation.The idols of Zululun are depicted as a nightmare cross of bat and spider, emphasis- ing his dread temperament. MI pg 161"}, {"name": "Cultist of OMG, Initiate", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Monster island"], "id": 9454, "notes": "Initiate of OMG - Maestro of battle, drinker of blood A hyena headed goddess whose cult members are noted to be \"dreadful, yet divinely inspired warrior-priests\". She vents her rage in battle then sates her appetites with the blood of the fallen, looking beneficently over those that embrace her rages. When not fighting, however, the worshippers of Omg are sour and petulant, feeling her lugubrious lassi- tude whilst she awaits the next conflict.  To become a lay member of the cult requires killing someone, or something, in open battle. Progression thereafter is restricted to those who kill suf- ficient foes, in addition to the standard rank requirements. Additionally, a worshipper of Omg must never show their back to the enemy. MI pg 158"}, {"name": "Servant of Jaguar Goddess, Initiate", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 9470, "notes": "Jaguar skins and jaguar skull helmet"}, {"name": "Acolyte of Jaguar Goddess", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 9471, "notes": "Jaguar skins and jaguar skull helmet"}, {"name": "Cultist of Geolok - Acolyte", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Monster island"], "id": 9512, "notes": "Geolok - The shaking one, master of stone MI pg 155"}, {"name": "Cultist of Ilioth, Initiate", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Monster island"], "id": 9517, "notes": "Ilioth - Matriarch of love, corrupter of passion"}, {"name": "Cultist of Ilioth, Acolyte", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Monster island"], "id": 9518, "notes": "Ilioth - Matriarch of love, corrupter of passion"}, {"name": "Cultist of Quatochil, Acolyte", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Monster island"], "id": 9523, "notes": "Cultist of Quatochil, Lord of dust, bringer of decay"}, {"name": "Cultist of Mordiggoth, Initiate", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Monster island"], "id": 9526, "notes": "Mordiggoth - Ruler of the dead, captain of worms\n"}, {"name": "Cultist of Mordiggoth, Acolyte", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Monster island"], "id": 9527, "notes": "Mordiggoth - Ruler of the dead, captain of worms\n"}, {"name": "Cultist of Ojahl Initiate", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Monster island"], "id": 9530, "notes": "Cultist of Ojah l- The virgin goddess, mistress of the blade"}, {"name": "Cultist of Thargorgos, Acolyte", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Monster island"], "id": 9535, "notes": "Thargorgos - Judge of dooms, bringer of catastrophe"}, {"name": "Cultist of Thasaidon, Acolyte", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Monster island"], "id": 9540, "notes": " Thasaidon, Preceptor of secrets, granter of wishes. If has spell Grimoire then has Sorcery spells"}, {"name": "Cultist of Vergamka, Acolyte", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Monster island"], "id": 9545, "notes": "Cultist of Vergamka, Patriarch of all, inscriber of destiny"}, {"name": "Cultist of Ylila, Initiate", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Monster island"], "id": 9549, "notes": "Cultist of Ylila - Queen of perdition, spreader of iniquity"}, {"name": "Cultist of Yuklha, Initiate", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Monster island"], "id": 9553, "notes": "Cultist of Yuklha, Prince of laughter, purveyor of madness"}, {"name": "Cultist of Yuklha, Acolyte", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Monster island"], "id": 9554, "notes": "Cultist of Yuklha, Prince of laughter, purveyor of madness"}, {"name": "Werewolf (Hybrid form) - Double Full Moon", "race": "Human", "rank": 4, "owner": "SFLucid", "tags": [], "id": 9634, "notes": "Lycanthropy, Prefers to select Grip and Choose location. Gripped victim sustains biting damage every round."}, {"name": "Balrog (Type VI Demon)", "race": "Winged Demon", "rank": 4, "owner": "Steve3742", "tags": [], "id": 9594, "notes": "**this one is for Classic Fantasy**\nThese formidable demons stand 3.5 metres tall with a wingspan of 4 metres and are armed with a magical (+1) Great Sword and a many tailed whip. Because of its SIZ, it can use a Great Sword as a single-handed weapons. Their body is aflame and causes fires around it.\n\nA Balrog has various other abilities:\n\n***Magic Resistance 75%:*** There is a 75% chance that all magics directed at the balrog fail completely. Indirect attacks still work, i.e. using a spell to throw something physical at the balrog. The ability is innate and the balrog doesn\u2019t have to do anything to activate it. \n***Resistance (Magical Fire/Heat, Cold, Electricity, Gas):*** The Balrog takes only half damage from these attacks.\n***Communication:***They can speak and read all languages, including reading magic. They understand all types of intelligent communication (e.g. sign language).\n***See Invisible:*** The balrog has a chance equal to Willpower to see those under the effects of invisibility, regardless of natural ability or spell.\n***Telekinesis:*** They can move objects up to 275kg in weight within a radius of 40 metres\n***Darkness:*** They can project darkness around them for a 3 metre radius, nullifying even infravision. \n***Dispel Magic:*** They can Dispel Magic, as per the spell, merely by concentrating on a magical effect/thing.\n***Suggestion:***They can manipulate people merely by commanding them, as per the spell Suggestion, (resisted by Willpower).\n***Pyrotechnics*** Balrogs can manipulate the fiery substance of their bodies They can produce a 3m diameter fiery burst of glowing, coloured sparks and flames which temporarily blinds those creatures in the area or within 25m of the area with an unobstructed line of sight. Or they can cause a thick writhing stream of smoke to arise from their body and form a 10m diameter choking cloud which totally obscures vision beyond half a metre.\n***Symbol:*** They can create a Symbol of Fear, Discord, Sleep or Stunning, as per the spells.\n\nIn all cases when a spell is mentioned, the Balrog can cause this effect for no cost in MP, though it can be boosted with MP to raise the Intensity, if so desired. Default Intensity and Magnitude are equal to 1/20 of the balrog's Willpower.\n\nBalrogs can attack with both weapons in each turn. If, upon striking with the whip, it gets a special effect, it will choose Entangle. Next Action, it will try to draw the victim onto its burning body, requiring a contest of Brawn. If the victim loses, they suffer an amount of fire damage dependent on the SIZ of the Balrog. A Balrog with a SIZ of less than 30 causes 1d6 damage to 1d4 contiguous hit locations; SIZ 30-39 Balrogs cause 1d8 damage to 1d4+1 contiguous hit locations; and Balrogs of 40 SIZ or more cause 1d10 damage to 1d6+1 contiguous hit locations. Armour will protect at half value from this fire damage."}, {"name": "Stoneman", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Dorastor"], "id": 9606, "notes": "They are camouflaged when against stone background. Source: Secrets of Dorastor"}, {"name": "Chaotic Brollachan", "race": "Gorp", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Dorastor", "Genertela", "Glorantha", "Sea"], "id": 9609, "notes": "\"Brollachans can be encountered either sticking to the canal wall or floating. If wounded seriously they will drop underwater. It is a shapeless lump of tissue with two eyes and a grinning mouth. Engulfed character will take brollachan's damage bonus as damage\". Big Rubble pg 81. "}, {"name": "Small Draining Bush", "race": "Elemental", "rank": 4, "owner": "hkokko", "tags": ["Dorastor", "Monster island", "Plant"], "id": 9614, "notes": "These have a heady scent and attract prey to them. Any creature passing within the bush's POWx5 meters must roll a Willpower vs the Combat Style of the bush or be drawn to the bushes. At 31-50 meters it will be at easy, at 10-30 meters normal, at 0-10 Hard.If in the bushes will be attacked by the thorns.  Source: Secrets of Dorastor"}, {"name": "Large Draining Bush", "race": "Elemental", "rank": 4, "owner": "hkokko", "tags": ["Dorastor", "Monster island", "Plant"], "id": 9615, "notes": "These have a heady scent and attract prey to them. Any creature passing within the bush's POWx5 meters must roll a Willpower vs the Combat Style of the bush or be drawn to the bushes. At 31-50 meters it will be at easy, at 10-30 meters normal, at 0-10 Hard.If in the bushes will be attacked by the thorns.  Source: Secrets of Dorastor"}, {"name": "Eagle, Giant", "race": "Eagle, Giant", "rank": 4, "owner": "SFLucid", "tags": ["Fantasy", "Flying", "Genertela", "Glorantha", "High plateau", "Monster island", "Mountains", "Pamaltela"], "id": 10318, "notes": "Kings of raptors, giant eagles are amongst the largest predatory birds which can fly. Though smaller than the legendary roc these huge birds are still capable of snatching  up a person in their claws or carrying one upon their back, the eagle\u2019s wingspan extending up to 15m. Most of the giant eagles live high in the mountains, well away from those that would hunt them.\n\nWhen not performing its swooping attacks, a giant eagle will keep well clear of ground-based enemies to ensure it stays out of missile weapon range. During a dive, prepared archers and the like only have a single chance to shoot at the creature since it is travelling so fast. The eagle is permitted  a Fly roll to evade any such volley of missiles, using the roll against any ranged attack launched against it on the approach. \n\nMI pg 214"}, {"name": "Sickness Spirit - Intensity 2 (1+1)", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 9675, "notes": "Mythras page 143 and  152-153. Lone spirits attack sleeping or unconscious targets. At this point the sickness spirit manifests, and engages the target in spirit combat. If it gains a level of success the spirit infects the victim, and wanders off to find another host. Only rarely do they covertly possess "}, {"name": "Sickness Spirit - Intensity 3 (3)", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 9676, "notes": "Mythras page 143 and  152-153. Lone spirits attack sleeping or unconscious targets. At this point the sickness spirit manifests, and engages the target in spirit combat. If it gains a level of success the spirit infects the victim, and wanders off to find another host. Only rarely do they covertly possess "}, {"name": "Sickness Spirit - Intensity 3 (1+2)", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 9677, "notes": "Mythras page 143 and  152-153. Lone spirits attack sleeping or unconscious targets. At this point the sickness spirit manifests, and engages the target in spirit combat. If it gains a level of success the spirit infects the victim, and wanders off to find another host. Only rarely do they covertly possess "}, {"name": "Sickness Spirit - Intensity 3 (1+1+1)", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 9678, "notes": "Mythras page 143 and  152-153. Lone spirits attack sleeping or unconscious targets. At this point the sickness spirit manifests, and engages the target in spirit combat. If it gains a level of success the spirit infects the victim, and wanders off to find another host. Only rarely do they covertly possess "}, {"name": "Sickness Spirit - Intensity 2 (2)", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 9683, "notes": "Mythras page 143 and  152-153. Lone spirits attack sleeping or unconscious targets. At this point the sickness spirit manifests, and engages the target in spirit combat. If it gains a level of success the spirit infects the victim, and wanders off to find another host. Only rarely do they covertly possess "}, {"name": "Babylonian Ostrich", "race": "Ostrich", "rank": 4, "owner": "hkokko", "tags": ["Mythic babylon"], "id": 9704, "notes": ""}, {"name": "Girtablullu (Scorpion Man)", "race": "Girtablullu (Scorpion Man)", "rank": 4, "owner": "hkokko", "tags": ["Mythic babylon"], "id": 9708, "notes": "Armor is chitin and feathers, some will wear human armor on their human parts"}, {"name": "Kulullu (Mer-People)", "race": "Kulullu (Mer-People)", "rank": 4, "owner": "hkokko", "tags": ["Mythic babylon"], "id": 9709, "notes": ""}, {"name": "Apsasu\u00a0-\u00a0The Winged Bull", "race": "Apsasu", "rank": 4, "owner": "hkokko", "tags": ["Mythic babylon"], "id": 9710, "notes": ""}, {"name": "Hari Hunter", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Mythic babylon"], "id": 9712, "notes": "The Hari people are primitive cave-dwellers who live in the Gubin foothills. They have the faces of partridges, but are otherwise similar to humans. Their feathers are dull in colour, and shift hue to match their surroundings, making it easy for the Hari people to keep up their preference to avoid human contact."}, {"name": "Katillu - Scorpion Demon", "race": "Katillu - Scorpion Demon", "rank": 4, "owner": "hkokko", "tags": ["Mythic babylon"], "id": 9711, "notes": ""}, {"name": "Kurgarra - Taloned Dancers", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Mythic babylon"], "id": 9713, "notes": "Kurgarra are human-like beings with taloned feet. "}, {"name": "Kusarikku - Bullman", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Mythic babylon"], "id": 9714, "notes": "They have the head, arms, and torso of a man, but the lower half, horns, and ears of a bull. Kusarikku hold open the gates of dawn when the god \u0160ama\u0161 emerges into the sky, and defend the entrance from malevolent demons who seek to emerge from the underworld. They also stand guard over other underworld entrances, forbidding demons from passing to trouble mankind.\n\n\nMagic: Strength of the Bull. A kusarikku can spend 2 magic points and make an Endurance roll to attempt to boost their strength, increasing their damage bonus to 1d8, and Brawn to 99% for the remainder of a scene."}, {"name": "Lahmu - Hairy Heroman", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Mythic babylon"], "id": 9715, "notes": "The Lahmu, or hairy hero men, are squat hairy bestial men, incredibly strong, who serve the god Enki. Enki uses them in pairs to guard doorways from demonic intruders, in places where such can enter the world in material form.\n\nMagic: Heroic Wrath. After injury, a Lahmu can spend 2 magic points and attempt a Willpower roll to enter a state of heightened speed and combat skill. In this state, they gain 4 rather than 3 Action Points for the remainder of a battle."}, {"name": "Uridimmu - Mad Dog", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Mythic babylon"], "id": 9716, "notes": "The Uridimmu is a lion-like creature with a human head. It is sometimes referred to as a \u201cmad dog.\u201d  Frenzy when exposed to blood"}, {"name": "Hallulaja - Centipede Demon", "race": "Hallulaja", "rank": 4, "owner": "hkokko", "tags": ["Mythic babylon"], "id": 9717, "notes": "Hallulaja, the centipede demon, takes possession of a centipede and turns it into a monstrosity many times its natural size. Unlike the other animal demons, Hallulaja sometimes works for the underworld gods as a protector of forbidden places."}, {"name": "Lamassu & \u0160edu", "race": "Spirit", "rank": 4, "owner": "ronix", "tags": ["Mythic babylon", "Ruins", "Spirit"], "id": 9788, "notes": "These female and male protective spirits protect persons, houses, temples, palaces, or cities. They are considered to be one of the \u201cgood\u201d classes of Utukku, and guard houses of all kinds, including temples and palaces. Lamassu (Sumerian Lama) are always represented by a woman in a long flowing dress, hands raised in supplication, and wearing horned headgear. The \u0160edu (Sumerian Alad) is her male counterpart."}, {"name": "Sorcerers Eye Spider", "race": "Giant Spider", "rank": 4, "owner": "hkokko", "tags": ["City", "Desert", "Forest", "Jungle"], "id": 13309, "notes": "Eye Spider (Sorcerous Construct)\n\nSmall, glassy black constructs favoured by spies, assassins, and cult agents in the city\n\nIn dormant form, an eye spider appears as a smooth black sphere the size of an eyeball. When activated, it extrudes eight slender legs and a flexible stinger, moving with surprising speed, climbing any surface, and leaping short distances.\n\nThe spider can carry tiny items (coin, key) or store one dose of liquid (poison, drug, or elixir), delivered via its stinger.\n\nEach eye spider is bound to a single owner and re-bonds after one week of continuous possession.\n\nBased on Signs & Portents 62"}, {"name": "Haunt -Major", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Spirit"], "id": 9948, "notes": "Haunt is usually invisible, it may spend 1 Magic Point to manifest itself visually for up to its POW in minutes. They do not initiate spectral combat but use their other skills. Core 150 If same ability twice or more, increase effect suitably"}, {"name": "Ancestor Spirit - Sage", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 9951, "notes": "Core 146-147. 3 point ancestral spirit. Has thrice the ancestor skills\n\n"}, {"name": "Ancestor Spirit - Spirit Guide", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 9953, "notes": "Core 146-147. 3 point ancestral spirit. \n\n"}, {"name": "Ancestor Spirit - Shaman Spirit Guide", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 9957, "notes": "Core 146-147. 3 point ancestral spirit. Has twice the number of spirits\n\n"}, {"name": "Ancestor Spirit - Shaman", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 9958, "notes": "Core 146-147. 3 point ancestral spirit. Has thrice the number of spirits\n\n"}, {"name": "Ancestor Spirit - Balanced", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 9959, "notes": "Core 146-147. 3 point ancestral spirit. "}, {"name": "Ancestor Spirit, Large - Balanced", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 9960, "notes": "Core 146-147. 4 point ancestral spirit. "}, {"name": "Ancestor Spirit, Large - Spirit Guide", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 9961, "notes": "Core 146-147. 4 point ancestral spirit. "}, {"name": "Ancestor Spirit, Large - Shaman", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 9962, "notes": "Core 146-147. 4 point ancestral spirit. Four times the normal amount of spirits"}, {"name": "Ancestor Spirit, Large - Sage", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 9963, "notes": "Core 146-147. 4 point ancestral spirit. "}, {"name": "Ancestor Spirit, Large - Spellcaster", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 9964, "notes": "Core 146-147. 4 point ancestral spirit. "}, {"name": "Umu (Roaring Weather Beast)", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Mythic babylon"], "id": 9975, "notes": "Not fully substantial\n\nEngulfing can be evaded not parried. 1d4 damage to all hitloc until they escape with Brawn or Evade against Umu's Brawn. Armor protects half. Only one at a time can be engulfed. \n\nUmu takes only 1 hp of damage from piercing and 2 hp of damage from edged weapons that penetrate the armor. Blunt weapons normal. Missile/thrown are ineffective. \n\nBlasting attack damage is 1d10. Weapon Size is L and Reach VL. \n\nTossing victim into air number of meters away = UMU STR - victim SIZ). Victim takes falling damage (Core 78)\n It has 28 hit points. "}, {"name": "Gallu - Constable Demon of the Underworld", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Demon", "Mythic babylon"], "id": 9977, "notes": "Can take form of previous victim. "}, {"name": "Iduptu - Demon of the Winds", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Demon", "Mythic babylon"], "id": 9978, "notes": "The demon Iduptu can be found at the first of the gates of the underworld. Iduptu\u2019s main power is his command over the winds; the demon can channel them as both a defence and a weapon.\n\nIduptu can use the wind to attack a target within 20 m with the Windlash attack, and can use his Demon of the Winds combat style as a defence against any attack, including both melee and ranged attacks, but also magic."}, {"name": "Rabisu - Bailiff Demon of the Underworld", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Demon", "Mythic babylon"], "id": 9980, "notes": "MBa 270. : Rabisu can spend their own Magic Points to immediately invoke the Backlash and Pacify miracles from the Mythras core rules. No Exhort skill roll or separate devotional pool is needed."}, {"name": "Anzud - Thunderbird", "race": "Eagle, Giant", "rank": 4, "owner": "hkokko", "tags": ["Mythic babylon", "Unique"], "id": 9986, "notes": "Anzud (Sumerian Imdugud) is the famed thunderbird of legend. MBa 273  The Anzud bird can spend his own Magic Points to immediately invoke the Call Winds, Cloud Call, and Lightning miracles from the Mythras core rules. No Exhort skill roll or separate devotional pool is needed; the Anzud bird draws on his own almost divine energies."}, {"name": "Forest Guardian", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Mythic babylon"], "id": 9987, "notes": "MBa 274. Giant humanoid monster with an elephantine roar, a wrinkly, human-like face with whiskers, and with tusks. He had lion-like claws and monstrous breath.\n"}, {"name": "Pazuzu - King of the Demons and Wind Spirits", "race": "Pazuzu", "rank": 4, "owner": "hkokko", "tags": ["Mythic babylon", "Unique"], "id": 9989, "notes": "Pazuzu (Monster)\nPazuzu is a king of the demons and wind spirits. His form is a combination of human and animal parts, including the head of a lion, the talons of an eagle, a scorpion\u2019s tail, and two pairs of insect-like wings. He is also a demon of drought and starvation, heralded by a swarm of locusts.\n\nPazuzu can spend his own Magic Points to immediately invoke the Call Winds and Clear Sky miracles from the Mythras core rules. No Exhort skill roll or separate devotional pool is needed; Pazuzu draws on his own almost divine energies.\n\nCan subjugate find wind spirits and samanu"}, {"name": "Lion Serpent", "race": "Lion Serpent", "rank": 4, "owner": "hkokko", "tags": ["Mythic babylon", "Unique"], "id": 9991, "notes": ""}, {"name": "Basmu - Venomous Winged Serpent", "race": "Winged Serpent", "rank": 4, "owner": "hkokko", "tags": ["Mythic babylon", "Sea", "Unique"], "id": 9992, "notes": "MBa 279. Ba\u0161mu may choose to expose an opponent to its belly mouths with a successful attack roll. This attack can be evaded, but not parried. The victim so exposed takes automatic bite damage each round, with no chance to parry, and can break free with an opposed Brawn test. Ba\u0161mu, however, cannot parry attacks from a victim being targeted by its belly mouths, and has no armour around its belly mouths and eyes, though any attacks made in this situation are Hard. Fortunately, the belly mouths, unlike the main mouth, have no venom."}, {"name": "Musmahhu - The Seven Headed Serpent", "race": "Seven Headed Serpent", "rank": 4, "owner": "hkokko", "tags": ["Mythic babylon"], "id": 9993, "notes": "If an attack hits a dead head, instead apply it to another surviving head.\nMu\u0161mahhu\u2019s blood is a contact poison as toxic as the bite of a reed snake, described above on page 250. The blood loses its potency as poison an hour after it is shed. Anyone wounding the creature in close combat must make an Evade roll or be exposed to the blood.\n\n7 Action points"}, {"name": "Indian Elephant", "race": "Mammoth", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Monster island", "Mythic babylon"], "id": 9995, "notes": "Mythras pg 256. If forced into close combat trunk is used to grip and then throw the opponent as far as possible (1d6+4meters with falling damage)"}, {"name": "Syrian Elephant", "race": "Mammoth", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Mythic babylon", "Mythic rome"], "id": 9996, "notes": "Mythras pg 256. If forced into close combat trunk is used to grip and then throw the opponent as far as possible (1d6+4meters with falling damage)"}, {"name": "War Horse", "race": "Horse", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Mythic babylon", "Mythic britain", "Mythic constantinople", "Mythic rome"], "id": 9998, "notes": ""}, {"name": "Aburrissanu - Insect Demon", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Mythic babylon"], "id": 10001, "notes": "can control a swarm of flies, increasing its intensity and driving it to form an aggressive cloud that will attack humans. When so attacked, any attempt to perform an action other than to flee will be formidable. For each round within the cloud, the character loses one Hit Point from a random location due to bites. The cloud quickly moves on if the victim submerges themself in water, buries themself in sand, or surrounds themself with smoke."}, {"name": "Lilili & Musirtu - Owl Demon", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Mythic babylon"], "id": 10002, "notes": "Despite their differing habits, both demons have similar powers and will readily leap from the owl they are possessing to a human victim. They exist to stir up trouble with their victim\u2019s friends and relations. The owl is how the immaterial spirit travels.\n\nLilili - Passion = Fear. Musirtu - Passion = Grief"}, {"name": "Samanu - Red Locust", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Mythic babylon"], "id": 10003, "notes": "When such a demon comes across something terrible, something awful and sensitive, perhaps something kept secret or waiting for the right time, it is compelled to act. The demon possesses a victim who knows the news and compels that person to spread it \u2013 even to distant cities \u2013 by imbuing them with a Passion. Once the news has been spread to 1d6 people in different locations, the Bad News Demon releases its chosen conduit from his or her compulsion and lurks once more, waiting for another opportunity.\n\nPassion (Spread bad news and malicious gossip). The Passion to spread the bad news is equal to the Demon\u2019s Willpower and lasts for as long as it possesses the victim. The above times and situations indicate when the passion takes hold. At these times the one possessed must make an opposed Willpower test to resist succumbing to the bad news urge."}, {"name": "Hursannu - River Demon", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Mythic babylon"], "id": 10004, "notes": "Hur\u0161annu are river demons that haunt lonely stretches of river. They possess humans so that they might force them to drown themselves."}, {"name": "Alu Demon", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Mythic babylon"], "id": 10005, "notes": "n Alu demon can flow under doorways and through small gaps. It approaches those who are sleeping and stares into their eyes. When the victim invariably awakes, sensing something, the Alu will attempt to possess them. If successful, the victim loses d10 Purity and will lie in a catatonic state until they can either break free (one chance per day, with an opposed Willpower roll) or the demon is exorcised."}, {"name": "Utukku Lemnutu", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Mythic babylon"], "id": 10008, "notes": "Mba 270. "}, {"name": "Wind Spirit", "race": "Elemental", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Mythic babylon"], "id": 10010, "notes": "A wind spirit\u2019s attack is raw force. It can be evaded, but not parried\n\nMagic: A wind spirit can spend his own Magic Points to immediately invoke the Call Winds, Clear Skies, and Cloud Call, miracles from the Mythras core rules. No Exhort skill roll or separate devotional pool is needed."}, {"name": "Zaqiqu - Dream Spirit", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Mythic babylon"], "id": 10012, "notes": "If they possess someone, the one possessed will have a prophetic dream when they next sleep - see MBA 157"}, {"name": "Etemmu - Ghost", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Mythic babylon"], "id": 10013, "notes": "Add two custom skills reflecting what ghost knew in life. It has as many Etemmu Ghost Abilities than it has intensity"}, {"name": "Rib Ripper", "race": "Rib Ripper", "rank": 4, "owner": "hkokko", "tags": ["Luther arkwright", "Monster", "Monster island"], "id": 10047, "notes": "A human-sized cephalopod with 6 powerful tentacles that lurks in damp, overgrown locations. Brownish-black on the surface with a lighter brown underside, Rib Rippers match colouration with their environs. Preying on vermin, they could be beneficial but unfortunately, they use humans as hosts for the endoparasitic larval stage of their offspring. Rib Rippers do not harm a host once a larva has been implanted and instead stalk them as protectors for the 3-6 days it takes the larva to complete metamorphosis and eat its way out. Hosts suffer effects of blood loss at a rate of one level of Fatigue every four hours unless they make an Endurance check, which increases in Difficulty grade each day. When the larva is ready to emerge, it inflicts 1d6 points of damage directly to the location in which it was implanted. A Hard Surgery check is needed to remove the larva from the host safely. Failure indicates the larva has compromised a major blood vessel and removal inflicts 1d6 points to that location. A Fumble causes the larva to retaliate, inflicting 1d4 points to the location and burrowing deeper. Attempts to remove the larva noted by the Rib Ripper enrage it and causes it to attack in defence of the larva (and the host).\n\n+2 Action points due to multilimbed. Regeneration 1d3 HP / day including lost limbs\n\nSource: Parallel lines 43"}, {"name": "Wriggler", "race": "Wriggler", "rank": 4, "owner": "hkokko", "tags": ["Luther arkwright", "Monster", "Monster island"], "id": 10050, "notes": "Wrigglers resemble maggots, with a hard shell encasing the head. If any part of the body is separated from the rest, pieces grow a new body and head. If the head is destroyed, the creature dies. They burrow into living flesh using a rigid proboscis, which releases a mild anaesthetic oil, preventing most potential hosts from notic- ing the attack (Stealth check). If one point of damage is done, they enter the body to first burrow inward and then toward a kidney to nest at a rate of one hit location per day, inflicting a damage of one per location. They can be cut out of limbs with a successful Medicine check and simple tools. In the head, torso, or abdomen, complicated surgery is required to remove them. Their preferred entry point is the eye, but any location will do.\n\nSource: Parallel Lines 44"}, {"name": "Once-Men", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Luther arkwright", "Monster island"], "id": 10053, "notes": "Once-Men are neither man nor beast, but rather an irradiated and\ncorrupted fusion of both. Slight and agile, they run unclothed in packs,\npreferring to hunt at night. They are malformed and their rough, pale\nskin forms spurs and is mottled with sores and tumours. Their faces are\na blend of human and animal with flattened features and projecting\nteeth. Nothing quite fits together properly. They are extremely vicious\nand move with incredible speed in their attacks, but at rest show tribal\nbehaviours. In combat, ferals fight in threes, seeking easy targets\nfirst, tearing through them without mercy. Eventually, Once-Men turn on\ntheir handlers if all other targets are exhausted. They do not stop\nfighting until all potential targets are dead. When loosed from a\nwarband, they pair up if possible. Communication is mainly via grunts\nand howls. They obey strength\n\nSource: Parallel Lines 46"}, {"name": "Chimeric Three Headed Bear", "race": "Chimeric Bear", "rank": 4, "owner": "hkokko", "tags": ["Perceforest"], "id": 10062, "notes": "Three headed bear\n\n+2 AP due to Multi-limbed\n\nSource: Perceforest 126"}, {"name": "Luiton - Bogle - Stalker in the Dark", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Perceforest"], "id": 10067, "notes": "All luitons can manifest a physical form. They can choose the form they take each time they become visible and material, but cannot be larger in SIZ than their POW. Regardless of the form taken, the luiton\u2019s statistics do not change.\nSource: Perceforest 128"}, {"name": "Luiton - Will o the Wisp ", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Perceforest"], "id": 10070, "notes": "All luitons can manifest a physical form. They can choose the form they take each time they become visible and material, but cannot be larger in SIZ than their POW. Regardless of the form taken, the luiton\u2019s statistics do not change.\nSource: Perceforest 128"}, {"name": "Luiton - Malfoi - Evil Spirit", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Perceforest"], "id": 10074, "notes": "All luitons can manifest a physical form. They can choose the form they take each time they become visible and material, but cannot be larger in SIZ than their POW. Regardless of the form taken, the luiton\u2019s statistics do not change.\nSource: Perceforest 128"}, {"name": "Spikenard - Guardian of the Thicket", "race": "Spikenard", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Monster island", "Perceforest"], "id": 10077, "notes": "Spikenards are the guardians of the Thickets, and foremost of a\nBriarlord\u2019s weapons when it comes to a straight fight.  At rest, a spikenard looks\nlike nothing more than a dead tree or pile of logs. The bark has\nsloughed off their bodies in most places revealing the pale grey sapwood\nbeneath, and branches stick out from the trunk like sharp spikes.  The branch-like\nspikes that give them their name prevent attackers from getting inside\nthe effective range of their principal weap- ons, meaning that only\ncharacters with Long and Very Long melee weapons can attack the\nspikenard\u2019s body; everyone else is restricted to attacking their limbs\n(i.e. their weapons) or using other means of attack. They typically use\none limb to ward their body if opponents have weapons that can hurt it\n(the limb is large enough to passively ward four locations). Being\ncomposed mostly of wood, spikenards are vulnerable to fire: getting them\nto start burning can take a few minutes, but once they begin to burn\nthey take fire damage to both their Armour Points and Hit Points\n(reduced by remaining Armour Points) simultaneously. Spikenards vary in\nsize. The one described below is six metres tall, for every additional\ntwo metres in height add +3 STR, +6 SIZ and +1 Armour Point.\n\nSource: Perceforest 130-131"}, {"name": "Yelping Beast", "race": "Yelping Beast", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Perceforest", "Unique"], "id": 10078, "notes": "The Yelping Beast has the head of a serpent, the neck of a giraffe, and\nthe body of an immense leopard. Its hooves are those of a stag although\nit has the legs and tail of a lion. When it is hun- gry it lets forth\nthe cry of a hundred yelping hounds, which causes its neck to pulse and\nglow. The neck shimmers with every colour under the sun, blending light\nvibrantly in a dazzling display. These colours actually hide the\ncreature from sight, all that people see is a show of multi-coloured\nlights. Some people instead see visions of dancing maidens and feasting\nlords, or else glimpses of the future. These pulsating colours entrance\nbirds, beasts, and humans alike trapping them to do nothing but stand\nand gaze entranced.\n\n A favoured tactic of the beast is to run away once\nits prey is entranced; the victim is forced to follow until it is\nexhausted, which is when it pounces. The Yelping Beast grasps prey with\nits mouth and then throttles it; and as it begins to feed the noise and\nthe colours fade. This presents a second peril\u2014those dangerous creatures\nwho have gathered around it are now freed, and immediately revert to\ntype. The Yelping Beast\u2019s Gaze attack affects all who look at it, with-\nout needing the beast to spend an Action Point to activate it. If the\ncreature is doing nothing threatening, then the viewer must make an\nopposed Willpower roll to avoid being entranced, but the Yelping Beast\nis assumed to have rolled a result equal to its Willpower Skill (i.e.\nthe highest non-critical roll it can make). If the beast acts in a\nthreatening manner then it is a standard opposed Willpower roll. It\nprefers to attack with Surprise with a Leap Attack, using either Deceit\nor Stealth (as appropriate) to avoid appearing to take an aggressive\naction. Its cry redoubles in volume as it manoeuvres to attack; alerting\nothers who are not entranced of its intentions. Characters trying to\navoid looking at the beast in combat can fight blindfolded (a Herculean\npenalty) or else avert their gaze. The latter requires a Hard Willpower\nroll every round, which, if failed, causes the character to be\nimmediately entranced. Using a reflective sur- face to fight the Beste\nGlatissant is ineffective since the entrancing patterns are still seen\nin the mirror.\n\n\nSource: Perceforest 131"}, {"name": "Aithiopian Bull", "race": "Cattle", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Mythic rome"], "id": 10079, "notes": "Monstrous bulls of gargantuan size, lumbering speed, a violent temperament and a carnivorous appetite, which drives them to attack other animals. They also possess a red coloured hide, which is reputedly impervious to iron weapons. prefer to fight by charging threats with their gore attack. If the target is knocked prone and continues to move, the aurochs tramples until the victim stops responding. A successful charge increases the Damage Bonus to 2d8. If lamed an aurochs continues to fight in place until it collapses from exhaustion.\nHorns are capable of both Sundering and Impaling, and, if a foe is impaled, the bull on its next turn will attempt to throw its victim with a toss of its head. If the impaled victim is conscious, he may pit either his Athletics or Acrobatics against the Brawn of the bull. If successful, he may land safely on his feet or all fours. If unsuccessful, or if unconscious, the victim suffers the equivalent to a 1d6 metre fall and lands prone.\n\nImmunity to Iron.\n\nSource: Mythic Rome"}, {"name": "Cacus - Firebelching Giant", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Mythic rome"], "id": 10081, "notes": "If desired Cacus can instead exhale a cloud of thick choking smoke for the same cost; this blinds everyone (including himself) within a range equal to his POW in metres and lasts several minutes before dissipat- ing. However, the ogre can then rely on his Earth Sense to perceive those about him.\n\nSource: Mythic Rome 156"}, {"name": "Aethiopian Catoblepas", "race": "Aethiopian Catoblepas", "rank": 4, "owner": "hkokko", "tags": ["Mythic rome"], "id": 10082, "notes": "The Aethiopian Catoblepas is a bull shaped beast whose heavy head, when raised, causes the death of those it looks at. The frightful gaze may only affect a single target each round and must be resisted using Willpower in an opposed test. Failure indicates instant gibber- ing death. It costs the Catoblepas one Magic Point each time it gazes at an opponent and after expending all its Magic Points the beast is helpless."}, {"name": "Eale - Horned Giant Beast", "race": "Hippopotamus", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Mythic rome"], "id": 10083, "notes": "crea- ture the size of a hippopotamus, with an elephant\u2019s tail of a black or tawny colour, the jaws of a boar and movable horns more than a cubit in length, which in a fight are erected alternately and pre- sented to the attack or sloped backward in turn as necessary.\n\nSource: Mythic Rome 157"}, {"name": "Etruscan Daemone (Charun)", "race": "Etruscan Daemone", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Mythic rome"], "id": 10084, "notes": "The appearance of daemones can vary depending on whether they are masculine or feminine. Charun and Tuchulcha are repre- sented as large winged beings with beards, beaks or beaked noses, pointed donkey-like ears, blue skin and hissing serpents wrapped around their head or arms. Daemones such as Vanth or Lasa are omewhat less intimidating females with fair hair and light coloured or white wings and carrying objects suitable to the soul they have come to claim.\n\n\nSource: Mythic Rome pg 158"}, {"name": "Roman Harpy", "race": "Harpy", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Flying", "Mythic rome"], "id": 10085, "notes": "Whoever eats food spoiled by a harpy or is wounded by one is exposed to Typhoid \n\nMythic Rome 159"}, {"name": "Lemure - Roman Spirit of the Dead", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Mythic rome", "Spirit"], "id": 10090, "notes": "Lemure is usually invisible, it may spend 1 Magic Point to manifest itself visually for up to its POW in minutes. They do not initiate spectral combat but use their other skills. Core 150"}, {"name": "Leucrocota", "race": "Leucrocota", "rank": 4, "owner": "hkokko", "tags": ["Mythic rome"], "id": 10091, "notes": "the Leucrocota, swiftest of wild beasts, about the size of an ass, with a stag\u2019s haunches, a lion\u2019s neck, tail and breast, badger\u2019s head, cloven hoof, mouth opening right back to the ears, and ridges of bone in place of rows of teeth \u2013 this animals is reported to imitate the voices of human beings.\u201d\nPliny the Elder \u2013 Naturalis Historia\n\nWhilst a deadly man eater in its own right, the Leucrocota cannot stand up to a coordinated attack, hence its use of mimicry to entice lone victims into its reach, whereupon it springs upon the victim and consumes him alive.\n\nSource: Mythic Rome 162"}, {"name": "Roman Satyr", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Mythic rome"], "id": 10097, "notes": "Source: Mythic Rome 165"}, {"name": "Phrike - Vengeful Feaster", "race": "Phrike - Vengeful Feaster", "rank": 4, "owner": "hkokko", "tags": ["Demon", "Fantasy", "Monster", "Monster island"], "id": 10109, "notes": "Created long ago by an insane sorcerer or summoned from another\ndimension, Phrike are terrifying demons which, rather than mindlessly\nslay living creatures, feast off psychic emanations of fear and horror.\n\nTo instil such emotions the Phrike undertake a reign of psychological\npersecution, so that its victims slowly descend into paranoia and\nmadness prior to the demon revealing itself. by turning friends and allies against them.  Stage 1: Perception at Herculean against Phrike Stealth to detect. After some time nightmares will cause fatigue level per night. \n\nTheir voice is heard from afar as if revealing a hard kept secret to\nanother, or gloating just prior to attacking an associate from behind.\n\nUltimately the Phrike will slay an innocent with the victim\u2019s weapon and\nreturn the bloody evidence to their own hand whilst unconscious. Will continue doing worse crimes until victim driven to suicide at which point it will appear.\n \nTerrifying will be evident when seeing the Phrike's head.  Invisible (1MP)  long enough to play a trick\n\nFull description in  Source: Fenix magazine 2013/04, Fenix Papers"}, {"name": "Bhazani - Eight Armed Dancer", "race": "Bhazani", "rank": 4, "owner": "hkokko", "tags": ["Monster island"], "id": 10110, "notes": "This horrific being has a skeletal body with the mangy head of a falcon, drooping breasts,\nlong nails, a sunken belly, and tusks protru- ding from beside the beak. She wears a neck- lace of skulls. Upon her head is a headdress formed of piled, matted hair tied with snakes and bone ornaments, crested by a crescent moon. Her eyes are hollow sockets lit with dancing flames and her eight arms hold various objects (all weapons) \u2013 a Damaru (drum), trishula (trident), sword (scimitar), a snake (treat as a venomous whip), khat- vanga (skull-mace), thunderbolt (as per the Miracle), a severed head (which screams) and skull-cup (kapala)\n\nThunderbolt \u2013 Can be thrown.\nTreat as a 3d6 Lightning miracle (1 MP), returns the following Round\n\nSevered head \u2013 When waved at an opponent it screams, casting a Fear miracle (1 MP)\n\nSkull-cup \u2013 This is filled with sticky blood. If successfully slopped at foe, they are blinded for 1d3 turns\n\n7 Action points (4 +3 for multilimbed)\n\nImmortal  (disappears in flame\non major wound) \nSource: Fenix Papers page 51 (picture)"}, {"name": "Glowing Bones", "race": "Skeleton", "rank": 4, "owner": "hkokko", "tags": ["Monster island", "Undead"], "id": 10111, "notes": "\u2018Glowing Bones\u2019  emanates a low level atomic field, that causes radiation burns (1\nHit Point per minute of exposure) to living beings that linger in its\npresence. It will however turn on anyone who tries to harm it, attacking\nin a shrieking frenzy. The undead thing is hard to hit, and even harder\nto hide from as it can make itself intangible at will. When\nit does attack, it must fully solidify, so it cannot partially phase\nthrough (and ignore) armour like a wraith can. The only time a Glowing\nBones can itself be struck is when it is throttling (or perhaps hugging)\nthe life out of a victim, and hence cannot go intangible without freeing\nits victim. Sorcery or Theism spells blocks or inflicts damage.\nGlowing Bones is not a spirit per se, and therefore cannot be bound. Glowing\nBones when physically defeated \nwill merely crumble into a glittering cloud of dust that disperses,\neventually re-coalescing inside its gold sarcophagus days later. The\nonly way to permanently deal with the problem is to locate its resting\nplace and break up the coffer, then scatter the pieces of cursed gold,\nso that its sustaining radiations are dissipated. \n\nSource: Fenix 2021 01"}, {"name": "Hill Goblin Chieftain (VM)", "race": "Goblin", "rank": 4, "owner": "Orkboy6", "tags": [], "id": 10126, "notes": ""}, {"name": "Mountain Goblin Chieftain (VM)", "race": "Goblin", "rank": 4, "owner": "Orkboy6", "tags": [], "id": 10127, "notes": ""}, {"name": "Forest Goblin Chieftain (VM)", "race": "Goblin", "rank": 4, "owner": "Orkboy6", "tags": [], "id": 10132, "notes": ""}, {"name": "Tougher Spidery Demon", "race": "Giant Spider", "rank": 4, "owner": "hkokko", "tags": ["Demon", "Fantasy"], "id": 10136, "notes": "Spider demon - inspired by Fenix 2020 05 but toughened up a bit. "}, {"name": "Orc, Nob", "race": "Goblin", "rank": 4, "owner": "SFLucid", "tags": [], "id": 10208, "notes": "The Nob are the Orcs of high standing, they lead their own warbands, beating them into line.\n\nOrcs are large creatures with long arms and short legs, huge slabs of muscle move under tough green skin, and their jaws are lined with vicious fangs that jut out from their underbite. They have beady red eyes, a generally foul demeanor, and are naturally bald. \n\nNormally six feet tall, they are up to seven feet tall when stretched out of their characteristic stoop. They respect power and strength, and naturally tend towards becoming bigger and stronger as they rise through their society. While they lack the education of more advanced races, Orcs possess immense cunning and are quick learners, but rarely adopt new tactics to replace their fondness for close quarters brutality.\n\nThe Orcs have a physiology more akin to fungi than animal. The spontaneous physical division to the release of windblown spores days after death. Putting the creature under fire immediately after death, seems to be the only viable and economical method of control. \n\nNo matter where they are encountered or in what numbers, the Orcs are a deadly threat that will multiply exponentially if left unchecked. In a matter of weeks what began as a small raiding party can swell -- as if by some arcane alchemy -- into a roiling, anarchic horde bent upon war and destruction. \n"}, {"name": "Babau ", "race": "Lizardfolk Male", "rank": 4, "owner": "skarza", "tags": [], "id": 10229, "notes": "This emaciated figure looks like a horned human skeleton smothered within a bone-tight hide of slimy leather.\n\nThe babau is an assassin, a murderer, and a sadist\u2014certainly not traits unusual in the demons, yet the babau\u2019s penchant for stealth and surprise sets it apart from its generally less-subtle kin. With no need to eat (although most babaus relish the flavor of mortal meat on their thin, raspy tongues), a babau can wait in ambush for years or decades\u2014their inhuman patience in anticipating a well-conceived murder also setting them apart from the other denizens of the Abyss. Babaus obsess over the act of killing and take great pride in their grisly art, often leaving behind some form of grim marker or obscure signature, whether it be a distinctive modus operandi, an unnerving token, or other profane evidence.\n\nA babau typically carries a longspear or other weapon with which it can strike at foes beyond its normal reach, but given the opportunity, a babau prefers to fight with its teeth or claws. The foul, caustic sludge that constantly seeps from their flesh prevents them from wearing armor unless it is specially treated or resistant to acid.\n\nA babau is 6 feet tall but weighs only 140 pounds. They form from mortal souls of lone killers\u2014those who, in life, took pleasure in more personal and intimate murders. Loosed upon the Material Plane, a babau often finds itself in the same role, haunting the shadowy corners of the world as remorseless assassins.\n\nReduces all non cold iron or good attacks after armour by 6;\nImmune electricity, poison; \nResist 10 AP to acid, cold, fire; \nSpell resistance 85%\n\nSneak attack +2 steps\n\nConstant\u2014see invisibility\nAt will\u2014darkness, dispel magic, greater teleport (self plus 50 lbs. of objects only)\n1/day\u2014summon (level 3, 1 babau at 40%)\n\nProtective Slime\nA layer of acidic slime coats a babau\u2019s skin. Any creature that strikes a babau with a natural attack or unarmed strike takes 1d6 points of acid damage from this slime if it fails an evade  save. A creature that strikes a babau with a melee weapon must make an evade save or the weapon takes 1d6 points of acid damage. Ammunition that strikes a babau is automatically destroyed after it inflicts its damage."}, {"name": "Wolf, Dire Alpha Male", "race": "Wolf", "rank": 4, "owner": "SFLucid", "tags": [], "id": 10314, "notes": "Usually hunts in packs of 12-20. Prefers to select Grip and Choose location. \nGripped victim sustains biting damage every round.  Rq6 pg 396. \n\n~Modified to make them less useless~"}, {"name": "Insect Swarm (Large SIZ 19-25)", "race": "Insect Swarm", "rank": 4, "owner": "SFLucid", "tags": ["Cloud forest", "Genertela", "Glorantha", "High mountains", "High plateau", "Jungle", "Monster island", "Mountains", "Pamaltela"], "id": 10302, "notes": "***Hitpoints*** = SIZ. \n\n***Damage/Combat Action*** :\n***SIZ 1-5*** -> 1 Damage, 1 CA\n***SIZ 6-11*** -> 1d2 Damage, 2 CA\n***SIZ 12-18*** -> 1d3 Damage, 3 CA \n***SIZ 19-25*** -> 1d4 Damage, 4 CA \n***SIZ 26-33*** -> 1d6 Damage, 5 CA\n\nRQ6 pg 365\n\nDamage is applied to all locations of the victim.\n\nSwarms do not generate Special Effects, and neither do they use Combat Actions to parry or evade unless attacked with an area effect assault. Only AOE attacks can injure the swarm.\n\nWorn armour initially counts against this damage, but is reduced by 1 point for each successful attack, as the insects begin to crawl inside gaps in the clothing.\n \n"}, {"name": "Cyclops", "race": "Giant, 6 meter", "rank": 4, "owner": "SFLucid", "tags": [], "id": 10316, "notes": "If a Cyclops is hit in the head, no matter how much damage is sustained, it must make an Endurance roll opposed by the attacker\u2019s combat roll. If the Cyclops fails in the roll it has been struck in the eye, and all physical skills immediately become one grade harder. If it loses with a Fumble, it is rendered completely blind with all skills becoming three grades harder.\n\nRoll D10 for melee hit location vs. Cyclops."}, {"name": "Giant, 4m", "race": "Giant, 6 meter", "rank": 4, "owner": "SFLucid", "tags": ["Balazar", "Genertela", "Glorantha"], "id": 10319, "notes": "Enormous humans, giants can range in size from several metres tall to potentially dozens, although at the upper range they are beyond the capability of most mortals to defeat.\n\nWhen battling any giant, melee combat Hit Locations are rolled on 1d10 or even 1d6 indicating the difficulty (or sheer impossibility) of reaching the upper areas of the body. Range weapon users roll 1d20 as normal."}, {"name": "Centipede, Giant (10m, Mature)", "race": "Centipede, Giant", "rank": 4, "owner": "SFLucid", "tags": ["Cloud forest", "Fantasy", "Glorantha", "Jungle", "Monster island", "Pamaltela"], "id": 10327, "notes": "MI pg 205"}, {"name": "Minotaur Warrior", "race": "Minotaur", "rank": 4, "owner": "SFLucid", "tags": ["Classic fantasy"], "id": 10332, "notes": "Minotaurs are much larger than humans. Males average well over two metres tall. They are powerful and massively built, with a natural confidence and swagger amongst their own kind. Males are blessed with oversized horns, and proudly display battle scars as badges of honour. A few have the lower halves and the hoofed legs of bulls. Armour is rarely worn, more from the fact that none amongst their culture knows the art of smithing and salvaged war trophies rarely fit, rather than any philosophical attitudes towards it. (So they can if they find it)\n\nTheir favoured weapons are great axes or two handed clubs, with which they delight in smashing opponents about. There is no doubt that minotaurs are tenacious fighters and have little trouble rising to aggression when the need calls for it. They are brave but merciless fighters, and believe in putting a foe down as quickly and brutally as possible. When faced with chaos-tainted species, such as boar-kin and chaos hybrids, minotaurs show no mercy. They have an innate hatred of chaos and attempt to stamp it out whenever and wherever they can.\n\nMinotaurs have a polygynous social structure. Males may take several wives and herd leaders always have a harem, which are won by demonstrating martial prowess and great deeds. Primarily vegetarians, minotaurs consume vast amounts of fruits and wild grains every day, supplementing their diet with milk and cheese from their herds. Minotaur warbands have been known to raid cattle herders who move into a minotaur grazing areas, sparing only the cattle (which they release) but massacring the herders."}, {"name": "Basilisk (DnD Version)", "race": "Basilisk (DnD Version)", "rank": 4, "owner": "SFLucid", "tags": [], "id": 10330, "notes": "***Petrifying Gaze*** - The Basilisk must expend both a Magic Point and an Action Point on its turn to activate this Dreadful power. \n\nThis forces an opposed roll of the ***Basilisk\u2019s Willpower against the victim\u2019s Evade*** (to avert their eyes in time). \n\nIf the victim loses he suffers an immediate Major Wound to the Head, haemorrhaging blood from the eyes, ears, nostrils and mouth. A further standard Endurance roll is needed on the next round to avoid death. \n\nThe Petrifying Gaze is also effective against plant-life, causing all but the hardiest plants to wither and die against the monster\u2019s glare. In addition the gaze can also petrify spirits, even on the spirit world. This occurs if they happen to be unfortunately in the vicinity of its use, interpreted into the spirit world. Although the Basilisk can not see into the spirit world. \n\nCuriously, these beasts are not immune to their own gaze; if forced to glimpse its own reflection, it must succeed in a Willpower roll or die on the spot.\n"}, {"name": "Dark Elf of Djesmir", "race": "Elf", "rank": 4, "owner": "Simulacrum", "tags": [], "id": 10341, "notes": ""}, {"name": "Sceadugengan", "race": "Human", "rank": 4, "owner": "Thiudans", "tags": ["Francia orientalis"], "id": 10353, "notes": "\u201cThe Night Walker/Shadow Walker\u201d\n\nOf the descendants of Cain the sceadugengan are the largest, strongest and most malevolent towards human kind. The Sceadugengan skulks in dark woods, uninhabited moorlands, swamps and other unsavory places. They are often named after their qualities, and what they do to humans \u2014 Grinder, Ripper, Man-Eater \u2014 they will normally feast on livestock and hunt large game, as they realize that killing the locals brings them unwanted attention. As solitary creatures the boisterous noise of human gladness angers them because in the first place, they cannot participate due to their status as outcasts, in the second place, they harbor resentment against their human cousins. Their ancestor having been cast out by God, he received the promise no one would kill him. It is for this reason mundane weapons cannot harm them. Sceadugengan typically follow chthonic deities and as such shun bright daylight and the followers of the monotheistic religions because they cannot abide the \u201carrogance\u201d of the claims of those religions, and they also resent the curse placed upon their (to their own mind) glorious ancestor Cain. However, sunlight has no deleterious effect on them. They often take perverse pleasure in frightening, tormenting or killing their human cousins in the right circumstances, though they typically do not do so wantonly (they may, however if a blood feud is active). They live alone, but sceadugengan do come together to breed, practicing ecstatic rites and devilish magic. They are vulnerable to unarmed damage only unless the weapon is magical."}, {"name": "Mage for N1 Reptile God", "race": "Human", "rank": 4, "owner": "Nigel_Clarke", "tags": [], "id": 10371, "notes": ""}, {"name": "Shoggoth,Adult", "race": "Shoggoth", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Cthulhu", "Weird of hali"], "id": 10422, "notes": "\"Shoggoths are iridescent black blobs of protoplasm that can take on any desired shape. A shoggoth has a semitransparent outer layer or mantle, which looks gelatinous but is actually cool and dry to the touch; within, organules (which look like clusters of black bubbles) can be transformed into any organ the shoggoth may need. Eyes, pale green and bioluminescent, drift out from within the organules, see for a time, then sink back out of sight.They speak in a language of musical tones. In combat, a shoggoth spreads itself over an area of one-tenth its SIZ in square meters and may attack anyone within that space, using its Grip ability to seize opponents in its pseudopods. Opponents may attempt to avoid being seized with an Evade Roll; if seized, they may try to break free using an opposed Brawn Roll. Once the shoggoth succeeds in gripping an opponent, it will inflict damage every round by squeezing and tearing until the opponent escapes or dies.\nWhen shoggoths enter combat, they coat themselves with a fluid they call \u201cmoisture-of-war\u201d, which is toxic to most beings (see Shoggoth Moisture-of-War, p. 44). It is also very slippery, and adds two Difficulty Levels to any attempt to seize a shoggoth.\" Weird of Hali pg 124"}, {"name": "Shoggoth,Household", "race": "Shoggoth", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Cthulhu", "Weird of hali"], "id": 10423, "notes": "\"Shoggoths are iridescent black blobs of protoplasm that can take on any desired shape. A shoggoth has a semitransparent outer layer or mantle, which looks gelatinous but is actually cool and dry to the touch; within, organules (which look like clusters of black bubbles) can be transformed into any organ the shoggoth may need. Eyes, pale green and bioluminescent, drift out from within the organules, see for a time, then sink back out of sight.They speak in a language of musical tones. In combat, a shoggoth spreads itself over an area of one-tenth its SIZ in square meters and may attack anyone within that space, using its Grip ability to seize opponents in its pseudopods. Opponents may attempt to avoid being seized with an Evade Roll; if seized, they may try to break free using an opposed Brawn Roll. Once the shoggoth succeeds in gripping an opponent, it will inflict damage every round by squeezing and tearing until the opponent escapes or dies.\nWhen shoggoths enter combat, they coat themselves with a fluid they call \u201cmoisture-of-war\u201d, which is toxic to most beings (see Shoggoth Moisture-of-War, p. 44). It is also very slippery, and adds two Difficulty Levels to any attempt to seize a shoggoth.\" Weird of Hali pg 124"}, {"name": "Voormis Warrior", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Cthulhu", "Weird of hali"], "id": 10425, "notes": "\"Voormis are bipedal, with short legs, long arms, and skins covered with yellow umber fur, which is thickest on the head and along the spine. They stand and walk in a half-crouch. Their eyes are large and pale, and they can see in total darkness. Voormis of both sexes wear loincloths, and those who have earned a certain level of honor according to the intricate rules of voormi society also wear open sleeveless vests embroidered in bright colors. Voormi culture prizes the warrior virtues, and voormis are espe- cially known for lethal skill with their hooked war-knives. \" Weird of Hali pg 125"}, {"name": "Babau Demon", "race": "Lizardfolk Male", "rank": 4, "owner": "skarza", "tags": [], "id": 10440, "notes": "This emaciated figure looks like a horned human skeleton smothered within a bone-tight hide of slimy leather. \n\nHalves all damage after armour unless caused by cold iron or good weapons; Immune electricity, poison; Resist acid, cold and fire at 10 AP; magic resistance at 85%\n\nsneak attack +2 shifts\nSpell-Like Abilities\nConstant\u2014see invisibility\nAt will\u2014darkness, dispel magic, greater teleport (self plus 50 lbs. of objects only)\n1/day\u2014summon (1 babau at 40%)\n\nProtective Slime\nA layer of acidic slime coats a babau\u2019s skin. Any creature that strikes a babau with a natural attack or unarmed strike takes 1d6 points of acid damage for 1d3 rounds from this slime if it fails a hard EVD. save. A creature that strikes a babau with a melee weapon must make the same save or the weapon takes 1d6 points of acid damage for 1d3 rounds. Ammunition that strikes a babau is automatically destroyed after it inflicts its damage.\n\n\nThe babau is an assassin, a murderer, and a sadist\u2014certainly not traits unusual in the demons, yet the babau\u2019s penchant for stealth and surprise sets it apart from its generally less-subtle kin. With no need to eat (although most babaus relish the flavor of mortal meat on their thin, raspy tongues), a babau can wait in ambush for years or decades\u2014their inhuman patience in anticipating a well-conceived murder also setting them apart from the other denizens of the Abyss. Babaus obsess over the act of killing and take great pride in their grisly art, often leaving behind some form of grim marker or obscure signature, whether it be a distinctive modus operandi, an unnerving token, or other profane evidence.\n\nA babau typically carries a longspear or other weapon with which it can strike at foes beyond its normal reach, but given the opportunity, a babau prefers to fight with its teeth or claws. The foul, caustic sludge that constantly seeps from their flesh prevents them from wearing armor unless it is specially treated or resistant to acid.\n\nA babau is 6 feet tall but weighs only 140 pounds. They form from mortal souls of lone killers\u2014those who, in life, took pleasure in more personal and intimate murders. Loosed upon the Material Plane, a babau often finds itself in the same role, haunting the shadowy corners of the world as remorseless assassins."}, {"name": "Behinder", "race": "Behinder", "rank": 4, "owner": "hkokko", "tags": ["Cthulhu", "Weird of hali"], "id": 10469, "notes": "Behinders are superlatively evasive and stealthy, and always attack from behind their prey, leaping on the back or shoulders of an intended victim. They always achieve a surprise attack. Once they have succeeded in grappling with their prey, they drain 1d4 Hit Points of blood from the victim per turn until he dies.\n\nSource: Weird of Hali pg 125"}, {"name": "Culverin", "race": "Culverin", "rank": 4, "owner": "hkokko", "tags": ["Cthulhu", "Monster island", "Weird of hali"], "id": 10472, "notes": "distant relative of insects and spiders. About a meter long and half that height at the thorax, it has ten legs, a bulbous abdomen, a narrow thorax, and a head with a long needle-shaped snout which functions as a natural blowgun. When hunting for prey or defending itself, a culverin will scoop up a small, smooth stone, place it in its mouth, and then blow it with impressive accuracy at its target.Culverins are solitary\n\nSource: Weird of Hali\n\n"}, {"name": "Dark Young of Shub-Ne\u2019hurrath", "race": "Dark Young of Shub-Ne\u2019hurrath", "rank": 4, "owner": "hkokko", "tags": ["Cthulhu", "Fantasy", "Weird of hali"], "id": 10477, "notes": "Servitors of the Black Goat of the Woods, these huge and powerful creatures are mostly found in wooded areas where Shub-Ne\u2019hurrath is worshipped. They resemble trees at first glance; they stand on six hooves, above which rises a rounded body with many mouths.In combat, a Dark Young will grapple and crush with its tentacles and trample with its hooves.Dark Young are relatively solitary\n\nSource: Weird of Hali pg 128\n\n3 extra Action points due to being multi-limbed"}, {"name": "Flat", "race": "Gorp", "rank": 4, "owner": "hkokko", "tags": ["Cthulhu", "Fantasy", "Weird of hali"], "id": 10478, "notes": "\u2014looks like a broad, black, short- piled rug roughly two meters on a side. It crawls quickly across the round, moving like an inchworm, bunching itself up and then stretching out. When it reaches a victim, it wraps itself around them, crawls up to their face, and smothers them (see Asphyxiation, p. 38), and then feeds on the corpse.\n\nSource: Weird of Hali"}, {"name": "Gnophkeh", "race": "Gnophkeh", "rank": 4, "owner": "hkokko", "tags": ["Cthulhu", "Glacier", "Mountains", "Weird of hali"], "id": 10482, "notes": "Gnophkehs were created from cave bears and still have traces of their ursine ancestry. They have coarse white fur, six legs tipped with massive claws, and unnervingly humanoid faces with blood- colored eyes and powerful jaws; their mouths curve in what looks to humans like a crazed smile. While they do not feed on humans, they have the same unpredictable temper as bears and will readily tear humans and other living things to shreds for any reason or none at all. \n\nSource: Weird of Hali pg: 130\n\nAction points: +1 AP due to multi-limbed"}, {"name": "Hound of Tindalos (Weird of Hali)", "race": "Dog", "rank": 4, "owner": "hkokko", "tags": ["Cthulhu", "Weird of hali"], "id": 10483, "notes": "The Hounds look nothing like dogs, but those few witnesses who have seen them and survived insist that despite this, \u201chounds\u201d is the only proper term for them. They consist entirely of angles. They can fold and unfold themselves through time, and can enter into curved time wherever there is an angle of less than 120\u00b0 between physical objects. When a Hound appears, it first takes the shape of bluish smoke pouring out of the angle, and the head and then the body of the Hound appear out of the smoke.\n\n\nSource: Weird of Hali pg 130\n\nSee also a more magical version at https://mythras.skoll.xyz/enemy_template/8920/"}, {"name": "Lake Monster", "race": "Lake Monster", "rank": 4, "owner": "hkokko", "tags": ["Cthulhu", "Fantasy", "Weird of hali"], "id": 10485, "notes": ""}, {"name": "Shambler from the Stars", "race": "Shambler from the Stars", "rank": 4, "owner": "hkokko", "tags": ["Cthulhu", "Weird of hali"], "id": 10486, "notes": "Their presence is easily detected by a sound like crazed laughter.\nShamblers are usually invisible unless they have fed on a victim. They have bloated, vaguely spherical bodies, four dangling limbs underneath with one hooked talon per limb, and six ropelike tentacles, each of which ends in a small mouth. Their usual attack is to seize their prey with tentacles and limbs and tear the neck open, allowing the blood to fountain out. The tentacles then catch the blood, which is the shambler\u2019s food. If attacked, it will try to seize one person and shoot up high into the air to feed in peace. Once the shambler has fed, it will drop the husk and return to its own normal altitude.\n\nSource: Weird of Hali pg 134\n\n+4 Action points due to Multi-limbed (limbs and tentacles)"}, {"name": "Skim, The Flying Disc", "race": "Skim", "rank": 4, "owner": "hkokko", "tags": ["Cthulhu", "Mountains", "Weird of hali"], "id": 10489, "notes": "Skims are flat and disk-shaped, averaging four meters in diam- eter, with a slightly thickened area at the middle. Four distensible limbs descend from the middle section; these are drawn up flat with the body during flight, but can extend suddenly up to three meters. Two of the limbs end in jagged pincers; one has the Skim\u2019s mouth- parts, which look like trumpet bells, while the fourth has a round swelling on its end, around which three eyes are equally spaced.\nSkims are carnivorous, and fly at treetop level in search of prey. Their manner of flight is unmistakable: quick rippling motions of the disk at intervals keep them moving, and between these they soar like a flung plate. Their usual method of attack is to strike with their pincers, soar off, and swoop back to strike again from a different angle. Once their prey is immobilized or dead, they descend, cut up the body with their pincers, and feed\n\nSource: Weird of Hali pg 135"}, {"name": "Large Swarm of Xin, Sorcerous Crabs", "race": "Flock", "rank": 4, "owner": "hkokko", "tags": ["Cthulhu", "Fantasy", "Jungle", "Monster island", "Weird of hali"], "id": 10491, "notes": "The Xin is a colonial life form created by sorcery. ndividual subunits of the Xin look like large spiders or small crabs with eight legs, eight small black eyes, and yellow fur covering their bodies. While these appear to be individual beings, they are in fact portions of a single creature. What each subunit sees or scents, the whole Xin sees or scents, and the Xin can instantly coordinate all its subunits as needed.\n\nSource: Weird of Hali\n\nEach \u2018Injury\u2019 inflicts 1 point of damage to all parts of the body, thus a small swarm of crabs inflicts 1d3 damage to every location. Armour helps reduce this damage as per normal. \n\nThe venom has a potency of 38%, an onset of 1.6 seconds, and causes death. "}, {"name": "Progadu Mind-eater", "race": "Progadu Mind-eater", "rank": 4, "owner": "hkokko", "tags": ["Pamaltela"], "id": 10493, "notes": "Mental parasite. Supposed to be extinct. Resembles a worm about meter in length. Its head is surround be seven eyes. It devours the mind of its target. If it can reduce with its magical attack victim's head to zero, the victim will become aru-jumbie in a few days. "}, {"name": "Astorwal Courser - Wizard's Guardian", "race": "Astorwal Courser", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 10496, "notes": "Flying magical statue. Wizard's guardian. \n\nSource: Ruins of Glorantha"}, {"name": "Frankish Bishop", "race": "Human", "rank": 4, "owner": "Thiudans", "tags": ["", "Francia orientalis"], "id": 10726, "notes": "A Frankish Bishop. Resides at a Cathedral and is a high noble. As a leader of a diocese, the bishop bishop's church is a cathedral. In pre-modern historic campaigns, all bishops are male unless the sect specifically allows for female bishops or priests."}, {"name": "Jan Graf (Grey lion)", "race": "Human", "rank": 4, "owner": "skarza", "tags": [], "id": 10637, "notes": "He's observant, energetic and loyal. This isn't surprising considering for someone with his shocking past.\n\nHe was born and grew up in a successful family in a normal city, he lived out of trouble until he was about 10 years old, but at that point things took a turn for the worst.\n\nHe destroyed someone's life by accident during a robbery gone wrong and was forsaken by all. With a childhood friend he had to survive in a bitter world. But with his wisdom and perseverance, he managed to conquer all fears and doubts and reach full potential. This has turned him into the man he is today.\n\nWhile still constantly on the move, he now works as a travelling trader. By doing so, he hopes to find a place to call home and finally find tranquillity he has never had.\n\nGray, long hair slightly covers a round, menacing face. Bright blue eyes, set narrowly within their sockets, watch carefully over the rivers they've fought for for so long.\nA tattoo of a lion paw is displayed on the side of his right eye leaves a stinging memory of his unfortunate upbringing.\n\nLuck:6\n\nAgile Defender: The Agile Defender talent requires you to be Unburdened (ENC less than STRx2), and wearing nothing more restrictive than light armour. If you use the Evade skill to dodge a melee or ranged attack, you only end up prone if you fail the roll.\n\nIf aware +1 AP (added)\n\nGlaive Melee Weapon: Your Combat Style is improved by 10% when using your weapon of specialisation. You gain +1 Action Point for the purposes of Parrying only, plus gain a 1-step improvement to damage modifier."}, {"name": "Helgast", "race": "Skeleton", "rank": 4, "owner": "skarza", "tags": [], "id": 10686, "notes": "Helghast are powerful shape-changing agents of the Darklords of Helgedad. They can exist beyond the noisome confines of the Darklands and adopt the guise of any humanoid form they choose. This makes them an especially deadly enemy to all who seek to destroy their Darklord masters. In their natural state (if indeed it can be described as \u2018natural\u2019), a Helghast resembles a rotting humanoid with charred bones, thin emaciated clawed fingers, two short sharp fangs that protrude from the lower jaw, and a pair of baleful glowing eyes which are set deep into its skull-like head and burn with dull crimson fire. They are of similar height to an average adult male human and they wear loose fitting hooded robes of black or dark grey. Often they are armed with a black blade forged in the weapon furnaces of Helgedad, or with a black iron spear with a twisted iron tip wreathed with a cold, sapphire-coloured ball of sorcerous fire. This magical weapon is called a Bluefire Spear.\n\nIn combat, Helghast are fearsome foes due to the power of the magical weapons they wield and their ability to change shape at will. They are not dependent upon weapons, magical or otherwise, for they have the ability to make lethal talons spring from the tips of their fingers. They will usually launch their first attack at distance, sending a searing bolt of sorcerous flame from the tip of their Bluefire Spears to strike and burn their foes. They are also capable of using a psychic Mindblast to further damage and disorientate their enemy prior to engaging with them in close combat.\n\nHelghast are able to attack psychically using their Mindforce. Every round it can make a free opposed willpower roll via everyone it chooses within 60'. those that fail the roll take 1d2 damage to their head due to agonising pain, and lose a like amount of POW. This goes through all armour. Anyone effected by this attack is at 1 step more difficulty to do anything. this will continue each round, increasing damage. If the Helgast wished to spend and action, it can enhance the damage to 1d6 and the penalty of 2 steps for the time the attacker stays in the radius.\n\nA Helghast may use its Bluefire Spear as a ranged weapon hitting all within 60 feet in a cone that is 20 foot wide at the end.It can ignite as per rules in classic fantasy. (Evade for half damage) Any bladed weapon which they carry will also be magical and it will inflict double the damage of an equivalent normally-bladed weapon.\n\nHelghast are immune to all non-magical weapons; they can only be wounded and destroyed by magical weapons and spells. Any one killed by a Helghast will, in three rounds, be reborn as a Zombie  and will immediately attack other Players."}, {"name": "Wendish Elite Company", "race": "Human", "rank": 4, "owner": "Thiudans", "tags": ["Francia orientalis"], "id": 10691, "notes": "Wendish Elite Company from Rethra in the land of the Redarians. There are three companies of one hundred, each with a sacred banner. These companies are well trained and drilled, and indeed they were formed in the past 50 years to counter the better drilled formations of Franks, Saxons, Bavarians and Swabians from East Francia. They typically ride to battle and dismount to fight, though with the newer Saxonn cavalry they are beginning to specialize in mounted combat. If the GM determines this is so, add >Moubted Combat\" to the Combat Style Traits. But in no case should the entire company be mounted. Normally a maximum of 25%."}, {"name": "Ara\u00f1a Gigante", "race": "Giant Spider", "rank": 4, "owner": "Larandior", "tags": ["Dorastor", "Genertela", "Glorantha", "Insect", "Pamaltela"], "id": 10909, "notes": "Mythras 235"}, {"name": "Norse Jarl", "race": "Human", "rank": 4, "owner": "Thiudans", "tags": ["Francia orientalis"], "id": 10742, "notes": "The aristocracy of the Northmen. A Jarl can have power close to a king, but is usually close to a duke in power. Jarls have large households and, as the rulers of their regions, have high status and good equipment."}, {"name": "Norse Huskarl", "race": "Human", "rank": 4, "owner": "Thiudans", "tags": ["Francia orientalis"], "id": 10744, "notes": "A warrior who fights on foot but rides to battle. These are the followers of jarls and kings -- they are their right-hand men and often oversee land and/or settlements. Thus, herders will often lead the locals or even lead them on viking raids if their superiors allow it."}, {"name": "Elite Frankish Milites", "race": "Human", "rank": 4, "owner": "Thiudans", "tags": ["Francia orientalis"], "id": 10745, "notes": "A mounted warrior clad in mail. These warriors are the strike force of the Frankish army. They re comfortable fighting on foot or on horseback, and they are competent in sieges. Though they are not by definition noble, they have a hight status in the society and are expensive to raise and train. The typically practice their armed skills and only rarely will they work the fields."}, {"name": "Elite Wendish Druzhniks", "race": "Human", "rank": 4, "owner": "Thiudans", "tags": ["Francia orientalis"], "id": 10746, "notes": "The Wendish warrior elite. These warriors are mail clad, well trained and equipped and can rival Frankish milites in most situations. They are capable mounted warriors but when mounted are less coordinated than their Frankish foes."}, {"name": "Profane Cleric 1", "race": "Human", "rank": 4, "owner": "Thiudans", "tags": ["", "Francia orientalis"], "id": 10748, "notes": "A profane cleric is a Christian cleric who has found a grimoire, and through reading it has been seduced to use the sorcerous spells therein to perform \"miracles.\" The profane cleric may not be aware that he or she is profane, or that the document is actually proscribed by the Church. However, he or she may be corrupted. If corrupted they have lost all of their devotional pool and are only left with the \"miracles\" they perform through their sorcery. This Grimoire (The Secret Epistle of St. Luke the Physician) is acceptable to the Church."}, {"name": "Profane Cleric 2", "race": "Human", "rank": 4, "owner": "Thiudans", "tags": ["", "Francia orientalis"], "id": 10749, "notes": "A profane cleric is a Christian cleric who has found a grimoire, and through reading it has been seduced to use the sorcerous spells therein to perform \"miracles.\" The profane cleric may not be aware that he or she is profane, or that the document is actually proscribed by the Church. However, he or she may be corrupted. If corrupted OR the grimoire is not accepted by the Church they have lost all of their devotional pool and are only left with the \"miracles\" they perform through their sorcery. This Grimoire (The Gospel of Simon Magus) is NOT acceptable to the Church."}, {"name": "Elite Frankish Rogue", "race": "Human", "rank": 4, "owner": "Thiudans", "tags": ["Francia orientalis"], "id": 10784, "notes": "These are typically gange members, local cut-purses and other unsavory characters. They are less combat effective than normal bandits or trained fighters, but come with their own skills that make them useful -- including to high nobility. The Elite Frankish Rogue is a master of the trade and at least middle aged.  The GM may decide some background events are cons..."}, {"name": "Gray Guard Knight Warden", "race": "Human", "rank": 4, "owner": "rklingler", "tags": [], "id": 10811, "notes": ""}, {"name": "Gray Guard Knight Scout", "race": "Human", "rank": 4, "owner": "rklingler", "tags": [], "id": 10812, "notes": ""}, {"name": "Elder Ghoul", "race": "Ghoul", "rank": 4, "owner": "kilgs", "tags": ["Constantinople", "Fantasy", "Glorantha", "High plateau", "Monster island", "Rq6", "Undead"], "id": 10818, "notes": "If a ghoul\u2019s bite penetrates armour the victim must make an unopposed Endurance roll to resist infection. Failing the roll means the victim is infected with the spirit curse that will create a new ghoul upon death. A standard ghoul tactic is to grip an opponent with its hands and then target an area of exposed flesh. Once it has bitten it releases and flees, attempting to find somewhere to skulk until a threat has passed and it can resume feeding.RQ pg 355-356.\n\nAn elder ghoul can shapeshift into a perfect replica of any person whose flesh they eat. This shape can be maintained indefinitely. They acquire memories as well: all the memories of a fresh corpse (or living person), but memories decay along with the flesh. A year-old corpse has just fragmentary impressions left. Acquired memories gradually fade once the shape is abandoned. \n\nAn elder ghoul can control any normal ghouls it created. They can be taught commands much like training dogs; but for more complex control the elder ghoul must spend a Magic Point to permanently make a ghoul into a thrall. The elder ghoul can choose to see through the eyes of any of its thralls, take control of their actions or voice through a mental link, or give them complex tasks to perform.\n\nElder ghouls do not regenerate spent Magic Points naturally; instead they must consume the heart of a magician (of any tradition) to gain whatever Magic Points she had upon death. The bite of an elder ghoul infects the victim with the same curse as a regular ghoul. No one knows how elder ghouls come about. ***REGENERATES*** 1 hp per round per location. "}, {"name": "kirgax the Doomwatcher, Mature Adult Black Dragon", "race": "Dragon", "rank": 4, "owner": "skarza", "tags": [], "id": 10836, "notes": "Kirgax was left for dead when a group of experienced dragon hunters caught him in deep slumber within his cave. Where it not for the intervention of his current patron, he would have died, but all that occurred was he lost his hoard, and he was forced to reluctantly swear fealty to his saviour. \nHe has served well, and only has another decade to wait before he has repaid his debt. He has tried several times to be free from his oath, but each time his saviour has reminded him of this folly. Kirgax is content to bid his time, gain his freedom and then he will seek revenge.\n\nAbove the brow of his left eye there is lodged the broken shard of a powerful spear, a gift from the dragon hunters. This has been left in as a reminder that his patron can twisted or even drive that in with a thought if Kirgax gets above his station. An intensity 8 Geas prevents the dragon from removing the blade.\n\nKeen Dragonbane spear +2\nThis shortspear does -1 step damage due to being broken at the shaft, but also counts as +4 vs dragons and inflicts 1d6+1 extra damage, It also has doubles the critical hit chance of the attack. If the critical range is 1-4 and the attacker rolls a 6 then they can make one of the special effects gained a critical one. On an actual critical roll, no effect is garnered.\n\n\nBreath Weapon, Immunity (to their breath weapon), **Immunity** Acid\n\n**Spell Like Abilities**\nDarkness (3/day, radius 10' per 1/10 willpower)\nCorrupt Water (1/day)\n\n**Line of Acid**\nLine-shaped attacks are 3 metres (10 ft) wide and stretch for a distance equal to 117 metres (390ft). All opponents in the line of effect are subject to this damage. This attack sprays a stream of corrosive acid upon all victims in the area of effect. This damage continues to be applied for one or more Rounds and is applied to all exposed hit locations as well as any Armour Points of any armour worn. Once the armour has been reduced to 0, the previously protected hit locations begin to take damage as well. A successful roll to Evade halves the rolled damage, but not the duration. There is a chance equal to the damage rolled x5%, of the attack producing an acidic gas that may be inadvertently inhaled. If so, this functions as detailed below with regards to it being inhaled. There are no further external effects.\n\n**Acid if Inhaled**\n**Application**:Inhaled\n**Potency**: 195\n**Resistance**: Endurance vs. inhaled gas \n**Onset time: Instant\n**Duration**: Effects of acid are continuous while exposed to the gas.\n**Conditions**: If inhaled, the victim is allowed an Endurance roll to resist, on a failure they begins taking an additional 1d2 points of damage directly to their chest hit location as the acid begins to burn their lungs. This is in addition to any damage to the chest normally. Once the acid is neutralised, the damage to the lungs ceases.\n\n**Dragon Perception**\nDragons have excellent senses of sight, smell, and hearing. Because of this, any hiding or invisible opponents within a number of feet equal to the dragon\u2019s Willpower can be detected with an Easy Perception roll, and if successful, the dragon may attack or otherwise confront the target without penalty.\n\n**Wings**\nThe beat of a Dragon\u2019s wings can stir the ground with a fierce whirlwind, doubling the spreading speed of a fire and making all manoeuvring difficult (-2 difficulty) and other effects as per gust of wind spell.\n\n**Blood**\nDragon blood is dangerous, Any bleed attack, or critical at GM's discretion can expose 1 or more of the attackers locations to the elemental energies within the drake. Exposure needs to be resisted using END and evaded.\n\n**Application**:contact\n**Potency**: CON x 2 (78)\n**Resistance**:Unopposed evade AND Opposed Endurance\n**Onset time: Instant\n**Duration**: 1 location per round till all are converted or resisted\n**Conditions**: If the Evade roll is failed, the location struck takes 1/2 the breath weapon damage of the dragon (1d6+1 in this case) with only magic bonus providing protection, as the area is splashed with pure elemental energies. This damage is halved on a successful roll. If the END roll is failed the location is converted to the elemental type of the dragon (acid in this case). It takes 1 round to do so, so there is a chance a slow poison or similar effect can be applied. If the location is converted it is immediately classed as a major would and the area is lost as if the character had failed the END roll.\nAntidote: Magic or application of the opposite elemental force. If this is mundane (torch for cold for example) it allows another opposed roll. If it is magical (burning hands) it is unopposed. In either case the character take the damage of the attack as normal. (fire for a torch) \n(opposing element for acid is water)\n\nSpells known:\nAffect Normal Fires\nDetect Magic\nRead Magic\nShield\nBreak\nEnergy Missile (acid)\nUnseen Servant"}, {"name": "Elite Norse Rogue", "race": "Human", "rank": 4, "owner": "Thiudans", "tags": ["Francia orientalis"], "id": 10844, "notes": "These are typically gange members, local cut-purses and other unsavory characters. They are less combat effective than normal bandits or trained fighters, but come with their own skills that make them useful -- including to high nobility. The Elite Norse Rogue is a master of the trade and at least middle aged.  The GM may decide some background events are cons..."}, {"name": "Spider Swarm (Huge SIZ 19-25)", "race": "SFL - Insect Swarm", "rank": 4, "owner": "SFLucid", "tags": [], "id": 10865, "notes": "***Hitpoints*** = SIZ. \n***Note - only has SIZ Characteristic, the other Characteristics are for calculation purposes***\n\nThe normal characteristics for creatures are not applicable to swarms. Instead, only one characteristic is given: SIZ. This is used to gauge the volume of the swarm in comparison with an average human. A swarm of SIZ 6 is enough to engulf one half of the body. A swarm of 12 is enough to engulf the entire body. A swarm of SIZ 24 could engulf two opponents simultaneously.\n\n***Damage/Combat Action*** :\n***SIZ 1-5*** -> 1 Damage all locations, 1 CA\n***SIZ 6-11*** -> 1d2 Damage all locations, 2 CA\n***SIZ 12-18*** -> 1d3 Damage all locations, 3 CA \n***SIZ 19-25*** -> 1d4 Damage all locations, 4 CA \n***SIZ 26-33*** -> 1d6 Damage all locations, 5 CA\n\nRQ6 pg 365\n\nWorn armour initially counts against this damage, but is reduced by 1 point for each successful attack, as the insects begin to crawl inside gaps in the clothing.\n\nIt is almost impossible to kill a swarm: there are simply too many individuals. The only hope is to either outrun it or find a way of taking cover (water is not always an effective way of evading a swarm of insects, since they often wait about for the victim to surface). A swarm may decide to cease an attack if it collectively feels a threat has been neutralized: after 1d3 rounds of combat, make a Willpower roll for the swarm. If the roll is successful then the swarm abates its attacks and returns to its nest or previous activity.\n\nSwarms do not generate Special Effects and neither do they use Combat Actions to parry or evade unless attacked with an area affect assault. On the other hand a victim can use Evade to temporarily avoid a swarm. Otherwise they must flee, hide or seek cover. \n\nWhenever a character is stung by a swarm of poisonous insects, he may succumb to the increasing levels of venom introduced into his body. Keep track of the accumulating value of the damage suffered from each attack, which represents the growing toxicity of the venom. Every time the character experiences another attack, they must make an opposed roll of their Endurance versus the new level of toxicity. Failure means that they suffer the effects of the insect\u2019s venom."}, {"name": "Blight born [Styggelse]", "race": "Chaos Hybrid", "rank": 4, "owner": "crilloan", "tags": ["Symbaroum"], "id": 10936, "notes": "A humanoid who have been completely corrupted.\nCrown of bony protrusions and arms ending in bone claws\nFrenzy. Size of natural weapons increased one step. Immune to serious wounds and fatigue"}, {"name": "Terrorpaw", "race": "Bear", "rank": 4, "owner": "HMZ", "tags": ["Brace yourself", "Braceyourself", "Breaking the habit", "Breakingthehabit"], "id": 10887, "notes": ""}, {"name": "Tadc", "race": "Giant, 6 meter", "rank": 4, "owner": "HMZ", "tags": ["Brace yourself", "Braceyourself", "Breaking the habit", "Breakingthehabit"], "id": 10886, "notes": "Roll D10 for melee hit location vs. Giants 4m or 6m high.  Roll D6 vs. Giants longer than that."}, {"name": "Hippogriff", "race": "Griffin", "rank": 4, "owner": "skarza", "tags": [], "id": 10895, "notes": "This creature shares the eagle-like forequarters and wings (30'wingspan) of the Griffin, but the Hippogriff\u2019s ears and hindquarters are equine. The Hippogriffs are thought to have been created at the same time and with the same formula of mystically empowered words which created the Griffin. However, the body of a horse was substituted in this species for that of a lion. Therefore, the two races are very similar, and in fact, the race of Hippogriffs are sought as mounts in the same way as the Griffin. \n\nAs mounts, they can carry 200 pounds (90 kg or 54 ENC.) , but give no modification to the rider\u2019s riding maneuvers. Wary of the mannish races, the Hippogriff dwells among the lonely crags of deserted and unexplored mountains. A frisky disposition leads the Hippogriff to play among the winds and the thermals of the sky, where it occasionally is confronted by the fiercer lion-like Griffin, its \u2018cousin.\u2019 When left in peace, the Hippogriff enjoys pasturing in high mountain meadows, where its foals can run and play amidst the sun and alpine flowers. The Hippogriff\u2019s arsenal of pointed talons and sharp beak is its beastial offense and defense against any foes it may meet in the wide expanses of its domain."}, {"name": "Wyvern", "race": "Wyvern", "rank": 4, "owner": "skarza", "tags": [], "id": 10896, "notes": "These great serpents are smaller than Dragons, and have barbed tails. They range in color from blue to green to black, with most being very dark in hue. Their eyes are always a piercing yellow. Land Wyverns have a 15'-30' body (including a 5'-10' prehensile tail), while Water Wyverns are longer, with a 20'-40' body (including a 7'-13' prehensile tail). Winged Wyverns are 15'-25' in length, with their bat-like wings providing a 25'- 45' wingspan.\n\nWyverns are smaller and more graceful than either Dragons or Lesser Drakes. They are also less intelligent, scoffing at word games and trite conversation.\n\nInstinctive and physical, they are active, predatory hunters who spend little time asleep (20%) or confined at home (30%). Food excites them more than treasure. Although they shy away from civilization, they never bypass a meal and are apt to ambush their quarry before contemplating the consequences. Land Wyverns are agile climbers and nest in highland caves or huge, hollow trees. Water Wyverns are exclusively aquatic, living in underwater caves. They can leap out of the water 35' vertically (200' horizontally) using their powerful webbed legs. Winged Wyverns nest in highland caves or atop pinnacles or giant trees.\n\nLike the Lesser Drakes, Wyverns do not have a breath weapon; nor do they employ incantations. Instead, they rely on their superb agility and deadly venoms. Land Wyverns have Poison glands in their mouths and tails, with ducts through their 5\" fangs and barbed tail-stingers. Water-based varieties deliver a Poison through their two foot-long horns, while Winged Wyverns rely solely on their venomous tail barb for delivering Poison.\n\n\nPoisoned Sting Tail\nApplication: Injection or smear, requires only a small cut\nPotency: 50 + CON\nResistance: Endurance\nOnset time: instant \nDuration: 1d6 days\nConditions: agony (see abilities)\nTreatment: Antivenom or magical treatment only."}, {"name": "Armoured Wyvern", "race": "Wyvern", "rank": 4, "owner": "skarza", "tags": [], "id": 10897, "notes": "These great serpents are smaller than Dragons, and have barbed tails. They range in color from blue to green to black, with most being very dark in hue. Their eyes are always a piercing yellow. Land Wyverns have a 15'-30' body (including a 5'-10' prehensile tail), while Water Wyverns are longer, with a 20'-40' body (including a 7'-13' prehensile tail). Winged Wyverns are 15'-25' in length, with their bat-like wings providing a 25'- 45' wingspan.\n\nWyverns are smaller and more graceful than either Dragons or Lesser Drakes. They are also less intelligent, scoffing at word games and trite conversation.\n\nInstinctive and physical, they are active, predatory hunters who spend little time asleep (20%) or confined at home (30%). Food excites them more than treasure. Although they shy away from civilization, they never bypass a meal and are apt to ambush their quarry before contemplating the consequences. Land Wyverns are agile climbers and nest in highland caves or huge, hollow trees. Water Wyverns are exclusively aquatic, living in underwater caves. They can leap out of the water 35' vertically (200' horizontally) using their powerful webbed legs. Winged Wyverns nest in highland caves or atop pinnacles or giant trees.\n\nLike the Lesser Drakes, Wyverns do not have a breath weapon; nor do they employ incantations. Instead, they rely on their superb agility and deadly venoms. Land Wyverns have Poison glands in their mouths and tails, with ducts through their 5\" fangs and barbed tail-stingers. Water-based varieties deliver a Poison through their two foot-long horns, while Winged Wyverns rely solely on their venomous tail barb for delivering Poison.\n\nhead, neck and flanks plated for extra defence.\n\n\nPoisoned Sting Tail\nApplication: Injection or smear, requires only a small cut\nPotency: 50 + CON\nResistance: Endurance\nOnset time: instant \nDuration: 1d6 days\nConditions: agony (see abilities)\nTreatment: Antivenom or magical treatment only."}, {"name": "Armoured War Troll", "race": "Troll, Mountain", "rank": 4, "owner": "skarza", "tags": [], "id": 10899, "notes": "Trolls can add their size to their strength for carry purposes (this allows them to carry two 200kg ponies)\n\nWar Trolls have a naturally occurring stone plate that grows from their hide (giving them great protection). Their arms and legs are massive. Their heads are smaller than most Trolls, but their dark eyes betray a glint of intelligence. Their skin tones range from dark grey to mottled grey and red.\n\nWar Trolls have a lifespan of only 150 years (below average). During this time, they breed twice (each breeding resulting in 0-1 new War Trolls). War Trolls have no culture of their own. Instead, they are always in service to some more powerful (or more intelligent) force.\n\nWar Trolls are immune to naturally occurring heat and cold. In addition, they take half damage from all heat and cold attacks. Also war trolls are so naturally tough any damage that goes through their rocky hide is reduced by 3 points, to maximum of 0.They are also immune to stun effects from special effects and serious wounds.\n\nThey can fight normally (without penalty) in any environment. War Trolls are bred for battle. They favor war hammers, but any weapon will do. In addition to their weapon attacks, they will often simply bash their foe with their stony fists; or perhaps throw catapult shot at them (range of 100'). They are also know to wear armour.\n\nThe black steel plates of their armour matching the dark hue of what little is exposed of their hides. They effortlessly sweep their huge war mattocks as they move it to attack. The sunder effect of the war mattock is applied 'free'.\n"}, {"name": "Adaro Sharkman, Grizzled Veteran", "race": "Adaro", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Monster island", "Sea"], "id": 10960, "notes": "MI pg 190"}, {"name": "Seth Animal", "race": "Dog - War", "rank": 4, "owner": "ronix", "tags": ["Desert", "Dog", "Egypt"], "id": 11022, "notes": "A very large animal of the desert - hound of the desert god Seth."}, {"name": "Giant Vampire Squid", "race": "Giant Octopus", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Monster island", "Sea"], "id": 11046, "notes": "+3 AP  Giant form of vampire squid. https://en.wikipedia.org/wiki/Vampire_squid From wikipedia: \"If disturbed, it will curl its arms up outwards and wrap them around its body, turning itself inside-out in a way, exposing spiny projections.[15] If highly agitated, it may eject a sticky cloud of bioluminescent mucus containing innumerable orbs of blue light from the arm tips. This luminous barrage, which may last nearly 10 minutes, would presumably serve to dazzle would-be predators and allow the vampire squid to disappear into the blackness without the need to swim far. The glowing ink is also able to stick to the predator, creating what is called a burglar alarm (making the vampire squid's predator more visible to secondary predators)\". The cloud is blinding if it succeeds Combat Style vs Defender evade (capped by swim)"}, {"name": "Giant Viperfish", "race": "Shark", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Sea"], "id": 11047, "notes": "Viperfish have long, needle-like teeth and hinged lower jaws. They live in depths and can camouflage themselves very well. They can come closer to surface in vertical migration. "}, {"name": "Field Marshal Cressida Kroft", "race": "Human", "rank": 4, "owner": "skarza", "tags": [], "id": 11048, "notes": "An attractive, dark-haired human woman dressed in red armour.\n\nOriginally a ranking member of the Guard who moonlighted as an adventurer, Cressida Kroft foiled a deadly plot during the weeks-long festivities celebrating the city\u2019s third centennial in 4707 ar. When she stopped a small group of Norgorber cultists poisoning the food of a grand feast to be held in Eodred\u2019s Square, she not only saved the lives of hundreds, but drove the cult of Norgorber from Korvosa entirely. Cressida\u2019s star rose high among Korvosa\u2019s common folk and elite alike, and she was swiftly appointed to the position of Field Marshal\u2014leader of the Korvosan Guard\u2014by King Eodred. Ever since her promotion, Cressida has had little time for adventuring, and she increasingly misses the lifestyle. As she can\u2019t imagine abandoning her duties, she mollifies her desire for action by hiring adventurers to take care of problems and dangers that the Korvosan Guard simply cannot handle efficiently. Such problems often require stealth, subtlety, magical knowledge, or even more frequently, a willingness to bend the law in order to aid the common good. Cressida has earned a reputation for being fair and supportive of those she brings on to augment the Korvosan Guard to protect her beloved city from threats within and without.\n\n\nDuring Combat Cressida prefers to fight in melee if possible, saving her arrows for foes who avoid hand-to-hand combat.\n\nMorale Cressida prefers to save her potion of cure moderate wounds to aid allies, but if she\u2019s reduced to fewer than less then 0 hit points on a location and escape isn\u2019t an option, she drinks the potion and fights defensively until the odds change in her favor or she sees an opportunity to escape. She won\u2019t abandon friends or her subordinates to certain death; if presented with overwhelming odds, she works with allies to make a fighting retreat to safety, but brings up the rear herself, and is willing to give up her life to buy her allies a chance to flee.\n\nCombat Gear\nCombat Gear potion of cure moderate wounds; Other Gear +2 chainmail, +1 heavy steel shield, +1 longsword, mwk composite longbow (+1d2) with 20 arrows, belt of mighty constitution +2, 64 gp\n\nArmour Proficiency:\nLight armours receive 1 extra armour point, and heavy armours 2, if you have to know the attack is coming.\n\nWeapon Specialisation: \nLongsword: 10% when using your weapon of specialisation. You gain +1 Action Point for the purposes of Parrying only.+1 step parry size and damage.\n\nShield and greater shield Focus (Combat)\nYou are skilled at deflecting blows with your shield. Increase the ward locations number of any shield you are using by 2.\n\nImproved Critical (Combat)\nAttacks made with your chosen weapon are quite deadly. When using a longsword, on a critical your roll damage twice and take the best.This effect doesn't stack with any other effect that improves damage of a weapon (i.e Impale).\n\nPersuasive\nYou are skilled at swaying attitudes and intimidating others into your way of thinking. On influence and Intimidate skill checks you gain a bonus dice.\n\nPower Attack (Combat)\nYou can make exceptionally deadly melee attacks by sacrificing accuracy for strength. You can choose to take a \u20131 step penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage includes, if you are making an attack with a one handed weapon using two hands, the +1 you normally get. You cannot use choose location with this but can sunder. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.\n\nToughness\nYou have enhanced physical stamina. You gain +1 hit points per location. \n\nSteadfast Personality\nYou rely on your assuredness and sense of self to help keep your mind clear. Add your CHA x 2 Stat instead of your POW x 2 on Will saves against mind-affecting effects.\n\nLuck:7"}, {"name": "Devargo Barvasi (King of Spiders)", "race": "Human", "rank": 4, "owner": "skarza", "tags": [], "id": 11054, "notes": "He is a tall, muscular man with shaggy black hair and a fierce glare. He accents his black leather armor with a steel spider shaped shoulder baldric and a thick chain criss crossing his chest, linked together in the shape of a spider. His signature weapons\u2014gauntlets fixed with blades over the knuckles\u2014glisten with poison. Now and then, spiders clamber over his skin, but he takes no notice. Whispers say that Devargo has the blood of fiends in him, and that he can communicate with spiders telepathically.\n\nBefore Combat Devargo coats the blades of both of his spiked gauntlets with medium spider venom. Each lasts 2 applications.\n\nDuring Combat Confident and brave, Devargo begins combat by opening the trap door and dumping anyone standing on it below. Once the trap door is triggered, Devargo leaps into the battle with his gauntlets, grinning sadistically as he fights. His enforcers are used to the sounds of battle and fights in the throne room and they don\u2019t respond until Devargo raises the alarm or until the first hopeful thug flees. Once this occurs, enforcers arrive in this area at the rate of one every round until all 10 enforcers on duty in Eel\u2019s End have arrived.\n\nMorale If reduced to fewer than -4 hit points, Devargo calls out for help from his enforcers, drinks his potion of invisibility, and then flees downstairs. He drinks his potion of cure moderate wounds as soon as possible and barricades himself in his quarters, hoping his enforcers can finish off the fight for him.\n\nCombat Gear potion of cure moderate wounds, potion of invisibility, medium spider venom (4); Other Gear +1 leather armor, mwk hand crossbow with 10 bolts, mwk spiked gauntlets (2), key, key to footlocker, 79 gp\n\nSneak attack (+2 steps damage)\nDuel wield (+1 AP)\n\nEvasion: A rogue can avoid even magical and unusual attacks with great agility. If she makes a successful EVD saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.\n\nTrap Sense:a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +5 bonus on EVD saves made to avoid traps and a +1 bonus to AP against attacks made by traps.\n\nUncanny Dodge: A rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, if the attacker is invisible.\n\npoison lasts 2 strikes per blade, can apply poison as a free action if in hand\nApplication: injury\nLevel of toxicity:70\nResistance: Endurance (per round)\nOnset time: instant\nDuration: 4 rounds\nConditions: weakness, The bite caused the victim to become uncoordinated causing a loss of 1d2 STR per round\ncure: magical healing only\n\nLuck:6"}, {"name": "Botanical Swamp Zombie", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Monster island", "Undead"], "id": 11060, "notes": "Regenerates 1HP/hour. Willpower always zero. "}, {"name": "Leucrota", "race": "Leucrocota", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Maniria", "Ralios", "Seshnela"], "id": 11079, "notes": "About the size of a mule or donkey. They have the body and limbs of a deer, an equine head, and a thick lion-like mane on the neck. Unlike any of these animals, however, they have no teeth, only a single sharp ridge of bone in each jaw.\nThey are omnivorous, and strike at animal prey from ambush. They lie in wait behind vegetation or other cover and lure their prey towards them by imitating their sounds, such as mating calls. This power of mimicry is so effective that they can even imitate human speech\nUpdated from source: Anaxial's Manifest"}, {"name": "Dr. Reiner Davaulus", "race": "Human", "rank": 4, "owner": "skarza", "tags": [], "id": 11107, "notes": "Before Combat\nDr. Davaulus casts misdirection whenever he expects to be involved in a public scene; if he meets with the PCs, he chooses one of the chaotic good but unconscious Varisians as the spell\u2019s target.\n\nDuring Combat\nDavaulus considers himself a gentleman, even though his interests run to murder and cruelty. He engages in physical combat only as a last resort. When he fights, he uses Combat Expertise, saving hideous laughter for use against foes who seem to have more brawn than brains.\n\nMorale\nDavaulus attempts to flee if brought to fewer than 0 hit points, but fights to the death if no escape seems possible. Loyal to the Red Mantis, he does not surrender.\n\nCombat Gear potion of remove disease; Other Gear +1 mithral chain shirt, +1 human-bane rapier, amulet of natural armor +1, flask of curses (labeled \u201celixir of true healing\u201d), button key for lift, key to cabinet, key to doors, 58 gp\n\nBard Spells\n2nd (2/day)\u2014invisibility, misdirection\n1st (4/day)\u2014charm person, cure light wounds, disguise self, hideous laughter\n0 (at will)\u2014detect magic, light, mage hand, mending, prestidigitation, read magic\n\nSkills\ncountersong, distraction, fascinate, inspire competence, inspire courage\n\nSneak attack: +2 steps damage\nAgile defender: +1 AP of evade and parry, does not end up prone\n\nEvasion: A rogue can avoid even magical and unusual attacks with great agility. If she makes a successful EVD saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.\n\nCombat Expertise: You can choose to take a \u201310 penalty on melee attack rolls and combat manoeuvre checks to gain a +1 bonus to your AP. At rank 3 and 5, the penalty can increase by \u201310 and the AP bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack with a melee weapon. The effects of this feat last until your next turn.\n\nCombat Reflexes: When an opponent tries to change range and you attack him, you gain a bonus dice.\n\nDodge: You gain a +1 bonus to your AP to attacks you are aware of. A condition that makes you lose your ability to evade, also makes you lose the benefits of this feat. (Added)\n\nQuick Draw:You can draw a weapon as a free action instead of as an action. You can draw a hidden weapon (see Sleight) as an action. Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.\n\nToughness: You gain +1 hit points per location. \n\n"}, {"name": "Rolth Lamm", "race": "Human", "rank": 4, "owner": "skarza", "tags": [], "id": 11110, "notes": "As the son of one of Korvosa\u2019s most hated criminals and the man behind the city\u2019s most recent unsolved serial killings, Rolth Lamm is unrelentingly despicable.\n\nRolth is a foul man by any definition of the term. Pale and blotchy from scars caused by various diseases he\u2019s exposed himself to (either by accident or design), Rolth wears thick leather robes lined with dozens of pockets that bulge with surgical and mortician tools, and is always ready and eager for new opportunities to study the ways in which flesh can be altered, enhanced, and cut away. To Rolth, every portion of a living body is an incomplete work of art, and if knives are the tools he uses to prepare his medium, then the colors, scents, and textures that decay brings are his tools to finish the job.\n\nBefore Combat \nRolth casts shield, mage armor, and false life before combat.\n\nDuring Combat\nRolth prefers to let allies fight in melee, so he can hang back and use spells at range. He prefers to leave foes alive but incapacitated so he can kill them at leisure with his knife. A successful casting of hold person is his favorite method of enabling sneak attacks.\n\nMorale\nIf reduced to fewer than -3 hit points, Rolth flees via dimension door; if he escapes, he can become a recurring antagonist who seeks to add the PCs to his collection of undead servants.\n\nSpell-Like Abilities\n6/day\u2014grave touch (3 rounds)\nAs an action, you can make a unarmed attack that causes a living creature to become shaken for a number of rounds equal to your rank). If you touch a shaken creature with this ability, it becomes frightened for 1 round. You can use this ability a number of times per day equal to 3 + rank.\n\nNecromancer Spells Prepared\n4th\u2014animate dead, dimension door, enervation, infuse decay \n\n3rd\u2014dispel magic, hold person, lightning bolt, ray of exhaustion\n\n2nd\u2014false life, ghoul touch, scorching ray, touch of idiocy, spectral hand, vampiric touch\n\n1st\u2014charm person (2), chill touch, mage armor, ray of enfeeblement, shield, unlock flesh\n\n0 (at will)\u2014acid splash, detect magic, light, touch of fatigue\n\nSneak attack (+1 step damage)\n\nCombat Gear scroll of teleport, wand of magic missile (Rank 2, 43 charges); Other Gear +1 dagger, belt of mighty constitution +2, cloak of resistance +1, headband of vast intelligence +2, ring of protection +1, unguent of timelessness (6), mwk thieves\u2019 tools, fine mortician\u2019s tools (worth 10 gp) , 6 black onyxes (worth 15 gp), spellbook (contains all cantrips save those of the illusion and transmutation schools plus detect thoughts, grease, ice storm, magic missile, and 2d4 additional spells of your choice for each rank from 1 to 3), extensive notes on blood veil, 50 gp, 5 sp\n\nCombat Casting: You get a +1 step bonus on checks made to keep casting a spell when damaged or distracted, such as while grappled. Also you can roll opposed END to resist disrupt spell special effect.\n\nFoes get -10 to resist any necromancy spell cast by Rolth\n\nToughness: You gain +1 hit points per location. \n\ncan turn undead\n\nLuck:7"}, {"name": "Leukodaemon", "race": "Gargoyle, Lesser Horned", "rank": 4, "owner": "skarza", "tags": [], "id": 11117, "notes": "This human-shaped beast has a horse\u2019s skull for a head. It walks on cracked hooves and bears the rotting wings of a carrion bird.\n\nDeacons of the Horseman of Pestilence, leukodaemons serve their lord in Abaddon as well as across the planes by spreading plagues and pandemics.\n\nLeukodaemons stand upward of 14 feet tall but weigh just over 200 pounds. The skulls that serve as their heads can be replaced with any skulls, yet these creatures choose horse skulls to show their loyalty to the Horsemen. The creature\u2019s true head is merely a blistered knob between its shoulders.\n\nBreath of Flies\nOnce per minute as an action, a leukodaemon can unleash a cloud of corpse-bloated, biting black flies in a 20-foot cone. Those caught in the cone take 2d6 points of slashing damage to each location. A hard EVD save halves this damage. Those who take any damage are also sickened for 1 minute. In addition, the flies linger for 1d4+1 turns, congealing into a buzzing 20-foot-square cloud centered on the cone\u2019s original point of origin. Any creature that ends its turn in this cloud must make a hard EVD save to avoid taking damage as before and becoming sickened for 1 minute. This cloud of flies may be dispersed by any area effect that does damage or creates wind of at least strong wind force. All daemons are immune to this effect.\n\nContagion\nAny arrow a leukodaemon fires from a bow is tainted with disease. If a creature is damaged by a leukodaemon\u2019s arrow, it must make an END save or be affected as if by the spell contagion. A leukodaemon can manifest arrows at will and never runs out of ammunition, allowing a shot a turn.\n\nInfectious Aura\nAll creatures within 50 feet of a leukodaemon take a \u20132 step penalty on END saves against disease effects.\n\nSpell-Like Abilities\nConstant\u2014deathwatch, detect good\nAt will\u2014contagion, dispel magic, greater teleport (self plus 50 lbs. of objects only)\n1/day\u2014harm, summon (1 leukodaemon only, 35%)\n\nSpell resistance 100%\nImmunity to acid\n+4 AP (cannot be sundered or bypasses) and half damage to all non good or silver attacks\n+4 AP (cannot be sundered or bypasses) and half damage to all cold, electricity or fire attacks"}, {"name": "Yale - Horse Antelope", "race": "Horse", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Ralios", "Seshnela"], "id": 11131, "notes": "They are dull black in colour with a small tail like and elephant and sharp tusks like a boar.\n\nA yale\u2019s horns are remarkably long so can strike with them like a spear, holding its foes at a distance. The yale can swivel each of its horns independently, and typically defends itself by pointing one horn towards its foe and keeping the other pointed backwards as a reserve. If the first horn becomes damaged, the yale will switch to the other and continue the fight.\n\nSource: Anaxial's Manifest\n"}, {"name": "Hrimthur - Glacier Giant", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Valind&#39;s glacier"], "id": 11132, "notes": "They appear as muscular humans, but are over nine feet tall, with deathly pale skin and blond, blue, or white hair. They dress in a style like that of human Orlanthi. \n\nA hrimthur can make a radiate cold attack instead of a weapon attack on any round. This costs them 1 magic point and affects any target within 2 metres of the hrimthur. The target must succeed on a roll of their Endurance vs Willpower of the hrimthur and takes damage to a random hit location if they fail. Regular armour does not protect against this damage.\n\nSource: Anaxial's Manifest"}, {"name": "Hrimthur - Glacier Giant, Acolyte", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Valind&#39;s glacier"], "id": 11134, "notes": "They appear as muscular humans, but are over nine feet tall, with deathly pale skin and blond, blue, or white hair. They dress in a style like that of human Orlanthi. \n\nA hrimthur can make a radiate cold attack instead of a weapon attack on any round. This costs them 1 magic point and affects any target within 2 metres of the hrimthur. The target must succeed on a roll of their Endurance vs Willpower of the hrimthur and takes damage to a random hit location if they fail. Regular armour does not protect against this damage.\n\nSource: Anaxial's Manifest"}, {"name": "Parander - Spirit Deer", "race": "Deer", "rank": 4, "owner": "hkokko", "tags": ["Fronela", "Spirit"], "id": 11137, "notes": "In physical form, they resemble an unusually large stags with a thick, shaggy pelt which helps them survive in the cold winters of Fronela. When a parander is threatened, it may change its form into that of any nearby object, such as a rock or a bush.\n\nSource: Anaxial's Manifest"}, {"name": "Red Mantis Assassin", "race": "Human", "rank": 4, "owner": "skarza", "tags": [], "id": 11192, "notes": "Combat Gear potion of bull\u2019s strength (2), potion of resist fire, alchemist\u2019s fire (2); Other Gear +1 leather armor, +1 sawtooth sabres (2), daggers (4), cloak of resistance +1, mask of the mantis, 27 pp\n\nA mask of the mantis is the traditional headgear of a Red Mantis assassin. Designed to both conceal the wearer\u2019s\nidentity and give the wearer a ferocious appearance, this mask has three daily charges that can be used to gain additional bonuses. As an action, the wearer can spend a charge to gain either darkvision to a range of 60 feet, the effects of see invisibility, the effects of deathwatch, or a +2 step bonus on Perception checks. Once a charge is spent, the effect granted persists for 30 minutes. Multiple effects can be active simultaneously. Charges automatically replenish in 24 hours.\n\nPrayer Attack\nTo initiate a prayer attack, a Red Mantis assassin holds her sawtooth sabre (or sabres) out, point down, and weaves the blade in the air. She must be within 30 feet of and visible to her victim. Beginning a prayer attack is an action, and causes her victim to be fascinated by her unless he succeeds at an opposed Hard WIL save. She can maintain the fascination effect by concentrating. The victim can attempt a new save to escape fascination each time a threat (other than the assassin) appears. At any point after 3 turns, the assassin can make an attack against the target, provided the target is still fascinated which counts as ambushing said target. \n\nRed Shroud\nA Red Mantis assassin can create a veil of red mist two times per day as a free action. The red shroud persists for 3 rounds. It grants a +1  bonus to AP and fast healing 2 each round. This mist cannot be dissipated by wind. If she is slain while this ability is active, she can choose whether to remain corporeal or to disintegrate into a cloud of red mist that leaves behind only her gear in order to deprive her enemies of access to her remains.\n\nArtful Dodger: The Artful Dodger talent requires you to be Unburdened (ENC less than STRx2), and wearing nothing more restrictive than light armour. You possess fast reflexes and gain 1 extra Action Point, which may only be used to Parry or Evade. In addition, you may use the Evade skill to dodge a melee attack without falling prone. Against a ranged attack, you only end up prone if you fail the roll.\n\nArmour proficiency (+1 AP)\n\nSneak attack (+2 steps damage)\n\nSpells\n1st (4/day)\u2014expeditious retreat, feather fall, magic weapon, vanish"}, {"name": "Mantis, Giant ", "race": "Mantis, Giant", "rank": 4, "owner": "skarza", "tags": [], "id": 11301, "notes": "At three metres in length, the giant praying mantis is a quite formidable predator that feeds exclusively on creatures smaller than itself. It has two remarkable features: the elongated forelimbs that are used to catch and hold prey immobile, and its extremely long and flexible thorax which permits amazing limb dexterity whilst the body remains static. Also of note is the insect\u2019s field of vision. Its massive compound eyes and neck articulation grant the mantis a wide field of vision through 300 degrees, making it difficult to creep up on from behind.\nMantids are ambush hunters. The giant variety conceals itself in foliage and branches, remaining motionless for extremely long periods until suitable prey strays within range of its forelimbs. The insects can fly, doing so mainly at night to move between hunting locations, and some mantids have distinct territories that are heavily defended. During mating season females are known to kill and eat their mates once copulation is complete."}, {"name": "Jungle drake", "race": "Wyvern", "rank": 4, "owner": "skarza", "tags": [], "id": 11303, "notes": "The skin of this rugged dragon is mottled in hues of blue and green. Its elongated tail hides a menacing stinger.\n\nJungle drakes are tenacious predators, ruthlessly adapted to the environment they call home. The tails of these drakes inject a virulent toxin, capable of debilitating the most stubborn of foes. Jungle drakes typically travel in rampages of three or more, stalking animals or humanoids without remorse.\n\nAble to travel through forested terrain with ease, jungle drakes prefer to make several hit-and-run attacks, using their stingers to inject their prey with poison. After the venom has time to set in, the drake reemerges from the jungle, snatching the weakest target in its jaws before retreating back into the woods with its new meal. When the prey of a jungle drake appears too well armed or prepared to assault foes head-on, the drake stalks them, letting the natural hazards of the jungle wear them down before emerging to grab a meal, and then retreating back to the protection of the deeper jungle.\n\nA jungle drake measures 14 feet from front to back, with a lean but muscular build, and weighs around 2,100 pounds.\n\nPredatory Grab\nA jungle drake moves at full speed when it chooses the move option after maintaining a grapple or grip, though it can\u2019t carry the grappled creature aloft. A jungle drake can spend a use of its speed surge to move a grappled creature in this way without requiring a roll to maintain the grapple.\n\nSpeed Surge\nThree times per day as a free action, a jungle drake can draw on its draconic heritage for a boost of strength and speed that allows it to take an additional move action that turn.\n\nWoodland Stride\nA jungle drake can move through any sort of foliage at full speed without taking damage or suffering impairment. Areas of foliage that have been magically manipulated affect it normally.\n\nImmune to disease, poison, paralysis, sleep\n\nPoisoned Sting Tail\nApplication: Injection or smear, requires only a small cut\nPotency: 50 + CON\nResistance: Endurance\nOnset time: instant \nDuration: 6 rounds\nConditions: Exhaustion and 1d2 STR and DEX damage\nTreatment: Antivenom or magical treatment but do get 1 save attempt per round."}, {"name": "Pilts Swastel", "race": "Human", "rank": 4, "owner": "skarza", "tags": [], "id": 11333, "notes": "Pilts is a thin,odious man cursed from childhood by acne.Pilts has an extensive collection of costumes, and he delights in mixing and matching them to create an endless array of variations on what he believes to be royal attire. That his costumes are generally threadbare and ratty gives him the look more of a vagrant king than actual royalty.\n\nCombat Gear: potion of barkskin +4 (2), rod of wonder; Other Gear +1 glamered chain shirt, mwk light crossbow with 10 bolts, mwk war razor, cloak of resistance +2, headband of alluring charisma +2, 291 gp\n\nLuck:6\n\nBefore Combat \nPilts casts alarm on the door to Salvator\u2019s cell every morning, and unseen servant and undetectable alignment as soon as he takes his throne for the day. As soon as he realizes he\u2019s about to have visitors, he also casts glibness and tongues on himself. Before Pilts enters combat, he makes sure to drink his potion of barkskin +4 and casts cat\u2019s grace.\n\nDuring Combat \nPilts orders his minions to the attack, supporting them with inspire courage on the first round of combat. He then alternates casting spells such as confusion, charm monster, and hold person with activations of his rod of wonder. Each time he successfully uses this unpredictable device, he shrieks in delight and offers impromptu commentary on the rod\u2019s results. As soon as it seems obvious that he\u2019s about to be attacked, he casts displacement on himself and fights back with his war razor.\n\nMorale\nIf brought below 0 hit points, the emperor uses dimension door to go to his bedroom, then takes 3d6 turns gathering up his favorite prizes before using dimension door again (or by fleeing) to hide out in Old Dock and nurse his wounds and plan his revenge against the PCs. If he\u2019s brought below -3 hit points on any location and unable to use dimension door, Pilts\u2019s bravado crumbles. He drops to his knees and begs pitifully for his life, offering up pretty much anything to the PCs in return for mercy. In either event, as soon as Pilts is killed or surrenders publicly (or 2d6 turns after he flees), his mob falls to pieces and the thugs scatter, seeking a safe place to recover and figure out what to do next.\n\nSpecial Attacks bardic performances; countersong, dirge of doom, distraction, fascinate, inspire competence +15, inspire courage +15/+3, inspire greatness, suggestion\n\nBard Spells Known\n3rd (5/day)\u2014charm monster, confusion, dimension door, modify memory, greater invisibility\n\n2nd (5/day)\u2014cat\u2019s grace, detect/read thoughts, hold person, mirror image, tongues, displacement, glibness\n\n1st (6/day)\u2014alarm, charm person, cure light wounds, grease, undetectable alignment, unseen servant\n\n0 (at will)\u2014dancing lights, detect magic, ghost sound, mage hand, open/close, prestidigitation\n\nartful dodger, jack-of-all-trades, lore master, versatile performances (act, comedy, oratory), Persuasive gain a bonus dice on influence and intimidate , Toughness +1 HP per location"}, {"name": "Igniguana", "race": "Giant Lizard", "rank": 4, "owner": "Teratoid", "tags": ["Fantasy", "Matt finch", "Mountains", "Rq6", "Swordandwizardry"], "id": 11335, "notes": "Igniguanas are large lizards about six feet long, with reddish hide and glowing eyes. They may be of some sort of elemental origin, coupling attributes of fire and earth, for they crawl directly through solid rock without digging, leaving no tunnel behind to mark their passage. They breathe small but intense blasts of fire. Anyone within the cone takes 2d6 hit points of damage (evade for half)."}, {"name": "Bagini ", "race": "Centaur", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Raw", "Raw official", "Rq6"], "id": 11402, "notes": "RAW pg 227-228 see tactics. In centaur form below"}, {"name": "Winterblighter", "race": "Deinonychus", "rank": 4, "owner": "raleel", "tags": ["Cloud forest", "Dinosaur", "Fantasy", "Jungle", "Monster island", "Mountains"], "id": 11469, "notes": "custom monster for winterblight"}, {"name": "Jabbyr", "race": "Halfling (Dark Sun)", "rank": 4, "owner": "skarza", "tags": [], "id": 11482, "notes": "dressed as a court executioner with a stitching up the eyehole in the hood that one-eyed Jabbyr no longer needs.\n\nBefore Combat As soon as combat begins, Jabbyr rages. \n\nDuring Combat Jabbyr follows Pilts\u2019s commands exactly, attacking whomever the emperor orders him to. Left to his own devices, Jabbyr tends to focus on whatever enemy is closest. The single exception to this is gnomes, as Jabbyr attacks other gnomes only in response to being attacked by one of them first. Pilts knows better than to order the insane barbarian to attack another gnome, in any event. \n\nMorale Jabbyr fights to the death. If he discovers that Pilts has been killed, he freezes in shock for 1 round before continuing his rage (this round of no actions still depletes his available rounds of raging as normal). On the other hand, if Pilts surrenders in Jabbyr\u2019s presence, something inside the gnome snaps and he focuses his wrath on the ex-emperor. Surrendering is tantamount to treason in Jabbyr\u2019s mind, and he\u2019d rather have his master slain at his own hands than live with the ignominy of such a defeat. He might even demand that the PCs help him put Pilts into the Tall Knife, although whether the PCs can understand the demented little gnome\u2019s tongueless babbling is left for you to determine (at your discretion, this may require a successful DC 20 Sense Motive check).\n\nGear +1 leather armor, +1 greataxe, amulet of natural armor +1, belt of giant strength +2\n\nDarkvision: Gnomes have excellent low light vision. In most darkness outdoors and in dimly lit tunnels gnomes can see 15 meters (50 foot) perfectly and fairly well up to 30 meters (100 foot). In absolute darkness, they can see up to 3 meters (10 foot).\n\nHatred: Gnomes receive a +5 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid types because of their special training against these hated foes. \n\nArtful Dodger: possess fast reflexes and gain 1 extra Action Point, which may only be used to Parry or Evade. In addition, you may use the Evade skill to dodge a melee attack without falling prone. Against a ranged attack, you only end up prone if you fail the roll.\n\nDodge \nYou gain a +1 bonus to your AP to attacks you are aware of. A condition that makes you lose your ability to evade, also makes you lose the benefits of this feat.\n\nImproved Initiative\nYou get a +4 bonus on initiative checks.\n\nPower Attack\nYou can choose to take a \u20131 step penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage includes, if you are making an attack with a one handed weapon using two hands, the +1 you normally get. You cannot use choose location with this but can sunder. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.\n\n6m move due to barbarian fast movement\n\nClear Mind\nA barbarian may reroll a failed Will save. This power can only be used once per rage.\n\nGuarded Stance \nThe barbarian gains a +2 bonus to her AP against melee attacks for a number of rounds equal to the barbarian\u2019s current Constitution/6 round up  (minimum 1). Activating this ability is a reactive action.\n\nSwift Foot\nThe barbarian gains a 5-foot enhancement bonus to her speed. This increase is always active while the barbarian is raging.\n\nNo Escape\nThe barbarian can move up to double her normal speed as an action but she can only use this ability when an adjacent foe uses a withdraw action to move away from her. She must end her movement adjacent to the enemy that used the withdraw action. The barbarian provokes attacks as normal during this movement. This power can only be used once per rage.\n\nDefensive Combat Training\nYou gain a +5 bonus to all rolls to resist special effects done to you.\n\nUncanny Dodge: A barbarian can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, if the attacker is invisible.\n\nImproved Uncanny Dodge: The barbarian can no longer be flanked. This defence denies a rogue the ability to sneak attack the character by flanking her.\n\nTrap Sense: A barbarian gains an intuitive sense that alerts her to danger from traps, giving her a +10 to Evade and +2 AP.\n\nDamage Reduction: A barbarian gains damage reduction. Subtract 1 from the damage the barbarian takes each time she is dealt damage from a weapon or a natural attack. \n\nWhile in rage, a barbarian gains\n\u2022\ta +5 bonus to STR and CON, as well as a +10 bonus on WIL saves.(added) \n\u2022\tThe Size of your weapon counts as 1 step larger for the purpose of penetrating parries. (added)\n\u2022\tYou are immune to all the detrimental effects of Serious Wounds and Fatigue. A Major Wound will still incapacitate.\n\u2022\tAll attempts to Parry or Evade are 1 step more difficult.\n\u2022\tYou may not benefit from the Artful Dodger talent.\n\u2022\tThe increase to Constitution not only grants the barbarian an extra hit per location, but also allows their Hit Points to be calculated using STR+CON+SIZ.  but these disappear when the rage ends and are not lost first like temporary hit points. (+4 HP per location) \n"}, {"name": "Rakshasa, Marai", "race": "Rakasta", "rank": 4, "owner": "skarza", "tags": [], "id": 11484, "notes": "This finely robed and nimble fiend has six colorful vipers in place of arms, and a long, forked tongue in its fanged mouth.\n\n\nMarai are deviant spellcasters first and fiendish corruptors second. If allowed to indulge in their desire for perverse mystical study, most marai are content to serve as part of another rakshasa\u2019s cabal. A solitary marai might pose as a neophyte magician to infiltrate another spellcaster\u2019s abode. If the marai is successful, the master soon becomes either the servant or a corpse.\n\nThe possibility of new magical discoveries drives a marai. Morality and compassion never constrain the fiend\u2019s experiments. A marai prefers to torment and exploit mortals who have no idea of the rakshasa\u2019s true nature, and it takes great pleasure in using magical might to bring would-be heroes, especially those who invade its lair, to their knees. Such a game offers a marai enjoyment, however, only if subjects are unaware of the danger or at least unable to oppose it.\n\nA marai is 6 feet tall and weighs 160 pounds. Its serpentine arms render fine manipulation or wielding weapons unfeasible, and so it typically assumes humanoid form when working on experiments that require manual dexterity. A marai unable to do so must rely upon cantrips like mage hand for such tasks\u2014or perhaps the aid of a slave or charmed ally.\n\n+2 extra Action points\n\nPP are based of CHA not POW\n\nSpecial Attacks detect thoughts\n\nSpells Known (Intensity 5, Mag: 9)\n(5/day)\u2014invisibility, scorching ray\n(7/day)\u2014charm person, jump, mage armour, magic missile\n(at will)\u2014bleed , detect magic, ghost sound, mage hand, open/close, read magic \n\nchange shape (any humanoid; alter self ) \n\nConfusion\nA creature bitten by a marai\u2019s bite (from either its actual mouth or the snakes it has for hands) must succeed at a hard Will save or become confused for 1 turn.\n\nEnergy Bolts\nOnce every 1d4 turns as an action, a marai\u2019s six snake arms can each spit a bolt of energy to a maximum range of 60 feet. Each bolt deals 1d8 points of damage and has an additional effect if the target fails to resist it with an opposed END save, as summarized below.(any hit to the lower arms arms roll 1d6 to see limb struck, each snake limb has the arms full HP)\n  1)  Amethyst Viper: Cold damage plus sickened for 1d4 turns.\n  2)  Crimson Viper: Fire damage plus burn (as 1d4 fire).\n  3)  Emerald Viper: Acid damage plus nauseated for 1 turn.\n  4)  Magenta Viper: Electricity damage plus staggered for 1 turn.\n  5)  Turquoise Viper: Sonic damage plus stunned for 1 turn.\n  6)  Violet Viper: Force damage plus knocked prone.\n\nDodge\nYou gain a +1 bonus to your AP to attacks you are aware of. A condition that makes you lose your ability to evade, also makes you lose the benefits of this feat.\n\nUnless Good AND piercing weapon is used, they gain +4 AP(This AP cannot be sundered or bypassed) Then half any remaining damage\n\nSpell resistance 115% \n\nSilent Spell, +1 Intensity but you can cast spells without speaking.\nStill Spell, +1 Intensity but you can cast spells without moving."}, {"name": "Githyanki Knight", "race": "Human", "rank": 4, "owner": "Nalshir", "tags": [], "id": 11507, "notes": "Generic DnD style Githyanki Knight."}, {"name": "Student of The Way of the Vulture", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Fonrit", "Glorantha"], "id": 11528, "notes": "Uses Mountain Temple order https://d100-workshop.blogspot.com/2023/07/mountain-temple-monks.html"}, {"name": "Disciple of The Way of the Vulture", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Fonrit", "Glorantha"], "id": 11531, "notes": "Uses Mountain Temple order https://d100-workshop.blogspot.com/2023/07/mountain-temple-monks.html"}, {"name": "Banshee", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Faerie", "Fantasy"], "id": 11543, "notes": "\"The typical banshee looks like an emaciated old woman wearing a soaking wet gown of green, gray, or black. She generally covers her stringy hair, which is red or gray, with a hood. Her scarlet eyes, contrasting with her pale skin, constantly stream with tears. She moans while washing or holding the funeral clothes of the soon-to-be-deceased. The banshee warns a family of an impending death or, less commonly, another disaster. \"\n\n\nSource: Bestiaire Faerique"}, {"name": "Baobhan Sith - Succubus of the Highlands", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Faerie", "Fantasy"], "id": 11544, "notes": "\"The baobhan sith takes the form of a beautiful young woman; beneath her long green or white dress, she hides deer hooves.\n\nThe baobhan sith can drain a man's blood just by kissing him. An observer might then see tiny drops of blood falling around her, thus revealing her true nature.\nThe baobhan sith can transform into a raven, and she often uses this power to escape pursuers, to hide, or to track potential prey.\"\n"}, {"name": "Barrow-Wight", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Faerie", "Fantasy"], "id": 11545, "notes": "\"The barrow-wight looks like a small human with an abnormally long neck. Its face is thin and withered, its teeth are similar to those of a horse, and it sports a dirty and unkempt beard. Its knees bend backward like those of a bird. It speaks in a screeching voice. It protects its mound. The only way to kill a wight is to decapitate it and place its head between its knees..\"\n\nFrightening ability can be used if it reveals its true form, which takes a round.\n\nSource: Bestiaire Faerique"}, {"name": "Brollachan (Faerie)", "race": "Brollachan (Faerie)", "rank": 4, "owner": "hkokko", "tags": ["Faerie", "Fantasy"], "id": 11557, "notes": "Appearance: Amorphous flesh mass; can mimic human, animal, or monster forms. Sometimes seen as fog or mud with human features.\nHabitat: Resides in streams and water bodies.\nNature: Cunning, malevolent, enjoys terrorizing and consuming humans. Tactics: Adopts the appearance of victims' loved ones to lure and consume. \nGame Tip: Use as a shape-shifting adversary. Might observe player characters, then imitate one, causing intrigue and potential betrayal.\n\n+2 action points due to Multi-limbed\n\nSource: Bestiaire Faerique"}, {"name": "Buggane - Ogre of the Isles", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Faerie", "Fantasy"], "id": 11559, "notes": "Appearance: Shape-shifter; can be human with fangs/claws, dwarf, dog, black horse, calf, or monster. Sometimes retains animal features in human form.\nHabitat: Prefers wild regions.\nBehavior: Seeks fear from humans; terrorizes, kidnaps, and sabotages.\nPowers: Uses Growth to enhance size and strength. Can detach and throw its head to hinder foes.\nIn-Game Role: Can challenge combat-heavy groups or be a stealthy saboteur, particularly against temple constructions. Known for ambushes and nocturnal attacks.\n\nSource: Bestiaire Faerique "}, {"name": "Cailleach Bheur - The Blue Hag", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Faerie", "Fantasy"], "id": 11563, "notes": "Appearance: Tall, skeletal woman with blue skin and icy white hair; carries a deadly staff and accompanied by a crow.\nHabitat: Hills, mountains, moors. Active from Halloween to May 1st; becomes a rock or young woman in summer.\nNature: Hostile to human expansion, protector of animals and guardian of natural water sources.\nPowers: Commands winter, stunts plant growth, and can turn into a rock. Staff can be lethal on touch.\n\n*By spending 1 magic point, the cailleach bheur can decrease the temperature by 2 degrees Celsius in a 10 km\u00b2 area. Each additional magic point further decreases the temperature by 2 degrees and increases the affected area by 10 km\u00b2. This ability only works in winter, and the magic points used are not recovered as long as the ability remains active. The cailleach bheur can cancel this ability at any time.\n\n**2d6 large mammals from the surroundings (deer, wolf, bear, etc.) come to the cailleach bheur and obey her commands. This ability costs one magic point and remains active as long as the cailleach bheur desires.\n\n***In case of a successful attack, the staff kills the touched creature that fails an Endurance check.\n\nSource: Bestiaire Faerique"}, {"name": "Filborg - Island Giant Noble", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Faerie", "Fantasy"], "id": 11568, "notes": "Appearance: Nobles nearly as beautiful as the daoine sidhe.\nHabitat: Coasts, caves, and dark forests. Carnivorous, with a taste for human flesh. Can be solitary or part of tribes under a king.\nPersonality: Cunning schemers.\n\nSource: bestiaire Faerique"}, {"name": "Jack-In-Irons - Giant", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Faerie", "Fantasy"], "id": 11572, "notes": "Appearance: Hideous giant with shaggy furs, wrapped in rusty chains.\nHabitat: Isolated areas near paths; ambushes travelers.\nPersonality: Lacks compassion; often eats captives.\nTactics: Ambushes by staying still; charges when prey is close. Uses chains as weapons.\nAllergic to Salt\nSource: Bestiaire Faerique"}, {"name": "Fuath - Water Fairy", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Faerie", "Fantasy"], "id": 11573, "notes": "Appearance: Gaunt woman with dark green skin, long arms, sharp green fangs, and aquatic plants in her hair.\nHabitat: Stagnant river parts.\nBehavior: Predatory water faerie that captures and consumes humans by the water's edge.\nPowers: Hides near shores or among aquatic plants, seizes and drags victims underwater to bite.\nAllergic to Iron\nSource : Bestiaire Faerique"}, {"name": "Leprechaun", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Faerie", "Fantasy"], "id": 11576, "notes": "Appearance: Short, elderly man with red/gray beard, wearing green with silver buckles. \nHabitat: Beneath trees, ruins, or abandoned castles.\nHabits: Solitary, enjoys whiskey and beer. Makes shoes, trickster nature.\nPowers: Fairy magic, can reveal hidden treasure if caught and watched closely.\nTactics: Uses distraction to vanish and thwart captor's plans.\nHe cannot use his magic as long as another creature is looking him in the eyes.\nSource : Bestiaire Faerique"}, {"name": "Llamhigyn y dwr - Water Leaper", "race": "Frog People", "rank": 4, "owner": "hkokko", "tags": ["Faerie", "Fantasy"], "id": 11579, "notes": "Appearance: Massive frog with wings & serpentine tail.\nHabitat: Freshwater bodies.\nBehavior: Targets fishermen.\nTactics: Ambush, drags prey underwater, uses a tail sting to poison.\nGame Ideas: Group attacks on boats\nAllergy to Iron\n\n If the creature uses the Inject Venom special effect (referenced to page 214 of Mythras), it doesn't deal damage, but injects a poison that paralyzes its victim for 1d4 rounds.\n\nSource: Bestiaire Faerique"}, {"name": "Nuckelavee (Faerie) - Demon Centaur", "race": "Nuckelavee (Faerie)", "rank": 4, "owner": "hkokko", "tags": ["Faerie", "Fantasy"], "id": 11581, "notes": "Appearance: Nightmarish centaur with exposed flesh and muscles, a large head with a massive mouth and a single red eye. Arms that touch the ground and \"horse\" legs with fins.\nHabitat: Lives in the sea, ravages coastlines. Can't stand freshwater.\nNature: Malevolent faerie with a taste for human flesh.\nAbilities: Terrifying appearance, foul odor causing fainting, strong combat abilities, and noxious breath that wilts plants.\nSource: Bestiaire Faerique"}, {"name": "Fext - Undead Warriors", "race": "Human", "rank": 4, "owner": "Thiudans", "tags": ["Francia orientalis"], "id": 11604, "notes": "A Fext is an undead creature that looks normally human, indeed, they tend to look beautiful -- lustrous hair, bright, shining eyes etc. A Fext is created either by dark magic or by placing the placenta of a baby under the left arm of the newborn. Fexts retain the memories and the personalities they had during life. Typically, if the rite is performed correctly, after the person dies he or she rises again as a Fext to remain sentient and engaging in life's activities until it is killed. A typical human may only detect a Fext by the unnaturally cold feeling of their skin, and some Fexts have a very pallid complexion. In addition, Fexts don't eat or drink, but to can pretend to in order to keep up appearances. They either hide the food using Conceal or simply leave it on the ground. These Fexts are the retainers of a powerful vampire and in effect they are his personal hearth troop.A Fext is confused by holy symbols of the Christian, Muslim or Jewish deity or by those opposed to Veles, such as Perun in the Slavic Pantheon. When confronted with such a symbol there is an opposed roll between the one holding the symbol and the Fext. The Fext rolls according to its Willpower while the one holding the symbol uses either their Passion for their religion if they have one, or their Invocation skill. If the Fext loses it must immediately remove itself from the line of sight of the Holy Object or it loses 1d6 MP per Round (Not turn). When it reaches 0 MP it is neutralized, blankly staring into the middle distance until it can regenerate its magic points."}, {"name": "Fonritian Slave Soldier - Zombie", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 11657, "notes": "\"He is marked on the face and limbs with ritual scarification, which marks him as a slave soldier of the owner.\" See Glorantha.com Must be a eunuch, and swear great oaths of loyalty."}, {"name": "Orange Guild Mercenary, Initiate of Marok", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 11961, "notes": "The Saffron Blades are the feared and disciplined mercenary force of the Orange Guild, tasked with protecting the Guild\u2019s monopolies, enforcing its will, and eliminating threats with ruthless precision. Clad in saffron-orange uniforms, they are a symbol of the Guild\u2019s power and dominance in Hombori Tondo and beyond. These mercenaries are trained in formation fighting with an arsenal of versatile weapons, adapting seamlessly to urban skirmishes, pitched battles, or naval engagements. They are as dangerous as they are disciplined, wielding their weapons with cold efficiency and enforcing the Guild\u2019s devious goals.\n\n  \n\nAppearance\n\n  \n\n\u2022 Clothing and Armor:\n\nThe Saffron Blades wear saffron-orange surcoats or tunics, marking them as unmistakable agents of the Orange Guild. Beneath their bright clothing, they don cuirboilli armor (hardened leather) for mobility, but higher-ranking members may wear metal armor when resources allow. Their helmets are simple but functional, often painted orange with black detailing or marked with the Guild\u2019s insignia, a stylized flame or sunburst.\n\n\n\"He is marked on the face and limbs with ritual scarification, which marks him as a slave soldier of the owner.\" From glorantha.com \n\n"}, {"name": "Sailor, Marine - Legion Prime Infested", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Sea"], "id": 11692, "notes": ""}, {"name": "Veteran Sailor, Pirate - Wrath Inflicted", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Sea"], "id": 11694, "notes": ""}, {"name": "Xenomorph Drone", "race": "Xenomorph Queen", "rank": 4, "owner": "hkokko", "tags": [], "id": 11696, "notes": "Parasitic aliens lay eggs in living hosts.\nLarvae eat their way out and evolve rapidly.\nPurpose is to reproduce by impregnating more hosts.\nIf no victims or food, they enter hibernation and cannibalize themselves.\nCommon traits: chitinous exoskeleton, tail, echolocation, acidic blood.\nOrganized in a Hive unit with a single Queen as the leader.\n\nSource: Season of the Dead"}, {"name": "Dai Bakemono", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Japan"], "id": 11704, "notes": "\"The bakemono are the goblins of ancient Japan. Human-like in form but always considerably ugly, they are tormentors and persecutors, seeking to displace humans with their cruel ways and dishonourable practices. \" \n\nDai Bakemono are the leaders of Bakemono, having scraps of samurai equipment\n\nSource: Samurai of Legend"}, {"name": "Nomads Comander \"Noyan\"", "race": "Human", "rank": 4, "owner": "Paulkwk", "tags": [], "id": 11728, "notes": "Commanders: The senior army commanders were all from the ruling Giray family. The khan was the overall commander and led the centre of the army. The second-in-command was the khan\u2019s heir (kalga sultan), either his brother or son, and commanded the stronger right wing. The second heir (nureddin) commanded the weaker left wing. Below the Giray were the beys, the leaders of the four (later six) great clans of the khanate. The lowest level of leadership were the mirza. The kalga sultan, nureddin, beys, and mirza could have independent leadership of raids, with the larger raids requiring more senior leadership."}, {"name": "Nomads HeavyCavalry \"Petyhorcy\"", "race": "Human", "rank": 4, "owner": "Paulkwk", "tags": [], "id": 11729, "notes": "Mounted Combat - This allows rider to ignore the skill cap placed on combat rolls by the Ride skill.\n\nMounted Lancer - Performing a mounted charge with this combat style \ndoes not incur the one step difficulty penalty to hit.\n\nSkirmishing - This style permits launching ranged attacks whilst at a run \n(but not whilst sprinting).\n\nPetyhortsy: Petyhortsy were a Circasssian people from the caucasus armed with lance and bow and wearing mail, red and grey caftans and shaggy cloaks. They were much prized for their scouting ability. They were more inclined to charge than most steppe-style cavalry."}, {"name": "Nomads Khan's Guard \"Oghlan\"", "race": "Human", "rank": 4, "owner": "Paulkwk", "tags": [], "id": 11730, "notes": "Mounted Combat - This allows rider to ignore the skill cap placed on combat rolls by the Ride skill.\n\nSkirmishing - This style permits launching ranged attacks whilst at a run \n(but not whilst sprinting).\n\nRanged Marksman - When using a ranged weapon, the character may \nshift the randomly rolled Hit Location to an adjoining body location.\n\nMounted Lancer - Performing a mounted charge with this combat style \ndoes not incur the one step difficulty penalty to hit.\n\nOghlan (\u201cSons of the Nobles\u201d): The Oghlan (\u201cSons of Nobles\u201d) carried a light lance and inspired the later \u201cuhlan\u201d lancers of Later Polish armies. They wore chainmail and/or lighter padded cotton jackets. The most common head protection was a mail coif. Rich nobles wore coloured and embroidered silk garments of Turkish or Persian style like their armour."}, {"name": "Victorian British Infantry", "race": "Human", "rank": 4, "owner": "Vostijabor", "tags": [], "id": 11741, "notes": ""}, {"name": "Marble Elephant", "race": "Mammoth", "rank": 4, "owner": "skarza", "tags": [], "id": 11784, "notes": "These thick-skinned animals bear large ivory tusks flanking a long, prehensile snout.These large land animals, majestically wandering the plains in tightly knit family herds, are symbols of wisdom and strength. Having few natural predators, elephants are sometimes hunted for their ivory tusks. These tusks often become jewellery, statuettes, and trinkets for the wealthy.\n\nPower attack\nYou can choose to take a \u20131 step penalty on all melee attack rolls and combat manoeuvrer checks to gain a +2 bonus on all melee damage rolls. This bonus to damage includes, if you are making an attack with a one handed weapon using two hands, the +1 you normally get. You cannot use choose location with this but can sunder. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.\n\nImproved Bull Rush\nYou receive a +10 bonus on checks made to bull rush or charge a foe. You also receive a +10 bonus to your Defence rolls whenever an opponent tries to bull rush  you.\n\nEndurance\nYou gain a +1 step bonus on the following checks and saves: Swim checks made to resist effects from exhaustion; END checks made to continue running; END checks made to avoid effects from a forced march; END checks made to hold your breath; END checks made to avoid damage from starvation or thirst; END saves made to avoid damage from hot or cold environments; and END saves made to resist damage from suffocation. You may sleep in flexible armour without becoming fatigued. Normal: A character without this feat who sleeps in flexible or heavier armour is fatigued the next day.\n"}, {"name": "Marai Rakshasa", "race": "Marai Rakshasa", "rank": 4, "owner": "skarza", "tags": [], "id": 11791, "notes": "Marai are deviant spellcasters first and fiendish corruptors second. If allowed to indulge in their desire for perverse mystical study, most marai are content to serve as part of another rakshasa\u2019s cabal. A solitary marai might pose as a neophyte magician to infiltrate another spellcaster\u2019s abode. If the marai is successful, the master soon becomes either the servant or a corpse.\n\nThe possibility of new magical discoveries drives a marai. Morality and compassion never constrain the fiend\u2019s experiments. A marai prefers to torment and exploit mortals who have no idea of the rakshasa\u2019s true nature, and it takes great pleasure in using magical might to bring would-be heroes, especially those who invade its lair, to their knees. Such a game offers a marai enjoyment, however, only if subjects are unaware of the danger or at least unable to oppose it.\n\nA marai is 6 feet tall and weighs 160 pounds. Its serpentine arms render fine manipulation or wielding weapons unfeasible, and so it typically assumes humanoid form when working on experiments that require manual dexterity. A marai unable to do so must rely upon cantrips like mage hand for such tasks\u2014or perhaps the aid of a slave or charmed ally.\n\nSpecial Attacks detect thoughts, energy bolts\n\nSpells Known\n2nd (5/day)\u2014invisibility, scorching ray\n1st (7/day)\u2014charm person, jump, mage armour, magic missile\n0 (at will)\u2014bleed, detect magic, ghost sound, mage hand, open/close, read magic \n\nConfusion\nA creature bitten by a marai\u2019s bite (from either its actual mouth or the snakes it has for hands) must succeed at a hard Will save or become confused for 1 turn.\n\nEnergy Bolts\nOnce every 1d4 turns as an action, a marai\u2019s six snake arms can each spit a bolt of energy to a maximum range of 60 feet. Each bolt deals 1d8 points of damage and has an additional effect if the target fails to resist it with an opposed END save, as summarized below. \n\nAmethyst Viper: Cold damage plus sickened for 1d4 turns.\nCrimson Viper: Fire damage plus burn (1d4).\nEmerald Viper: Acid damage plus nauseated for 1 turn.\nMagenta Viper: Electricity damage plus staggered for 1 turn.\nTurquoise Viper: Sonic damage plus stunned for 1 turn.\nViolet Viper: Force damage plus knocked prone.\n\nSpell resistance 75%\nDamage resistance +4 AP and half damage to all but good and piercing attacks (added)\n\nDodge\nYou gain a +1 bonus to your AP to attacks you are aware of. A condition that makes you lose your ability to evade, also makes you lose the benefits of this feat. (Added)\n\nStill Spell (+1 to intensity cost)\nA stilled spell can be cast with no somatic components. Spells without somatic components are not affected.\n\nSilent Spell (+1 to intensity cost)\nA silent spell can be cast with no verbal components. Spells without verbal components are not affected.\n\n\n"}, {"name": "Crossbowman Elite", "race": "Human", "rank": 4, "owner": "Paulkwk", "tags": ["Classic fantasy", "Human"], "id": 11796, "notes": "Crossbow/Gun handling\nAttacks with crossbows or firearms at a target are one difficulty grade easier.\n\nReload Drill\nThis style includes heavily drilled actions for improving the reload times of ranged weapons. Reduce Reload time of one weapon by half. Rapid Reload is no longer available as a Special Effect for that weapon.\n\nHawkeye\nRanged targets size is considered one step larger.\n\nLongshot\n The style emphasizes accurate fire at extreme ranges, reducing range penalties by one Difficulty Level. \n\nRanged Marksman\nWhen using a ranged weapon, shift a random Hit Location roll to an adjoining body location.\n\n"}, {"name": "Pikeman Commander \"Halberdier\"", "race": "Human", "rank": 4, "owner": "Paulkwk", "tags": ["Classic fantasy", "Human"], "id": 11801, "notes": "Formation Fighting\nPermits a group of three or more warriors to draw into close formation, placing more open or disordered opponents at a disadvantage (provided the \u2018unit\u2019 cannot be outflanked) and thus reducing each foe\u2019s Action Points by one if they engage. All of the group need to have this\n                    \nPike Phalanx\nAny enemies engaged with the first rank of pike phalangites at range VL or shorter can be engaged by the second rank of phalangites with their pikes. Each closer range to short can be engaged by on addtional rank of pike man(vl-l-m-s) Can be used with spear, shorter distance.\n                    \nSolid Stance\nResist Knockback, Leaping Attacks and Bash as if using the brace action\n                     \nCautious Fighter\nCan use the Change Range action to automatically withdraw from engagement with no need to roll\n         "}, {"name": "White Shark, adult", "race": "Shark", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Monster island", "Raw", "Rq6", "Sea"], "id": 11815, "notes": "Source: Mythras Imperative, Mythras Core"}, {"name": "Xenomorph Alien", "race": "Xenomorph Queen", "rank": 4, "owner": "hkokko", "tags": ["Mythras imperative", "Science-fiction"], "id": 11816, "notes": "\nSource: Mythras Imperative"}, {"name": "Constantinople Citywatch Capatin", "race": "Human", "rank": 4, "owner": "Paulkwk", "tags": ["Constantinople", "Human"], "id": 11847, "notes": "City Watch: Respect Church 54%, Loyal to Commander 54%, Loyal to City 78%\n\n\nFormation Fighting\nPermits a group of three or more warriors to draw into close formation, placing more open or disordered opponents at a disadvantage (provided the \u2018unit\u2019 cannot be outflanked) and thus reducing each foe\u2019s Action Points by one if they engage. All of the groups need to have this\n\nDefensive Minded\nIncreases the Size of your weapon when parrying by one step, provided no offensive action is taken that round.\n\nCautious Fighter\nCan use the Change Range action to automatically withdraw from engagement with no need to roll\n\nKnockout Blow\nWhen attacking with surprise treat any Stun Location as lasting minutes instead of turns.\n\n\n\n\n"}, {"name": "Hill Giant (Rank 5)", "race": "Troll (Classic Fantasy)", "rank": 4, "owner": "Ludume", "tags": ["Classic fantasy imperative"], "id": 11852, "notes": "Abilities:\n\nTrample: The creature is able to trample beings with a SIZ of half or less than its own, using its Athletic Skill to attack. See the trample attack for damage. How, and when trample is used depends on the circumstances. If immobile, the creature may trample a prone opponent on its turn, but this costs an Action Point. If the trample is performed while the creature is moving or charging over an opponent, then the trample is a Free Action.\n\nArmor: \n- Chest/Abdomen 3 (Furs and tough skin)\n- Head/Limbs 2 (Tough Skin)\n\nBased on Classic Fantasy Imperative Hill Giant pg 144"}, {"name": "H\u00e4rskartroll", "race": "Minotaur", "rank": 4, "owner": "crilloan", "tags": ["Symbaroum", "Troll"], "id": 11860, "notes": "H\u00e4rskartroll i seldom seen alone. Usually they have a small entourage of dedicated and whipped Rovtroll around (4-20). In combat they usually send Rovtroll forward to test the opponents, then engage the physically weakest enemy, preferable a mystic.\nRegenerates 2 hp except from fire and acid.\n\nThey are cunning and brutal"}, {"name": "Catholic Bishop", "race": "Human", "rank": 4, "owner": "Paulkwk", "tags": ["Human", "Theism"], "id": 11863, "notes": ""}, {"name": "Hospitaller Knights ", "race": "Human", "rank": 4, "owner": "Paulkwk", "tags": ["Human"], "id": 11868, "notes": "Batter Aside : If the fighter\u2019s Damage Modifier is two or more steps greater than his opponent\u2019s, his\nweapon is considered one size larger for the purposes of bypassing parries\n\nExcellent Footwork\nWhen fighting on slippery, wobbling surfaces the user can ignore the skill cap placed on combat rolls by the Acrobatics skill.\n\nMounted Combat : Style allows rider to ignore the skill cap placed upon combat rolls by the Ride skill\n\nMounted Lancer : Performing a mounted charge with this combat style does not incur the one step\ndifficulty penalty to hit.\n\nSwashbuckling : Style allows the user to engage in attacks and evades made whilst jumping or swinging\ninto (or disengaging from) combat, ignoring any skill cap placed on it by the Athletics skill.\n\n\nTrained Beast : Intended for styles which emphasise fighting in close coordination with an animal\ncompanion (such as trained birds of prey, pet wolves, and so on), the user may utilise any of his Action Points to defend against attacks launched at his beast."}, {"name": "Assassin of Hashashins", "race": "Human", "rank": 4, "owner": "Paulkwk", "tags": ["Human"], "id": 11908, "notes": "Assassination\nAllows the user access to the normally restricted 'Kill Silently' special effect.\n\nCautious Fighter\nCan use the Change Range action to automatically withdraw from engagement with no need to roll\n\nDual Wielder\nAllows dual weapon combinations to use the Flurry special effect, provided that each subsequent attack utilizes the alternating weapon.\n\nChokehold\nIf you have established a grapple against an opponent's head, you may choose to apply 1d2 levels of fatigue instead of damage. These levels of fatigue recover very quickly (healing rate per round) once the grapple is broken. Does not generally work on Undead.\n\nCreate opening\nThis technique for wielders of two weapons involves pushing aside an enemy\u2019s defenses with one weapon and following up with the other. The Style makes the follow up attack made by \"Flurry\" must be blocked with a different weapon, ortherwise suffer two diicult grade.\n\nFlurry-Counter Strike\nAny successful active parry can immediately be followed up by a sword blow from another weapon, by using the Flurry special effect\n\nCross Parry\nA wielder of two weapons can choose to attempt a cross-parry. This increases the difficulty of a parry by one grade, but increases the size of the parry to one size larger than the larger of the parrying weapons. Two Size M or smaller weapons Only.\n\n\nGrappling transition\nwhen grappling, if you succeed on a grapple check to do damage, you may instead shift the location of your grapple to an adjacent location.\n\nHidden Weapons\nAllows the user to utilize seemingly innocuous objects noted as part of the style as deadly weapons, with no chance of accidental breakage despite apparent delicacy\n\nBlind Fighting\nAllows user to reduce any penalties imposed due to poor lighting or temporary blinding to be reduced by one difficulty grade.\n\nBone-Breaker\nWhen Grappling an opponent, the user can inflict damage equal to 1d4+Damage Modifier to the grappled body part\n\n\n"}, {"name": "Umathelan Barbarian Thane", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Umathela"], "id": 11939, "notes": "These tribal storm worshipping barbarians are allies of the Aldryami. The Orlanthi of the hills are light skirmishers with bows, spears, and axes. Their leaders and champions are often armoured and fight with long, curved, two-handed blades that are devastatingly effective. Typically they come from Kormarkan, Vralos, Orik and Sulayz.\n"}, {"name": "Umathelan Barbarian Thane (Orlanth Initiate)", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Umathela"], "id": 11940, "notes": "These tribal storm worshipping barbarians are allies of the Aldryami. The Orlanthi of the hills are light skirmishers with bows, spears, and axes. Their leaders and champions are often armoured and fight with long, curved, two-handed blades that are devastatingly effective. Typically they come from Kormarkan, Vralos, Orik and Sulayz.\n"}, {"name": "Veteran 1h ranged", "race": "Human", "rank": 4, "owner": "AngryGorilla", "tags": ["Mythras core"], "id": 11953, "notes": ""}, {"name": "Veteran 1h melee (shielded)", "race": "Human", "rank": 4, "owner": "AngryGorilla", "tags": ["Mythras core"], "id": 11954, "notes": ""}, {"name": "Veteran 1h melee", "race": "Human", "rank": 4, "owner": "AngryGorilla", "tags": ["Mythras core"], "id": 11955, "notes": ""}, {"name": "Veteran 1h ranged (shielded)", "race": "Human", "rank": 4, "owner": "AngryGorilla", "tags": ["Mythras core"], "id": 11956, "notes": ""}, {"name": "Veteran 2h melee", "race": "Human", "rank": 4, "owner": "AngryGorilla", "tags": ["Mythras core"], "id": 11957, "notes": ""}, {"name": "Orange Guild Mercenary, Strong One", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 11960, "notes": "The Saffron Blades are the feared and disciplined mercenary force of the Orange Guild, tasked with protecting the Guild\u2019s monopolies, enforcing its will, and eliminating threats with ruthless precision. Clad in saffron-orange uniforms, they are a symbol of the Guild\u2019s power and dominance in Hombori Tondo and beyond. These mercenaries are trained in formation fighting with an arsenal of versatile weapons, adapting seamlessly to urban skirmishes, pitched battles, or naval engagements. They are as dangerous as they are disciplined, wielding their weapons with cold efficiency and enforcing the Guild\u2019s devious goals.\n\n  \n\nAppearance\n\n  \n\n\u2022 Clothing and Armor:\n\nThe Saffron Blades wear saffron-orange surcoats or tunics, marking them as unmistakable agents of the Orange Guild. Beneath their bright clothing, they don cuirboilli armor (hardened leather) for mobility, but higher-ranking members may wear metal armor when resources allow. Their helmets are simple but functional, often painted orange with black detailing or marked with the Guild\u2019s insignia, a stylized flame or sunburst.\n\n\n\"He is marked on the face and limbs with ritual scarification, which marks him as a slave soldier of the owner.\" From glorantha.com \n\n"}, {"name": "Golem (Book of Schemes)", "race": "Golem", "rank": 4, "owner": "Hellhound_Havoc", "tags": [], "id": 12086, "notes": "An amalgam of clay, stone, and metal brought to life by the bastardisation of alchemy and archaic blood rituals, the golem is a rare and terrible sight. It carries with it an air of otherness that is quite disturbing, especially to magic users.\nConstructing golems is a rare art, known only to very few sorcerers or magi around the world who guard the secret passionately. Other than the daunting task of physically forming a functional body for the golem, bringing it to life requires forming an artificial mind (see the Form Mind spell on page 153) and bonding it with a powerful earth spirit (page 158). The bond is maintained by a magical contract, which requires the life force of the maker to produce and is placed in the head of the body. In game terms, producing a golem requires permanently sacrificing one point of POW for each full 10 points of SIZ of the desired vessel."}, {"name": "Treant", "race": "Golem", "rank": 4, "owner": "Hellhound_Havoc", "tags": [], "id": 12087, "notes": ""}, {"name": "Templar, Lawbringer", "race": "Human", "rank": 4, "owner": "edw888", "tags": [], "id": 12149, "notes": "Lawbringer style:\n-The templar gains a combat special effect that allows to demoralize the opponent, determined by an Influence vs Willpower, which makes all skills one degree harder. This lasts until the combat ends, being able to try to shake it off as an action with an unopposed Willpower roll.\n \n"}, {"name": "Thri-kreen Hunter", "race": "Thri-kreen", "rank": 4, "owner": "edw888", "tags": [], "id": 12119, "notes": "Multi-limbed, immune (sleep), immune (charm), immune (hold person), natural weapons (bite, claws), leaper, poison saliva (paralysis, potency Endurance, duration 2d10 rounds, onset 1d6 rounds)"}, {"name": "Templar, Priest", "race": "Human", "rank": 4, "owner": "edw888", "tags": [], "id": 12150, "notes": "Templar\u00b4s Smite:\nAs a special combat effect, the priest can spend 1 devotion point to inflict an additional 1d6 elemental damage."}, {"name": "Guard, Elite", "race": "Human", "rank": 4, "owner": "edw888", "tags": [], "id": 12163, "notes": ""}, {"name": "Half-Giant, Warrior", "race": "Giant, 6 meter", "rank": 4, "owner": "edw888", "tags": [], "id": 12181, "notes": " "}, {"name": "Preserver Adept", "race": "Human", "rank": 4, "owner": "edw888", "tags": [], "id": 12170, "notes": "Mana: POW/2"}, {"name": "Apprentice Defiler", "race": "Human", "rank": 4, "owner": "edw888", "tags": [], "id": 12171, "notes": "Mana: POW/2"}, {"name": "Thri-Kreen Warrior", "race": "Thri-kreen", "rank": 4, "owner": "edw888", "tags": [], "id": 12179, "notes": "Multi-limbed, immune (sleep), immune (charm), immune (hold person), natural weapons (bite, claws), leaper, poison saliva (paralysis, potency Endurance, duration 2d10 rounds, onset 1d6 rounds)"}, {"name": "Criminal, Assassin", "race": "Human", "rank": 4, "owner": "edw888", "tags": [], "id": 12180, "notes": ""}, {"name": "Psionicist, Specialist", "race": "Human", "rank": 4, "owner": "edw888", "tags": [], "id": 12193, "notes": "One main psionic discipline (Mysticism skill level) and one ore more secondary ones (Mysticism -10)"}, {"name": "Psionicist, Generalist", "race": "Human", "rank": 4, "owner": "edw888", "tags": [], "id": 12194, "notes": "Multiple psionic disciplines at Mysticism level"}, {"name": "Afadjann Initiate of Hanjethulut, Strong One", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 12199, "notes": ""}, {"name": "Elemental Priest", "race": "Human", "rank": 4, "owner": "edw888", "tags": [], "id": 12228, "notes": ""}, {"name": "Nomad, Raider", "race": "Human", "rank": 4, "owner": "edw888", "tags": [], "id": 12229, "notes": ""}, {"name": "Captain Harlan", "race": "Human", "rank": 4, "owner": "Trooper1108", "tags": [], "id": 12255, "notes": "Wears Mail Hauberk armour"}, {"name": "Greed Passion Spirit, Intensity 3", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Mythic babylon", "Raw", "Spirit"], "id": 12260, "notes": "Passion spirits are described for example in Mythic Babylon page 266 and the passion spirits themselves at RAW pg 144-145"}, {"name": " Snake demon (6-armed), veteran", "race": "Snake demon (6-armed)", "rank": 4, "owner": "hkokko", "tags": ["Fantasy"], "id": 12330, "notes": "Special abilities:\nImmunity to electricity and poison\n+ 2 Action points due to 2 extra pair of arms"}, {"name": "Sewer Ghoul ", "race": "Ghoul", "rank": 4, "owner": "hkokko", "tags": ["City", "Fantasy", "Glorantha", "Monster island", "Undead"], "id": 12332, "notes": "Sewer Ghoul of Hombori Tondo\n\nThe sewer ghoul is a twisted, man-sized creature that lurks in the dark, labyrinthine sewers of Hombori Tondo, preying on the city\u2019s forgotten and unwary. A mix of desperation, decay, and malevolence defines these creatures, which are thought to have once been human but have degenerated into a monstrous existence through years of consuming carrion, filth, and even other sewer dwellers. Their presence has become an unsettling urban legend among the city\u2019s poor and scavengers, whispered about in hushed tones by those who fear the dark.\n\nPhysical Description\n\n\t\u2022\tSize and Build:\nSewer ghouls are roughly man-sized, standing at about 5 to 6 feet tall. They are gaunt, with hunched backs and elongated limbs, giving them a grotesque, predatory appearance. Despite their wiry frames, they are unnervingly strong and move with startling agility.\n\t\u2022\tSkin and Features:\nTheir grey, mottled skin, slick with grime and sludge, helps them blend into the sewer walls. Thin patches of stringy hair cling to their skulls, and their sunken eyes glow faintly in the dark, reflecting an eerie yellow light. Their mouths are filled with jagged, uneven teeth, yellowed and cracked from gnawing on bones and waste.\n\t\u2022\tOdor and Sound:\nSewer ghouls exude a putrid stench, a nauseating mix of rotting flesh, sewage, and damp decay. Their voices are guttural and chittering, often accompanied by disturbing giggles or rasping breaths.\n"}, {"name": "Black Guard of Hombori Tondo, Strong One", "race": "Agimori", "rank": 4, "owner": "hkokko", "tags": ["City", "Fonrit", "Glorantha"], "id": 12377, "notes": "The Black Guard of Hombori Tondo is a fearsome elite force tasked with protecting the interests of the city\u2019s rulers and enforcing their will. They are an intimidating sight to behold: tall, broad-shouldered men dressed in imposing black plate armor, their faces often concealed behind dark visors, giving them an almost inhuman, monolithic appearance. Known for their brutality, unwavering loyalty, and unbreakable discipline, the Black Guard is both revered and feared by the citizens of Hombori Tondo.\n\n  Description of the Black Guard\n\n  \n\n\u2022 Appearance: Each member of the Black Guard stands well over six up to seven feet tall, handpicked for their size and physical power. They are dressed in black, heavy plate armor that gleams ominously, covered in intricate engravings and symbols that signify loyalty to the rulers of Hombori Tondo. Their helmets have thin eye slits, which give them an unsettling, faceless look, as though they are armored phantoms rather than men. The armor is reinforced with dark steel rivets, and some pieces bear marks of previous battles, scratches and dents that only add to their menacing presence. The black paint on the armor is carefully maintained, and the armor is heavy, yet their immense strength allows them to wear it with ease."}, {"name": "Sewer Ghoul - Abomination", "race": "Ghoul", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "High plateau", "Monster island", "Undead"], "id": 12333, "notes": "The abomination sewer ghoul is a twisted, huge creature that lurks in the dark, labyrinthine sewers of Hombori Tondo, preying on the city\u2019s forgotten and unwary. A mix of desperation, decay, and malevolence defines these creatures, which are thought to have once been human but have degenerated into a monstrous existence through years of consuming carrion, filth, and even other sewer dwellers. Their presence has become an unsettling urban legend among the city\u2019s poor and scavengers, whispered about in hushed tones by those who fear the dark.\n\nPhysical Description\n\n\t\u2022\tSize and Build:\nThey are strong and hulky, with hunched backs and elongated limbs, giving them a grotesque, predatory appearance. Despite their wiry frames, they are unnervingly strong and move with startling agility.\n\t\u2022\tSkin and Features:\nTheir grey, mottled skin, slick with grime and sludge, helps them blend into the sewer walls. Thin patches of stringy hair cling to their skulls, and their sunken eyes glow faintly in the dark, reflecting an eerie yellow light. Their mouths are filled with jagged, uneven teeth, yellowed and cracked from gnawing on bones and waste.\n\t\u2022\tOdor and Sound:\nSewer ghouls exude a putrid stench, a nauseating mix of rotting flesh, sewage, and damp decay. Their voices are guttural and chittering, often accompanied by disturbing giggles or rasping breaths.\n"}, {"name": "Germanic Warchief", "race": "Human", "rank": 4, "owner": "LtLink", "tags": [], "id": 12338, "notes": "General warchief from germanic tribe"}, {"name": "Guerrero Veterano Cartagines", "race": "Human", "rank": 4, "owner": "Dexterreveu", "tags": ["Cartago", "Human", "Iberia libre"], "id": 12355, "notes": ""}, {"name": "Campeon Nobile Cartagines", "race": "Human", "rank": 4, "owner": "Dexterreveu", "tags": ["Cartago", "Human", "Iberia libre"], "id": 12357, "notes": ""}, {"name": "Black Guard of Hombori Tondo", "race": "Agimori", "rank": 4, "owner": "hkokko", "tags": ["City", "Fonrit", "Glorantha"], "id": 12364, "notes": "The Black Guard of Hombori Tondo is a fearsome elite force tasked with protecting the interests of the city\u2019s rulers and enforcing their will. They are an intimidating sight to behold: tall, broad-shouldered men dressed in imposing black plate armor, their faces often concealed behind dark visors, giving them an almost inhuman, monolithic appearance. Known for their brutality, unwavering loyalty, and unbreakable discipline, the Black Guard is both revered and feared by the citizens of Hombori Tondo.\n\n  Description of the Black Guard\n\n  \n\n\u2022 Appearance: Each member of the Black Guard stands well over six up to seven feet tall, handpicked for their size and physical power. They are dressed in black, heavy plate armor that gleams ominously, covered in intricate engravings and symbols that signify loyalty to the rulers of Hombori Tondo. Their helmets have thin eye slits, which give them an unsettling, faceless look, as though they are armored phantoms rather than men. The armor is reinforced with dark steel rivets, and some pieces bear marks of previous battles, scratches and dents that only add to their menacing presence. The black paint on the armor is carefully maintained, and the armor is heavy, yet their immense strength allows them to wear it with ease."}, {"name": "Tarn, Gorean", "race": "Eagle, Giant", "rank": 4, "owner": "kilgs", "tags": [], "id": 12374, "notes": " Though the tarn, like most birds, is surprisingly light for its size, this primarily having to do with the hollowness of the bones, it is an extremely powerful bird, powerful even beyond what one would expect from such a monster. Whereas large Earth birds, such as the eagle, must, when taking flights from the ground, begin with a running start, the tarn, with its incredible musculature, aided undoubtedly by the somewhat lighter gravity of Gor, can with a spring and a sudden flurry of its giant wings, lift both himself and his rider into the air. In Gorean, these birds are sometimes spoken of as Brothers of the Wind.\n       \nThe plumage of tarns is various, and they are bred for their colors as well as their strength and intelligence. Black tarns are used for night raids, white tarns in winter campaigns, and multicolored, resplendent tarns are bred for warriors who wish to ride proudly, regardless of the lack of camouflage. The most common tarn, however, is greenish brown. Disregarding the disproportion in size, the Earth bird which the tarn most closely resembles is the hawk, with the exception that it has a crest somewhat of the nature of a jay's.\n       \nTarns, who are vicious things, are seldom more than half tamed and, like their diminutive counterparts the hawks, are carnivorous. It is not unknown for a tarn to attack and devour his own rider. They fear nothing but the tarn-goad. They are trained by men of the Caste of Tarn Keepers to respond to it while still young, when they can be fastened by wires to the training perches. Whenever a young bird soars away or refuses obedience in some fashion, he is dragged back to the perch and beaten with the tarn-goad. Rings, comparable to those which are fastened on the legs of the young birds, are worn by the adult birds to reinforce the memory of the hobbling wire and the tarn-goad. Later, of course, the adult birds are not fastened, but the conditioning given them in their youth usually holds except when they become abnormally disturbed or have not been able to obtain food. The tarn is one of the two most common mounts of a Gorean warrior; the other is the high tharlarion, a species of saddle-lizard, used mostly by clans who have never mastered tarns\n\nThey can carry from 200 pounds/90 kg/55 ENC. (Minor); 600 pounds/275 kg/165 ENC. (Lesser), to 1,500 pounds/680 kg/410 ENC. (Greater), and gives the rider a special bonus of +10 to all Riding manuevers.\n"}, {"name": "Afadjann Guard - Initiate of Orjethulut", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 12382, "notes": ""}, {"name": "Germanic Riders", "race": "Human", "rank": 4, "owner": "LtLink", "tags": [], "id": 12401, "notes": "Germanic Tribal Horseman"}, {"name": "Preacher Elias (The Price of Sanctuary)", "race": "Human", "rank": 4, "owner": "blatamano", "tags": [], "id": 12408, "notes": ""}, {"name": "Zombie Human, Acolyte of Gark the Calm", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Genertela", "Glorantha", "Pamaltela"], "id": 12421, "notes": "The Cult of Gark the Calm thrives in the shadowy corners of Hombori Tondo, exploiting the city\u2019s disparities of wealth and power to recruit desperate followers. In a city teeming with intrigue and unrest, the cult offers a seductive promise: eternal peace, freedom from life\u2019s burdens, and the utility of uncomplaining, undead servitude. Gark\u2019s followers\u2014known as Garkists\u2014are practical necromancers who use corpses as tools of labor and societal function, particularly as tireless workers for the city\u2019s ambitious building projects, trade enterprises, and even menial labor.\n\nBattle cries: \n\t1.\t\u201cPeace in Death!\u201d\nA chilling cry as they advance, offering their enemies the \u201cmercy\u201d of eternal calm.\n\t2.\t\u201cJoin the Labor Eternal!\u201d\nSpoken with eerie conviction, as if the enemy is already destined to become a part of their tireless workforce.\n\t3.\t\u201cThe Stillness Claims You!\u201d\nA foreboding declaration, meant to freeze their foes in fear as they march forward.\n\t4.\t\u201cWork, Obey, Decay!\u201d\nA mantra that embodies the cult\u2019s cold pragmatism and the fate they see for all.\n\t5.\t\u201cThe Calm Takes All!\u201d\nA grim, resolute proclamation of Gark\u2019s inevitability, shouted as they charge.\n\t6.\t\u201cYield to the Eternal!\u201d\nSpoken with a mix of fervor and menace, implying resistance is pointless.\n\t7.\t\u201cYour Flesh Has Purpose!\u201d\nA macabre cry, driving home the cult\u2019s view of corpses as resources.\n\t8.\t\u201cNo Rest for the Living!\u201d\nA dark inversion of their ideals, marking their enemies for toil\u2014or death.\n\t9.\t\u201cTo Stillness, To Service!\u201d\nAn unsettlingly serene chant as they engage in combat, reflecting their zealous calm.\n\t10.\t\u201cAll Hail the Silent God!\u201d\nA reverent shout, elevating Gark\u2019s presence as they bring violence cloaked in peace.\n"}, {"name": "Sand Knight", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Coast", "Sea"], "id": 12425, "notes": "When dormant, a salt lord is a mound of kelp and barnacles strung over the rocks, or tossed by the waves. When woken by passers by or news of intruders, they rise up into the sea\u2019s mockery of a mounted knight. Salt lords have pale, clammy flesh drawn tight over strong sinews. On the move they can seem human, even beautiful. Their \"horses\" are black. \n\nSource: Michael Prescott, Trilemma"}, {"name": "Knight-Errant, Troubadour", "race": "Human", "rank": 4, "owner": "ritesign", "tags": ["Revelations"], "id": 12467, "notes": "+1 Social Combat Action Point\n+1 Action Point\nSeduction & Courtesy rolls are one Grade Easier\n\nWhen looking at the skills, xd1 refers to the number of points allocated during character creation, while xd4+y refers to skills gains from spending 'Y' Experience Rolls and succeeding 'X' times."}, {"name": "Germanic Shieldmaiden - Folk Magic", "race": "Human", "rank": 4, "owner": "LtLink", "tags": [], "id": 12466, "notes": "Gurda. Daughter of Brand, leader of the Suebi Tribe"}, {"name": "Knight-Errant, Highwayman", "race": "Human", "rank": 4, "owner": "ritesign", "tags": ["Revelations"], "id": 12469, "notes": "+2 to all Social Combat Resolution Pools\nStealth rolls are one Grade Easier\nWillpower roll are one Grade Easier\nCombat against non-threatening humans does not trigger Tenacity loss\n\nWhen looking at the skills, xd1 refers to the number of points allocated during character creation, while xd4+y refers to skills gains from spending 'Y' Experience Rolls and succeeding 'X' times."}, {"name": "Knight-Errant, Cavalier", "race": "Human", "rank": 4, "owner": "ritesign", "tags": ["Revelations"], "id": 12470, "notes": "+2 Hit Points to each Hit Location\nEndurance rolls are one Grade easier\n1 free Reaction per Round in Combat\n+7 Tenacity\n\nWhen looking at the skills, xd1 refers to the number of points allocated during character creation, while xd4+y refers to skills gains from spending 'Y' Experience Rolls and succeeding 'X' times."}, {"name": "Chaos Hybrid", "race": "Broo", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Raw official"], "id": 12476, "notes": "RAW pg 234-235"}, {"name": "Hippogriff, Young Adult", "race": "Griffin", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Flying", "Glorantha", "High mountains", "Maniria", "Plains", "Ralios", "Raw", "Raw official", "Seshnela", "Wastes"], "id": 12482, "notes": "RAW pg 248-249. Hippogriffs are horse-sized, winged quadrupeds with the heads, wings, and foreclaws of eagles, and the hindquarters of horses. They spend most of their time high in the clouds or on mountain peaks, and are almost never seen by mortals. They eat birds on the wing, small prey from the ground, or fish snatched from water. They reproduce slowly, for the process is a ter- rible ordeal. A hippogriff lays a single large egg that hatches into a fully formed, but smaller-sized, offspring. The mother is always weak afterwards, and the new hippogriff generally starts hunting immediately to nurse her back to health.\nIt is impossible to tame an adult hippogriff. Even using magic to do so can be hazardous, for as soon as the magic expires the creature will turn upon its captor with a vengeance. They can find weak spots in the world and enter the Spirit World, as if they were shamans, and because of their affinity for the Spirit World do not suffer the Alien World Modifier on that plane. They can also see immaterial spirits, which are always hostile to animate beings, and shred them using their Claw and Bite ability as if it were Spirit Combat. Hippogriffs prefer hunting in plains or grasslands, usually alone. They generally attack from above, then hoist a victim aloft and tear at them with their beak. If a victim resists, the hippogriff will drop it, then return to carry the corpse back to its aerie.AR pg 28"}, {"name": "Griffin Young Adult", "race": "Griffin", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Flying", "Glorantha", "High mountains", "Maniria", "Plains", "Ralios", "Raw", "Raw official", "Seshnela", "Wastes"], "id": 12483, "notes": "RAW pg 248-249. "}, {"name": "Manticore, Young Adult", "race": "Manticore", "rank": 4, "owner": "hkokko", "tags": ["Aig", "Desert", "High mountains", "Mountains", "Raw official", "Rq6"], "id": 12484, "notes": "RAW pg 256-257"}, {"name": "Slargr, Young Adult", "race": "Slargr", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Jungle", "Monster island", "Pamaltela", "Plains", "Raw official", "Tarien"], "id": 12486, "notes": "Will try to get rid of shields and weapons of the opponent before bludgeoning in. "}, {"name": "Smilodon Hunter", "race": "Smilodon", "rank": 4, "owner": "hkokko", "tags": ["Aig", "Fantasy", "Glorantha", "High mountains", "High plateau", "Mountains", "Raw official", "Rq6"], "id": 12487, "notes": "RAW pg 266"}, {"name": "Giant Spider,Young Adult", "race": "Giant Spider", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Insect", "Raw official", "Rq6", "Uz"], "id": 12488, "notes": "RAW pg 267-268"}, {"name": "Wyrm, Young Adult", "race": "Wyrm", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "Glorantha", "High plateau", "Monster island", "Raw", "Raw official", "Rq6"], "id": 12491, "notes": "Aig Raw pg 273"}, {"name": "Shade: Darkness Elemental, 3 cubic", "race": "Elemental", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Raw official"], "id": 12494, "notes": "Immunity: Darkness, Vulnerable:Light. Only magical spells or weapons affect. Takes double damage from light. If Engulf is not evaded then all hitlocs are damaged by same damage. If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn.  Can make tunnels, open pits or cause rockslides without effort. They inflict damage by bashing foes, throwing rocks or grinding them into pulp. Worn armour counts\nagainst damage from elemen-\ntal strikes, but not against\nEngulfing attacks  RAW pg 242\n"}, {"name": "Dwarf, Old School", "race": "Dwarf", "rank": 4, "owner": "hkokko", "tags": ["Dwarven", "Genertela", "Glorantha", "Pamaltela", "Raw official"], "id": 12495, "notes": "RAW pg 239-240"}, {"name": "Civilized Bounty Hunter", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Core codex"], "id": 12506, "notes": "Stalking the alleys and shadowed courts of the city like a wolf in human skin, the civilized bounty hunter is a predator among prey. With eyes sharp as steel and a mind honed by treachery and law, they track their quarry through midnight revels and fog-drenched rooftops, ever the ghost behind the mask. Gold, justice, or vengeance\u2014whatever their oath, they strike like the serpent\u2019s fang, swift, silent, and inevitable."}, {"name": "Barbarian Bounty Hunter", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Core codex"], "id": 12509, "notes": "The barbarian bounty hunter moves with primal grace, a force of nature cloaked in furs and scarred by endless hunts. She is the storm on the horizon, relentless and untamed, her senses attuned to every whisper of wind, every broken branch. In the wild lands where the weak are prey and the strong carve their fate in blood, she tracks her quarry like a shadow of death\u2014patient, unerring, and merciless when the moment comes to strike."}, {"name": "Civilized Warrior - Heavy", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Core codex"], "id": 12510, "notes": "The civilized heavy infantry warrior stands like a living bastion, clad in best of amor, a wall of unyielding iron and discipline. Their footsteps thunder across the battlefield, shields locked and weapons poised, ready to break any foe who dares stand before them. Trained to endure the heaviest onslaught, they march into the heart of chaos with cold precision, absorbing arrows and blows like a fortress under siege. Their strikes are measured but brutal\u2014each swing of the warhammer or longsword delivered with the crushing weight of inevitability. In the clash of steel and fury, they are the bulwark that holds the line, a relentless symbol of law and order amid the bloodshed."}, {"name": "Barbarian Warrior - Medium ", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Core codex"], "id": 12511, "notes": "The barbarian warrior is a force barely contained\u2014muscle, rage, and instinct shaped by a lifetime of war. Armor of beaten hide and mail clings to their scarred frame, a patchwork of survival and triumph. They move like a wolf scenting blood, eyes sharp with the hunt, ever watchful, ever dangerous. In battle, there is no warning\u2014just the crash of a shield, a roar like breaking thunder, and a spear that finds its mark with ruthless precision. They do not pause to savor victory. The rhythm of battle consumes them\u2014strike, advance, survive\u2014until the last enemy falls, and the echoes of the war cry fade into the wind."}, {"name": "Civilized Warrior - Light", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Core codex"], "id": 12512, "notes": "The civilized light infantry warrior is a shadow on the battlefield, swift and cunning, moving where heavier soldiers cannot. Draped in supple armor, they dance between death and opportunity, striking with javelins, short blades, or bow before slipping beyond the enemy\u2019s reach. Their strength is not in brute force but in precision and speed, harrying foes with relentless attacks, disrupting lines, and sowing confusion like a sudden gale. Every step is calculated, every strike part of a larger plan\u2014an intricate dance of survival and death. In the chaos of war, they are the unseen edge of fate, cutting swiftly and vanishing with the wind."}, {"name": "Barbarian Warrior - Heavy", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Core codex"], "id": 12515, "notes": "The barbarian heavy berserker is a nightmare unleashed\u2014an avatar of rage and destruction clad in piecemeal armor of iron and bone, stained with the blood of countless battles. Their eyes burn with primal fury, and their roars shake the courage of even the boldest foes. Wielding massive weapons\u2014great axes, spiked mauls, or cleaving swords\u2014they crash into enemy ranks with the force of an avalanche, shattering shields and scattering men like leaves in a storm. Pain is nothing to them, their rage pushing them beyond mortal limits, turning wounds into fuel for their fury. They are war incarnate, unstoppable until the battlefield is drenched in victory\u2014or their body finally succumbs to the wrath consuming it."}, {"name": "Civilized Warrior - Medium", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Core codex"], "id": 12516, "notes": "The medium infantry soldier is the iron heart of the battlefront, a sentinel of blood and steel who holds the line against the tide of destruction. With spear in hand and shield locked in grim defiance, they march into the fray like avatars of war, their formation an unyielding fortress amidst screams and slaughter. Neither clad in shining plate nor wielding grand sorcery, they rely instead on raw endurance, unbreakable will, and the savage rhythm of battle to carve victory from the teeth of death itself."}, {"name": "Civilized Rogue", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Core codex"], "id": 12517, "notes": "The civilized rogue is a shadow in the midst of order, a master of deception and subtlety who thrives where law and corruption entwine. Draped in charm and quick hands, they navigate the glittering courts and seedy underworld alike, striking deals with a smile while keeping a dagger ready. Their greatest weapon is misdirection\u2014disguises, whispers, and sleight of hand all woven into a web that ensnares both the gullible and the powerful. Whether slipping past guards, picking clean a merchant\u2019s vault, or vanishing into the night, they are the unseen player in the game of power, ever a step ahead of those who would trap them."}, {"name": "Civilized Mugger", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Core codex"], "id": 12518, "notes": "The civilized mugger is a brute of the streets, a predator who survives by preying on the weak and unwary in the shadowed corners of the city. Armed with crude weapons and a hardened sneer, they rely on ambush, intimidation, and swift violence to get what they want. They strike without warning\u2014knocking travelers to the ground, seizing coin purses, and disappearing into the tangled alleys before any guard can respond. Their world is one of survival and dominance, where reputation is earned in blood and fear is the currency of power."}, {"name": "Civilized Ranger", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Core codex"], "id": 12538, "notes": "The civilized ranger is a guardian of the frontier, where the reach of law and the wilds meet in uneasy balance. With keen eyes that read the land like a book, they patrol forests, hills, and borderlands, ever alert for signs of danger\u2014be it marauders, beasts, or hidden threats. Their combat style is swift and efficient, honed by countless hunts and encounters where hesitation meant death. Equally comfortable in court or wilderness, they act as scouts, protectors, and envoys, their loyalty pledged to both their people and the land they defend. For those who dare to cross into their domain without respect, the ranger becomes a shadow of vengeance, tracking without rest until justice is served."}, {"name": "Civilized Pirate", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Core codex"], "id": 12540, "notes": "The civilized pirate is a rogue of the high seas, blending daring charm with ruthless cunning. Clad in salt-stained finery, they move between ports and decks with an air of dangerous charisma, commanding loyalty through both fear and respect. Their combat style is swift and merciless, designed for close-quarter skirmishes on shifting decks where hesitation means death. Whether trading jests with merchants or issuing threats with a cutlass at the throat, they live by their wits and mastery of the sea. For them, freedom is the ultimate prize, and every raid, treasure haul, and escape is another chapter in the legend they carve from waves and blood."}, {"name": "Civilized Sailor", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Core codex"], "id": 12541, "notes": "The civilized sailor is a master of the tides, a figure of both grit and skill who navigates the vast and unpredictable seas. Weathered by salt and sun, they move with the surety of one who has danced with storms and conquered waves. Their life is a balance of danger and adventure, where survival hinges on seamanship, courage, and trust in their crew. Quick with a rope or a blade, they thrive in chaotic skirmishes on shifting decks, their instincts sharper than any compass. Whether aboard a merchant ship, war galley, or pirate vessel, they are the soul of the sea, forever chasing freedom, fortune, or glory beneath an endless horizon."}, {"name": "Civilized Duelist", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Core codex"], "id": 12543, "notes": "The civilized duelist is a figure of both refinement and danger, their presence commanding both admiration and fear. Draped in elegant attire, they wield their blade with the grace of an artist, every move a perfect balance of control and lethality. They live by an unbreakable code of honor and pride, ready to defend their reputation or that of their patron at the slightest offense. Skilled in both the politics of the court and the deadly dance of the duel, they navigate intrigue with charm and precision, knowing that a single misstep could mean disgrace\u2014or death. For the duelist, life is a stage where skill, wit, and reputation are the currency of survival and greatness."}, {"name": "Civilized Wrestler", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Core codex"], "id": 12545, "notes": "The civilized wrestler is a living symbol of power and discipline, a figure both feared and admired for their mastery of physical combat. With a body hardened by relentless training and a mind attuned to every move of their opponent, they dominate arenas and courts alike. Their art is one of holds, counters, and endurance\u2014a contest where brute strength meets tactical brilliance. Yet they are not mere brutes; they are performers and warriors, captivating crowds with both raw power and displays of control. In every bout, they seek not just victory but the perfection of form, leaving audiences in awe of the spectacle of strength and mastery before them."}, {"name": "Germanic ambushers", "race": "Human", "rank": 4, "owner": "LtLink", "tags": [], "id": 12586, "notes": "Germanic ambushers"}, {"name": "Deinosuchus", "race": "Crocodile", "rank": 4, "owner": "Paulkwk", "tags": [], "id": 12600, "notes": "Abilities: \nCamouflaged\n The creature is adept at hiding due to its colouration or unusual sur\nface texture. Those attempting to spot the creature suffer a penalty \nto Perception of two difficulty grades.\n\n Cold-Blooded\n The creature does not need to eat frequently. One meal a week is \nsufficient to keep it healthy and well fed, and gorging itself on a \nlarge amount of meat will remove the need to eat for a month. Con\nversely, when exposed to temperatures below 15 degrees Celsius, its \nreflexes become muted, suffering a penalty of -6 to Initiative, and \nthe loss of one Combat Action per round. Below 5 degrees Celsius \ncold blooded creatures become completely torpid, entering a help\nless catatonic state.\n\n Blood Sense\n Allows the creature to detect blood over great distances, either car\nried by wind or water. Traces of blood can be sensed at a distance of \nhalf its INS in kilometres.\n\n Diving Strike\n Some creatures can plummet from the sky or surge through the \nwaters to attack their prey, striking with incredible force. This is \neffectively charging for creatures which are not land based. Diving \nStrike increases both the Size of the attack, and the creature\u2019s Dam\nage Modifier by one step, for this attack only. A diving strike may \nonly be used once per round. The creature must be at least one \nfull round of Movement above its target (or possibly below if sub\nmerged) in order to use the diving strike. \n\nGrappler\n If the creature successfully strikes in combat, it can immediately \nGrapple in addition to inflicting damage. If the creature\u2019s attack \nwas parried (or the creature itself is parrying), then the creature \nis granted the Grip effect against the opponent\u2019s limb or the Pin \nWeapon effect against his weapon instead. The creature always uses \nits Brawn skill to resist a victim from breaking free.\n\n Hold Breath\n The creature can hold its breath for extended periods of time. If \nprepared and remaining fairly static, the creature can hold its breath \nfor a number of minutes equal to its CON. This period is halved if \nthe creature is active, such as when swimming or fighting.\n\nRegeneration\n The creature is able to regenerate Hit Points lost to damage. The \nspeed of regeneration varies depending upon the creature. Unless \nspecifically noted, regeneration does not replace lost limbs, and the \nsevering of a vital location (head, chest or abdomen) will still result \nin death\n\n Swimmer\n The creature automatically succeeds in everyday moving and \nmanoeuvring whilst swimming, and need not roll their Swim skill \nunless attempting an unusually difficult task, such as swimming \nagainst a powerful tide or leaping up a waterfall. A swimmer may \nsubstitute the Swim skill for Athletics and Evade rolls whilst in water.\n"}, {"name": "Human Knight 15thc", "race": "Human", "rank": 4, "owner": "Enclave", "tags": [], "id": 12604, "notes": ""}, {"name": "Chaos Spirit Antelope", "race": "Slime Deer", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Genertela", "Glorantha"], "id": 12641, "notes": "Squirts acid from the head once every 3 rounds. 1d6 acid damage to 1d3 location. "}, {"name": "Creepy Crawling Hand - Spawn of Pocharngo", "race": "Clawed Hand", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Pamaltela"], "id": 12689, "notes": "Moves with unnatural speed and silence, capable of clinging to walls and ceilings. Gains a bonus to Stealth and Surprise Attacks.\n\t\u2022\tEffect: Surprise allows it to leap and clamp onto the face, throat, or weapon hand.\n\t\u2022\tNarrative Hook: PCs may awaken with it crouched on their chest\u2014or gripping their own hand.\n\nIf it hits and succeeds in a Grapple or special success, it wraps around a limb or neck and begins to strangle, throttle, or immobilize.\n\t\u2022\tMechanics: Grapple damage per round or disable the affected limb (e.g., penalty to spellcasting or weapon use).\n\t\u2022\tOptional Twist: If left too long, it begins to drain vitality or magic, channeling it elsewhere.\n"}, {"name": "Ajogun Ay\u00e9r\u00fa (Spirit Lord of Confusion)", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Africa", "Pamaltela", "Spirit"], "id": 12727, "notes": "Born from god of iron, war and metalwork\u2019s discarded iron filings when he struck down a thousand spirits in fury. Ajogun Ay\u00e9r\u00fa coalesced in the dust of battle and now whispers forgetfulness into the hearts of the proud.\n\n\u2022Spirit Form: Shifting black fog with masks floating within it, each mask depicting a forgotten face.\n\u2022Physical Form: A tall figure in rags, face hidden behind a cracked mirror; speaks only in riddles.\n\n\u2022Confounding Whispers: Opponent must succeed in Willpower roll or suffer a temporary hard difficulty grade to all skill rolls for 1D3 rounds.\n\u2022Forgetfulness Touch: On successful spirit damage, target loses memory of 1 recent event (GM\u2019s choice, e.g., a name, location, bond).\n\nWorshipped by the Silent Choir, a group of plague orphans who believe forgetting pain is divine mercy.\n\nSource: Folklore. Inspiration: African Monsters"}, {"name": "Ajogun Ese (Guilt Spirit)", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Africa", "Pamaltela", "Spirit"], "id": 12728, "notes": "Ajogun Ese doesn\u2019t just punish misdeeds \u2014 it manifests through them. Its presence grows in spaces where people act unjustly, betray kin, or forget sacred laws.\n\nWhen the god of wisdom wept at the first lie told among mortals, the tear fell upon a cracked calabash \u2014 from this Ajogun Ese  slithered into the world. He crawls in unseen places, whispering small wrongs into hearts and feeding on their consequences.\n\n\nSpirit & Physical Form:\n\u2022 Spirit Form: A flickering shadow with no fixed shape, but always dragging heavy, invisible chains. Where it passes, footprints fill with blood.\n\u2022 Mortal Form: A lean, tall man in judicial robes \u2014 eyes black, mouth sewn shut \u2014 who appears behind people moments before they break an oath.\n\n\u2022Burden of Guilt: Victim must make a Willpower roll or gain a Passion: \u201cGuilt over Recent Action\u201d at 1D4\u00d710%.\n\u2022Curse of Misstep: Once per scene, target fails next skill roll automatically unless they confess a wrongdoing aloud.\n\u2022Mirror of Consequences (once/day): Shows a victim the worst possible result of their actions, requiring an opposed Willpower test or causing them to flee in panic \n\u2022Favors Offerings: Bones of liars, broken contracts written on palm leaves, copper rings twisted into knots.\n\u2022Taboos: To speak the truth with clarity near Ajogun Ese is to risk provoking it; it hates clean consciences.\nSource: Folklore, Inspiration: African Monsters"}, {"name": "Ammut - Demon Devourer of the Unworthy Dead", "race": "Hippopotamus", "rank": 4, "owner": "hkokko", "tags": ["Africa", "Fantasy", "Pamaltela"], "id": 12729, "notes": "\"She came from the mist where the river coils like a dead man\u2019s hand. At first, I thought it was a boulder stirring in the mud \u2014 but then her back broke the water like the hump of a hippo, black and gleaming. And her eyes\u2026 no beast has eyes that burn like lamps buried in the earth.\n\nHer breath reeked of graves and bitter smoke. The kind that coils down your throat and steals the names of your ancestors. She walked with the belly of a crocodile, wide and low, but her front legs were lion-paws \u2014 heavy, terrible, each claw the size of a cassava knife. And her mouth\u2026 her mouth was not for eating meat. It was for eating truth.\n\nShe did not roar. She judged. She looked at me like a judge looks at a thief \u2014 and my own heart stuttered in my chest. I heard the whispers of every lie I had ever told, every promise I broke to my blood.\n\nI fell to my knees in the black reeds and spoke my names, each one, from father\u2019s line and mother\u2019s tongue. I told her the names of the dead who walk behind me. And only then did she turn. Only then.\n\nNever forget, child: it is not your spear that keeps Ammut away. It is the weight of your heart\"\n\nPunishment after death, judgment, annihilation of the soul.\nAmmut doesn\u2019t merely kill \u2014 she consumes the ba (soul), preventing reincarnation or spiritual ascension. She is feared in necromantic circles and death cults alike.\n\nForged by the gods from the fiercest beasts \u2014 lioness, crocodile, and hippo \u2014 Ammut was placed beside the scales of goddess of truth and justice. When the heart of a soul weighed heavier than the Feather of Truth, she would eat the heart, consigning the soul to oblivion.\n\nBut some whisper that Ammut grew hungry during long ages of peace, and now stalks battlefields and corrupt cities, drawn to the scent of guilt.\nAppearance: A monstrous hybrid: the hindquarters of a hippopotamus, forelimbs of a lioness, and crocodile jaws lined with iron teeth. Eyes like molten bronze. Her breath smells of tomb dust and regret.\nSound: Growls like grinding tomb doors; her footsteps are silent.\nAura: The air near her grows heavy, and spirits recoil in dread.\n\n\u2022 Devour Ba: If Ammut slays a mortal whose soul is impure (GM\u2019s discretion or failed Persistence vs Willpower), she consumes their spiritual essence Resurrection becomes impossible without divine intervention. (The Deadly ability)\n\u2022Terrifying - Fear of Judgment: All spirits or undead within 10 meters must succeed in a Willpower roll or flee for 1D3 rounds.\n\u2022Weigh the Heart (1/day): Ammut can judge a living creature. If the target has committed great sins or broken major taboos, they lose 1D6 Magic Points permanently unless they succeed a Willpower roll vs Ammut's Willpower\nWeakness or Banishment\n\u2022Ritual of Ma\u2019at\u2019s Protection: Must be performed by a priest of justice or a speaker of truth. The subject\u2019s heart must be ritually weighed and declared light.\n\u2022Divine Authority: Ammut obeys Ma\u2019at, the gods of justice, and possibly Yelm or Lodril in a Gloranthan frame. A pure divine artifact or invocation of cosmic truth can repel her.\n\u2022Magic Weakness: Vulnerable to Truth, Law, or Air runes in Gloranthan systems.\n"}, {"name": "Celt Noble  Lord", "race": "Human", "rank": 4, "owner": "Manuelman", "tags": ["Celt", "Historical", "Mythic britain", "Nobility"], "id": 12774, "notes": "An older and higher lord than the common noble horsemen found in cavalry formations, this lord can usually be found at their state. Whenever they have to travel, however, they most likely will be accompanied, at least, by a small bodyguard detachment. Although, more often than not, they will have a sizeable entourage accomanying them."}, {"name": "Egyptian Mercenary Captain", "race": "Human", "rank": 4, "owner": "ronix", "tags": ["Egypt", "Mercenaries"], "id": 12867, "notes": "Copper helmet and leather body armor"}, {"name": "Knight - Veteran", "race": "Human", "rank": 4, "owner": "Foulbear", "tags": [], "id": 12868, "notes": ""}, {"name": "Reed Serpent, Spawn of Apep", "race": "Snake, Giant", "rank": 4, "owner": "ronix", "tags": ["Egypt"], "id": 12873, "notes": "Abilities: Camouflaged or Gaze Attack (Mesmerism), Cold blooded, Grappler (RQ6: pg 312-316) . RQ pg 387-388\nWeakness: When in light, armor is reduced to 2\n"}, {"name": "Black bear", "race": "Bear", "rank": 4, "owner": "raleel", "tags": ["A0", "Danger at darkshelf quarry"], "id": 12951, "notes": "RAW pg 230"}, {"name": "Were-Leopard, were form", "race": "Tiger", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Monster island"], "id": 13053, "notes": "Lycanthropy RQ6 pg 390"}, {"name": "Vivid \"Arakne\" Defense Unit", "race": "Giant Spider", "rank": 4, "owner": "raleel", "tags": ["Cyberpunk", "Shadowpunk"], "id": 13069, "notes": "The Arakne can lay out a monofilament trap\n\nTrap: Vivid Monofilament Line\nMonofilament traps are nearly invisible, high-tensile wires strung across chokepoints in high-security zones. \n\nPurpose: Maiming/Area Denial\n\nTrigger: Moving through the line's space.\n\nDifficulty: 75% (The \"Attack\" roll for the trap).\n\nResistance: Perception (Standard).\n\nSuccess: The character spots the faint shimmer of the wire and stops or steps over it safely.\n\nFailure: The character moves through the line.\n\nEffect: The line inflicts 1d8+1 damage  to a random Hit Location.\n\nSpecial Traits: * Armor Piercing: The wire ignores 4 AP.\n\nBleed/Entangle: If the trap gains one or more levels of success over the victim (the victim fails the Perception check), the trap can apply Bleed or Entangle special effects.\n"}, {"name": "Heilion Gorgon", "race": "Smilodon", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Kothar", "Pamaltela", "Plains"], "id": 13076, "notes": "Chimeric great cats with a living mane of asps and a gaze that stills thought itself.\n\nGaze attack - if success against willpower then formidable in all defensive reactions. cannot do offensive. Each round may try to recover\n\nThe Heilian Gorgon prefers to:\n\t1.\tOpen with Transfixing Stare to disable one opponent\n\t2.\tCharge and maul isolated prey\n\t3.\tFight confidently but not suicidally, retreating if seriously wounded\n\nIt does not understand tactics but instinctively prioritizes still or stunned targets.\n\n\nFrom Trilemma"}, {"name": "Strong Bison Broo - Thed Initiate", "race": "Broo", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha", "Prax"], "id": 13085, "notes": "Bison Broos P&BR pg 198"}, {"name": "Very Strong Bison Broo - Thed Initiate", "race": "Broo", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha", "Prax"], "id": 13086, "notes": "Bison Broos P&BR pg 198"}, {"name": "Lunar Warrior - Yanafal Tarnils Initiate", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Glorantha"], "id": 13087, "notes": "Lunar Warrior Initiate"}, {"name": "Slime Scale Capo - Lieutenant - Thug", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Core codex", "Fonrit"], "id": 13096, "notes": "She oversees the movement of contraband through the underground canals and is a master of tactical withdrawal"}, {"name": "Kara", "race": "Human", "rank": 4, "owner": "Adept_Austin", "tags": ["Meeros doomed"], "id": 13110, "notes": "From Meeros Doomed pg 7\nAccording to the stat block, Kara only has access to 6mp in her devotion pool; implying that she's spent some of it in some way."}, {"name": "Love Spirit - Intensity 1", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Raw", "Spirit"], "id": 13194, "notes": "A Love Spirit carries a spirit bow with a 15 m range and limitless arrows; anyone struck (spirit winning a spirit combat roll)  falls magically in love with the next compatible being they see, becoming unable to harm them and needing a Willpower test to resist their requests for ten minutes. Mischievous rather than violent, the spirit delights in creating awkward romances\n\nOriginal Source: Signs & Portents 44"}, {"name": "Confusion Spirit - Intensity 2", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Raw", "Spirit"], "id": 13196, "notes": "Causes confusion during times of stress, or at the malicious whim of the possessing spirit."}, {"name": "Amnesia Spirit - Intensity 2", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Raw", "Spirit"], "id": 13197, "notes": ""}, {"name": "Amnesia Spirit - Intensity 3", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Raw", "Spirit"], "id": 13198, "notes": ""}, {"name": "Confusion Spirit - Intensity 3", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Raw", "Spirit"], "id": 13199, "notes": "Causes confusion during times of stress, or at the malicious whim of the possessing spirit."}, {"name": "Deceit Spirit - Intensity 2", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Raw", "Spirit"], "id": 13201, "notes": ""}, {"name": "Deceit Spirit - Intensity 3", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Raw", "Spirit"], "id": 13202, "notes": ""}, {"name": "Fear Spirit - Intensity 2", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Glorantha", "Raw", "Spirit"], "id": 13203, "notes": "Fear spirit tries to possess its target. If possession is successful thereafter the subject is Demoralized - one grade per intensity. Fear is towards a particular person, species, situation or object. When confronted with the subject,  any proactive skill attempts made by the possessed character related to the source are one grade harder per intensity. However a direct assault from the subject gives possessed willpower versus spirit chance to react. \n"}, {"name": "Greed Passion Spirit, Intensity 1", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Mythic babylon", "Raw", "Spirit"], "id": 13204, "notes": "Passion spirits are described for example in Mythic Babylon page 266 and the passion spirits themselves at RAW pg 144-145"}, {"name": "Greed Passion Spirit, Intensity 2", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Mythic babylon", "Raw", "Spirit"], "id": 13205, "notes": "Passion spirits are described for example in Mythic Babylon page 266 and the passion spirits themselves at RAW pg 144-145"}, {"name": "Grief Spirit - Intensity 3", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Raw", "Spirit"], "id": 13206, "notes": ""}, {"name": "Hate Spirit - Intensity 2", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Raw", "Spirit"], "id": 13207, "notes": ""}, {"name": "Hate Spirit - Intensity 3", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Raw", "Spirit"], "id": 13208, "notes": ""}, {"name": "Love Spirit - Intensity 2", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Raw", "Spirit"], "id": 13209, "notes": "A Love Spirit carries a spirit bow with a 15 m range and limitless arrows; anyone struck (spirit winning a spirit combat roll)  falls magically in love with the next compatible being they see, becoming unable to harm them and needing a Willpower test to resist their requests for ten minutes. Mischievous rather than violent, the spirit delights in creating awkward romances\n\nOriginal Source: Signs & Portents 44"}, {"name": "Love Spirit - Intensity 3", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Raw", "Spirit"], "id": 13210, "notes": "A Love Spirit carries a spirit bow with a 15 m range and limitless arrows; anyone struck (spirit winning a spirit combat roll)  falls magically in love with the next compatible being they see, becoming unable to harm them and needing a Willpower test to resist their requests for ten minutes. Mischievous rather than violent, the spirit delights in creating awkward romances\n\nOriginal Source: Signs & Portents 44"}, {"name": "Poltergeist - Intensity 3", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Spirit"], "id": 13218, "notes": "Poltergeist is a spirit that is angry at something and reflects it with its actions - throwing things at targets. Escalation of its attacks could be: \t\n-> Pebbles and dust first\n\t-> Pots and tools flying\n\t->Bricks and stones\n\t-> Furniture moving\n\t-> Entire rooms becoming hazardous\nHere some examples\nA storm of small stones flies around, knife or tool whips across the room, Pottery explodes against the wall, Heavy rock or brick launched, Furniture slides violently\n"}, {"name": "Poltergeist - Intensity 4", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Spirit"], "id": 13219, "notes": "Poltergeist is a spirit that is angry at something and reflects it with its actions - throwing things at targets. Escalation of its attacks could be: \t\n-> Pebbles and dust first\n\t-> Pots and tools flying\n\t->Bricks and stones\n\t-> Furniture moving\n\t-> Entire rooms becoming hazardous\nHere some examples\nA storm of small stones flies around, knife or tool whips across the room, Pottery explodes against the wall, Heavy rock or brick launched, Furniture slides violently\n"}, {"name": "Tribal Spirit - Template", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Spirit"], "id": 13231, "notes": "They are a kind of tribal memory in spiritual form which can be tapped and used by members of the appropriate culture. Tribal spirits will always possess a skill appropriate to the clan or tribe they represent. This could be the Ride skill for a nomadic clan or the Survival skill for an Arctic tribe, for example.  \n\nThe tribal skill of the spirit can augment character's skill. \n\nSource: Signs & Portents 90"}, {"name": "Tribal Spirit - Wise Chief", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Spirit"], "id": 13232, "notes": "They are a kind of tribal memory in spiritual form which can be tapped and used by members of the appropriate culture. Tribal spirits will always possess a skill appropriate to the clan or tribe they represent. This could be the Ride skill for a nomadic clan or the Survival skill for an Arctic tribe, for example.  \n\nThe tribal skill of the spirit can augment character's skill. \n\nSource: Signs & Portents 90"}, {"name": "Borrowed Mask - Puppeteer Spirit", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Spirit"], "id": 13237, "notes": "The Borrowed Mask of Qadish is a subtle parasitic spirit that slips unseen into living hosts, hiding behind their eyes while leaving no trace to magic or sense. It bends perception with delicate illusions, nudging allies toward doubt, error, and quiet betrayal rather than open violence. In the crowded streets and shadowed courts of a big city, it thrives on misjudgment, turning small mistakes into cascading disasters. Those touched by it seem almost themselves, save for a faint hesitation, as if something else briefly considers each word before it is spoken.\n\nThe spirit uses Covert to remain completely undetectable to magical and spiritual observation. It uses Puppeteer to take control of an innocent bystander or even one of the player characters. While hidden within its host, it projects mental illusions using Glamour to distract, disorient, or trick the party into attacking the wrong targets\n"}, {"name": "Devourer of Fetishes - Cannibal Spirit", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Desert", "Spirit"], "id": 13238, "notes": "The Fetish-Eater of the Hollow Gourd is a predatory spirit that feeds not on flesh, but on the bound spirits of animists, following the invisible cords that tie charm to soul. It drives lesser spirits into frenzied servitude, overwhelming its prey before turning on weakened bindings to consume them and restore its own power. Where it feeds, fetishes grow cold and silent, their once-living presence reduced to empty husks. In Hombori Tondo, its passing leaves behind a quiet dread, as if the unseen world itself has been thinned and something vital has been taken."}, {"name": "Agony Neverending - Pain spirit", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Spirit"], "id": 13239, "notes": "Agony Neverending is a relentless torment-spirit that binds itself to unresolved suffering, returning again and again to collect what it believes is owed. It can tear a victim\u2019s spirit partly from their body, forcing them to endure pain that seeps into both flesh and soul, turning even simple actions into trials of will. Its Wither gnaws directly through the body as if reopening an ancient wound, while its presence feels like an unseen ledger quietly counting each moment of agony. Though it can be driven off, it always returns, drawn back by the same unresolved debt until it is finally settled or bound.\n\n\t\u2022\tMarks a victim first: It fixates on one target tied to its \u201cdebt\u201d and stalks them across scenes rather than attacking randomly.\n\t\u2022\tOpens with Discorporate: Attempts to drag the victim into spirit combat, isolating them from allies and forcing a Willpower contest on its terms.\n\t\u2022\tApplies Pain early: Cripples the target\u2019s effectiveness so most actions fail unless they rely on strong Willpower.\n\t\u2022\tUses Wither opportunistically: While the victim struggles, it inflicts unavoidable physical damage to wear them down steadily.\n\t\u2022\tAvoids fair fights: Targets the weakest Willpower, withdraws if pressured, and returns later rather than risking destruction.\n\t\u2022\tLearns between encounters: On each return, it adapts to the party\u2019s tactics, focusing on prior vulnerabilities."}, {"name": "Whisper of the False Hand - Curse Spirit", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Spirit"], "id": 13242, "notes": "The Whisper of the False Hand is a subtle and insidious spirit that nests within trust itself, slipping unnoticed into companions, retainers, or even the party, where it slowly unravels certainty and skill. It feeds on hesitation and error, laying a creeping curse that dulls reflexes, weakens strikes, and erodes the victim\u2019s effectiveness day by day without revealing its presence.\n\nHidden by perfect Covert, it cannot be sensed or revealed by ordinary magical means, leaving only a trail of small but troubling failures\u2014missed steps, misjudged blows, and decisions that feel wrong only after they are made. Under pressure, it tightens its grip, flooding the victim with a sudden surge of Confusion that twists intent at the worst possible moment, turning allies into targets or causing vital actions to falter.\n\nIt does not seek destruction directly, but engineers it through mistake, mistrust, and timing, ensuring that when harm comes, it appears to be the fault of those involved. Friendships fracture, commands fail, and suspicion spreads long before anyone suspects a spirit at work.\n\nIn the crowded intrigue of Hombori Tondo\u2014among guild rivalries, court politics, and fragile alliances\u2014it is especially feared, for it turns loyalty into liability and leaves behind a single, devastating question: was it truly the spirit\u2026 or did you choose wrong?\n\nThe spirit uses Curse to lower a victim's key stats, such as reducing their Action Points, Damage Modifier, or a specific Combat Style. Combined with Covert, the spirit can perfectly hide from active magical or spiritual observation by opposing the observer's Perception. Adding the Passion: Confusion causes the victim to do the exact incorrect thing during times of stress, such as striking the wrong target in combat or casting the wrong spell."}, {"name": "Fatal Mirage - Curse Spirit", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Desert", "Nargan desert", "Spirit"], "id": 13243, "notes": "While traveling through a harsh wilderness or desert, the party is stalked by a spirit that curses their Endurance or Survival skills. \n\nIt uses Glamour to project hallucinatory illusions of an oasis or a rescue party, intentionally misdirecting the hosts further into the wilderness. As they wander, the spirit uses Drain to sap their Fatigue, slowly bleeding them of their life essence while keeping itself fully empowered for Spirit Combat"}, {"name": "Curse of the Dunes - Curse Spirit", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Desert", "Nargan desert", "Spirit"], "id": 13244, "notes": "The Curse of the Dunes is a vast curse-spirit that reshapes ruined desert sites into a shifting labyrinth of sand and broken stone, where every path betrays those who follow it. A suffocating aura of dread hangs over its domain, driving the weak to flee and sapping the resolve of those who remain. Within its grasp, unseen curses erode strength and fortune, leaving victims slower to heal and more prone to fatal mistakes. It does not hunt directly, but traps and exhausts its prey, until they realize too late that there is no path out\u2014only the illusion of one.\n\nCurse spirit that affects Luck points when possessing. "}, {"name": "Fonritian Slave Soldier - Zombie - Undeath Spirit", "race": "Human", "rank": 4, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 13245, "notes": "\"He is marked on the face and limbs with ritual scarification, which marks him as a slave soldier of the owner.\" See Glorantha.com Must be a eunuch, and swear great oaths of loyalty.\n\nFonritan slave soldier possessed by large undeath spirit of intensity 3. \n\nPossession gives 3 points of Warding ability against spells and 9 to strength and con"}, {"name": "Whispering Betrayer - Deceit Madness Spirit", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Desert", "Raw", "Spirit"], "id": 13249, "notes": "Deceit induces the host to lie, cheat, and steal no matter the consequences, though they will try to conceal this subterfuge. Madness forces the host into irrational or gibbering behavior during times of stress, changing their perceptions or instilling paranoia.\n\nMay rationalize its deceit due to its madness spirit type. For example hydrophobic would do its treachery to avoid getting near water. \n"}, {"name": "Mnemonic Parasite - Deceit Spirit - Medium", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Spirit"], "id": 13250, "notes": "While in control, it performs a single, carefully chosen deceit each week\u2014preferably one that ripples outward into maximum disruption\u2014then withdraws, feeding on the confusion and consequences echoing in the host\u2019s mind. The host retains no memory of the act and instinctively fills the void with invented explanations, growing increasingly certain of things that never happened. Over time, these false recollections tangle with reality, creating contradictions, misplaced blame, and quiet paranoia. The spirit remains perfectly Covert, leaving no trace unless actively sought and successfully opposed against its stealth."}, {"name": "Mnemonic Parasite - Deceit Spirit - Large", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Spirit"], "id": 13251, "notes": "While in control, it performs a single, carefully chosen deceit each week\u2014preferably one that ripples outward into maximum disruption\u2014then withdraws, feeding on the confusion and consequences echoing in the host\u2019s mind. The host retains no memory of the act and instinctively fills the void with invented explanations, growing increasingly certain of things that never happened. Over time, these false recollections tangle with reality, creating contradictions, misplaced blame, and quiet paranoia. The spirit remains perfectly Covert, leaving no trace unless actively sought and successfully opposed against its stealth."}, {"name": "Virtue Eater - Passion Spirit", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Spirit"], "id": 13252, "notes": "Virtue Eater is a covert possessing spirit that seeks hosts with strong convictions, twisting their noblest Passions into destructive compulsions while clouding judgment with subtle confusion. It feeds by driving the host to make morally \u201cjustified\u201d but disastrous choices, especially under pressure, leaving behind regret, contradictions, and carefully invented memories to mask the truth. In play, it rarely acts openly; instead it steers conversations, decisions, and loyalties so that the host undermines allies, escalates conflicts, or sabotages their own goals while believing they are acting rightly. Tactics: it targets high-stakes moments (negotiations, accusations, crises), amplifies a single Passion into absolutism, induces Confusion to force the worst possible choice, and then retreats into cover, letting consequences unfold while it feeds on the fallout."}, {"name": "Tempter - a Passion Spirit, Intensity 2", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Fioracitta", "Mythic babylon", "Spirit"], "id": 13253, "notes": "These spirits infect the hosts they possess with a Compulsion, which becomes an obsession. The spirit can sense which of the host\u2019s Passions is the strongest and darkest, and turns it into a Compulsion. The spirit goads its victim with images and sensations representing the object of the Passion, goading the victim to act out on it. These creatures are often nicknamed tempters. \n\nSource: Fioracitta"}, {"name": "Phantom - a Passion Spirit, Intensity 2", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Fantasy", "Fioracitta", "Mythic babylon", "Spirit"], "id": 13254, "notes": "Phantoms haunt the minds of their victims, lurking near them while they are awake, possessing them while they dream and plaguing their victims with nightmares. While possessed by a phantom, the victim suffers a lasting Fatigue level, which cannot be removed by sleep, but can only be recovered through exorcism of the phantom from the victim. Phantoms use Glamour to manifest as shadowy people who can be seen out of the corner of the victim\u2019s eye, creating a feeling of being pursued and hunted.\n\nSource: Fioracitta"}, {"name": "Foundation Eater, Large", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Spirit"], "id": 13257, "notes": "In a Bronze Age city \u2014where massive mud-brick structures, subterranean vaults, and heavy stone columns dominate the skyline\u2014a spirit capable of devouring architecture is a weapon of mass destruction. Often whispered to be a corrupted earth elemental or a minor manifestation tied to the Dark Cults (who seeks to erode civilization from within), this entity is highly prized by the city's more cutthroat factions.\n\nThe Mechanics: \nAnimate (Mud-Brick/Stone): The spirit uses the Animate (Substance) ability to seep into the mortar, load-bearing wooden pillars, and bronze reinforcements of citys buildings.\nCurse (Structural Decay): Rather than cursing a living victim, the spirit's Curse ability is directed at the inanimate structure. It drastically lowers the Armour Points (AP) and Hit Points (HP) by the intensity of the spirit of the building materials, causing ancient stone to turn to brittle sand, wood to instantly dry-rot, and bronze to rapidly oxidize.\n\nSteadfast: The spirit has been bound using complex sorcerous wards or an Enchant (Binding) matrix created by a master occultist. This makes it Steadfast\u2014completely immune to standard Exorcism or Dismiss Elemental miracles. It can only be removed by destroying its physical fetish (often a cursed foundation brick planted on-site) or by reducing its Magic Points to zero in brutal, close-quarters Spirit Combat.\n\n"}, {"name": "Foundation Eater, Huge", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Spirit"], "id": 13258, "notes": "In a Bronze Age city \u2014where massive mud-brick structures, subterranean vaults, and heavy stone columns dominate the skyline\u2014a spirit capable of devouring architecture is a weapon of mass destruction. Often whispered to be a corrupted earth elemental or a minor manifestation tied to the Dark Cults (who seeks to erode civilization from within), this entity is highly prized by the city's more cutthroat factions.\n\nThe Mechanics: \nAnimate (Mud-Brick/Stone): The spirit uses the Animate (Substance) ability to seep into the mortar, load-bearing wooden pillars, and bronze reinforcements of citys buildings.\nCurse (Structural Decay): Rather than cursing a living victim, the spirit's Curse ability is directed at the inanimate structure. It drastically lowers the Armour Points (AP) and Hit Points (HP) by the intensity of the spirit of the building materials, causing ancient stone to turn to brittle sand, wood to instantly dry-rot, and bronze to rapidly oxidize.\n\nSteadfast: The spirit has been bound using complex sorcerous wards or an Enchant (Binding) matrix created by a master occultist. This makes it Steadfast\u2014completely immune to standard Exorcism or Dismiss Elemental miracles. It can only be removed by destroying its physical fetish (often a cursed foundation brick planted on-site) or by reducing its Magic Points to zero in brutal, close-quarters Spirit Combat.\n\n"}, {"name": "Foundation Eater, Medium", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Spirit"], "id": 13259, "notes": "In a Bronze Age city \u2014where massive mud-brick structures, subterranean vaults, and heavy stone columns dominate the skyline\u2014a spirit capable of devouring architecture is a weapon of mass destruction. Often whispered to be a corrupted earth elemental or a minor manifestation tied to the Dark Cults (who seeks to erode civilization from within), this entity is highly prized by the city's more cutthroat factions.\n\nThe Mechanics: \nAnimate (Mud-Brick/Stone): The spirit uses the Animate (Substance) ability to seep into the mortar, load-bearing wooden pillars, and bronze reinforcements of citys buildings.\nCurse (Structural Decay): Rather than cursing a living victim, the spirit's Curse ability is directed at the inanimate structure. It drastically lowers the Armour Points (AP) and Hit Points (HP) by the intensity of the spirit of the building materials, causing ancient stone to turn to brittle sand, wood to instantly dry-rot, and bronze to rapidly oxidize.\n\nSteadfast: The spirit has been bound using complex sorcerous wards or an Enchant (Binding) matrix created by a master occultist. This makes it Steadfast\u2014completely immune to standard Exorcism or Dismiss Elemental miracles. It can only be removed by destroying its physical fetish (often a cursed foundation brick planted on-site) or by reducing its Magic Points to zero in brutal, close-quarters Spirit Combat.\n\n"}, {"name": "Vermin Lord Spirit ", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Spirit"], "id": 13260, "notes": "The VerminLord\n\nIn the squalid, maze-like depths of the sprawling slum\u2014the Vermin Demagogue is whispered to be a corrupted nature spirit of the city's ancient sewers, or perhaps a minor manifestation sent by the Dark Cult to erode the city's civilization from within. It feeds on the misery of the city's lowest castes.\n\nThe Mechanics \nDomination (Vermin): The spirit possesses the Domination (Specific Species) ability. In the city, it uses this to telepathically command the swarms of giant and diseased rats that infest the city's subterranean underbelly.\n\nPassion (Hate): The spirit covertly possesses a host and weaponizes the Passion (Hate) ability. It broadcasts a supernatural fury that amplifies the simmering resentments of the oppressed kadam (slaves) and the disenfranchised Blue Folk. Anyone failing a Willpower resistance roll is overwhelmed by a temporary, murderous Hate ( Nobility) Passion, driving them to uncharacteristic violence against the ruling elite.\n\nMiasma: The spirit projects a Miasma of supernatural dread in a radius around its host. Anyone caught in this aura\u2014including battle-hardened mercenaries or city guards\u2014must succeed in an opposed Willpower roll or break ranks and flee in abject terror.\n"}, {"name": " Ember of the Tipped Sky - Fire Elemental Spirit", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Desert", "Glorantha", "Nargan desert", "Spirit"], "id": 13287, "notes": "When the sky dome tipped during the Gods War and poured cosmic fire onto the Artmali Empire, it created the lifeless alkali wastes of the Nargan Desert. The Embers are the sentient, localized remnants of that apocalyptic \"Firefall.\" They are cousins to the Promalti (men made of fire), but they possess no human shape\u2014they are pure, malicious conflagrations of burning ash and spite.\n\n**Animate (Fire/Ash)** The spirit embodies the scorching alkali dust and residual cosmic heat, manifesting physically as a swirling, superheated vortex of burning ash.\n\n**Miasma**: It projects a crushing aura of dread in a radius around it, mimicking the apocalyptic terror the Artmali felt when the sky fell. Those who fail to resist must flee in abject terror.\n\n**Passion (Hate - Blue Folk/Water)**: If the spirit manages to covertly possess a victim (or if it infects an area), it instills a murderous, overwhelming Hatred toward anything related to the Artmali, the Blue Moon, or water. Possessed victims will sabotage the party's waterskins or violently attack blue-skinned Veldang companions.\n\n\n"}, {"name": "Navigator of the Azure Mirage (Wraith/Haunt)", "race": "Haunt", "rank": 4, "owner": "hkokko", "tags": ["Desert", "Glorantha", "Nargan desert", "Spirit"], "id": 13289, "notes": "As the phantom Artmali Infinite Fleet sails across the shimmering, illusory ocean known as the Azure Mirage, these spectral helmsmen are tasked with charting the course. They are utterly insane, refusing to acknowledge that their empire is dead and that their ocean is now a desert of poison.\n\n**Glamour**: The spirit projects massive mental illusions across the dunes, making the searing desert sands appear as a cool, inviting blue ocean. This masks deadly ash-pits and sinkholes.\n\n**Demesne**: The spirit claims a radius of the desert as the \"deck\" of its phantom ship. Within this zone, it manipulates the environment to mimic a ship tossing on high seas (causing physical disorientation).\n\n**Curse (Navigation & Survival)**: To trap intruders in the mirage, the spirit afflicts them with a Curse that drastically lowers their Navigate and Survival skills. Victims lose all sense of direction, wandering aimlessly in the mirage until they die of thirst.\n"}, {"name": "Sikkanos Ash-Djinn (Fire/Dust Spirit)", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Desert", "Glorantha", "Nargan desert", "Spirit"], "id": 13290, "notes": "Born from the catastrophic Firefall that destroyed the Artmali Empire and turned the southern lands into the lifeless, poisonous wastes of the Nargan Desert, this spirit manifests purely as a swirling, sentient vortex of burning dust and ashes.\n\n**Djinn Abilities (Intangibility & Invisibility)**: Like the legendary jinn born of \"smokeless, scorching fire,\" the Ash-Djinn is naturally Invisible and Intangible. It drifts unseen upon the toxic Sikkanos winds, completely immune to non-magical weapons, only revealing its burning, granular form when it chooses to strike.\n\n**Haunt Ability (Miasma)**: Drawing upon the abilities of a Haunt, the spirit projects a Miasma\u2014a crushing aura of dread and horror extending in a radius around it. Those caught in this sweltering aura must succeed in a Willpower struggle or flee in abject terror from the supernatural heat.\n\n**Curse Ability (Choking Ash)**: The spirit weaponizes the poisonous nature of the Nargan Desert by inflicting a Curse that drains a victim's vitality. When the burning dust infiltrates the victim's lungs, it drastically reduces their Action Points or inflicts severe fatigue, leaving them sluggish, suffocating, and unable to effectively fight back.\n\n**Passion Ability (Madness or Fear)**: If the spirit successfully overcomes a victim's magic points in spirit combat, it can covertly possess them to inflict a debilitating Passion (Madness) or Passion (Fear). The victim\u2019s mind is overwhelmed by the apocalyptic terror of the sky pouring eternal fire, causing them to hallucinate or stand stupefied as their body burns."}, {"name": "Azure Helmsman- Ghost Fleet Spirit ", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Desert", "Glorantha", "Sea", "Spirit"], "id": 13291, "notes": "A tragic remnant of the ancient, blue-skinned Artmali people, this phantom eternally sails the illusory waters of the Mirage Sea aboard the Azure Star, the legendary ghost ship and sole survivor of the Artmali Infinite Fleet\n\n\nForm: It appears as a towering, translucent blue mariner, its spectral form shifting like the ocean tides.\nHaunt Ability (Glamour): Refusing to accept the destruction of its empire, the Helmsman utilizes powerful Glamour to project mental illusions across the physical world. It masks the scorching, barren desert sands with the appearance of a rolling, pristine ocean or the phantom decks of its ancient warship, easily disorienting intruders.\nWraith/Haunt Ability (Wither): In combat, the Helmsman does not merely attack the mind; it strikes with the Wither ability. Wielding a phantom cutlass or harpoon, its attacks ignore all physical armor and non-magical parries, inflicting necrotic damage directly to the victim's flesh and bone as if they were drowning in freezing, abyssal waters.\nPassion Ability (Hate - Fire/Chaos): Bound by the tragic loss of its civilization, the spirit radiates an overwhelming Passion (Hate) directed at the fiery forces that destroyed Pamaltela during the Gods War. If it defeats a mortal in spirit combat, it instills this murderous fury into them, driving the possessed victim to violently attack any fire-wielders, sun-worshipers, or interlopers they encounter\n\n"}, {"name": "Promalti Mirage Burner - Fire Spirit", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Desert", "Glorantha", "Nargan desert", "Spirit"], "id": 13292, "notes": "Deep within the Nargan Desert\u2014a lifeless, toxic wasteland created when the sky tipped and poured fire down to destroy the ancient Artmali Empire\u2014dwell the Promalti. Known as immortal \"men made from fire,\" they are sworn enemies of cities and cultivated lands, existing only to burn and destroy. The Mirage-Burner is a uniquely malicious variant of the Promalti that drifts upon the Nargan's hot, dry winds, which are thick with vile vapors, acrid smoke, and stinging dust. It combines the raw, devastating heat of a pure fire elemental with the cunning, deceptive magic of a djinn.\n\nMechanics & Abilities:\n\n**Animate Fire (Elemental)**: Like all urzani (fire elementals), the Promalti Mirage-Burner can ignite any flammable object it merely touches. It radiates such intense heat that it can bake stone and melt metal armor directly onto a warrior's flesh. It requires no fuel to sustain its form and floats effortlessly above the desert sands.\n\n**Invisibility & Shape-Shifting (Djinn)**: As a creature born of \"smokeless, scorching fire\", the spirit is naturally invisible and intangible, passing through non-magical barriers unhindered. Utilizing Djinn shape-shifting abilities, it rarely attacks outright; instead, it takes the form of a welcoming campfire, a glowing lantern, or even a human traveler shimmering in the heat haze to lure desperate, dehydrated victims close.\n\n**Miasma**: Once its prey is within striking distance, it drops its disguise and projects a Miasma\u2014a crushing aura of supernatural dread and suffocating heat. Anyone caught within its radius must succeed in an opposed Willpower test or break and flee in abject terror.\n\n**Curse of the Ash Wind (Curse/Sickness)**: Channeling the poisonous, stinging dust of the Nargan Desert, the spirit can inflict a debilitating Curse on those who breathe near it. The curse fills the victim's lungs with phantom ash and toxic sulfur, drastically draining their Action Points or Fatigue levels to simulate violent coughing fits and suffocation.\n\n**Passion (Hate - Civilization)**: If the Mirage-Burner overcomes a victim in Spirit Combat, it can covertly possess them to inflict an overwhelming Passion (Hate). Driven by the Promalti's ancient enmity toward civilization, the possessed victim becomes consumed by a pyromaniacal urge to sabotage their own camp, burn their supplies, and destroy any nearby settlements or structures.\n\n"}, {"name": "Parasitic Eyeball", "race": "Gorp", "rank": 4, "owner": "hkokko", "tags": ["Chaos"], "id": 13310, "notes": "A loathsome creature of Chaos, a parasitic eyeball resembles a normal\neyeball \u2013 of any size from a dog\u2019s eye up to those of an ogre \u2013 with a\ntrailing mass of nerves and muscle fibres. These tissues are animated\nand allow the eyeball to move, squishing along in a trail of clear\njuices. They are also capable of burrowing into flesh and digging out a\ncavity for the eyeball to rest in. This is the manner in which parasitic\neyeballs are normally found; attached to another creature.\n\nParasitic eyeballs seek out living creatures with blind instinct. When\nthey feel the touch of warm flesh the tendrils immediately latch on and\nbegin digging. The tissues integrate themselves into the host\u2019s nervous\nsystem, ensuring that removing the eye is every bit as traumatic as\nhaving one of your natural eyes put out. The eye itself settles into\nits new socket \u2013 which could be anywhere on a living creature \u2013 and\ndraws an eyelid around itself from the surrounding flesh. The whole\nprocess takes about two minutes and is painful beyond imagining.\n\nOf course there are some who choose to allow a parasitic eyeball to\nattach itself to them. Because the eyeball becomes part of the host\u2019s\nnervous system it can be seen through as if it were a normal eye, which\ncan be an advantage if you have one on the back of your neck or in the\npalm of your hand (to enable safe peering around corners). Parasitic\neyeballs can also bestow mystic powers on their host, although this is\nnot a safe gamble by any measure.\n\nSymbiosis: A host can benefit from only one parasitic eyeball per Hit\nLocation. Multiple eyeballs can certainly install themselves on one\nHit Location but the host only gains the benefits (or drawbacks) of\nthe first one they gained on that location.\n\nA parasitic eyeball is not difficult to destroy. Just make sure you are\nwearing boots when you stamp on it\u2026\n\n"}, {"name": "Dream Spider", "race": "Giant Spider", "rank": 4, "owner": "hkokko", "tags": ["City", "Fantasy", "Jungle"], "id": 13313, "notes": "Contact with this webbing induces fear in the victim via chemicals\nsecreted from the substance of the web. For each action, whilst trapped, the trapped character must pass a willpower  test or be too afraid to do anything.\n\nRegenerates 1d3 per location including severed locations\n\nSource: Sign & Portents 48"}, {"name": "Sikkanos Strangler", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["Desert", "Glorantha", "Nargan desert"], "id": 13314, "notes": "\nLore: The Nargan Desert is infamous for the Sikkanos winds, which carry searing dust, ashes, and poison gas. The Stranglers are invisible, malicious wind spirits that ride the Sikkanos, seeking to suffocate the life out of travelers who dare enter the wastes. Mechanics & Abilities:\nCovert: The spirit uses its Stealth skill to hide seamlessly within the natural howling of the wind and the blinding dust storms, making it almost impossible to detect until it attacks.\nCurse (Action Points): Upon passive possession, the spirit coats the victim's lungs in phantom ash. It lowers the victim's Action Points, simulating the suffocating, exhausting effects of breathing poison gas, leaving them sluggish and unable to fight effectively.\nPassion (Grief): To ensure its victims simply give up and die in the sands, the spirit weaponizes the lingering sorrow of the destroyed empire. It instills an overwhelming Passion of Grief. The victim becomes passively suicidal, dropping their weapons and refusing to seek shelter or drink water as the storm consumes them."}, {"name": "Urn-Ash Sentinel - Ash Spirit", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": ["City", "Desert", "Glorantha", "Ruins", "Spirit"], "id": 13355, "notes": "What seems a harmless veil of pale dust upon the flagstones stirs with quiet intent, each grain resting as if placed by ritual rather than chance. Disturb it, and the stillness shatters\u2014the ash surges upward in a violent spiral, coalescing into a shifting, human silhouette, its form threaded with flecks of vivid Artmali Blue that burn like memory trapped in storm. The spirit moves with suffocating purpose, its presence thick with the bitterness of an ending denied.\n\nOnce a Veldang slave who dared defy the chains of Ompalam, this soul met a brutal death, its body reduced to ash and sealed without honor in a black urn deep within the Necropolis. No sea received it, no rites carried it onward. Now it lingers, bound to the scattered blue relics of its people, guarding them with a fury sharpened by injustice.\n\nThe Ashen Guardian conceals itself with unnatural subtlety, opposing intruders\u2019 Perception through its Covert ability, indistinguishable from ordinary dust until the moment it strikes. It either Covertly tries to possess the target and induce its passion or directly attack with filling the lungs with ashes using the Smother ability. When roused, it engulfs its victims, forcing its choking substance into their lungs through Smother, turning breath into a battlefield. Should it be drawn into Spirit Combat, it plants a corrosive obsession within the mind: Passion (Hate: Masarin Slavers), a burning legacy that can outlive the encounter itself."}, {"name": "Dust Devil:  4 cubic meters", "race": "Elemental", "rank": 4, "owner": "hkokko", "tags": ["Desert", "Fantasy", "Glorantha"], "id": 13377, "notes": "These horrible creatures can be found in the desert, frequently hiding in the fury of a dust storm, from which they gather their material form and then peel off to seek their own amusement. \n\nThey form their bodies from dust, sand and grit into a very roughly humanoid shape. \n\nSimilar to elementals but with INT of 2D6 rather than an INS score that varies according size, a Dust Devil is a fusion of air and earth that varies from 2 cubic meters up to 6 cubic meters - at least such is the largest size that is known- and must always stay in touch with the ground - if this connection is somehow broken, the Dust Devil dissipates. \n\nThe Dust Devil inflicts damage by engulfing a victim in its physical form of sharp dust and grit that it whirls at such velocity as to inflict its Damage Modifier to every location simultaneously, and in the worst cases, can flay a living being alive. Dust Devil damage can be evaded but cannot be parried, even with magical weapons, however armour and magical protections work as normal. The Deflect spell reduces the wraith\u2019s damage dice by one step. \n\nIn combat Dust Devils are immune to damage from mundane weapons; they can use the Blind Opponent special effect without requiring a critical roll. Bypass Armour and Maximise Damage are their other preferred effects. \n\nDust Devils will not voluntarily dematerialise but will continue to carve their way across the desert until their form is destroyed \u2013 after which they must seek out another dust storm from which to create a new physical form.\n\nSource: Age of Treason"}, {"name": "Shriveller - Thirst Spirit/Curse Spirit", "race": "Spirit", "rank": 4, "owner": "hkokko", "tags": [], "id": 13380, "notes": "If a Shriveller wins in spirit Combat it covertly possesses the victim, who over the course of the Onset Time (1d3+1 minutes) urinates, vomits and sweats out any stored water and begins to suffer the effects of Chronic Thirst that no amount of drinking water can cure.\n\nSource: Age of Treason"}, {"name": "Giragita - Giant Desert Chameleon", "race": "Giant Lizard", "rank": 4, "owner": "hkokko", "tags": ["Cloud forest", "Desert", "Fantasy", "High mountains", "Mountains"], "id": 13388, "notes": "These massive chameleons blend perfectly into the red sandstone cliffs and rocky outcroppings. They possess tremendous strength to cling to any surface and catch desert arthropods\u2014or unwary travelers\u2014with their long, sticky tongues.\n\nThey try to attack with tongue and engulf the target. "}, {"name": "Blue Dreams - Desert Serpent", "race": "Serpent, Spellbreaker", "rank": 4, "owner": "hkokko", "tags": ["Desert", "Fantasy", "High plateau", "Jungle", "Mountains"], "id": 13389, "notes": "When the strange, magical winds of the desert blow, the very sands form into writhing serpents that grind along the dunes. Their bite is not venomous but highly hallucinogenic, inflicting incapacitating visions of past lives.\n\n\n***Blue Dreams Venom*** Application: Contact or Injected Potency: 85 Resistance: Endurance Onset time: Instant Duration: Depends on the condition. Dreams last snakes CON in hours.  . Conditions: Causes Hallucinations related to floating blue ships above the desert, ghosts inviting one to walk, run, hide, escape towards them. "}, {"name": "One Headed Dragonsnail - Another Form", "race": "One Headed Dragonsnail AiG", "rank": 4, "owner": "hkokko", "tags": ["Chaos", "Desert", "Genertela", "Prax"], "id": 13392, "notes": "Chaos created. \n\nAppearance: Colossal, snail-like body that can measure up to fifty feet in length. They often possess a shell with a shimmering, metallic sheen and a head that resembles a fusion of a dragon and a serpent.\nAnatomy: Instead of traditional eyes, they often have eight long tentacles covered in sensory organs. Their mouth contains razor-sharp grinding plates.\nBehavior: They are insatiable, omnivorous apex predators that consume livestock, people, and buildings, leaving a trail of slime. They prefer marshes or subterranean, watery caverns.\n\nTreat the shell as empty unless any of the heads retreat into it. Withdrawing the foot immobilizes and reduces Reach by 1. withdrawing the forebody reduces reach by 2\n\nThe foot engulfs and suffocates as well as inflicts damage\n\nSource: AiG"}, {"name": "Antelope", "race": "Praxian Sable Antilope", "rank": 4, "owner": "hkokko", "tags": ["Desert", "Fantasy", "Glorantha", "Mount"], "id": 13393, "notes": ""}, {"name": "Agimori Induna", "race": "Agimori", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Pamaltela", "Prax"], "id": 423, "notes": "Leader. BaB pg 30-36. Tireless runners: STRx4 in open country running without tiring. "}, {"name": "Bear, Grizzly", "race": "Bear", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Rq6"], "id": 276, "notes": " RQ6 pg 336"}, {"name": "Beast Valley Minotaur Priest (Storm Bull)", "race": "Minotaur", "rank": 5, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha"], "id": 192, "notes": ""}, {"name": "Black Horse Troop Ridderun", "race": "Human", "rank": 5, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha"], "id": 197, "notes": "The ridderuns command the demon horses of the patrol, using ancient Ethilrist sorcery."}, {"name": "Broo - Thed Shaman", "race": "Broo", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Genertela", "Glorantha", "Prax"], "id": 590, "notes": ""}, {"name": "Dragonewt - Beaked Warrior, Thrice Reborn", "race": "Dragonewt - Beaked Warrior", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 318, "notes": "Reincarnation. Reincarnation. Right Action skill - if Right Action roll succeeds must choose from the left side otherwise from right side. Personality traits: Curiosity and Apathy. Leader and Follower. Impulsive and Cautious. Calm and Nervous. Trusting and Suspicious.\n"}, {"name": "Dragonewt, Noble Priest", "race": "Dragonewt, Noble Priest", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 319, "notes": "Armoured with natural scales. Reincarnation. Right Action skill - if Right Action roll succeeds must choose from the left side otherwise from right side. Personality traits: Honour and Dishonour Generosity and Greed Patience and Impatience Extrovert and Introvert\n"}, {"name": "Dream Dragon, Blue", "race": "Dream Dragon", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Flying", "Glorantha"], "id": 411, "notes": " RQ6 pg 346 BaB pg 50. SC pg 109. POT CONx5 poison POT "}, {"name": "Golden Lion, Male", "race": "Lion", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "High plateau", "Jolar", "Kothar", "Pamaltela"], "id": 3050, "notes": "Extremely large species of Lion. RQ6 pg 369. Hunts in prides of 3-8. "}, {"name": "Golden Lion, Female", "race": "Lion", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Jolar", "Kothar", "Pamaltela", "Plains"], "id": 3051, "notes": "Extremely large species of Lion. RQ6 pg 369. Hunts in prides of 3-8. "}, {"name": "Dream Dragon, Young", "race": "Dream Dragon", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Flying", "Glorantha"], "id": 379, "notes": " RQ6 pg 346 BaB pg 50 "}, {"name": "Shen Lung - Sea Dragon, Young", "race": "Dream Dragon", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Sea"], "id": 3324, "notes": "Flickering Blue Flame wreathes it and augments its attacks.\n\nMythras pg 238 + Anaxial Roster pg 160. No wings but forward flippers. Can swim thru the air. \n\nSource: Anaxial's Manifest"}, {"name": "Dwarf Nibelung Sorcerer", "race": "Dwarf", "rank": 5, "owner": "harkom", "tags": ["Fantasy"], "id": 75, "notes": ""}, {"name": "Rainbow Gorp, Large", "race": "Gorp", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Dorastor", "Fantasy", "Glorantha"], "id": 2931, "notes": "Engulfing causes acidic damage. Has one Chaos Feature at a time. Every time it feels distressed changes to another chaos feature. "}, {"name": "Broo Raider, Greater", "race": "Broo", "rank": 5, "owner": "Pruneau", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 198, "notes": "Malia Acolyte.  Disease (POWx5 chance) RQ6 pg 114, Chaos Feature POWx3 RQ6 pg 441-442.  Sneeze: lasts D10 rounds, resist (Willpower) every round or all skill rolls become formidable.   Beastly Broo Bash combat style treat: Each unopposed AP Broo gets a free heatbutt."}, {"name": "Heavy Axe Mercenary Infantry", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Pavis"], "id": 453, "notes": "In Pavis: Sir Holburn Axe Brothers"}, {"name": "Heavy Axe Mercenary Infantry in a city patrol", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Pavis"], "id": 454, "notes": "In Pavis: Sir Holburn Axe Brothers"}, {"name": "Heavy Axe Mercenary Infantry Officer", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Pavis"], "id": 455, "notes": "In Pavis: Sir Holburn Axe Brothers"}, {"name": "Emperor Galerius", "race": "Human", "rank": 5, "owner": "harkom", "tags": ["Fantasy"], "id": 91, "notes": ""}, {"name": "Hydra, Ophidian, 9- headed", "race": "Hydra, Ophidian", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Glorantha", "High mountains", "High plateau", "Jungle", "Monster island", "Mountains", "Pamaltela", "Swamp"], "id": 628, "notes": "+8 Action points.  Area Attack(Tail), MI pg 224Any detrimental effect due to serious or major wound only affects that head. Each head has its own willpower resistance roll. Spits corrosive acid once per head every 1d3 hours. Killing the beast will create a storm of acidic blood that can burn off the feet of opponents. Poison POT 70 in liquid form Agony and Acid, in gas form Asphyxiation. Duration half the hydras CON in rounds as liquid, minutes as miasma. Acid = strong Acid 1d4 damage to all it touches. When touching flesh causes Agony if not resisted with endurance. In gas form coughing prevents action if not resisted.  "}, {"name": "Do-Karal Jack-o-Bear, Scourge of the Countryside", "race": "Jack-o-Bear", "rank": 5, "owner": "hkokko", "tags": ["Aig", "Chaos", "Fantasy", "Glorantha"], "id": 231, "notes": "Passive Gaze attack. (RQ6: pg 312-316) Harmonise vs willpower. "}, {"name": "Erenxi - Daughter of Jaguar Goddess", "race": "Tiger", "rank": 5, "owner": "hkokko", "tags": ["Errinoru", "Glorantha", "Jungle", "Monster island", "Pamaltela"], "id": 2517, "notes": "RQ6 pg 390. The Jaguar Lady is one of the many beings propitiated by the people of Maslo. She lives in a hidden tower in the jungles of the spirit world and normally cares nothing for mortals. If the correct sacrifices of food and carved stones are made to her, she may lend her bravery or stealth to warriors or others who may need it. The Erenxi are her daughters, who sometimes stalk the jungles of the Inner World, hunting for mortal prey. They resemble magnificent jaguars of huge size, whose eyes glitter like jade. Invisibility - use 1 AP.  Command Jaguars. \n\nSource: Anaxial's Manifest"}, {"name": "Kronosaur", "race": "Shark", "rank": 5, "owner": "hkokko", "tags": ["Dinosaur", "Fantasy", "Glorantha", "Monster island", "Sea"], "id": 3079, "notes": "RQ pg 384"}, {"name": "Krarshtkid, Old Digger", "race": "Krarshtkid", "rank": 5, "owner": "hkokko", "tags": ["Aig", "Chaos", "Fantasy", "Glorantha"], "id": 354, "notes": "Abilities:  (+2 action points) if using the claw attack, GB pg 27"}, {"name": "Lunar Hoplite Officer", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Lunar"], "id": 396, "notes": "Marble Phalanx in Prax/Pavis. Beryl Phalanx in Sartar/Esrolia. "}, {"name": "Lunar Ship Captain", "race": "Human", "rank": 5, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha"], "id": 550, "notes": "Yanafal Tarnils Priest"}, {"name": "Solpugid, Giant", "race": "Solpugid, Giant", "rank": 5, "owner": "hkokko", "tags": ["Desert", "Insect", "Pamaltela", "Prax"], "id": 3042, "notes": "Scorpion like desert dweller"}, {"name": "Master Assassin, Black Fang Shaman", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Pavis"], "id": 598, "notes": "Dagger has a chance of being covered with POT 70 poison. Endurance vs Asphyxiation. Shattering acts as 4 disruption spells all directed at one target"}, {"name": "Master Serpent People Gladiator", "race": "Serpent People", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "High mountains", "High plateau", "Monster island"], "id": 502, "notes": "Monster Hide Half Plate.  "}, {"name": "Mistress Race Troll", "race": "Mistress Race Troll", "rank": 5, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Pamaltela", "Uz"], "id": 2994, "notes": "Mistress Race trolls, or Uzuz, are immense and heavy-boned ancient troll ancestors with characteristically long, wide snouts, larger incisors and tusks, and often multiple breasts on females, revered as the original stock of the troll race despite their dwindling numbers due to the Curse of Kin. Possessing terrifying physical strength and being highly intelligent with superior darksense, these magically powerful beings rely on their talents to rule any troll society fortunate enough to have them present. Encountered only rarely and largely believed extinct by men, these rare individuals always hold positions of power and are treated with reverence deep within troll civilizations or on the Hero Plane"}, {"name": "Mistress Race Troll Mummy", "race": "Mistress Race Troll", "rank": 5, "owner": "hkokko", "tags": ["Undead"], "id": 2995, "notes": "Possessed by Undeath spirit intensity 4"}, {"name": "Possessed Large Tree ", "race": "Possessed Large Tree", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Monster island", "Plant"], "id": 243, "notes": "Intensity 5. Abilities: Figure using the action points (sum int + pow) RQ6 pg 12\nStrike rank using the average of INT and CHA. MI pg260. Damage inflicted is normally caused from bashing, lacerations or strangulation or a combination of several. With these limbs they can use the special effects of Bash, Bleed (if thorny), Disarm, Entangle, Grip, Stun, Sunder or Trip.  Immune to Endurance tests. One limb to attack per opponent"}, {"name": "Primitive Islander Drummer", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Jungle", "Monster island"], "id": 464, "notes": "MI pg 25 MI pg 43 Blowgun has POT 70 poison Has usually surrounded his drumming tower with 1d4+1 traps that alert him and sometimes catch or kill the prey"}, {"name": "Primitive Islander Elite Warrior", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "Jungle", "Monster island"], "id": 143, "notes": "Blowgun has POT 70 poison"}, {"name": "Primitive Islander Master Hunter", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "Jungle", "Monster island"], "id": 459, "notes": "Blowgun has POT 70 poison. "}, {"name": "Chaotic Giant Constrictor Snake,Elder", "race": "Snake, Giant", "rank": 5, "owner": "hkokko", "tags": ["Cloud forest", "Errinoru", "Fantasy", "Glorantha", "High plateau", "Jungle", "Monster island"], "id": 3047, "notes": "RQ pg 387-388"}, {"name": "Restless Dead - Human - Master of the graveyard", "race": "Restless Dead - Human form", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Undead"], "id": 148, "notes": "Intensity 6. "}, {"name": "Sartar Clan Thane", "race": "Human", "rank": 5, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha", "Sartar"], "id": 442, "notes": "Orlanth Acolyte.  Elemental, if available, is a Sylph."}, {"name": "Sentinel, Squat Obsidian", "race": "Sentinel, Obsidian", "rank": 5, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High mountains", "High plateau", "Jungle", "Monster island"], "id": 249, "notes": "MI pg 189MI pg 266-267. Weapons will break: using weapons against immaterial objects RQ pg 123."}, {"name": "Barracuda, Great", "race": "Barracuda, Great", "rank": 5, "owner": "hkokko", "tags": ["Sea"], "id": 2560, "notes": "Anaxial's Annex. The largest of the species of barracuda, and the only one dangerous to man, these children of Golod pledged their loyalty to Tsankth in return for the right to eat the bodies of his foes. While the young may often be found in shoals, the adults are solitary. They hunt by sight, and are inquisitive enough that they will often approach boats or other strange objects. While some of the peoples of the East Isles hunt the smaller relatives of this fish for food, adult great barracuda are not very edible and are most commonly seen when summoned by followers of Tsankth.\n"}, {"name": "Colossal Breeder Gorp", "race": "Gorp", "rank": 5, "owner": "hkokko", "tags": ["Chaos"], "id": 3093, "notes": "Engulfing causes acidic damage (6 points). Explodes to hundreds of microgorp when half the hit points are gone"}, {"name": "Chaos Pit Monster", "race": "Pit Monster", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Sartar"], "id": 3089, "notes": "Chaotic Pit Monster from Snakepipe Hollow. Apparently invincible - shows no effect on damage until keels over. Regenerates 3 hp / round"}, {"name": "Clawed Hand", "race": "Clawed Hand", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Sartar"], "id": 3088, "notes": "Left or Right Clawed Hand of Snakepipe Hollow fame. Grapples - causes 1d6 on the first round, +1d6 more on the second round etc. If any member is severed then it drops to ground and turns to gorp which attacks. "}, {"name": "Skeletal Nightmare Guard", "race": "Skeleton", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Undead"], "id": 137, "notes": ""}, {"name": "Telmori Wolf Runner,  Alpha Male", "race": "Wolf", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Sartar"], "id": 215, "notes": "Usually hunts with a Telmori warrior that is either in wolf or human form. Prefers to select Grip and Choose location. Gripped victim sustains biting damage every round Rq6 pg 396, SC pg140"}, {"name": "Thanatari  Priest - Horn Of Atyar", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 540, "notes": ""}, {"name": "Thanatari Doom Master - Horn Of Atyar", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 546, "notes": "Thanatari Rune Lord"}, {"name": "Thanatari Priest - Breath of Thanatar", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 541, "notes": "Can see in Darklight"}, {"name": "Thanatari Priest - Hand of Than", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 539, "notes": " Can see in Darklight"}, {"name": "Thief, Lanbril Master Thief", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Pavis"], "id": 600, "notes": "Pavis & Big Rubble pg 87"}, {"name": "Toad, Cliff, Ancient", "race": "Toad, Cliff", "rank": 5, "owner": "hkokko", "tags": ["Desert", "Fantasy", "Glorantha"], "id": 565, "notes": ""}, {"name": "Triceratops - Ancient Matriarch", "race": "Triceratops", "rank": 5, "owner": "hkokko", "tags": ["Aig", "Cloud forest", "Dinosaur", "Draconic areas", "Fantasy", "Glorantha", "Jungle", "Monster island", "Pamaltela", "Tarien"], "id": 221, "notes": "SC pg 107, MI pg 275"}, {"name": "Triceratops - Mutated Dragonewt", "race": "Triceratops", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 220, "notes": "SC pg 107, MI pg 275, Carnivorous, Malicious intelligence"}, {"name": "Triceratops - Young adult", "race": "Triceratops", "rank": 5, "owner": "hkokko", "tags": ["Aig", "Cloud forest", "Dinosaur", "Draconic areas", "Fantasy", "Glorantha", "Jungle", "Monster island", "Pamaltela", "Tarien"], "id": 153, "notes": "SC pg 107, MI pg 275"}, {"name": "Fiend", "race": "Fiend", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Demon", "Dorastor"], "id": 2917, "notes": "Dorastor pg 75"}, {"name": "Redcap - after two weeks", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Glorantha"], "id": 2554, "notes": "Has to be hacked to pieces to stop from fighting. Killing blow on sentient creature gains 1d6HP to all hitloc. +1 to STR, DEX and POW for every sentient being it has killed. If it cannot kill it will start to lose permanently 1 from each of these characteristics. "}, {"name": "Tyrannosaurus", "race": "Tyrannosaurus", "rank": 5, "owner": "hkokko", "tags": ["Aig", "Dinosaur", "Draconic areas", "Fantasy", "Genertela", "Glorantha", "Islands", "Jungle", "Monster island", "Pamaltela", "Tarien"], "id": 174, "notes": "MI pg 193"}, {"name": "Velociraptor Master Hunter", "race": "Velociraptor", "rank": 5, "owner": "hkokko", "tags": ["Dinosaur", "Draconic areas", "Fantasy", "Forest", "Jungle", "Monster island", "Plains", "Slon", "Tarien"], "id": 172, "notes": "Anaxial Annex. Hunts as a pack (whistle communications). These vicious little dinosaurs are relatively fast moving, being able to run on their hind legs with their stiff tail held out behind them as a counterbalance. They have a colour pattern similar to the coat of a tiger, and like that animal, they are efficient carnivorous hunters. They travel in packs of six to a dozen members.\n\nCombat Tactics: Raptor packs leap onto their prey, hold on with foreclaws and teeth and then dismebowel them with the enlarged, sickle-shaped claws on the second toes of their hindfeet. Uniquely among non-magical reptiles, they have the intelligence to use efficient pack tactics, the lead animal in a pack being able to augment its fellows to aid its Corner Prey ability. They mostly attack prey significantly larger than themselves, and all the members of the pack jump onto the same victim. Solitary raptors may go for smaller prey, but they are also likely to attack any sizable animal that disturbs them. Against such smaller targets, the raptor attacks by standing on one leg and kicking with the other to slash the victim with its great claw."}, {"name": "Veteran Serpent People Hunter", "race": "Serpent People", "rank": 5, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High mountains", "High plateau", "Jungle", "Monster island"], "id": 501, "notes": ""}, {"name": "Vivamort Vampire (Rune Lord)", "race": "Vampire", "rank": 5, "owner": "gloranphile", "tags": ["Fantasy", "Glorantha"], "id": 417, "notes": "Abilities: Allergy (Sunlight), Darksight, Gaze Attack (Domination), Immunity (Mundane Weapons), Undead, Vampiric, Vulnerable(Special)  (Rq6 page 316). Immune to the effects of serious wounds. Major wounds do not incapacitate."}, {"name": "Waertag Captain", "race": "Waertag", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Sea"], "id": 382, "notes": "GB pg 44. Cumulative 1% chance of sickening per day on land. \n"}, {"name": "War Horse", "race": "Horse", "rank": 5, "owner": "gloranphile", "tags": ["Fantasy"], "id": 332, "notes": "Laminated armor on Forequarters, Hindquartes and Head, with Padded armor on Legs."}, {"name": "Fachan", "race": "Fachan", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Pamaltela"], "id": 3039, "notes": "One leg, one arm, one Eye. Enormous 6 meter jumps in moving. "}, {"name": "Wild Boar, King Killer", "race": "Boar, wild", "rank": 5, "owner": "hkokko", "tags": ["Fantasy"], "id": 274, "notes": "RQ pg 337"}, {"name": "Wind Child Clan Master", "race": "Wind Child", "rank": 5, "owner": "gloranphile", "tags": ["Fantasy", "Glorantha"], "id": 348, "notes": "Diving Attack, Flying, (RQ6: PG 312-316)  Disdain close combat. If casting a spell at sylph chance +50%"}, {"name": "Wolf Pack, Alpha Male", "race": "Wolf", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Mythic babylon", "Mythic rome", "Rq6"], "id": 213, "notes": " Usually hunts in packs of 12-30. Prefers to select Grip and Choose location. Gripped victim sustains biting damage every round.  RAW pg 250"}, {"name": "Zabdamar Female Hunter - Piscoi Mermen", "race": "Zabdamar - Piscoi Mermen", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Sea"], "id": 349, "notes": "GB pg 46"}, {"name": "Zabdamar Male Hunter - Piscoi Mermen", "race": "Zabdamar - Piscoi Mermen", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Sea"], "id": 347, "notes": "GB pg 46"}, {"name": "Serpent People, Archmage", "race": "Serpent People", "rank": 5, "owner": "hkokko", "tags": ["Cloud forest", "High mountains", "High plateau", "Jungle", "Monster island"], "id": 1015, "notes": "Poison POT 80\n\n"}, {"name": "CE Scorpion Priestesses' Bodyguard", "race": "Scorpion Man", "rank": 5, "owner": "touristupdatenola", "tags": ["Bagog", "Chaos", "Fantasy", "Glorantha"], "id": 677, "notes": "Toxic Stinger on Tail [Potency = CON x 5].  Resist (endurance).  Fail means CON HP to chest; Natural carapace provides provides 6 armour points protection; Movement Rate is 12, Enhanced DEX. "}, {"name": "Dryad Gardener, Initiate of Elder Sister - Aldrya", "race": "Dryad", "rank": 5, "owner": "hkokko", "tags": ["Aig", "Elf forest", "Genertela", "Glorantha"], "id": 695, "notes": "AiG. Dominate Species of their native environment without cost. Recurring per season. This one is Intensity 3. Can use half the spirit rank as difficulty grade to ease or hinder move in their realm. Control plants to wither or fruit at will as dominate region\nAwaken plant spirit to become guardians - combined intensity cannot exceed dryad's own. "}, {"name": "Naiad - Freshwater Nymph", "race": "Nymph", "rank": 5, "owner": "hkokko", "tags": ["Aig", "Glorantha"], "id": 3873, "notes": "AiG. Dominate Species of their native environment without cost. Recurring per season. This one is Intensity 3. Can use half the sprit rank as difficulty grade to ease or hinder Boating, Seamanship and Swim in their realm.Vulnerable to foulness in environment - each  reduces magic points by one for the duration. Direct their waters to flow contrarily. Make waters foul or sweet to drink to the point of causing or curing disease.  "}, {"name": "Mother of Monsters", "race": "Mother of Monsters", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Glorantha", "Pamaltela", "Unique"], "id": 699, "notes": "May use all her attacks on every round. \n\nLays 1d6 eggs per day which grow in 24 hours to be brood of mother of monsters.  If the eggs are covered with water they become swimmers, if they are dry they become flyers.\n\nBite attack is a scoop of 70m wide by 30m long. Stomp covers an area of 10 meters. \n\n A huge, unique monster of the Maslo Sea and the Elamle Peninsula.\nShe walks back and forth along several hundred miles of sea shore\n\nThis huge creature walks on an endless beat along the shore; one set of legs in the sea and the other firmly on land. Its rounds take it from the west shore of the mouth of the Allis River, around the coast of Elamle, to the fringe of the swamp just north of Wendo, where it turns back. This circuit takes the Mother of Monsters 148 days to complete, traveling about 30 miles a day.  See Men of the Sea, Elder Secrets.\n\nHer journey goes from:\nOlyn, visited 24 days then 124 days.\nBayahote, visited 78 days then 70 days.\nNeimengu, visited 59 days then 94 days.\nShe never visits Wendo but her monsters strike once every 148 days."}, {"name": "Hopper, Brood of Mother of Monsters", "race": "Toad, Cliff", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Glorantha", "Pamaltela"], "id": 700, "notes": ""}, {"name": "Crimson Bat", "race": "Crimson Bat", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Genertela", "Glorantha", "Lunar", "Unique"], "id": 707, "notes": "Demon of Chaos controlled by Lunars.  \"A giant, crimson bat with multiple long tongues, tentacles around its mouth, dozens of eyes all over its body, and other chaotic details. At its smallest it is 20 yards from head to tail with a 90 yard wingspan, but it has grown to as large as half a mile long with a wingspan to match when fed sufficiently, usually during wartime\" \n\n**Abilities:** Spirit Sense, Cannot be surprised. Immune to Magic (all cultists touching it are immune as well) \n\nGlowspot (Lunar Magic always full).  \n\nArea Weapon (Chaos Shriek - within 4 km. Willpower vs Endurance or demoralized) \n\nBreath Weapon: Breath acid cloud 750 meters distance 50 meter area.  Damage applied to all in the area.  (RQ6: pg 312-316)  \n\nMagic points = what it has fed on last feeding day plus number donated by priests and initiates since - usually around 2500  See Imperial Lunar Handbook Vol 2 pg 54-55. \n\nChaotic blood from Eyes will reduce 1 point of Rune magic cast per round. After all gone, will eliminate Rune magic from memory 1point per round. \n\nAll discorporate or unbound spirits except fetches will be swallowed by Bat within Glowspot. "}, {"name": "Lunar Rune Priest of Crimson Bat", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Lunar"], "id": 710, "notes": "Cultists constantly looking for intelligent food for the Bat. Favored initiates will ride on the Bat. Cult is directly responsible to Emperor so most Lunar authorities will provide help for the cultists.  Wears clothing soaked in the blood of bat eyes. Only four Priests exist at the same time. Each of them acts as a personal Glowspot for Lunar Magic"}, {"name": "Feeder, Lunar Rune Lord of Crimson Bat", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Lunar"], "id": 712, "notes": "Cultists constantly looking for intelligent food for the Bat. Favored initiates will ride on the Bat. Cult is directly responsible to Emperor so most Lunar authorities will provide help for the cultists.  Wears clothing soaked in the blood of bat eyes. Only four Priests exist at the same time. Each of them acts as a personal Glowspot for Lunar Magic"}, {"name": "Broo - Devotee of Primal Chaos", "race": "Broo", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Genertela", "Glorantha", "Pamaltela", "Prax"], "id": 713, "notes": ""}, {"name": "Ogre, Lip of Krarsht", "race": "Ogre, Gloranthan", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Genertela", "Glorantha"], "id": 715, "notes": "Variation on RQ pg 379-380. SC pg 125. Carries poisons of POT 65 - to be dropped to food/drink or injected"}, {"name": "Assassin, Jaw of Krarsht", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Fonrit", "Genertela", "Glorantha", "Pamaltela"], "id": 717, "notes": "Carries poisons of POT 70 - to be dropped to food/drink or injected"}, {"name": "Human, Tongue of Krarsht", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Fonrit", "Genertela", "Glorantha", "Pamaltela"], "id": 718, "notes": "Carries poisons of POT 70 - to be dropped to food/drink or injected"}, {"name": "Shambler, Priest of Pocharngo", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Glorantha"], "id": 721, "notes": "Servant of Chaotic God of Mutation source of the Gorps. Shamblers are seriously corrupted cross between Swamp Thing, Hunchback of Notre Dame, unbridled power of Chaos and whatever they once were before turning to Pocharngo's way. Runes are Chaos and Movement. See Lords of Terror pg 66"}, {"name": "Human Priest of Krjalk", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Genertela", "Glorantha"], "id": 727, "notes": "Follower of Chaos God of Treason. \"Merely speaking his name or thinking of him was then enough to transform the speaker or thinker into a chaos horror \u2014 a slave of Krjalk\u2019s throngs\"  See Lords of Terror"}, {"name": "Human Vampire, Rune Lord of Vivamort", "race": "Vampire", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Genertela", "Glorantha", "Pamaltela", "Undead"], "id": 732, "notes": "Abilities: Allergic to sunlight (powers do not work), Gaze Attack (Domination),Vulnerable(immersion to running water kills, fire damage prevents regeneration until next holy day, air elemental can disperse the smoke form)  (Rq6 page 316). . Swordbiter skill can disarm opponent. Vampire will try to parry the blow with sword biter and then twist the weapon.  See Cults of Terror.  Will not reflect on mirror. Cannot look or approach directly Death Rune. Contact with Death Rune causes 3 points of damage.  Will die if impaled in the heart.  If goes to negative hit points turns to smoke and starts to regenerate 1 point per round.  Touch is Spectral Combat - 1 point of POW lost if lost. Can turn to wolf,bat,smoke \n"}, {"name": "King Condor", "race": "Eagle, Giant", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Flying", "Genertela", "Glorantha", "Monster island", "Mountains", "Prax"], "id": 735, "notes": "Borderlands and Beyond pg 49"}, {"name": "Human Vampire, Rune Priest of Vivamort", "race": "Vampire", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Genertela", "Glorantha", "Pamaltela", "Undead"], "id": 733, "notes": "Abilities: Allergic to sunlight (powers do not work), Gaze Attack (Domination),  Vulnerable(immersion to running water kills, fire damage prevents regeneration until next holy day, air elemental can disperse the smoke form)  (Rq6 page 316). . Swordbiter skill can disarm opponent. Vampire will try to parry the blow with sword biter and then twist the weapon.  See Cults of Terror.  Will not reflect on mirror. Cannot look or approach directly Death Rune. Contact with Death Rune causes 3 points of damage.  Will die if impaled in the heart.  If goes to negative hit points turns to smoke and starts to regenerate 1 point per round.  Touch is Spectral Combat - 1 point of POW lost if lost. Can turn to wolf,bat,smoke "}, {"name": "Bronze Dream Dragon Skeleton", "race": "Dream Dragon", "rank": 5, "owner": "hkokko", "tags": ["Flying", "Glorantha", "Undead", "Upland marsh"], "id": 2882, "notes": "RQ6 pg 346 BaB pg 50 TOTRM #19"}, {"name": "Avatar of Chaos, Chieftain of Ragnaglar", "race": "Broo", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 748, "notes": "Abilities: Sense Power (RQ6: pg 312-316) . Gigantic 6m broo. Beyond Borderlands page 178 \"The Avatar of Chaos is also called the Chieftain of Ragnaglar. He appears as a gigantic broo 6 meters tall with matted, oozing fur all over his body; deep crimson eyes; and smoking foam about his mouth; and he constantly yips and howls to demoralize his foes. The Avatar will always attack the most powerful member of the party using his Sense Power and Sense Life abilities. He fights with claw and kick. He can make two attacks per round, at SR 6 and 12. He may use both claws, one claw and one kick, or any two attacks in any order he desires. If he uses only one claw to attack with, he may parry with the other. His acid spit is used to bring down fleeing characters with its 23 meter range.\" Reflects up to 6 pt spells; 12 POT acid spit three times per day; 15 Pt skin, with 20 Pt arms; regenerates 1D3 HP in all locations every melee round; capable of leaping 30 meters"}, {"name": "Maslo Elephant", "race": "Mammoth", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Pamaltela"], "id": 2520, "notes": "RQ6 pg 372. If forced into close combat trunk is used to grip and then throw the opponent as far as possible (1d6+4meters with falling damage). Anaxial's Annex. The Maslo elephant is the largest of the various species, and stands over twelve feet high at the shoulder. They live in the jungle, only rarely visiting the coastal lands of Maslo proper. Their tusks project from the lower jaw, rather than the upper, and are short and recurved, pointing straight down. This unusual shape is ideal for digging up roots and for scraping the bark off trees to obtain food."}, {"name": "Hoolar - Lodril Imprimus", "race": "Hoolar - Lodril Imprimus", "rank": 5, "owner": "hkokko", "tags": ["Errinoru", "Glorantha", "Pamaltela", "Unique"], "id": 762, "notes": "Hoolars range from 4-6 meters high. They have three faces and are very curious and good natured. They are impossibly rare and only encountered individually, often heard of only in stories from the oldest grandfathers. Abilities: Immunity to (most diseases,most Poisons), Regeneration 1d3 HP/round/location Gb pg 23 Okamoto campaign log. Hoolar should not be handled as adversaries but as once in a lifetime encounter. They have the smithing ability to make almost anything if they can be tricked or persuaded to do so.  The result is always unique, might not be perfect according to dwarf but workable. They also have the ability to misunderstand the request in hilarious way. "}, {"name": "Tyrannosaurus Broo", "race": "Broo", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 770, "notes": ""}, {"name": "Thanatari Doomed -  Horn Of Atyar", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 818, "notes": "White blemish in the form of skull in hidden part of body. Can see in Darklight"}, {"name": "Lhankor Mhy Skald, Sage (in Prax)", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Prax"], "id": 820, "notes": ""}, {"name": "Sartar Exile Orlanth Wind Voice", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Pamaltela", "Prax", "Sartar"], "id": 822, "notes": ""}, {"name": "Light Son, Yelmalio Rune Lord, Prax", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Genertela", "Glorantha", "Pavis", "Prax"], "id": 827, "notes": "A Light Son must never ride any animal but a horse nor marry anyone except an Earth cult priest/priestess. Every Light Son must own an expensive  gold spear for ceremonial purposes, and are urged to own properly gilded spurs, helmet, and cuirass. On all Firedays Light Sons speak only in the cult tongue of Firespeech.\n\nDetails on Gloranthan spells converted to RQ6 located here (http://goo.gl/Ew28rn).\nKuschile Horse Archery skill allows the use of the bow while riding a horse at their Combat Style ability."}, {"name": "Light Priest, Yelmalio, Prax", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Genertela", "Glorantha", "Pavis", "Prax"], "id": 829, "notes": "Light Priests are not allowed to marry after they become priests. On all Firedays Light Sons speak only in the cult tongue of Firespeech.\n\nDetails on Gloranthan spells converted to RQ6 located here (http://goo.gl/Ew28rn).\nKuschile Horse Archery skill allows the use of the bow while riding a horse at their Combat Style ability."}, {"name": "Mummy of Alanor Dwarvenfriend", "race": "Mummy", "rank": 5, "owner": "Pruneau", "tags": ["Fantasy", "Genertela", "Glorantha", "Pamaltela"], "id": 832, "notes": "Abilities: Immunity(Poison, Disease), Life Sense, Undead (RQ6: pg 312-316) RQ6 pg 377-378. Suspectible to fire (damage rolled as % -> fire - continues damage each fire on that hitloc). This one is animated by intensity 3 undeath spirit. Tries to grapple and strangle. Magically imbued resin on bindings for 2 AP + 6 AP"}, {"name": "Humakt Sword, Prax", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Glorantha", "Prax"], "id": 845, "notes": "Details on Gloranthan spells converted to RQ6 located here (http://goo.gl/Ew28rn).\n\n\"Must uphold the Code of Humakt. This includes requirements that a member must (1) always fight other Humakt members fairly, (2) honor the fallen, and (3) maintain strict truth and confidence with one another. Combat between members may continue only to the first fallen, not to the death, and the loser must surrender a prize to the victor.\" - Cult Compendium"}, {"name": "Humakt Rune Priest, Prax", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Glorantha", "Prax"], "id": 846, "notes": "\n\n\"Must uphold the Code of Humakt. This includes requirements that a member must (1) always fight other Humakt members fairly, (2) honor the fallen, and (3) maintain strict truth and confidence with one another. Combat between members may continue only to the first fallen, not to the death, and the loser must surrender a prize to the victor.\" - Cult Compendium"}, {"name": "Broo, Malia High Shaman", "race": "Broo", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha", "Prax"], "id": 1778, "notes": ""}, {"name": "Dark Troll, Kyger Litor Devotee", "race": "Troll, Dark", "rank": 5, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Pamaltela", "Uz"], "id": 1773, "notes": ""}, {"name": "Broo - Thed High Shaman", "race": "Broo", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Genertela", "Glorantha", "Prax"], "id": 1782, "notes": ""}, {"name": "Great Troll, Zorak Zoran Deathlord", "race": "Troll, Great", "rank": 5, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Pamaltela", "Uz"], "id": 1766, "notes": ""}, {"name": "Shade: Darkness Elemental, 6 cubic meters", "race": "Elemental", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Raw"], "id": 918, "notes": " Immunity: Darkness, Vulnerable:Light. Takes double damage from light. \n"}, {"name": "Woolly Serpent", "race": "Snake, Giant", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Valind's glacier"], "id": 3057, "notes": "Woolly serpent attacking from below snow. Immune to Cold, Vulnerable to heat. "}, {"name": "Shade: Darkness Elemental, 10 cubic meters", "race": "Elemental", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 920, "notes": "Immunity: Darkness, Vulnerable:Light.akes double damage from light. \n"}, {"name": "Primitive Islander Veteran Warrior, Strong Man", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 3150, "notes": ""}, {"name": "Storm Tiger", "race": "Tiger", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Flying", "Glorantha", "Kralorela"], "id": 3056, "notes": "They live only in those mountains, where they spend most of their time flying through the clouds, hunting other flying creatures. In calm weather, they hide inside clouds to ambush their prey. Some local shamans know spells that can summon them.\n\nStorm tigers cannot be hurt by lightning.\n\n\nSource: Anaxial's Manifest"}, {"name": "Megalodon - Giant Shark", "race": "Shark", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Monster island", "Sea"], "id": 3052, "notes": "RQ pg 384"}, {"name": "Shade: Darkness Elemental, 9 cubic meters", "race": "Elemental", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 927, "notes": "Abilities: Engulf, vulnerability, Immunity: Darkness, Vulnerable:Light. Only magical spells or weapons affect. Takes double damage from light. \nIf Engulf is not evaded then all hitlocs are damaged by same damage. If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn. Freeze opponent solid. "}, {"name": "Undine: Water Elemental, 10 cubic meters", "race": "Elemental", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 929, "notes": "Abilities: Engulf, vulnerability, Immunity: Water, Vulnerable: Fire. Only magical spells or weapons affect. Takes double damage from Fire. Immunity to serious and major wounds. \nIf Engulf is not evaded then all hitlocs are damaged by same damage. If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn. Undine can create currents, eddies and whirlpools, shoot high speed jets from afar etc. (RQ6: PG 312-316) pg 352"}, {"name": "Dark Troll, Zorak Zoran Deathlord", "race": "Troll, Dark", "rank": 5, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Pamaltela", "Uz"], "id": 1765, "notes": ""}, {"name": "Master, Monk of Zamur Khan Monastery", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fantasy"], "id": 1005, "notes": "**Augment Skill:*** 1 Magic Point per level of Intensity. A level of Intensity improves the success chance of the skill by one grade. For example, increasing a skill from Standard to Easy costs 1 Magic Point; increasing it to Very Easy costs 2, and so on.\n***Invoke Trait:*** 2 Magic Points. All traits have a default Intensity of 1.\n***Enhance Attribute:*** 3 Magic Points per step of increase. Each step is a level of Intensity (for example, enhancing Dam- age Modifier by one step, from 1d2 to 1d4 costs 3 Magic Points; enhancing from 1d2 to 1d6 costs 6 Magic Points and so forth). (RQ6: pg 224)"}, {"name": "Master of Dervishes of Copper Sands", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Pavis", "Prax"], "id": 1008, "notes": "Pale orange clothing thru out"}, {"name": "Master of Path of Shadows", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Pamaltela"], "id": 1010, "notes": ""}, {"name": "Dara Happa Elite Guard Captain", "race": "Human", "rank": 5, "owner": "Pruneau", "tags": ["Glorantha", "Lunar"], "id": 1020, "notes": ""}, {"name": "Draugr", "race": "Draugr", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Undead"], "id": 2842, "notes": "Animated corpse. Prefers to engage in close combat by gripping and strangling the victim. Draugr does not care to defend itself. Will drain magic point per grip per turn"}, {"name": "Ludoch - Cetoi Mermen Master Hunter", "race": "Ludoch - Cetoi Mermen", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Monster island", "Sea"], "id": 1082, "notes": "GB pg 28"}, {"name": "Giant Constrictor Snake,Elder", "race": "Snake, Giant", "rank": 5, "owner": "hkokko", "tags": ["Cloud forest", "Errinoru", "Fantasy", "High plateau", "Jungle", "Monster island", "Mythic rome"], "id": 1144, "notes": "RQ pg 387-388"}, {"name": "Roc", "race": "Roc", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Islands", "Monster island", "Mountains", "Pamaltela", "Sea", "Slon"], "id": 1146, "notes": "MI pg 214. Wingspan of several dozens of meters and body length up to 20 meters.  Hates ships - drops rocks on them if can find.\n"}, {"name": "High Shaman Primitive Islander Mandahi Kahuna", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 1225, "notes": "Blowgun has POT 70 poison "}, {"name": "High Shaman Primitive Islander Gyaosi Kahuna", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 1234, "notes": "Blowgun has POT 70 poison "}, {"name": "Oodaki Spirit Society - High Shaman ", "race": "Spirit", "rank": 5, "owner": "hkokko", "tags": ["Spirit society"], "id": 1240, "notes": ""}, {"name": "High Shaman Primitive Islander Oodaki Kahuna", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 1243, "notes": "Blowgun has POT 70 poison "}, {"name": "High Shaman Primitive Islander Varanri Kahuna", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 1252, "notes": "Blowgun has POT 70 poison "}, {"name": "Undeath Spirit in Primitive Islander Elite Warrior", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "Jungle", "Monster island"], "id": 1263, "notes": "Blowgun has POT 70 poison.  Rq6 pg 412"}, {"name": "Undeath Spirit in Primitive Islander Veteran Warri", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 1264, "notes": ""}, {"name": "Kumongi Spirit Society - High Shaman ", "race": "Spirit", "rank": 5, "owner": "hkokko", "tags": ["Spirit society"], "id": 1265, "notes": ""}, {"name": "High Shaman Primitive Islander Kumongi Kahuna", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 1270, "notes": "Blowgun has POT 70 poison "}, {"name": "High Shaman Primitive Islander Kangi Kahuna", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 1279, "notes": "Blowgun has POT 70 poison "}, {"name": "High Shaman Primitive Islander Gamari Kahuna", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 1288, "notes": "Blowgun has POT 70 poison "}, {"name": "High Shaman Primitive Islander Kamacuri Kahuna", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 1298, "notes": "Blowgun has POT 70 poison "}, {"name": "Predator spirit - Giant Constrictor Snake,Elder", "race": "Snake, Giant", "rank": 5, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 1299, "notes": "\n3 point intensity Predator spirit\nAbilities: Predator Warping,RQ pg 387-388"}, {"name": "High Shaman Primitive Islander Ghidori Kahuna", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 1313, "notes": "Blowgun has POT 70 poison "}, {"name": "High Shaman Primitive Islander Anguri Kahuna", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 1324, "notes": "Blowgun has POT 70 poison "}, {"name": "High Shaman Primitive Islander Gabari Kahuna", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 1333, "notes": "Blowgun has POT 70 poison "}, {"name": "Bison Nomad, Waha Shaman", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Glorantha", "Prax"], "id": 1345, "notes": "Swarthy, dark hair, beard, muscular"}, {"name": "Bison Nomad, Waha High Shaman", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Glorantha", "Prax"], "id": 1346, "notes": "Swarthy, dark hair, beard, muscular"}, {"name": "Bison Nomad, Eiritha High Shaman", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Glorantha", "Prax"], "id": 1376, "notes": "Swarthy, dark hair"}, {"name": "Bison Nomad, Storm Bull Shaman", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Glorantha", "Prax"], "id": 1381, "notes": "Swarthy, dark hair, beard, muscular"}, {"name": "Bison Nomad, Storm Bull High Shaman", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Glorantha", "Prax"], "id": 1382, "notes": "Swarthy, dark hair, beard, muscular"}, {"name": "Daka Fal Spirit Society - High Shaman", "race": "Spirit", "rank": 5, "owner": "hkokko", "tags": ["Spirit society"], "id": 1385, "notes": ""}, {"name": "Bison Nomad, Daka Fal High Shaman", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Glorantha", "Prax"], "id": 1388, "notes": "Swarthy, dark hair, beard, muscular"}, {"name": "Impala Nomad, Waha Shaman", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Glorantha", "Prax"], "id": 1402, "notes": "Small in stature"}, {"name": "Impala Nomad, Waha High Shaman", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Glorantha", "Prax"], "id": 1403, "notes": "Small in stature"}, {"name": "Impala Nomad, Storm Bull Shaman", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Glorantha", "Prax"], "id": 1405, "notes": "Small in stature"}, {"name": "Impala Nomad, Storm Bull High Shaman", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Glorantha", "Prax"], "id": 1406, "notes": "Small in stature"}, {"name": "Impala Nomad, Eiritha Shaman", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Glorantha", "Prax"], "id": 1408, "notes": "Small in stature"}, {"name": "Impala Nomad, Eiritha High Shaman", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Glorantha", "Prax"], "id": 1409, "notes": "Small in stature"}, {"name": "Rhino Nomad, Waha Shaman", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Glorantha", "Prax"], "id": 1420, "notes": ""}, {"name": "Rhino Nomad, Waha High Shaman", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Glorantha", "Prax"], "id": 1421, "notes": ""}, {"name": "Rhino Nomad, Stormbull Shaman", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Glorantha", "Prax"], "id": 1423, "notes": ""}, {"name": "Rhino Nomad, Stormbull High Shaman", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Glorantha", "Prax"], "id": 1424, "notes": ""}, {"name": "Rhino Nomad, Eiritha Shaman", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Glorantha", "Prax"], "id": 1426, "notes": ""}, {"name": "Rhino Nomad, Eiritha High Shaman", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Glorantha", "Prax"], "id": 1427, "notes": ""}, {"name": "Ciclop", "race": "Giant, 6 meter", "rank": 5, "owner": "Arglindel", "tags": [], "id": 1474, "notes": "For each 2 meter of height, roll STR 3D6+6, CON 2d6+6 and SIZ 3d6+6.  Movement is 4m + height in m.  Formidable Natural Weapons.  Roll D10 for melee hit location vs. Ciclops 4m or 6m high.  Roll D6 vs. Giants longer than that.\nCiclops only have one eye."}, {"name": "Hero", "race": "Human", "rank": 5, "owner": "Arglindel", "tags": [], "id": 1485, "notes": ""}, {"name": "Afadjann Priest of Ompalam", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1684, "notes": ""}, {"name": "Civilized Noble Family Head", "race": "Human", "rank": 5, "owner": "Pruneau", "tags": ["Lunar", "Sartar"], "id": 1551, "notes": "Generic member of a wealthy family, well known around the town.  In city attire.  Their weapons are generally carried by a servant, especially when forbidden to carry them."}, {"name": "Ilduvu of the Seven Mothers", "race": "Human", "rank": 5, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha", "Lunar"], "id": 1579, "notes": "Ilduvu can shapechange to a giant griffin.  His allied spirit controls an eagle.\n\n\n"}, {"name": "Ilduvu's Eagle", "race": "Eagle, Giant", "rank": 5, "owner": "Pruneau", "tags": ["Fantasy", "Flying", "Genertela", "Glorantha", "High plateau", "Monster island", "Mountains", "Pamaltela"], "id": 1595, "notes": "Abilities: Diving Strike, Flying, Grappler (RQ6: PG 312-316) . MI pg 214"}, {"name": "Veteran Serpent People Silent Watch Officer", "race": "Serpent People", "rank": 5, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High mountains", "High plateau", "Jungle", "Monster island"], "id": 4776, "notes": "Monster Hide Half Plate.  MI"}, {"name": "Afadjann Acolyte of Ompalam", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1683, "notes": ""}, {"name": "Afadjann Priest of Burayha Xolani", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1671, "notes": "The Chirurgeon of Afadjann - Good doctor is hard to find."}, {"name": "Fonritian Slave Soldier - Acolyte of Evukindu", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1673, "notes": "\"He is marked on the face and limbs with ritual scarification, which marks him as a slave soldier of the owner.\" See Glorantha.com Must be a eunuch, and swear great oaths of loyalty."}, {"name": "Fonritian Slave Soldier - Runelord of Evukindu", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1674, "notes": "\"He is marked on the face and limbs with ritual scarification, which marks him as a slave soldier of the owner.\" See Glorantha.com Must be a eunuch, and swear great oaths of loyalty."}, {"name": "Afadjann Masarin - Acolyte of Orjethulut", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1676, "notes": ""}, {"name": "Afadjann Masarin - Devotee of Orjethulut", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1677, "notes": ""}, {"name": "Afadjann Acolyte of Calari the Hunter", "race": "Agimori", "rank": 5, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1679, "notes": "Secret police and hunters for escaped slaves "}, {"name": "Afadjann Devotee of Calari the Hunter", "race": "Agimori", "rank": 5, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1680, "notes": "Secret police and hunters for escaped slaves "}, {"name": "Afadjann Masarin - Acolyte of Garangordos", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1686, "notes": ""}, {"name": "Afadjann Masarin - Devotee of Garangordos", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1687, "notes": ""}, {"name": "Afadjann Masarin - Priest of Karkisso", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1690, "notes": ""}, {"name": "Afadjann Acolyte of Um-Oradin", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1692, "notes": ""}, {"name": "Afadjann Devotee of Um-Oradin", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1693, "notes": ""}, {"name": "Afadjann Priest of Ikadz", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1697, "notes": ""}, {"name": "Afadjann Devotee of Hanjethulut", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1700, "notes": ""}, {"name": "Afadjann Devotee of Fida'ls", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1703, "notes": ""}, {"name": "Master of Lamsabi", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fonrit", "Pamaltela"], "id": 1707, "notes": ""}, {"name": "Afadjann Thief - Devotee of Selarn", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1715, "notes": ""}, {"name": "Afadjann Merchant, Devotee of Issaries", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1718, "notes": ""}, {"name": "Afadjann Devotee of Baraku", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1721, "notes": ""}, {"name": "Agimori Chief, Devotee of Pamalt", "race": "Agimori", "rank": 5, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1731, "notes": "BaB pg 30-36. Tireless runners: STRx4 in open country running without tiring. "}, {"name": "Doraddi Chief, Devotee of Pamalt", "race": "Agimori", "rank": 5, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 1736, "notes": ""}, {"name": "Merchant, Devotee of Issaries", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Prax"], "id": 1802, "notes": ""}, {"name": "Great Mother Spider", "race": "Giant Spider", "rank": 5, "owner": "hkokko", "tags": ["Aig", "Dorastor", "Genertela", "Glorantha", "Insect", "Pamaltela", "Uz"], "id": 2942, "notes": "Dorastor pg 64-65. See Aig. "}, {"name": "Scorpion Man, Devotee of Bagog", "race": "Scorpion Man", "rank": 5, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Prax"], "id": 1809, "notes": "RQ6 pg 441-442.  Adhere. Tail Strike uses Inject Venom special attack"}, {"name": "Human, Devotee of Gark the Calm", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fonrit", "Genertela", "Glorantha", "Pamaltela"], "id": 1815, "notes": "The Cult of Gark the Calm thrives in the shadowy corners of Hombori Tondo, exploiting the city\u2019s disparities of wealth and power to recruit desperate followers. In a city teeming with intrigue and unrest, the cult offers a seductive promise: eternal peace, freedom from life\u2019s burdens, and the utility of uncomplaining, undead servitude. Gark\u2019s followers\u2014known as Garkists\u2014are practical necromancers who use corpses as tools of labor and societal function, particularly as tireless workers for the city\u2019s ambitious building projects, trade enterprises, and even menial labor.\n\nBattle cries: \n\t1.\t\u201cPeace in Death!\u201d\nA chilling cry as they advance, offering their enemies the \u201cmercy\u201d of eternal calm.\n\t2.\t\u201cJoin the Labor Eternal!\u201d\nSpoken with eerie conviction, as if the enemy is already destined to become a part of their tireless workforce.\n\t3.\t\u201cThe Stillness Claims You!\u201d\nA foreboding declaration, meant to freeze their foes in fear as they march forward.\n\t4.\t\u201cWork, Obey, Decay!\u201d\nA mantra that embodies the cult\u2019s cold pragmatism and the fate they see for all.\n\t5.\t\u201cThe Calm Takes All!\u201d\nA grim, resolute proclamation of Gark\u2019s inevitability, shouted as they charge.\n\t6.\t\u201cYield to the Eternal!\u201d\nSpoken with a mix of fervor and menace, implying resistance is pointless.\n\t7.\t\u201cYour Flesh Has Purpose!\u201d\nA macabre cry, driving home the cult\u2019s view of corpses as resources.\n\t8.\t\u201cNo Rest for the Living!\u201d\nA dark inversion of their ideals, marking their enemies for toil\u2014or death.\n\t9.\t\u201cTo Stillness, To Service!\u201d\nAn unsettlingly serene chant as they engage in combat, reflecting their zealous calm.\n\t10.\t\u201cAll Hail the Silent God!\u201d\nA reverent shout, elevating Gark\u2019s presence as they bring violence cloaked in peace.\n"}, {"name": "Jungle Troll Hunter, Moorgarki Devotee", "race": "Jungle Troll", "rank": 5, "owner": "hkokko", "tags": ["Errinoru", "Fantasy", "Fonrit", "Glorantha", "Jungle", "Pamaltela", "Uz"], "id": 1821, "notes": " GB pg 41"}, {"name": "Dark Troll Merchant, Argan Argar Devotee", "race": "Troll, Dark", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Genertela", "Glorantha", "Prax", "Uz"], "id": 1826, "notes": ""}, {"name": "Ogre Traveler - Cacodemon Priest", "race": "Ogre, Gloranthan", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 1837, "notes": "Variation on RQ pg 379-380. SC pg 125. "}, {"name": "Afadjann Harem Dancer Seseine Priestess", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Fonrit", "Glorantha", "Pamaltela"], "id": 1843, "notes": ""}, {"name": "Human, Eurmal Priest", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Prax", "Sartar"], "id": 1849, "notes": ""}, {"name": "Axe Sister, Babeester Gor Acolyte", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fonrit", "Genertela", "Glorantha", "Pamaltela", "Prax", "Sartar"], "id": 1854, "notes": ""}, {"name": "Axe Sister, Babeester Gor Priestess", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fonrit", "Genertela", "Glorantha", "Pamaltela", "Prax", "Sartar"], "id": 1855, "notes": ""}, {"name": "Earth Worshipper, Maran Gor Priestess", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Pamaltela", "Prax", "Sartar"], "id": 1865, "notes": ""}, {"name": "Lunar Hoplite Officer, Danfive Xaron Devotee", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Lunar"], "id": 1871, "notes": "Marble Phalanx in Prax/Pavis. Beryl Phalanx in Sartar/Esrolia. "}, {"name": "Ludoch - Cetoi Mermen Warlord, Wachaza Devotee", "race": "Ludoch - Cetoi Mermen", "rank": 5, "owner": "hkokko", "tags": ["Esrolia", "Fantasy", "Fonrit", "Glorantha", "Monster island", "Pamaltela", "Sea"], "id": 1876, "notes": "GB pg 28"}, {"name": "Waertag Corsair, Wachaza Devotee", "race": "Waertag", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Sea"], "id": 1878, "notes": " GB pg 44. Cumulative 1% chance of sickening per day on land. "}, {"name": "Ludoch - Cetoi Mermen Warrior, Magasta Devotee", "race": "Ludoch - Cetoi Mermen", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Fonrit", "Glorantha", "Monster island", "Pamaltela", "Sea"], "id": 1884, "notes": "GB pg 28"}, {"name": "Human, Zola Fel Priest", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Prax", "Zola fel"], "id": 1891, "notes": ""}, {"name": "Bison Nomad Raider, Gagarth Devotee", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Glorantha", "Pamaltela"], "id": 1898, "notes": "Swarthy, dark hair, beard, muscular"}, {"name": "Merchant, Etyries Priest", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Prax"], "id": 1910, "notes": ""}, {"name": "Dark Troll, Aranea Priest", "race": "Troll, Dark", "rank": 5, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Pamaltela", "Uz"], "id": 1916, "notes": ""}, {"name": "Dark Troll, Gorakiki Bee Imago", "race": "Troll, Dark", "rank": 5, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Pamaltela", "Uz"], "id": 1931, "notes": ""}, {"name": "Dark Troll, Gorakiki Beetle Imago", "race": "Troll, Dark", "rank": 5, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Pamaltela", "Uz"], "id": 1934, "notes": ""}, {"name": "Dark Troll, Gorakiki Locust Imago", "race": "Troll, Dark", "rank": 5, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Pamaltela", "Uz"], "id": 1937, "notes": ""}, {"name": "Dark Troll, Gorakiki Moth Imago", "race": "Troll, Dark", "rank": 5, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Pamaltela", "Uz"], "id": 1940, "notes": ""}, {"name": "Dragonewt - Full Priest", "race": "Dragonewt, Noble Priest", "rank": 5, "owner": "Chlodoweg", "tags": ["Glorantha"], "id": 1953, "notes": ""}, {"name": "Broo - Ragnaglar Acolyte", "race": "Broo", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha", "Prax"], "id": 1965, "notes": ""}, {"name": "Broo - Ragnaglar Priest", "race": "Broo", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha", "Prax"], "id": 1966, "notes": ""}, {"name": "Chalana Arroy Priest", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Prax"], "id": 1972, "notes": ""}, {"name": "Ernalda Priestess", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Sartar"], "id": 1984, "notes": ""}, {"name": "Telmor Devotee", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Sartar"], "id": 1990, "notes": "The Telmori are not Orlanthi and are one of the Beast Nations, originating in far-off Ralios and Fronela. They primarily hunt, although some herding and farming is practiced by some members. They fight incessantly with their neighbors. The Telmori are patrilineal, belonging to their father\u2019s lineage. The Telmori take (and sell) slaves."}, {"name": "Vinga Acolyte", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Prax", "Sartar"], "id": 1995, "notes": ""}, {"name": "Vinga Devotee", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Prax", "Sartar"], "id": 1996, "notes": ""}, {"name": "Morokanth Warrior, Dark Eater Acolyte", "race": "Morokanth", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Prax"], "id": 2000, "notes": ""}, {"name": "Citadel Warrior Sergeant, Yelmalio Initiate", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Balazar"], "id": 2989, "notes": ""}, {"name": "Morokanth Warrior, Dark Eater Priest", "race": "Morokanth", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Prax"], "id": 2001, "notes": ""}, {"name": "Gaper", "race": "Dog", "rank": 5, "owner": "hkokko", "tags": ["Balazar"], "id": 2987, "notes": "At Gonn Orta's Castle. Griffin Mountain pg 209"}, {"name": "Cannibal Cult High Shaman", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Glorantha", "Prax"], "id": 2008, "notes": ""}, {"name": "Dark Troll, Annilla Acolyte", "race": "Troll, Dark", "rank": 5, "owner": "hkokko", "tags": ["Carmania", "Fonrit", "Glorantha", "Uz"], "id": 2013, "notes": ""}, {"name": "Dark Troll, Annilla Priest", "race": "Troll, Dark", "rank": 5, "owner": "hkokko", "tags": ["Carmania", "Fonrit", "Glorantha", "Uz"], "id": 2014, "notes": ""}, {"name": "Trollkin, Xiola Umbar Priestess", "race": "Trollkin", "rank": 5, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Prax", "Sartar", "Uz"], "id": 2020, "notes": ""}, {"name": "Dark Troll, Xiola Umbar Priest", "race": "Troll, Dark", "rank": 5, "owner": "hkokko", "tags": ["Fonrit", "Genertela", "Glorantha", "Prax", "Sartar", "Uz"], "id": 2022, "notes": ""}, {"name": "Passion Spirit, Intensity 4", "race": "Spirit", "rank": 5, "owner": "hkokko", "tags": ["Fantasy"], "id": 2030, "notes": "Select appropriate Hate target. This is different from other passion spirits as it has multiple passions. \n\nPassion spirits are described for example in Mythic Babylon page 266 and the passion spirits themselves at RAW pg 144-145"}, {"name": "Dark Troll, Subere Priest", "race": "Troll, Dark", "rank": 5, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Prax", "Sartar", "Uz"], "id": 2033, "notes": ""}, {"name": "Elf, Black (Voralan) Leader, Mee Vorala Acolyte", "race": "Elf, Black (Voralan)", "rank": 5, "owner": "hkokko", "tags": ["Errinoru", "Genertela", "Glorantha", "Pamaltela", "Uz"], "id": 2037, "notes": "Abilities: Mindlink(RQ6: pg 312-316) GB pg 17. Hesh is a large moist pad which seeps poison (POT 70) agonizing / parasites / acid on contact thru armor: Only waterproof armor helps. Good for 10+d6 hits.  Use Inject Venom special effect. Slingshots contain the same.  Voralan Spore - Releases gas cloud. Resist against 75 or 1 Causes profound drowsiness. 2 = causes pacific euphoria. 3 Causes blindness 4 = causes paranoia 5 = causes paralysis. 6 = Causes d3+1 acid burns of 1d6 strength"}, {"name": "Elf, Black (Voralan)  Mee Vorala Priest", "race": "Elf, Black (Voralan)", "rank": 5, "owner": "hkokko", "tags": ["Errinoru", "Genertela", "Glorantha", "Pamaltela", "Uz"], "id": 2038, "notes": "Abilities: Mindlink  (RQ6: pg 312-316) GB pg 17. Hesh is a large moist pad which seeps poison (POT 70) agonizing / parasites / acid on contact thru armor: Only waterproof armor helps. Good for 10+d6 hits.  Use Inject Venom special effect. Slingshots contain the same.  Voralan Spore - Releases gas cloud. Resist against 75 or 1 Causes profound drowsiness. 2 = causes pacific euphoria. 3 Causes blindness 4 = causes paranoia 5 = causes paralysis. 6 = Causes d3+1 acid burns of 1d6 strength"}, {"name": "Dark Troll, Xentha Priest", "race": "Troll, Dark", "rank": 5, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Pamaltela", "Prax", "Sartar", "Uz"], "id": 2044, "notes": ""}, {"name": "Yinkin Priest", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Sartar"], "id": 2054, "notes": ""}, {"name": "Odayla Priest", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Prax", "Sartar"], "id": 2060, "notes": ""}, {"name": "Human, Urain Devotee", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Prax"], "id": 2066, "notes": ""}, {"name": "Member of a Band, Donandar Priest", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 2072, "notes": ""}, {"name": "Human, Lodril Priest", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Pamaltela"], "id": 2078, "notes": ""}, {"name": "Human, Yelm Priest", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Pamaltela"], "id": 2084, "notes": ""}, {"name": "7 Mothers - Jakaleel the Witch Devotee", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Prax", "Sartar"], "id": 2090, "notes": ""}, {"name": "Lunar Irrippi Ontor Priest", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Lunar", "Prax", "Sartar"], "id": 2096, "notes": ""}, {"name": "Lunar She Who Waits Devotee", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Lunar", "Prax", "Sartar"], "id": 2102, "notes": ""}, {"name": "Lunar Queen Deezola Priestess", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Lunar", "Prax", "Sartar"], "id": 2108, "notes": ""}, {"name": "7 Mothers -Teelo Norri Priestess", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Prax", "Sartar"], "id": 2114, "notes": ""}, {"name": "Priest of Pavis", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Glorantha"], "id": 2123, "notes": ""}, {"name": "Old woman, Ty Kora Tek Priestess", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Prax", "Sartar"], "id": 2129, "notes": ""}, {"name": "Woman, Asrelia Priestess", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Prax", "Sartar"], "id": 2135, "notes": ""}, {"name": "Woman, Uleria Priestess", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Prax", "Sartar"], "id": 2141, "notes": ""}, {"name": "Elf, Yellow - Warder- Aldrya Wood Lord Acolyte", "race": "Elf, Yellow", "rank": 5, "owner": "hkokko", "tags": ["Errinoru", "Fonrit", "Glorantha", "Pamaltela"], "id": 2149, "notes": "Abilities: Forest Sense (RQ6: pg 312-316)  GB pg 18.  More powerful version of life sense.  \"Dark olive brown skin, lack all body and head hair except for patches of moss\" Blowpipe = Inject Venom Special Effect."}, {"name": "Elf, Yellow - Warder- Aldrya Wood Lord Priest", "race": "Elf, Yellow", "rank": 5, "owner": "hkokko", "tags": ["Errinoru", "Fonrit", "Glorantha", "Pamaltela"], "id": 2150, "notes": "Abilities: Forest Sense,  (RQ6: pg 312-316)  GB pg 18.  More powerful version of life sense.  \"Dark olive brown skin, lack all body and head hair except for patches of moss\" Blowpipe = Inject Venom Special Effect."}, {"name": "Dryad Gardener, Aldrya Gardener Acolyte", "race": "Dryad", "rank": 5, "owner": "hkokko", "tags": ["Elf forest", "Genertela", "Glorantha", "Umathela"], "id": 2157, "notes": "**Abilities:** Forest Sense (RQ6: pg 312-316) More powerful version of life sense. \n\nPlant Control (Within POWx2-POWx5) can cause plants to grow rapidly, tangle the enemy, move the branches. Use Forest Sense vs opponents appropriate skill. Outside her grove this can be done with Formidable penalty. \n\nTree Home (can from into a spirit and disappear into her tree), \n\nOne with the Tree (if her tree gets damaged so does she and vice versa). \n\nOne with the Forest : Great Tree grants Rune spells or Forest Powers. Within her forest max 500 meters outside it can use the Forest Sense to use these. "}, {"name": "Dryad Gardener, Aldrya Gardener Priest", "race": "Dryad", "rank": 5, "owner": "hkokko", "tags": ["Elf forest", "Genertela", "Glorantha", "Umathela"], "id": 2158, "notes": "**Abilities:** Forest Sense (RQ6: pg 312-316) More powerful version of life sense. \n\nPlant Control (Within POWx2-POWx5) can cause plants to grow rapidly, tangle the enemy, move the branches. Use Forest Sense vs opponents appropriate skill. Outside her grove this can be done with Formidable penalty. \n\nTree Home (can from into a spirit and disappear into her tree), \n\nOne with the Tree (if her tree gets damaged so does she and vice versa). \n\nOne with the Forest : Great Tree grants Rune spells or Forest Powers. Within her forest max 500 meters outside it can use the Forest Sense to use these. "}, {"name": "Elf, Yellow, Aldrya Shaman", "race": "Elf, Yellow", "rank": 5, "owner": "hkokko", "tags": ["Errinoru", "Fonrit", "Glorantha", "Pamaltela"], "id": 2159, "notes": "Abilities: Life Sense, Night Sight (RQ6: pg 312-316) GB pg 18"}, {"name": "Elf, Yellow, Aldrya High Shaman", "race": "Elf, Yellow", "rank": 5, "owner": "hkokko", "tags": ["Errinoru", "Fonrit", "Glorantha", "Pamaltela"], "id": 2160, "notes": "GB pg 18"}, {"name": "Yelorna Priestess", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Glorantha", "Pavis", "Prax"], "id": 2201, "notes": ""}, {"name": "Basmoli Berserker Acolyte", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Prax"], "id": 2209, "notes": ""}, {"name": "Basmoli Berserker Priest", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Glorantha", "Pamaltela"], "id": 2210, "notes": ""}, {"name": "Doraddi Basmoli Berserker Acolyte", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fonrit", "Pamaltela"], "id": 2212, "notes": ""}, {"name": "Doraddi Basmoli Berserker Priest", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fonrit", "Pamaltela"], "id": 2213, "notes": ""}, {"name": "Human, Gloomshark Priest", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Dorastor", "Fonrit", "Pamaltela", "Sea"], "id": 2240, "notes": ""}, {"name": "Senior Ship's Officer, Haragala", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Sea"], "id": 2245, "notes": "Men of the Sea pg 28"}, {"name": "Haragalan Holy. Priest", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Sea"], "id": 2246, "notes": "Men of the Sea pg 28"}, {"name": "Haragalan Holy. Acolyte", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Sea"], "id": 2247, "notes": "Men of the Sea pg 28"}, {"name": "Doraddi Bolongo Priest", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 2253, "notes": ""}, {"name": "Woman, Grain Goddess Priestess", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Prax", "Sartar"], "id": 2259, "notes": ""}, {"name": "Fonrit Woman, Grain Goddess Priestess", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fonrit", "Genertela", "Glorantha", "Pamaltela"], "id": 2262, "notes": ""}, {"name": "Ludoch - Cetoi Mermen Triolina Priestess", "race": "Ludoch - Cetoi Mermen", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Monster island", "Sea"], "id": 2268, "notes": ""}, {"name": "Ludoch - Cetoi Mermen Wachaza Runelord", "race": "Ludoch - Cetoi Mermen", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Monster island", "Sea"], "id": 2269, "notes": "GB pg 28"}, {"name": "Malasp Hunter - Piscoi Mermen - Wachaza Devotee", "race": "Malasp - Piscoi Mermen", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Sea", "Umathela"], "id": 2271, "notes": "GB pg 29-30. : A Malasp engaging in Light Activity only needs to breathe once per hour. In Medium Activity, the creature must breathe every 30 minutes. When engaging in Heavy Activity, the Malasp must breathe every ten minutes.\nA Malasp\u2019s sense of taste is amazingly sharp, and\nallows it to track prey simply by the taste the prey\nleaves behind in the water.\n"}, {"name": "Vormain Pirate, Tsankth Devotee", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Vormain"], "id": 2277, "notes": ""}, {"name": "Member of Inner Circle of Path of Immanent Mastery", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Kralorela"], "id": 2279, "notes": ""}, {"name": "Doraddi Hunter, Acolyte of Rasout", "race": "Agimori", "rank": 5, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 2284, "notes": ""}, {"name": "Doraddi Hunter, Shaman of Rasout", "race": "Agimori", "rank": 5, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 2285, "notes": ""}, {"name": "Tusk Rider, Bloody Tusk Devotee", "race": "Tusk Rider (Half-troll)", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Sartar"], "id": 2289, "notes": "GB pg 43"}, {"name": "Human, Caladra & Aurelion Twin Priest", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Holy country"], "id": 2296, "notes": ""}, {"name": "Dwarf Warrior, Flintnail Devotee", "race": "Dwarf", "rank": 5, "owner": "hkokko", "tags": ["Dwarven", "Genertela", "Glorantha", "Pavis"], "id": 2302, "notes": "Only dwarves can operate dwarven missile weapons. If they go to wrong hands - dwarves will send constructs to get them back"}, {"name": "Pujaleg Bat People Shaman", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Errinoru", "Fonrit", "Pamaltela"], "id": 2313, "notes": ""}, {"name": "Master Assassin, Black Fang Acolyte", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Pavis"], "id": 2317, "notes": "Shattering acts as 4 disruption spells all directed at one target"}, {"name": "Woman, Dendara Priestess", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Dragon pass", "East", "Genertela", "Glorantha", "Inland pamaltela", "Lunar", "Pamaltela"], "id": 2324, "notes": ""}, {"name": "Troll, Dark - Black Sun Priest", "race": "Troll, Dark", "rank": 5, "owner": "hkokko", "tags": ["Glorantha", "Kralorela"], "id": 2331, "notes": ""}, {"name": "Merchant, Lokarnos Priest", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Prax", "Sartar"], "id": 2337, "notes": ""}, {"name": "Sartar Exile Warrior (Heler Acolyte)", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Pamaltela", "Prax", "Sartar"], "id": 2342, "notes": ""}, {"name": "Sartar Exile Warrior (Heler Priest)", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Pamaltela", "Prax", "Sartar"], "id": 2343, "notes": ""}, {"name": "Sartar Exile Warrior (Mastakos Priest)", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Pamaltela", "Prax", "Sartar"], "id": 2349, "notes": ""}, {"name": "Dark Troll Hunter, Zong Acolyte", "race": "Troll, Dark", "rank": 5, "owner": "hkokko", "tags": ["Genertela", "Pamaltela", "Uz"], "id": 2354, "notes": ""}, {"name": "Dark Troll Hunter, Zong Shaman", "race": "Troll, Dark", "rank": 5, "owner": "hkokko", "tags": ["Genertela", "Pamaltela", "Uz"], "id": 2355, "notes": ""}, {"name": "Northern Warrior (Valind Devotee)", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Fronela", "Glorantha"], "id": 2361, "notes": ""}, {"name": "Snow Troll Hunter, Himile Priest", "race": "Troll, Dark", "rank": 5, "owner": "hkokko", "tags": ["Genertela", "Pamaltela", "Uz"], "id": 2368, "notes": ""}, {"name": "Human, Lemure Priest", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Genertela", "Pamaltela"], "id": 2376, "notes": ""}, {"name": "Human, Hungry Jack Devotee", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Dorastor", "Genertela", "Glorantha"], "id": 2382, "notes": ""}, {"name": "Woman, Voria Priestess", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Dragon pass", "East", "Genertela", "Glorantha", "Inland pamaltela", "Lunar", "Pamaltela"], "id": 2404, "notes": ""}, {"name": "Green Elf Flamal Priest", "race": "Elf, Green", "rank": 5, "owner": "hkokko", "tags": ["Elf forest", "Genertela", "Glorantha", "Pamaltela"], "id": 2409, "notes": "RQA pg 353. GB "}, {"name": "Green Elf, Aldrya Woodlord Priest", "race": "Elf, Green", "rank": 5, "owner": "hkokko", "tags": ["Elf forest", "Genertela", "Pamaltela"], "id": 2412, "notes": "RQA pg 353. GB "}, {"name": "Woman, Dorasta Priestess", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Dorastor", "Genertela", "Glorantha"], "id": 2418, "notes": ""}, {"name": "Iron Dwarf Sorcerer, Mage", "race": "Dwarf", "rank": 5, "owner": "hkokko", "tags": ["Dwarven", "Glorantha"], "id": 2426, "notes": ""}, {"name": "Iron Dwarf Sorcerer, ArchMage", "race": "Dwarf", "rank": 5, "owner": "hkokko", "tags": ["Dwarven", "Glorantha"], "id": 2427, "notes": ""}, {"name": "Wolf Pirate, Ygg of Threestep Priest", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Dragon pass", "Glorantha", "Pamaltela", "Sea", "Umathela"], "id": 2439, "notes": "Swarthy, dark hair, beard, muscular"}, {"name": "Lunar War Wyvern", "race": "Wyvern", "rank": 5, "owner": "Pruneau", "tags": ["Fantasy", "Glorantha"], "id": 2458, "notes": "The Lunar army hand picks and rears the toughest Wyverns, enhances them with enchantments, and pairs them with a talented rider.  Move while flying: 18.  Poisoned Sting Tail: POT = 50+CON, resist with endurance, immediate onset, d6 days - reroll daily, resist or suffer disabling agony causing skill difficulty +2.  Dark Sight.  Night Sight."}, {"name": "Denton Silverline", "race": "Human", "rank": 5, "owner": "Pruneau", "tags": ["Glorantha", "Prax", "Sartar"], "id": 2468, "notes": "Orlanth Wind Voice traveling through Prax."}, {"name": "El-Jazuli - Sister Witch Devotee (Fonrit)", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 2478, "notes": ""}, {"name": "Arqua the Silent, Black Death", "race": "Human", "rank": 5, "owner": "Pruneau", "tags": ["Glorantha", "Prax"], "id": 2480, "notes": "Details on Gloranthan spells converted to RQ6 located here (http://goo.gl/Ew28rn).\n\n\"Must uphold the Code of Humakt. This includes requirements that a member must (1) always fight other Humakt members fairly, (2) honor the fallen, and (3) maintain strict truth and confidence with one another. Combat between members may continue only to the first fallen, not to the death, and the loser must surrender a prize to the victor.\" - Cult Compendium"}, {"name": "Chaos Ogre", "race": "Ogre, Gloranthan", "rank": 5, "owner": "WELK", "tags": [], "id": 2481, "notes": "Chaos Ogre"}, {"name": "Nguma Lizard", "race": "Giant Lizard", "rank": 5, "owner": "hkokko", "tags": ["Fonrit", "Jolar", "Pamaltela", "Tarien"], "id": 2508, "notes": "The Nguma resembles a greyish-green monitor lizard except for its great size; the largest specimens reach thirty five feet in length. Although fortunately rare, they are found much further afield than dinosaurs, which inhabit mainly the western reaches of the continent. Carnivores, they will eat almost any kind of flesh, frequently feeding on large creatures such as dinosaurs, rhinos, and gomphoths. Nguma lizards are highly destructive creatures, which wreck anything in their path as they lumber across the countryside. They show no fear of humans, and will try and eat any that get in their way. Their two weaknesses are their slow wits and the fact that they sometimes sleep for days on end after consuming a large meal. The creatures are only ever encountered on their own, and abandon their eggs after burying them in shallow soil. Source: Anaxial Annex"}, {"name": "Spitting Cobra", "race": "Snake, Poisonous", "rank": 5, "owner": "hkokko", "tags": ["Jolar", "Pamaltela", "Plains"], "id": 2514, "notes": "Anxial Annex. POT 8xCON vs Endurance . Onset time 1d3 rounds. A bright green snake about six feet in length, green mambas are deadly serpents with venom similar to that of coral snakes.\n"}, {"name": "Coral Snake", "race": "Snake, Poisonous", "rank": 5, "owner": "hkokko", "tags": ["Errinoru", "Jolar", "Kothar", "Pamaltela"], "id": 2515, "notes": "Anxial Annex. POT 8xCON vs Endurance . Onset time 1d3 rounds. Coral snakes are easily detected and distinguished from other snakes because of their bright red and black stripes. Very similar species live in the jungles of Erinorru. Coral snake bites cause intense pain, vomiting, convulsions and blurring of vision."}, {"name": "Hroombaw - Trumpeting Dinosaur", "race": "Ankylosaurus", "rank": 5, "owner": "hkokko", "tags": ["Dinosaur", "Forest", "Pamaltela", "Swamp", "Tarien", "Umathela"], "id": 2536, "notes": "Anaxial's Annex. Named for the low, trumpeting sounds they make, this especially distinctive relative of the hadruk lacks the duckbill, but has a six foot long crest stretching from the back of its head. Hroombaws call when alarmed by the presence of large carnivores, and use a different timbre of call during the mating season. They are mostly tan coloured, with a black stripe down the centre of the back, while the crest itself is a dull red."}, {"name": "Parenling - Living Metal Being", "race": "Parenling", "rank": 5, "owner": "hkokko", "tags": ["Pamaltela", "Slon"], "id": 2537, "notes": "During the Green Age, some of the power of Grower, the ancient force of life spread into the solid rock and infected it. The result was the parenlings, living, breeding organisms made from inorganic metal. The mostali regard these creatures as foul abominations; intrusions of horrible life-force into their stable realm. Trolls, voralans and other subterranean beings generally ignore them, or else trap them to harvest their metal.\n\nA parenling appears as an elongated blob of pure metal, with tentacle-like pseudopodia extending from its body to serve as arms or legs. They have no eyes or other visible features, and seem to feel their way about by detecting vibrations and by sniffing out minerals with some unclassifiable sense. The most common parenlings are made from bronze, but lead, copper, tin and silver specimens are also known, and others rumoured. They graze on minerals in the rock, and are rarely encountered on the surface world; where they are it is only in the presence of bare rock, such as on high mountain peaks or plateaus. Parenlings can merge their body with solid rock, and flow through it, but they progress only at the agonisingly slow (to humans) rate of about one foot per minute. On a rocky surface, they can move freely, although they are still not particularly fast.\n\nOrganic beings have little parenlings could want, so that the creatures are more likely to flee than to stand and fight. However, their ability to flow through rock is too slow to allow an escape, so that they can be cornered, forcing them to strike out with their mace-like limbs at their tormentors.\n\nThey lay their eggs, cocooned in layers of tasty minerals, in deep concealed cracks and fissures, and as far away from dwarves or hungry trolls as possible. Dwarves will destroy parenlings on sight, given the opportunity. They are commonly found in packs of two to six individuals.\n\nUpdated from source: Anaxial's Manifest"}, {"name": "Stenog Young Adult", "race": "Ankylosaurus", "rank": 5, "owner": "hkokko", "tags": ["Dinosaur", "Draconic areas", "Fantasy", "Forest", "Glorantha", "Jungle", "Monster island", "Pamaltela", "Slon", "Swamp"], "id": 2543, "notes": "Large, herbivorous dinosaurs, stenogs are four-legged creatures with a double row of large, scale-like plates projecting from their back, and four sharp spikes on the tips of their tails. Their skin is a plain grey in colour, much like an elephants, but remarkably tough and leathery. Stenogs are stupid and bad-tempered animals, even by the standards of dinosaurs, and it does not necessarily take much to alarm them. When threatened or angered, stenogs hunker down and lash out with the spiked tail with surprising accuracy. They will rarely flee from attack, even if obviously outclassed. They are solitary, even the young having to fend for themselves as soon as they hatch from the egg. They eat low-lying bushes and shrubs.\n"}, {"name": "Redcap - after a week", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Glorantha"], "id": 2553, "notes": "Immune to disease and poison. Has to be hacked to pieces to stop from fighting. Killing blow on sentient creature gains 1d6HP to all hitloc. +1 to STR, DEX and POW for every sentient being it has killed. If it cannot kill it will start to lose permanently 1 from each of these characteristics. "}, {"name": "Redcap - after three weeks", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Glorantha"], "id": 2555, "notes": "Immune to disease and poison. Has to be hacked to pieces to stop from fighting. Killing blow on sentient creature gains 1d6HP to all hitloc. +1 to STR, DEX and POW for every sentient being it has killed. If it cannot kill it will start to lose permanently 1 from each of these characteristics. "}, {"name": "Blattenite (Timinit) Soldier, Gorakiki Acolyte", "race": "Blattenite (Timinit)", "rank": 5, "owner": "hkokko", "tags": ["Glorantha", "Jrustela", "Pamaltela", "Umathela"], "id": 2558, "notes": "Anaxial's Annex. These bulky timinits have dark brown to black chitin and rounded heads with large eyes and long antennae. They are over seven feet in height and significantly heavier than a human. They are among the most feared of timinit species, for they often attack human settlements and do so without any remorse or signs of conscience. +1 AP due to multi-limbed\n\nBlattenites are nocturnal creatures, able to see as well at night as during the day. They are scavengers, and subsist primarily on carrion, but are not averse to killing animals and then leaving them to rot for a few days until they are edible. If necessary they can subsist on plants or on fresh meat, but they find that these lack the ideal favour of a partially decomposed corpse. They readily consume their own dead.\n\nAs a result of their unsavoury habits, about a third of blattenites carry some form of disease, to which they themselves are completely immune. Anyone wounded by a disease-carrying blattenite may be exposed to that disease.\n\nThey are gregarious creatures, although they do not build their own dwellings. They live in nomadic clans, and occasionally settle for a few weeks in the remains of a raided settlement before moving on elsewhere. However, they have relatively little in the way of social organisation, and have no visible leaders and no particular regard for their shamans.\n\nAfter being laid, the eggs are attached to the females' abdomens, and carried about until they hatch. The young are smaller versions of the adults, and are cared for communally, although they are expected to find their own food from a very early age. Blattenites live for up to twenty years; unusually long for timinits."}, {"name": "Hellwood Elf, Krjalki Bagog", "race": "Scorpion Man", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Glorantha"], "id": 2939, "notes": "Dorastor pg56. "}, {"name": "Hellwood Elf Vampire, Rune Lord of Vivamort", "race": "Vampire", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Dorastor", "Genertela", "Glorantha", "Undead"], "id": 2940, "notes": "In tree form - touching the tree is vampiric. Arrows drain POW if they cause damage. Abilities: Allergic to sunlight (powers do not work), Gaze Attack (Domination),Vulnerable(immersion to running water kills, fire damage prevents regeneration until next holy day, air elemental can disperse the smoke form)  (Rq6 page 316). . Swordbiter skill can disarm opponent. Vampire will try to parry the blow with sword biter and then twist the weapon.  See Cults of Terror.  Will not reflect on mirror. Cannot look or approach directly Death Rune. Contact with Death Rune causes 3 points of damage.  Will die if impaled in the heart.  If goes to negative hit points turns to smoke and starts to regenerate 1 point per round.  Touch is Spectral Combat - 1 point of POW lost if lost. Can turn to tree,smoke \n"}, {"name": "Riding Giant, 5 meter", "race": "Giant, 6 meter", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 2585, "notes": ""}, {"name": "Balazaring Foundchild High Shaman", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Balazar"], "id": 2684, "notes": ""}, {"name": "Sith [Ruler Rank]", "race": "Human", "rank": 5, "owner": "drycanthra", "tags": [], "id": 2779, "notes": ""}, {"name": "Red Vadeli Soldier, Adept", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fonrit", "Sea"], "id": 2860, "notes": "Red skin. \"All Vadeli are notable for their lack of empathy, coldheartedness, egocentricity, superficial charm, manipulativeness, irresponsibility, impulsivity,criminality, lack of remorse, and a complete disregard for morality\" GtG"}, {"name": "Dragon - Old School", "race": "Dream Dragon", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Raw", "Raw official", "Rq6"], "id": 3567, "notes": "RAW pg 238-239"}, {"name": "Jukhar (Snatching Daemon)", "race": "Jukhar (Snatching Daemon)", "rank": 5, "owner": "hkokko", "tags": ["Demon", "Genertela"], "id": 2869, "notes": "\"Jukhar are vaguely humanoid daemons, but have four arms, a barbed tail, and long digitigrade legs ending in clawed feet. Their faces are featureless save for their wide, fanged mouths. They lack eyes or visible ears; they are blind, but their hearing is acute. Jukhar have lustrous, jet black skin, with swirling orange streaks where their faces\nshould be. ukhar are dedicated to their duties, and are difficult to distract from them.\" Use dark sight as Dark sense. Anaxial Annex pg 239\n\nSource: Anaxial's Manifest"}, {"name": "Rhinoceros, Granite", "race": "Rhino", "rank": 5, "owner": "hkokko", "tags": ["Dwarven", "Glorantha", "Prax"], "id": 2873, "notes": "\"Garantarm superficially appear similar to Praxian Rhinoceroses, except for their two horns, but on closer observation one can see their craggy features and rough stony skin. They are composed of granite, with a smooth, almost pol- ished, outer surface and glittering, quartz-like eyes. They make a deep bass grumbling roar when disturbed, which most creatures of the Wastes have learned to fear.\" AA Pg 74\n\nUpdated from source: Anaxial's Manifest"}, {"name": "Mraloting - Fey Boar", "race": "Boar, wild", "rank": 5, "owner": "hkokko", "tags": ["Maniria"], "id": 2876, "notes": "\"Mralotings are huge wild boars occasionally found in forests throughout Ramalia, Pralorela, and Wenelia. They are a remnant of older days when every- thing was larger, and many have magical powers. Mraloti shamans seek the bones, tusks, skin, and other body parts of these animals for their fetishes.\" AA pg 70"}, {"name": "Brontosaurus Zombie", "race": "Brontosaurus", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Undead", "Upland marsh"], "id": 2881, "notes": "In melee brontosaurus can be hit only on nearest hitloc.  (RQ6: pg 312-316) , SC pg 106 TOTRM #19"}, {"name": "Aeon the Undead Roc", "race": "Roc", "rank": 5, "owner": "hkokko", "tags": ["Undead", "Unique", "Upland marsh"], "id": 2883, "notes": "MI pg 214. Wingspan of several dozens of meters and body length up to 20 meters.  Hates ships - drops rocks on them if can find. ToTRM #19 5 stitched crossbowmen zombies on his back - considered as multi-limbed.\n"}, {"name": "Bronze Skeleton", "race": "Skeleton", "rank": 5, "owner": "hkokko", "tags": ["Undead", "Unique", "Upland marsh"], "id": 2886, "notes": "Collection of bronze bones formed together by Delecti. TOTRM #17"}, {"name": "Dancer of Darkness, Delecti Vampire", "race": "Vampire", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Genertela", "Glorantha", "Undead", "Upland marsh"], "id": 2889, "notes": "Abilities: Allergic to sunlight (powers do not work), Gaze Attack (Domination),Vulnerable(immersion to running water kills, fire damage prevents regeneration until next holy day, air elemental can disperse the smoke form)  (Rq6 page 316). . Swordbiter skill can disarm opponent. Vampire will try to parry the blow with sword biter and then twist the weapon.  See Cults of Terror.  Will not reflect on mirror. Cannot look or approach directly Death Rune. Contact with Death Rune causes 3 points of damage.  Will die if impaled in the heart.  If goes to negative hit points turns to smoke and starts to regenerate 1 point per round.  Touch is Spectral Combat - 1 point of POW lost if lost. Can turn to wolf,bat,smoke \nTOTRM #17"}, {"name": "Zombie Hadrosaur - Adult Trachodon Magisaur", "race": "Hadrosaur - Trachodon", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Prax", "Undead", "Upland marsh"], "id": 2890, "notes": "Gaze is a Hinder spell. (Almost) Invulnerable teeth. SC pg 106, BaB pg 51, TOTRM #19"}, {"name": "Mock Zombie Hydra", "race": "Hydra, Ophidian", "rank": 5, "owner": "hkokko", "tags": ["Undead", "Unique", "Upland marsh"], "id": 2891, "notes": "5 heads = +5 Combat Actions.MI pg 224. Any detrimental effect due to serious or major wound only affects that head. Each head has its own willpower resistance roll.  TOTRM #19"}, {"name": "Petrified Gorilla", "race": "Ape, Carnivorous", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Jungle", "Mountains", "Undead", "Unique", "Upland marsh"], "id": 2892, "notes": "TOTRM #19"}, {"name": "Great Troll Lich, Zorak Zoran Deathlord", "race": "Troll, Great", "rank": 5, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Pamaltela", "Undead", "Upland marsh", "Uz"], "id": 2900, "notes": "TOTRM #19"}, {"name": "Giant, 12 meter", "race": "Giant, 6 meter", "rank": 5, "owner": "hkokko", "tags": ["Genertela", "Glorantha"], "id": 2898, "notes": "Roll D10 for melee hit location vs. Giants 4m or 6m high.  Roll D6 vs. Giants longer than that."}, {"name": "Zombie Giant, 12 meter", "race": "Giant, 6 meter", "rank": 5, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Undead", "Upland marsh"], "id": 2899, "notes": "Roll D10 for melee hit location vs. Giants 4m or 6m high.  Roll D6 vs. Giants longer than that. TOTRM #19"}, {"name": "Elf Vampire, Rune Lord of Vivamort", "race": "Vampire", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Genertela", "Glorantha", "Pamaltela", "Undead", "Upland marsh"], "id": 2906, "notes": "In tree form - touching the tree is vampiric. Arrows drain POW if they cause damage. Abilities: Allergic to sunlight (powers do not work), Gaze Attack (Domination),Vulnerable(immersion to running water kills, fire damage prevents regeneration until next holy day, air elemental can disperse the smoke form)  (Rq6 page 316). . Swordbiter skill can disarm opponent. Vampire will try to parry the blow with sword biter and then twist the weapon.  See Cults of Terror.  Will not reflect on mirror. Cannot look or approach directly Death Rune. Contact with Death Rune causes 3 points of damage.  Will die if impaled in the heart.  If goes to negative hit points turns to smoke and starts to regenerate 1 point per round.  Touch is Spectral Combat - 1 point of POW lost if lost. Can turn to tree,smoke \n"}, {"name": "Minotaur Vampire", "race": "Minotaur", "rank": 5, "owner": "hkokko", "tags": ["Undead", "Upland marsh"], "id": 2907, "notes": "Abilities: Allergic to sunlight (powers do not work), Gaze Attack (Domination),Vulnerable(immersion to running water kills, fire damage prevents regeneration until next holy day, air elemental can disperse the smoke form)  (Rq6 page 316). . Swordbiter skill can disarm opponent. Vampire will try to parry the blow with sword biter and then twist the weapon.  See Cults of Terror.  Will not reflect on mirror. Cannot look or approach directly Death Rune. Contact with Death Rune causes 3 points of damage.  Will die if impaled in the heart.  If goes to negative hit points turns to smoke and starts to regenerate 1 point per round.  Touch is Spectral Combat - 1 point of POW lost if lost. Can turn to wolf,bat,smoke \nTOTRM #19"}, {"name": "Manticore Vampire", "race": "Manticore", "rank": 5, "owner": "hkokko", "tags": ["Undead", "Upland marsh"], "id": 2908, "notes": "Abilities: Allergic to sunlight (powers do not work), Gaze Attack (Domination),Vulnerable(immersion to running water kills, fire damage prevents regeneration until next holy day, air elemental can disperse the smoke form)  (Rq6 page 316). . Swordbiter skill can disarm opponent. Vampire will try to parry the blow with sword biter and then twist the weapon.  See Cults of Terror.  Will not reflect on mirror. Cannot look or approach directly Death Rune. Contact with Death Rune causes 3 points of damage.  Will die if impaled in the heart.  If goes to negative hit points turns to smoke and starts to regenerate 1 point per round.  Touch is Spectral Combat - 1 point of POW lost if lost. Can turn to wolf,bat,smoke \nTOTRM #19"}, {"name": "Manticore, Alpha Male", "race": "Manticore", "rank": 5, "owner": "hkokko", "tags": ["Aig", "Desert", "High mountains", "Mountains", "Rq6", "Sartar"], "id": 2909, "notes": ""}, {"name": "Centaur Vampire", "race": "Centaur", "rank": 5, "owner": "hkokko", "tags": ["Undead", "Upland marsh"], "id": 2910, "notes": "Abilities: Allergic to sunlight (powers do not work), Gaze Attack (Domination),Vulnerable(immersion to running water kills, fire damage prevents regeneration until next holy day, air elemental can disperse the smoke form)  (Rq6 page 316). . Swordbiter skill can disarm opponent. Vampire will try to parry the blow with sword biter and then twist the weapon.  See Cults of Terror.  Will not reflect on mirror. Cannot look or approach directly Death Rune. Contact with Death Rune causes 3 points of damage.  Will die if impaled in the heart.  If goes to negative hit points turns to smoke and starts to regenerate 1 point per round.  Touch is Spectral Combat - 1 point of POW lost if lost. Can turn to wolf,bat,smoke \nTOTRM #19"}, {"name": "Triceratops Broo - Primal Chaos Initiate", "race": "Broo", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha", "Prax"], "id": 2920, "notes": "Saurian Broos Dorastor pg 41"}, {"name": "Slime Broo Shaman", "race": "Slime Broo (Pseudopod)", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Dorastor"], "id": 2923, "notes": "Dorastor pg 42. Chaos Feature - Immortal. Regenerates 6 points per round even if reduced to 0 hit points. Can only be killed by POW loss, Sever Spirit etc. "}, {"name": "Slime Broo (Bodiless)", "race": "Slime Broo (No Body)", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Dorastor", "Glorantha"], "id": 2926, "notes": "Touch gives target a random Chaos Feature for 10 rounds if target is willing. Its friends will take benefit of this before battle. "}, {"name": "Slime Broo - Swollen (Priest of Pocharngo)", "race": "Broo", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Dorastor", "Glorantha"], "id": 2929, "notes": "Dorastor pg 44. Shoots entangling intestines that cause acidic damage. If intestine causes damage victim is exposed to all of the diseases broo carries. "}, {"name": "Sky Gorp, Large", "race": "Gorp", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Dorastor", "Fantasy", "Glorantha"], "id": 2932, "notes": "Engulfing causes acidic damage.  Floats 2-4 meters above ground. If cut to pieces (cutting weapons) each piece separate into a new gorp (with no chaos feature). "}, {"name": "Hellwood Elf, Initiate of Krjalki (giant)", "race": "Elf, Green", "rank": 5, "owner": "hkokko", "tags": ["Elf forest", "Genertela", "Pamaltela"], "id": 2935, "notes": "Dorastor pg 52. In Krjalk form. Chaos Feature - giant size. Arrows hit with a powerful chaotic stench"}, {"name": "Hellwood Elf, Aldrya Woodlord , Krjalk initiate", "race": "Elf, Green", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Dorastor", "Elf forest", "Genertela", "Pamaltela"], "id": 2937, "notes": "Dorastor pg 52"}, {"name": "Hellwood Elf Krjalki - Tentacles", "race": "Krjalki - Tentacles and Stinge", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Dorastor"], "id": 2941, "notes": "Dorastor pg 57. Has a claw, tentacles and a long ropy tail with stinger. Uses her magic to soften up the enemy and then taps away. Uses Phantom sight to appear as normal elf - in rapid movement traces of her true form appear."}, {"name": "Ashman", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Dorastor", "Unique"], "id": 2956, "notes": "Dorastor pg 71-72. Anyone within 10 m of ashman takes 8 points of damage to chest each round unless can hold their breath. If the ashman expends 1 magic point he can extend the cloud to 100 meters. Within the ash flats the cloud is always 100m. Missiles have to penetrate 4 points for every meter of distance between the shooter and ashman. Ash hurts the eyes and presents Formidable difficulty to anyone without Dark or Earth Sense. Within Ash Flats invulnerable to magic. Absorbs any attacking Gnomes gaining their POW. Can 'heal' himself by decreasing the ash cloud to one meter for a day. Immediately heals all damage and expels any spirits. Can do this multiple times. "}, {"name": "Ancient Illuminated Ape Shaman", "race": "Chimpanzee", "rank": 5, "owner": "hkokko", "tags": ["Dorastor", "Unique"], "id": 2958, "notes": "Dorastor pg 72. Chaos Feature: upon death because a shockingly large wraith POW 236, INT 27, CHA 21 BENT ON REVENGE. NO ONE DARES KILL THE SHAMAN BECAUSE OF THAT. May not attack physically"}, {"name": "Cacodemon", "race": "Winged Demon", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Demon", "Dorastor", "Unique"], "id": 2959, "notes": "Dorastor pg 73-74. Stands about 9 m high. Demands an (unacceptable) sacrifice for not attacking. All attack against Cacodemon are at Formidable difficulty. Claw poison - POT 114 vs Endurance - 114 points damage to location, if succeeds 57 points damage. Bite poison POT 100 damage on the third round. "}, {"name": "Howler", "race": "Howler", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Dorastor"], "id": 2960, "notes": "Dorastor pg 75-76. \"Has a tentacle growing out of his forequarters and an extra face growing out of his chest\". Either mouth can spit acid or fire 9 times a day. Can continue fighting with one head. Shimmering hide makes attack roles be at Hard difficulty. Neutralizes magic up to 6 points. Demoralizing screams (vs willpower) while moving. "}, {"name": "Madman Protector", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Dorastor", "Unique"], "id": 2961, "notes": "Dorastor pg 77. If both arms have hit the same target and grappled can use Tear Apart attack on that location.  Tear apart ignores all armor. If dies explodes giving 5d6 to all within 10 meters and appears unharmed back. If done twice in succession dies permanently.  Regenerates 2 points per round. Avert 12. Will not attack unless provoked. "}, {"name": "Shoggoth", "race": "Shoggoth", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Cthulhu", "Dorastor"], "id": 2962, "notes": "\"Roughly 4.5m diameter sphere when floating free\" +3 Action points. Regenerates 2p per round. Fire does only half damage. Grapples, one round after that engulfs. Call of Cthulhu, Dorastor."}, {"name": "Oasis People,  Eiritha & Snake High Shaman", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Glorantha", "Prax"], "id": 2978, "notes": ""}, {"name": "Giant, 12 meter, Issaries Rune Priest", "race": "Giant, 6 meter", "rank": 5, "owner": "hkokko", "tags": ["Balazar", "Genertela", "Glorantha"], "id": 2983, "notes": "Roll D10 for melee hit location vs. Giants 4m or 6m high.  Roll D6 vs. Giants longer than that."}, {"name": "Baboon, Shaman of Daka Fal", "race": "Giant Baboon", "rank": 5, "owner": "hkokko", "tags": ["Balazar", "Prax"], "id": 2998, "notes": ""}, {"name": "Mist Giant", "race": "Mist Giant", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Dorastor", "Unique"], "id": 3002, "notes": "Stormbringer. Body is mist but can condense to consistency of mud. To damage it after a magic weapon hit you have to win in willpower contest. I mist giant wins - causes 2d8 damage to weapon. Tentacle grips and then on next round victim is engulfed. +1 Action point. If it dies it disappears leaving a stench of decay. "}, {"name": "Dark Troll Sorceror", "race": "Troll, Dark", "rank": 5, "owner": "hkokko", "tags": ["Glorantha"], "id": 3009, "notes": ""}, {"name": "Hungry Eater", "race": "Hungry Eater", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Dorastor"], "id": 3022, "notes": "Vulnerable to Magic - Easy magic target. Internal armor 4 points. Can draw any victim POW x 10 meter - any victim willpower vs willpower - failure - will walk to the mouth fighting ones' way if necessary. Once the victim is within 10m - must move as quickly as possible towards the mouth but can fight until entering. Huge pumpkin. Drastic Resolutions"}, {"name": "Hellwood Dryad Gardener, Aldrya Gardener Priest", "race": "Dryad", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Dorastor", "Elf forest", "Genertela", "Glorantha", "Umathela", "Unique"], "id": 3020, "notes": "**Abilities:** Forest Sense (RQ6: pg 312-316) More powerful version of life sense. Increased move. Parklike black skin. Can Banish spirits with Binding skill. Can dissolve to tree at will. Can reform at dusk if body destroyed. \n\nPlant Control (Within POWx2-POWx5) can cause plants to grow rapidly, tangle the enemy, move the branches. Use Forest Sense vs opponents appropriate skill. Outside her grove this can be done with Formidable penalty. \n\nTree Home (can from into a spirit and disappear into her tree), \n\nOne with the Tree (if her tree gets damaged so does she and vice versa). \n\nOne with the Forest : Great Tree grants Rune spells or Forest Powers. Within her forest max 500 meters outside it can use the Forest Sense to use these. Drastic Resolutions..."}, {"name": "Serpent Guardian", "race": "Snake, Giant", "rank": 5, "owner": "hkokko", "tags": ["Cloud forest", "Errinoru", "Fantasy", "High plateau", "Jungle", "Monster island", "Prax"], "id": 3025, "notes": "RQ pg 387-388. Drastic Resolutions: Prax. Gas cloud attack within 3 meter radios. Moves in hypnotic patterns - Willpower roll or stand still hypnotized. "}, {"name": "Bison - Chaos Herd", "race": "Bison", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Prax"], "id": 3036, "notes": "Chaos Herd - looks diseased, mutated, wracked by chaos. Incredibly strong. Where it has grazed normal herds cannot graze for awhile. Charge attack needs 16 meters of space. Butt attack only receives half the damage bonus GB pg 14. Drastic Resolutions"}, {"name": "Swarm of Bats", "race": "Flock", "rank": 5, "owner": "hkokko", "tags": ["Errinoru", "Jungle"], "id": 3073, "notes": "Initial damage is always applied to worn armour first, reducing its Armour Points on a one for one basis until it is \u2018destroyed\u2019; non-metal protection simply being consumed whereas metal armour has its straps eaten through and drops off. "}, {"name": "Enormous Shoal of Piranha", "race": "Flock", "rank": 5, "owner": "hkokko", "tags": ["Errinoru", "Fantasy", "Jungle", "Monster island"], "id": 3077, "notes": "Initial damage is always applied to worn armour first, reducing its Armour Points on a one for one basis until it is \u2018destroyed\u2019; non-metal protection simply being consumed whereas metal armour has its straps eaten through and drops off. "}, {"name": "Diplodocus", "race": "Brontosaurus", "rank": 5, "owner": "hkokko", "tags": ["Dinosaur", "Fantasy", "Glorantha", "Pamaltela"], "id": 3078, "notes": "\"The diplodocus is a charcoal-grey, ninety-foot long, relative of the brontosaur, with a relatively slender build. Their long neck enables them to browse from high trees, although they will also eat low-lying vegetation, and will even wallow into swamps to browse on water plants. Like many dinosaurs of similar size, diplodocuses tend to ignore anything as small as humans unless they are obviously in danger. Allosaurs are among their few natural predators, which they fight off by lashing out with their whip-like tails. Even then, the allosaurs prefer to attack younger or weaker animals, rather than tackling fully grown and healthy individuals.\" Anaxial Annex"}, {"name": "Exploder Gorp, Large", "race": "Gorp", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Dorastor", "Fantasy", "Glorantha", "Prax"], "id": 3095, "notes": "Engulfing causes acidic damage. Explodes at death causing Acid damage to all within 5 meters. "}, {"name": "Regenerating Gorp, Large", "race": "Gorp", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Dorastor", "Fantasy", "Glorantha", "Prax"], "id": 3096, "notes": "Engulfing causes acidic damage. Regenerates 1d3 per round. "}, {"name": "Paralyzing Gorp, Large", "race": "Gorp", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Dorastor", "Fantasy", "Glorantha", "Prax"], "id": 3097, "notes": "Engulfing causes acidic damage. "}, {"name": "Glue Gorp, Large", "race": "Gorp", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Dorastor", "Fantasy", "Glorantha", "Prax"], "id": 3098, "notes": "Engulfing causes acidic damage. "}, {"name": "Korantine Sacred Band", "race": "Human", "rank": 5, "owner": "Cedoc", "tags": ["Korantia"], "id": 3565, "notes": "The Citadel Guard, the protectors of the City-Goddess temple and the last line of defense if the city is taken.By some forgotten ancient custom their number never exceeds 300."}, {"name": "Morokanth Chieftain", "race": "Morokanth", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Prax"], "id": 3111, "notes": ""}, {"name": "Morokanth Spirit Talker", "race": "Morokanth", "rank": 5, "owner": "hkokko", "tags": ["Glorantha", "Prax"], "id": 3113, "notes": "GB pg 31 BaB pg 52"}, {"name": "Great Troll, Trollball Goalie", "race": "Troll, Great", "rank": 5, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Pamaltela", "Trollball", "Uz"], "id": 3125, "notes": "Rules of the troll ball. See into Troll Realms pg 44"}, {"name": "Broadblade Blue - Protector spirit", "race": "Spirit", "rank": 5, "owner": "hkokko", "tags": ["Nest of chaos"], "id": 3132, "notes": "Drain a Soul - Drains 1d8 magic points from the target. If MP <0 then drains POW. Willpower vs Willpower attack. Can in addition use magic to breathe flame 3d6 per attack - melting weapons and armor. "}, {"name": "Giant, 12 meter in SnakePipe Hollow", "race": "Giant, 6 meter", "rank": 5, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Nest of chaos"], "id": 3133, "notes": "Roll D6 for melee hit location. Heavily armored. Once an opponent is down - will pick it up and run away to eat it. "}, {"name": "Human Master Fighter", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 3154, "notes": "\"He is an extremely imposing, 7-foot-tall (2.1 m) man with a flattop buzzcut, a falcon-like nose and a heavily scarred face, making him unappealing to the opposite sex. He has a massive frame and is distinctly broad-shouldered, generally towering over his fellow characters. He is usually seen dressed in a long coat, white undershirt, leather pants and combat boots.\" - Inspired by Wikipedia description Marv"}, {"name": "Ythussis, High Folk Sorceress", "race": "Serpent People", "rank": 5, "owner": "ronix", "tags": ["Cloud forest", "High mountains", "Monster island", "Sorcerer"], "id": 3156, "notes": "Special Abilities: RQ6: pg 312-316, Mythras: pg 215-217\n"}, {"name": "Sartar River Raider, Orlanth Wind Lord", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Glorantha", "River", "Sartar"], "id": 3173, "notes": ""}, {"name": "Demon Warrior, Moderate Being", "race": "Serpent People", "rank": 5, "owner": "hkokko", "tags": ["Demon", "Fantasy"], "id": 3186, "notes": "Large muscular"}, {"name": "Demon Warrior - Chaos, Moderate Being", "race": "Serpent People", "rank": 5, "owner": "hkokko", "tags": ["Demon", "Fantasy"], "id": 3187, "notes": "Large muscular"}, {"name": "Demon Warrior - Chaos,Major Being", "race": "Serpent People", "rank": 5, "owner": "hkokko", "tags": ["Demon", "Fantasy"], "id": 3188, "notes": "Large muscular,"}, {"name": "Fonritian Archmage . Demon Summoner", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Esrolia", "Fonrit", "Glorantha", "Pamaltela", "Sartar"], "id": 3191, "notes": "See SC pg 96"}, {"name": "Demon Warrior - Major Being", "race": "Serpent People", "rank": 5, "owner": "hkokko", "tags": ["Demon", "Fantasy"], "id": 3189, "notes": "Large muscular"}, {"name": "Demon Warrior Toad, Moderate Being", "race": "Toad, Cliff", "rank": 5, "owner": "hkokko", "tags": ["Demon", "Fantasy"], "id": 3198, "notes": "Toady Demon being"}, {"name": "Demon Warrior Toad, Major Being", "race": "Toad, Cliff", "rank": 5, "owner": "hkokko", "tags": ["Demon", "Fantasy"], "id": 3199, "notes": "Toady Demon being"}, {"name": "Demon Warrior Spider, Minor Being", "race": "Giant Spider", "rank": 5, "owner": "hkokko", "tags": ["Demon", "Fantasy"], "id": 3200, "notes": "Spider demon"}, {"name": "Demon Warrior Spider, Moderate Being", "race": "Giant Spider", "rank": 5, "owner": "hkokko", "tags": ["Demon", "Fantasy"], "id": 3201, "notes": "Spider demon"}, {"name": "Demon Warrior Spider, Major Being", "race": "Giant Spider", "rank": 5, "owner": "hkokko", "tags": ["Demon", "Fantasy"], "id": 3202, "notes": "Spider demon"}, {"name": "Demon Protector, Moderate Being", "race": "Serpent People", "rank": 5, "owner": "hkokko", "tags": ["Demon", "Fantasy"], "id": 3205, "notes": "Large muscular demon. Will only fight if there is direct threat to what it has been summoned to guard. Instructions need to be very precise. "}, {"name": "Demon Protector, Major Being", "race": "Serpent People", "rank": 5, "owner": "hkokko", "tags": ["Demon", "Fantasy"], "id": 3206, "notes": "Large muscular demon. Will only fight if there is direct threat to what it has been summoned to guard. Instructions need to be very precise. "}, {"name": "Krarsthflower", "race": "Possessed Plant, Small (Intens", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Plant"], "id": 3210, "notes": "Looks like normal sunflower up to 7 feet tall. If life sense detects life then turns the sunflower face towards target and shoots a tendril. RQ Adventures"}, {"name": "Blackthorn Tree Dryad Spirit", "race": "Spirit", "rank": 5, "owner": "hkokko", "tags": ["Elf forest", "Glorantha"], "id": 3217, "notes": ""}, {"name": "Zombie of Orlanth Wind Voice", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Pamaltela", "Prax", "Sartar"], "id": 3226, "notes": ""}, {"name": "Cob Hobbler - Human Form", "race": "Cob Hobbler", "rank": 5, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High mountains", "High plateau", "Jungle"], "id": 3247, "notes": "Cob Hobbler in Human. Emerging parasitic - see MI pg 206. Action points + 4 due to multilimbed.  \"The spindly legs of a cob hobbler allow it to climb walls or trees with ease, and grant it a superior movement rate. Other than this the parasite grants no other advantage, the base creature remaining relatively intact save for its subverted nervous system. A favoured tactic is to leap from ambush at a trail- ing or lone victim, grapple them with two legs then use the emaining ones to run off at high speed, to eat their prey later. The only significant threat it poses are the spore patches upon its legs, which spread the seeds of a new generation if the cob hobbler is killed in combat. This can be very dangerous since a cloud of spores can corrupt an entire region, turning most of the native animals into multi-legged horrors.\""}, {"name": "Cob Hobbler - Jaguar", "race": "Cob Hobbler - Jaguar Form", "rank": 5, "owner": "hkokko", "tags": ["Cloud forest", "High mountains", "High plateau", "Jungle"], "id": 3249, "notes": "Cob Hobbler in Jaguar. Emerging parasitic - see MI pg 206. Action points + 4 due to multilimbed.  \"The spindly legs of a cob hobbler allow it to climb walls or trees with ease, and grant it a superior movement rate. Other than this the parasite grants no other advantage, the base creature remaining relatively intact save for its subverted nervous system. A favoured tactic is to leap from ambush at a trail- ing or lone victim, grapple them with two legs then use the emaining ones to run off at high speed, to eat their prey later. The only significant threat it poses are the spore patches upon its legs, which spread the seeds of a new generation if the cob hobbler is killed in combat. This can be very dangerous since a cloud of spores can corrupt an entire region, turning most of the native animals into multi-legged horrors.\""}, {"name": "Undeath Spirit, Great", "race": "Spirit", "rank": 5, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 3255, "notes": "5 point intensity spirit"}, {"name": "Sword Troop Broo - Nysalor Illuminate", "race": "Broo", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Dorastor", "Fantasy", "Glorantha"], "id": 3343, "notes": "Great sword does double damage after armour penetrated.  Nysalor Illuminate and Humakt Initiate. "}, {"name": "Colossal Sea Serpent", "race": "Serpent, Sea", "rank": 5, "owner": "hkokko", "tags": ["Cthulhu", "Fantasy", "Glorantha", "Monster island", "Mythic rome", "Rq6", "Sea"], "id": 4111, "notes": ""}, {"name": "Colossal Octopus", "race": "Giant Octopus", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Monster island", "Rq6", "Sea"], "id": 4112, "notes": "+3 AP RQ6 pg 379"}, {"name": "Redalda Priestess or Priest", "race": "Human", "rank": 5, "owner": "Sven", "tags": ["Dragon pass", "Prax", "Sartar"], "id": 3298, "notes": ""}, {"name": "Li Lung - Burrowing Dragon, Young", "race": "Dream Dragon", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Kralorela"], "id": 3325, "notes": " RQ6 pg 346 Anaxial Roster pg 159. \"Their roars create earthquakes that can shake the ground over a radius of a hundred feet or more. The roar is so violent that it can damage buildings, and any creature that fails to resist will fall to the ground and be injured.\""}, {"name": "Brindithum, Chaos Goat", "race": "Brindithum", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Glorantha"], "id": 3327, "notes": "AR pg 174. \"A brindithum is a yellowish, four-legged monstrosity with two feet on each leg. Because it has a vaguely caprine head and goat-like horns, it is often called a Chaos goat. A brindithum secretes a sticky goo that mats the hair on its entire body. Any object that contacts this goo is likely to stick to it; this includes any weapons used to attack the monster.A brindithum can emit clouds of noxious vapor that affect any being with a sense of smell; it uses this Horrid Stench to augment its attacks. Generally, a brindithum butts any creature in front of it and kicks those behind, but cannot perform both actions at once. A brindithum will sometimes trample small or downed foes, using its Large ability.\""}, {"name": "Vecors - Moon Daimon", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Lunar"], "id": 3328, "notes": "AR page 247-248. \"When summoned, a vecors forms from moonlight. As long as the Red Moon is visible to the summoner, there should be enough moonlight to summon the daimon. The daimon manifests first as an intensification of moonlight, which slowly coalesces into a humanoid form with red skin. The vecors bears weapons and armor that appear to be fashioned from silver, except that they also are red. In this form, physical and magical attacks affect the vecors normally.\""}, {"name": "Dragonfish, Great", "race": "Barracuda, Great", "rank": 5, "owner": "hkokko", "tags": ["Sea"], "id": 3329, "notes": "Anaxial's Annex. The natural habitat of these creatures is the lightless depths, but the Waertagi are known to summon them and harness them to their ships, using magic to control them so that they provide an additional means of propulsion during times of low wind. They are great eel-like creatures, fifty feet or so in length, with scaleless, velvety black skin studded with phosphorescent glands. Their mouths are large and filled with an array of needle-like teeth, each nearly a foot in length. A long barbel dangles from the chin like a narrow beard, which only adds to their bizarre appearance. Only the females are used to pull ships; the males are smallerand of less practical use. As a result, the captive females must return to deep water to breed, and the waertagi are careful to release them from time to time and obtain replacements. Great dragonfishes are exclusively carnivorous, and feed on almost any creature that comes within range."}, {"name": "Placoderm, Great Tiger", "race": "Barracuda, Great", "rank": 5, "owner": "hkokko", "tags": ["Sea"], "id": 3330, "notes": "Anaxial's Annex. Placoderms are armoured, carnivorous fish found in the Togaro Ocean. Many are small, only eight inches or so in length, but a few species are man-sized or larger. Largest of all is the great tiger placoderm, so named for the black stripes on its tan coloured hindbody and tail. At sixty feet or more in length, this monster is perhaps the largest natural predator of the Gloranthan seas, at least above the lightless depths. The great bony armour plates on its head and forebody make it clumsier than a shark, but at the same time mean that it needs fear no natural creature. A hinge separates the armour of the head from that of the body, so that it is more flexible than it appears at first sight, but even so, it does not move rapidly and spends much time near the bottom of shallow seas. Instead of teeth it has wide, shearing plates set into its mouth which can slice through all but the toughest of hides. It survives by eating sharks, small whales and marine reptiles. Unless magically coerced - thankfully an unusual event - it will generally ignore ships, identifying them as largely inedible."}, {"name": "Sea Snake", "race": "Snake, Poisonous", "rank": 5, "owner": "hkokko", "tags": ["Errinoru", "Genertela", "Glorantha", "Holy country", "Kralorela", "Pamaltela", "Sea"], "id": 3333, "notes": "Anxial Roster pg 111. POT 75  vs Endurance . Onset time 1d3 rounds. \n"}, {"name": "Devouring Fangtooth", "race": "Barracuda, Great", "rank": 5, "owner": "hkokko", "tags": ["Sea"], "id": 3334, "notes": "Anaxial's Annex.A hideous creature, which looks more like a rotting corpse than a living fish, the Devouring Fangtooth has only strips of flesh where its fins should be, and a partially transparent body through which its organs and bones can be glimpsed. Its mouth is huge, occupying a third of the length of the beast, and possesses translucent, dagger-like teeth over a foot in length. Its eyes are bulging and dead black, enhancing its corpse-like appearance. Indeed, the Fangtooth is so supernaturally hideous that any being capable of seeing it will be stricken with fear. The Devouring Fangtooth dwells only in the deepest oceans, never rising above 6000 feet deep, and feeds on the rain of organic detritus that falls from the bright photic zone far above. It is perhaps the commonest of creatures to dwell in these dark and freezing depths, part of the court of Drospoly, the Cold Death. It is also, perhaps, among the least fearsome, a fact which should give pause to any foolish enough to venture there.\n\nCombat Tactics: The fangtooth will attempt to simply engulf a small opponent with a single bite. Against targets of human size or larger, the fangtooth will bite great chunks of flesh from their bodies, quickly incapacitating them before swallowing the remains. Anything which is swallowed by the fangtooth is utterly destroyed, and the soul of any creature so killed is dispatched directly to the court of Drospoly from which it is unlikely to return.\n\nUpdated from source: Anaxial's Manifest\n"}, {"name": "Bastok, Chaos Wyvern", "race": "Bastok, Chaos Wyvern", "rank": 5, "owner": "hkokko", "tags": ["Chaos"], "id": 3335, "notes": "Anaxial Annex. Member of Chaos Gaggle. A bastok is a chaotic wyvern, and resembles the normal kind save for its two tails and its mottled, bluish-purple colouration. A bastok attacks in a similar manner to a wyvern, and can employ both stings simultaneously against any given attacker. However, only the right hand sting is actually venomous, the other merely stabs to cause normal injuries. Bastoks can also spit gobs of acid at their opponents, but tend to reserve this for a tactic of last resort. Pot 85 poison. "}, {"name": "Urgan, Slime Snake", "race": "Snake, Giant", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Dorastor", "Fantasy"], "id": 3336, "notes": "Anaxial Annex. An urgan is a huge brownish serpentine being which oozes slime from every pore. It can fly through the air as if it were swimming through water, although its actual swimming ability is quite poor. Urgans attack in a manner similar to constrictor snakes but can also bite targets and attempt to swallow them. Its goggling eyes can strike terror into the hearts of those it gazes on, and make them flee in panic, but it cannot use this ability at the same time as biting an opponent."}, {"name": "Zeech, The Slithering Whale", "race": "Whale", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Sea", "Unique"], "id": 3337, "notes": "Anaxial Annex. The zeech is a huge, black whale, that slithers along on the ground and is quite at home, if rather clumsy, on dry land. It can also swim if the need arises, and may carry the other members of the gaggle on its back (except the corrosive red gorp) in order to cross large bodies of water. The zeech is surrounded by a shower of glittering sparkles, which spread out for 150 feet in all directions from its body. Any being which fails to resist these sparkles briefly gains or is affected by a random magical talent and is also tainted with chaos as a result. Each talent lasts less than a minute, but the shower of sparkles is sufficiently dense that the victim is sure to be affected by another almost immediately. Common effects of the sparkles include:\n\nreduced speed\nmental confusion\nfeeling of despair or fear\nphysical injury\nloss of magic\nreduced combat abilities\nsleep\nLess commonly, the reverse affects can occur, often to the zeech's disadvantage."}, {"name": "Gorp, Red", "race": "Gorp", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Dorastor", "Fantasy", "Glorantha"], "id": 3338, "notes": "Engulfing causes acidic damage. The red gorp is a normal, if large, specimen of its kind, and attacks in the same manner as typical gorp."}, {"name": "Platecarp", "race": "Platecarp", "rank": 5, "owner": "hkokko", "tags": ["Sea"], "id": 3339, "notes": "Anaxial Annex. "}, {"name": "Exiger, Humakt Sword", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Glorantha", "Mari mountains", "Pamaltela"], "id": 3354, "notes": ""}, {"name": "Menial - Disciple of way of the Land", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Mari mountains", "Pamaltela"], "id": 3360, "notes": "Subject of Exiger"}, {"name": "Doraddi Shaman", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Mari mountains", "Pamaltela"], "id": 3361, "notes": ""}, {"name": "Redalda Rune-Lord", "race": "Human", "rank": 5, "owner": "Sven", "tags": ["Dragon pass", "Prax", "Sartar"], "id": 3367, "notes": ""}, {"name": "Gringle, Devotee of Issaries", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Genertela", "Sartar"], "id": 3403, "notes": "Armoured in Mail - Shield up (11 points of intensity). Spell intensity Crystal from Issaries - Usable only by Issaries Priest - adds 2 to intensity of the spells - usable once a day. Must be replenished at Issaries Temple. "}, {"name": "Broo - Focus of Chaos", "race": "Broo - Focus of Chaos", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Glorantha"], "id": 3418, "notes": "+1 Action point. "}, {"name": "Vough - Swamp Nymph", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Glorantha", "Marsh", "Pavis", "Swamp"], "id": 3423, "notes": "Limnades are associated with still fresh water, such as lakes and swamps. The type of water that a limnade inhabits has a great effect on her personality. Where the water is clear and fresh, such as in mountain lakes, a limnade appears as an alluring, naked young woman; she is generally neutral to mortals. Limnades prefer seclusion, but only become hostile if threatened. A limnade will avoid harming people or animals that visit her lake, unless they are obviously hostile. She might rescue someone who is drowning, and may be worshipped as part of a local animist tradition.\nA limnade may change over time if her lake loses its inflow, is choked with weeds and silt, or becomes tainted with saltwater. As her home water changes into marsh, the limnade\u2019s personality becomes progressively darker, until she becomes a vough. Vough take the form of blue-, green-, or black-faced old women, with metal claws and dripping wet robes (formed from their bodies). In exceptionally large swamps, each vough might inhabit a particular pool of fetid water. Otherwise, they inhabit the whole body of water, and wax and wane with its fortunes.\nA vough is malevolent towards most land-dwellers, and will usually lure to his doom a mortal who trespasses on her domain. Vough usually refrain from attacking those that hurl her a sacrifice (usually a goat or pig, but a human makes a nice treat). Followers of water gods (such as the Weeders of the Oslira River) may know other ways to appease or foil a nearby vough. Vough detest most life in general, even intelligent aquatic life such as Triolini. Some vough mate with captured mortals or less savory entities, and spawn shapeless, slimy swamp creatures called brollachan.\nLimnades can control any non-sentient creature born in their body of water, and can magically sense events occurring anywhere in their domain. Most have other magical talents as well.\nA limnade\u2019s or vough\u2019s talents can take several forms when embodied. Most often, they embody their talents in water, and so form watery tentacles, but talents can also be embodied in a patch of mist or a will-o-wisp (a floating ball of cold fire). Limnades favor will-o-wisps for their Draw Mortal ability. Vough often embody a talent into a whip braided from their hair. .?Tactics: If she senses an intruder, a limnade will attempt to entice them to their doom beneath the water. They might use will-o-wisps, create illusions of distant voices, or do whatever else is needed to lure the victim into a patch of quicksand or mud. Alternately, they can appear in human form, and use their beauty to drive the victim mad so that he leaps into the water to be with them. \nIf more a more direct confrontation is required, the limnade will use talents such as Palsy or Asphyxiation harm the target. If all else fails, they will embody as many talents as possible and seek to flee into the water under their cover.\nVough use the same tactics as more benevolent limnades, but are much more hostile. If a direct confrontation is required, the vough will embody an appropriate talent as a whip and attack her foes. If all else fails, she will embody as many talents as possible and attack, but will flee into the water and dissolve her body if she begins to lose the fight."}, {"name": "Umathelan Barbarian (Orlanth Wind Voice)", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Umathela"], "id": 3441, "notes": "These tribal storm worshipping barbarians are allies of the Aldryami. The Orlanthi of the hills are light skirmishers with bows, spears, and axes. Their leaders and champions are often armoured and fight with long, curved, two-handed blades that are devastatingly effective. Typically they come from Kormarkan, Vralos, Orik and Sulayz.\n"}, {"name": "Sedalpist Sorcerer Mage", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela", "Umathela"], "id": 3453, "notes": "The Sedalpist School of Malkionism has its origins during the turbulent era of Fonritian occupation and the Season Wars. Non-violence is at the core of Sedalpist philosophy. Many Sedalpists abstain from eating meat (most eat fish, although some sects of Sedalpism abstain even from that). However, most agree that violence in self-defense can be justified, and Sedalpist communities maintain military forces (most commonly Orlanthi mercenaries) for their defence. Sedalpists have incorporated many of the meditative techniques of the Cult of Silence, and seek to attain a state of Perfect Reason through meditation.\n"}, {"name": "Lhankor Mhy Skald, Sage (in Umathela)", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Prax"], "id": 3459, "notes": ""}, {"name": "Garlic ap Pinfeather ", "race": "Duck", "rank": 5, "owner": "Col_D", "tags": [], "id": 3464, "notes": "Garlic ap Pinfeather is a Durulz (Duck) Humakti Sword. He stalks the edges of Delecti's Upland Marsh, hunting the risen dead who roam there. He has an easily riled ego,  along with a huge chip on his shoulder and is not above challenging passers-by to 'honour' duels over the smallest perceived slight."}, {"name": "Painted Wolf, Alpha Male", "race": "Wolf", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Kothar"], "id": 3539, "notes": "Usually hunts in packs of 12-20. Prefers to select Grip and Choose location. \nGripped victim sustains biting damage every round.  Rq6 pg 396. \n\nLong ago, there were many wolves and dogs in Pamaltela, but as times grew hard and Chaos grew stronger, some of them banded together to survive. They learned to hunt in packs even more sophisticated than those of the Genertelan wolves, and discovered cunning ways to bring down prey. They bred amongst themselves so much that soon all of their pups looked the same, with patches of black, white, and yellow fur, as if all their different ancestors had been mixed into one. These were the first Painted Wolves, named for their curious patchwork appearance. \n\nThey live in packs of up to twenty adults, and, like the wolves of Genertela, they can augment each other while cornering or bringing down prey. \n\nUse Corner Prey : Permits a group of three or more wolves to draw into close formation, placing more open or disordered opponents at a disadvantage (provided the \u2018unit\u2019 cannot be outflanked) and thus reducing each foe\u2019s Action Points by one if they engage.\n"}, {"name": "Greater Hydra, 5 headed", "race": "Hydra, Ophidian", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Glorantha", "Off the beaten path", "Sartar"], "id": 3541, "notes": "Abilities: +4 Action Points. MI pg 224.Any detrimental effect due to serious or major wound only affects that head. Each head has its own willpower resistance roll.  Killing the beast will create a storm of acidic blood that can burn off the feet of opponents.  Acid = strong Acid 1d100 damage to all it touches. When touching flesh causes Agony if not resisted with endurance. In gas form coughing prevents action if not resisted.  "}, {"name": "Bagini (Hyena)", "race": "Centaur", "rank": 5, "owner": "hkokko", "tags": ["Desert", "Fantasy", "Rq6"], "id": 3543, "notes": "Rq pg 332-333 see tactics"}, {"name": "Veteran Serpent People Officer", "race": "Serpent People", "rank": 5, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High mountains", "High plateau", "Jungle", "Monster island"], "id": 3971, "notes": "Monster Hide Half Plate.  MI pg 178-179"}, {"name": "Mage Knight, Knight of the Order of Iron Serpent", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Pamaltela", "Umathela"], "id": 3596, "notes": "Pamaltelan Order of Malkioni Knights"}, {"name": "Nereid - Saltwater Nymph", "race": "Nymph", "rank": 5, "owner": "hkokko", "tags": ["Aig", "Glorantha", "Sea"], "id": 5301, "notes": "AiG. Dominate Species of their native environment without cost. Recurring per season. This one is Intensity 3. Can use half the sprit rank as difficulty grade to ease or hinder Boating, Seamanship and Swim in their realm.Vulnerable to foulness in environment - each  reduces magic points by one for the duration. Direct their waters to flow contrarily. Make waters foul or sweet to drink to the point of causing or curing disease.  Can animate salt water, becoming effectively identical to an undine  Anaxial Annex. They are more aggressive than their riverine cousins, requiring less provocation to attack. Nereids employ whips made from magically strengthened seaweed or other natural fibre, and are generally willing to fight hand-to-hand alongside any creatures they may summon. They are not foolhardy, however, and will hang back or change into undine form should their opponents prove powerful enough to warrant it.\n\nNereids have green skin, often with traces of scales, and wild, dark hair. They are free to move throughout a wide region of the sea which may be dozens of miles across; the boundaries are not visible to humans, although mermen say that they can detect differences in the currents or the taste of the water that distinguish the home of one nereid from those of its neighbours. Such regions are dynamic, and the boundaries may move with the seasons, tides, or for other, less clear reasons, but the nereids' sense of 'place' is so alien to humans that it is unclear to what extent they are aware of these changes.\n\nNereids are particularly friendly with the Murthoi (blue elves), and seem to tolerate all but the most naturally destructive of native water beings.\n"}, {"name": "Agitorani Warrior, Initiate of Pamalt", "race": "Agimori", "rank": 5, "owner": "hkokko", "tags": ["Glorantha", "Nargan desert", "Pamaltela"], "id": 5298, "notes": "Anaxial's Annex. While they never age or die, their lives are ones of unending repetition, so that they have learned less from their centuries of experience than many outsiders might suppose.\n\nThe Agitorani are tall, seven or eight feet in height, with glistening jet black skin, physically perfect bodies, and burning orange eyes. They converse with a silent spirit-language incomprehensible to mere mortals, but are also able to speak every human tongue in Glorantha with ease.\n"}, {"name": "Dunkleosteus - Armored Fish", "race": "Shark", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Monster island", "Sea"], "id": 3692, "notes": "\"30 foot long carnivorous tank. Lightning fast opening and closing of jaws with tremendous biting force. "}, {"name": "Dream Dragon, Adult", "race": "Dream Dragon", "rank": 5, "owner": "hkokko", "tags": ["Aig", "Fantasy", "Flying", "Glorantha"], "id": 3715, "notes": "AiG pg 110 BaB pg 50 "}, {"name": "Ghoul Sailor, Ship's Officer", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Sea"], "id": 3736, "notes": ""}, {"name": "Master of School of Impenetrable Silence", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fantasy"], "id": 3758, "notes": "**Augment Skill:*** 1 Magic Point per level of Intensity. A level of Intensity improves the success chance of the skill by one grade. For example, increasing a skill from Standard to Easy costs 1 Magic Point; increasing it to Very Easy costs 2, and so on.\n***Invoke Trait:*** 2 Magic Points. All traits have a default Intensity of 1.\n***Enhance Attribute:*** 3 Magic Points per step of increase. Each step is a level of Intensity (for example, enhancing Dam- age Modifier by one step, from 1d2 to 1d4 costs 3 Magic Points; enhancing from 1d2 to 1d6 costs 6 Magic Points and so forth). (RQ6: pg 224)"}, {"name": "Master, Fellowship of the Snake", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fantasy"], "id": 3765, "notes": ""}, {"name": "Gladiator - Murmillo - Master", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Fonrit"], "id": 3815, "notes": "Uses either Batter Aside or Solid Stance combat style and Hooker style. "}, {"name": "Primitive Islander Elite Warrior, Strong Man", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "Jungle", "Monster island"], "id": 3796, "notes": "Blowgun has POT 70 poison"}, {"name": "Primitive Islander Elite Warrior, Master", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "Jungle", "Monster island"], "id": 3797, "notes": "Blowgun has POT 70 poison"}, {"name": "Gladiator - Provocator - Veteran", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Fonrit"], "id": 3799, "notes": "Uses either Batter Aside or Solid Stance combat style. "}, {"name": "Gladiator - Sartar - Veteran", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Fonrit"], "id": 3809, "notes": "Uses either Daredevil or Intimidating Scream combat style. "}, {"name": "Gladiator - Dimachaerus - Veteran", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Fonrit"], "id": 3810, "notes": "Uses either of the combat styles. \"or weapons however, a dimachaerus wielded two Siccae (curved knives) or twin Gladii (short swords), making defence difficult but potentially allo- wing the gladiator to launch flurries of attacks.\""}, {"name": "Gladiator - Esrolian - Veteran", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Fonrit"], "id": 3811, "notes": "Uses either Defensive minded or Hooker combat style. "}, {"name": "Gladiator - Hoplomachus - Veteran", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Fonrit"], "id": 3812, "notes": "Uses either Defensive minded or Cautious Fighter combat style. "}, {"name": "Gladiator - Retiarius - Veteran", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Fonrit"], "id": 3813, "notes": "Uses either of the combat styles. "}, {"name": "Ghoul, Human (Gloranthan), Elite", "race": "Ghoul", "rank": 5, "owner": "hkokko", "tags": ["Aig", "Fantasy", "Glorantha", "High plateau", "Monster island", "Rq6", "Undead"], "id": 6257, "notes": "Paralyzing bite has POT 70 poison. "}, {"name": "Hag of Darkness", "race": "Nymph", "rank": 5, "owner": "hkokko", "tags": ["Aig", "Glorantha"], "id": 3872, "notes": "AiG. Dominate Species of their native environment without cost. Recurring per season. This one is Intensity 3. Can use half the sprit rank as difficulty grade to ease or hinder Perception and Stealth in their realm.Vulnerable to light - each illumination spell reduces magic points by one for the duration of the spell. Cause natural light sources and magical ones of less intensity than the hag to be extinguished. Permit converse with the spirits of those lying dead within their realm"}, {"name": "Oread", "race": "Nymph", "rank": 5, "owner": "hkokko", "tags": ["Aig", "Glorantha"], "id": 3874, "notes": "AiG. Dominate Species of their native environment without cost. Recurring per season. This one is Intensity 3. Can use half the sprit rank as difficulty grade to ease or hinder Athletics and Endurance in their realm.Vulnerable to damaging her homestone. Cause landslides or avalanches as if casting Earthquake at twice their intensity. Hide or uncover people, places or treasures in their realm. Physical manifestation from the natural substance of their home with 1MP - step back into it - can move on their natural substance undetected. "}, {"name": "Bear, Polar", "race": "Bear", "rank": 5, "owner": "hkokko", "tags": ["Fantasy"], "id": 3884, "notes": " RQ6 pg 336. No polar bears in Glorantha after Harrek slew The Bear God"}, {"name": "Disease Spirit - Grand", "race": "Spirit", "rank": 5, "owner": "hkokko", "tags": ["Spirit"], "id": 3962, "notes": ""}, {"name": "Gloranthan Darkness Spirit  - Grand", "race": "Spirit", "rank": 5, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 3977, "notes": ""}, {"name": "Gloranthan Death Spirit - Grand", "race": "Spirit", "rank": 5, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 3982, "notes": ""}, {"name": "Gloranthan Death's Blessing Spirit - Grand", "race": "Spirit", "rank": 5, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 3997, "notes": ""}, {"name": "Gloranthan Beast Spirit - Grand", "race": "Spirit", "rank": 5, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 4010, "notes": ""}, {"name": "Gloranthan Chaos Spirit - Grand", "race": "Spirit", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Glorantha", "Spirit"], "id": 4026, "notes": ""}, {"name": "Mastery Curse Spirit - Grand", "race": "Spirit", "rank": 5, "owner": "hkokko", "tags": ["Spirit"], "id": 4019, "notes": ""}, {"name": "Gloranthan Blessing of the Mastery Spirit - Grand", "race": "Spirit", "rank": 5, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 4023, "notes": ""}, {"name": "Ruler Spirit - Mastery", "race": "Spirit", "rank": 5, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 4024, "notes": ""}, {"name": "Mastery Curse Spirit - Major", "race": "Spirit", "rank": 5, "owner": "hkokko", "tags": ["Spirit"], "id": 4025, "notes": ""}, {"name": "Darkness Passion Spirit - Grand", "race": "Spirit", "rank": 5, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 4030, "notes": "Passion spirits are described for example in Mythic Babylon page 266 and the passion spirits themselves at RAW pg 144-145"}, {"name": "Death Passion Spirit - Grand", "race": "Spirit", "rank": 5, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 4032, "notes": "Passion spirits are described for example in Mythic Babylon page 266 and the passion spirits themselves at RAW pg 144-145"}, {"name": "Duocanth, Young", "race": "Duocanth", "rank": 5, "owner": "hkokko", "tags": ["Kralorela"], "id": 4048, "notes": "The amphibious duocanth is vaguely reptilian in nature, with a mottled hide. Atop a short dumpy body is a crescent-shaped head, with eyes spaced evenly around the outer curve of the crescent. The beast's shark-like mouth is just below the crescent rim. Around the base of the body sprout six boneless limbs. By tradition, three of them are termed \"tentacles\". These three are long, muscular, and ridged for gripping. The other three are termed \"tails\". These three are shorter, stouter, with a cluster of spikes near the end, plus a stinger-tip. The scales on the duocanth's body are huge and spiny.Duocanths are creatures of the water. \n\nEach has its own lake, pool, river, or bay which it is tied to. When within its lair, it has all the full strength and powers listed above. But the further it roams, the weaker it becomes. In general, the smallest duocanths can roam further. Loses its powers of magic when too far from water. Smaller ones can wander farther up to kilometres. #WF15 & Glorantha Digest\n\nA duocanth's thick, fluted body scales actually act as a swordbreaker -- if a weapon hits the duocanth's torso hit location, and does not obtain a special or a critical hit, then it is automatically caught in the duocanth's scales and follows normal swordcatcher rules. The duocanth can only concentrate on one weapon at a time in this fashion, and if more than one weapon are potentially caught, it must choose which one it is actively using its dermal muscles to restrain."}, {"name": "Lunar Hoplite, Veteran, Strong One", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Lunar"], "id": 4102, "notes": "Marble Phalanx in Prax/Pavis. Beryl Phalanx in Sartar/Esrolia"}, {"name": "Sakkar (Smilodon) Hunter - The Nightmare", "race": "Smilodon", "rank": 5, "owner": "hkokko", "tags": ["Aig", "Fantasy", "Glorantha", "High mountains", "High plateau", "Mountains", "Rq6"], "id": 4145, "notes": "RQ6 pg 386"}, {"name": "Veteran Serpent People Assassin", "race": "Serpent People", "rank": 5, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High mountains", "High plateau", "Jungle", "Monster island"], "id": 4150, "notes": ""}, {"name": "Tyrannosaurus", "race": "Tyrannosaurus", "rank": 5, "owner": "raleel", "tags": ["Dinosaur", "Fantasy", "Islands", "Jungle", "Monster island"], "id": 5069, "notes": "MI pg 193"}, {"name": "Duck, RQ2 version", "race": "Duck", "rank": 5, "owner": "hkokko", "tags": ["Glorantha", "Sartar"], "id": 4198, "notes": ""}, {"name": "Bear Walker, Grizzly", "race": "Bear", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Fronela", "Lycanthrope", "Sartar"], "id": 4221, "notes": ""}, {"name": "Elite Serpent People Officer - Chromatic Doom", "race": "Serpent People", "rank": 5, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High mountains", "High plateau", "Jungle", "Monster island"], "id": 5285, "notes": "Monster Hide Half Plate.  "}, {"name": "Dark Troll Shaman, Elder Wilds ", "race": "Troll, Dark", "rank": 5, "owner": "thischarmingmanc", "tags": ["Genertela", "Pamaltela", "Uz"], "id": 4305, "notes": ""}, {"name": "Dark Troll, Elder Wilds Zong Shaman", "race": "Troll, Dark", "rank": 5, "owner": "thischarmingmanc", "tags": ["Genertela", "Uz"], "id": 4306, "notes": ""}, {"name": "Dark Troll, War Leader - Elder Wilds", "race": "Troll, Dark", "rank": 5, "owner": "thischarmingmanc", "tags": ["Genertela", "Glorantha", "Pamaltela", "Uz"], "id": 4321, "notes": ""}, {"name": "Dark Troll, Kyger Litor Priest", "race": "Troll, Dark", "rank": 5, "owner": "thischarmingmanc", "tags": ["Genertela", "Glorantha", "Pamaltela", "Uz"], "id": 4327, "notes": ""}, {"name": "Broo -  Strong", "race": "Broo", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha", "Prax"], "id": 4353, "notes": ""}, {"name": "Tyrannosaurus - Strong One", "race": "Tyrannosaurus", "rank": 5, "owner": "hkokko", "tags": ["Aig", "Dinosaur", "Draconic areas", "Fantasy", "Genertela", "Glorantha", "Islands", "Jungle", "Monster island", "Pamaltela", "Tarien"], "id": 4354, "notes": "MI pg 193"}, {"name": "Broo - Thed Initiate, Strong", "race": "Broo", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha", "Prax"], "id": 4352, "notes": ""}, {"name": "Scaled Gargoyle", "race": "Gargoyle, Lesser Horned", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Fronela", "Glorantha", "Maniria", "Peloria", "Ralios"], "id": 4361, "notes": "The largest gargoyles are about ten feet in height, and can weigh more than a horse. They are formed from brownish stone, and have scales in front and a hair design covering their backs. Their primary characteristic is their size. However, all have several unusual features, including an odd number of claws or huge fists, and oversized arms that force them to walk bent over with their knuckles dragging on the ground, hence their name \u2018ape gargoyle.\u2019\nScaled gargoyles eat only other gargoyles, which helps to explain their rar- ity. They are also the toughest of all gargoyles, being almost impossible to harm in combat. They are the most solid, lacking all but the most basic organs; when they are slain, they quickly break apart into rocky bits that show almost no internal structure. AR pg 104"}, {"name": "White Death Mercenary", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Monster island"], "id": 5957, "notes": ""}, {"name": "Queen Kweng of Loral Island", "race": "Ape, Carnivorous", "rank": 5, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "Glorantha", "High mountains", "Jungle", "Loral", "Monster island", "Unique"], "id": 4495, "notes": "\"Queen Kweng is an immense chimpanzee, about eighty feet in height. Unlike normal chimps, she is carnivorous, and will readily eat other large creatures that fail to get out of her way quickly enough. She has been spotted all across the main island, and may make her home in the central mountains. She appears to be able to summon other monsters to her assistance, with only Mojira and the Amazing Wallabong seeming to be immune to her call. Of all the monsters on the island, only Mojira is feared more\" Tt#13 Dominate ability agains monsters of the island. "}, {"name": "Devourer", "race": "Devourer", "rank": 5, "owner": "hkokko", "tags": ["Glorantha", "Loral", "Monster island", "Unique"], "id": 4501, "notes": " \"Wandering the western side of the island is a giant invisible creature known simply as the Devourer. Nobody has ever seen its true form, but when it attacks, it hoists its victims into the air and rapidly dismembers them in a shower of blood before they disappear, presumably eaten. It has been reported to attack up to six people simultaneously, so presumably it possesses a considerable number of limbs, and perhaps many eyes or other sensory organs to direct its attacks. When moving across soft ground, such as the sand of the beaches, it leaves great circular footprints in a peculiar pattern suggesting an odd number of limbs.\" Tt#13 +4 Action points. "}, {"name": "Zotiran - Loral Slug", "race": "Snake, Giant", "rank": 5, "owner": "hkokko", "tags": ["Glorantha", "Monster island", "Unique"], "id": 4502, "notes": "\"Zotiran is a huge slug-like creature, heavier than a brontosaur and covered in shiny black segmented armour. He slithers slowly across the island of Olo Goranga Vichi, consuming any organic matter in his path. In combat, he emits clouds of yellowish gas from vents along the lower edges of his flanks. The gas clouds spread for thirty feet from Zotiran\u2019s body, and can paralyse anything that breathes them. Once a victim has been immobilised by his gas, Zotiran slithers over them and gulps them up with a huge rasping tongue. Zotiran is always accompanied by a swarm of giant hunting spiders (see HQ p.217) which live on its back and venture forth to capture prey. They will respond aggressively if their host is attacked.\" TT#13 Poison POT 60 if breathed."}, {"name": "Fritillra - Giant Butterfly of Loral", "race": "Butterfly, Giant", "rank": 5, "owner": "hkokko", "tags": ["Glorantha", "Loral", "Monster island", "Unique"], "id": 4503, "notes": "\"Fritillra is a butterfly whose softly glowing golden-yellow wings have a span of 100 meters. She spends most of her time fluttering high above the island, coming down only to drink water every few days, since she apparently does not need to eat. Although at first glance she appears relatively harmless, having no obvious natural weapons, when she beats her wings rapidly she can summon powerful winds that blast intruders away from her and drown out all other sounds.\nShe is one of the few Loral monsters known to reproduce, albeit parthenogenetically, for she frequently lays eggs in various locations across the island. These eggs hatch into fully-grown butterflies, rather than into caterpillars. The so-called Daughters of Fritillra come in a bewildering variety of forms, ranging from normal-sized butterflies, hundreds of which can burst from a single 'egg', to large forms up to the size of an adult human. All possess dangerous powers of some kind, such as harbouring disease spirits, a poisonous touch, or the ability to affect those who see them with emotion-affecting spells that render normal action impossible. A few are vampiric, draining physical or magical energy from anyone whose bare skin they can land upon.\" tt#13"}, {"name": "Gelatinous Mass", "race": "Gelatinous Mass", "rank": 5, "owner": "hkokko", "tags": ["Classic fantasy"], "id": 4565, "notes": "\"They are immune to Paralysation, Electricity, Hold, Fear, Polymorph, and Sleep-based attacks. However, fire and blows from cutting and crushing weapons have their normal effects while piercing weapons do minimum damage. If a mass fails a Resistance Roll against a cold-based spell or attack, it is slowed 50% (1 Action Point every other Round) and inflicts only 1d2 points of digestive damage.\" Classic Fantasy"}, {"name": "Lurker", "race": "Lurker", "rank": 5, "owner": "hkokko", "tags": ["Classic fantasy"], "id": 4566, "notes": "\"all in a 3 metre (10 foot) radius are quickly enveloped by the lurker\u2019s great \u2018wings\u2019, which wrap tightly around those unfortunate enough to be trapped. The only defence against this attack is an Evade roll at Formidable difficulty.\" CF pg 242"}, {"name": "Shroom", "race": "Human", "rank": 5, "owner": "azrooh", "tags": ["Advanced adventures", "Classic fantasy", "Myconid"], "id": 5853, "notes": "Shrooms are evil geniuses, toadstool creatures with considerable magical powers. They lurk in the deep places of the earth and in dank forests, plotting ruin against surface dwellers and scheming to gain power for themselves by any means possible. They are highly adept with magic that influences plants, and most of them are knowledgeable enough to create lairs where they can manufacture podmen (q.v.) as servants.\n\nShrooms are highly individualistic, and the GM should feel free to invent all kinds of these sinister malefactors. Most will have the spell-casting abilities of at least a rank two  magic user, and all have strange powers to create and shape the plants of their environments. Although these powers take time to employ and will not be relevant in combat, they can be used to create a considerably hazardous lair.\n\nThe flesh of a shroom is delectable, but deadly. Any person eating shroom-flesh must make a Willpower save  or be Confused. The condition may be reversed by a heal or restoration spell. The effects of the toxin can actually turn out to be beneficial in the long run; there is a 5% chance that a feebleminded character who has been healed or restored will permanently gain a point of intelligence from the effects of the shroom-flesh."}, {"name": "Veteran Serpent People Beast Handler, Strong One", "race": "Serpent People", "rank": 5, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 4841, "notes": "Quilted Leather"}, {"name": "Veteran Serpent People Assassin - Disciple", "race": "Serpent People", "rank": 5, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High mountains", "High plateau", "Jungle", "Monster island"], "id": 4847, "notes": ""}, {"name": "Paladin's Warhorse", "race": "Horse", "rank": 5, "owner": "raleel", "tags": ["Classic fantasy", "Fantasy"], "id": 4954, "notes": ""}, {"name": "Ogre, Lip of Krarsht, Strong One", "race": "Ogre, Gloranthan", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Genertela", "Glorantha"], "id": 4998, "notes": "Variation on RQ pg 379-380. SC pg 125. Carries poisons of POT 65 - to be dropped to food/drink or injected"}, {"name": "Undead Tyrannosaurus", "race": "Tyrannosaurus", "rank": 5, "owner": "raleel", "tags": ["Aig", "Dinosaur", "Fantasy", "Islands", "Jungle", "Monster island", "Undead"], "id": 5955, "notes": "MI pg 193"}, {"name": "Zombie Warlord from D&D to Mythras", "race": "Human", "rank": 5, "owner": "Donesteban", "tags": ["Classic fantasy", "Human"], "id": 5025, "notes": "CAUSE FEAR: The warlord can use the Cause Fear divine spell without rolls or MPs expenditure but at the cost of 2 Action Points.\n\nCOMMAND ALLY. The warlord expend 1 Action Point and targets one ally it can see within 30 feet of it. If the target can see and hear the warlord, gain +25% to their next attack.\n\nLEGENDARY ACTIONS: The Warlord have +3 extra action points every round.\n\nSURVIVOR: The warlord regains 1 HP in every wounded location at the start of its turn if it has at least 1 hit point but fewer hit points than half its hit point maximum in this location.\n\nOnce a legendary commander, the Zombie Warlord is now a mere shadow of his former self. However, he remains a terrible enemy, able to defeat the majority of ordinary men without effort. Can roam the battlefields by a curse or divine punishment, or be a puppet of a wicked wizard.\n\nAverage Lair: Non-sapient undead do not create lairs, they are either created to serve some function, are the result of spontaneous animation in areas steeped in necromantic magic.\n\nTreasure Type: Nil\n\nAbilities: \n\nImmunity (Fear, Sleep, and Charm)\n\nIntensity 4\n\nUndead: The creature is immune to the consequences of both fatigue and severe injuries. Undead are thus immune to all the detrimental effects of Serious Wounds. Even Major Wounds do not incapacitate them, although they can still have locations severed or shattered as per normal. The head and chest location typically stores the magic that is animating the creature. Any location (and those contiguous to it) that is smashed or severed from the bound area ceases to function, but the remainder of the body can continue if it still has limbs with which to act. A Major Wound to the magic-infused location destroys the undead outright."}, {"name": "Ancestor Spirit, Huge", "race": "Spirit", "rank": 5, "owner": "hkokko", "tags": ["Glorantha", "Spirit"], "id": 5041, "notes": "RQ6 pg 400-401."}, {"name": "galvani niod ", "race": "Human", "rank": 5, "owner": "torvak", "tags": [], "id": 6063, "notes": "Motivations : Galvani Niod's alliance with the Grave lords servants and  Nex Occasus Fax is tenuous at best and mostly a matter of convenience and opportunity . He has cut his ties with the order of the skull but they are mostly a solitary folk, only residing on one island permanently cooped up in there . He introduced to them then spirited away a mediocre apprentice Baldur . Baldur is considered a very valuable asset to him  \n\nThe next thing I knew as the ship passed into the fog my blood fizzing and bubbling is that I was dead . I was at some island and apparently a man called Galvani Niod had resurrected me. He would soon grow to be a very valuable ally and very untrustworthy friend.  Accounts of Baldur. Skald of the Dead. 124th anniversary. \n. \nI seek what you seek, the secret buried deep.  Water masking its depths you can see can you not that I have the eyes of Odin and I can seeketh better than thou can alone.  We both could benefit here. Galvani Niod serenade to the Gravelord's servants. \n\nLuck points Galvani Niod is godly lucky has 9 luck points which completely refresh every 9 days Additionally, Galvani Niod is considered lucky with any skill tests he makes. \n\n\nspell components combine duration range magnitude targets swiftness fortune focus\nmagic items \ncats charm sorcery catalyst\ncasts a few select spells for free at intensity 9 shaping 9\nspells do not have to be on the sorcerers spell list. \nHoldfast tap (dexterity) diminish (dexterity) shape change (to cat) intuition phantom (sound) \ncloak of invisibility (epic)\nsorcerers charms (27) crush to gain/regain 1d6MP and can bring  magic points up to twice its limit\n\n\n\npact dion \nhe won a wager with a god. amused the entity offered to sign good on that wager. He received an avatar spirit of a deity bound into a mortal form.  Dion can take the form of either any sort of bird, cat or a young humanoid. Dion prefers not to reveal their nature and can appear as whatever it wants to on any form magical detection.  it prefers not to use magic.  If its mortal form is killed it transcends back into a transcendent avatar. Has the ability to draw on Dion's magic points for the casting of spells which regenerate really quickly so long as they remain in the same plane and Dion mortal form remains alive.  \n\n"}, {"name": "Oarfish", "race": "Shark", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Sea"], "id": 5305, "notes": "These great fish dwell only in the open seas, far from the shore, where they eat fish, squid and other marine animals. Physically, they somewhat resemble a small sea serpent, but can be distinguished by their pug-faces, blue skin and brilliant scarlet fins. Typically they are twenty five feet or so in length, and possess the abilities described above, but individuals up to twice this size (Large and Bite 2W2 each, Strong 5W2) also exist. Normally dwelling from 50 to 600 feet beneath the waves, they sometimes come to the surface at night, or when magically summoned by mermen. Ysabbau have been known to tame the creatures and use them as beasts of burden. Anaxial Annex"}, {"name": "Storm Umbroli", "race": "Elemental", "rank": 5, "owner": "hkokko", "tags": ["Elemental", "Flyer", "Glorantha"], "id": 5317, "notes": "Umbroli are living winds. When summoned, an umbroli isolates \nitself from the general winds of the area. It manifests first as a consciousness in the wind, and so is visible only by its effects (or to magical senses). \nWhen they act, umbroli act as wind. Thus, an umbroli can blow a cloak into a foe\u2019s eyes, hold back water or waves, fill a ship\u2019s sails, or blow out a fire. An umbroli can attack in this manner with its Thrown Debris ability as if it were a Ranged Combat attack. The narrator may apply an edge to this attack depending on the objects or materials in the local area (such as sand).\nIn this form, an umbroli can focus its winds to move and lift objects. This \nconcentrates their strength to affect a single object, but still disrupts loose items in the area. Umbroli can carry man-sized objects, but to do so they must manifest near-hurricane strength winds.\nUmbroli initially appear as winds, but some can form a visible and semi- physical body. When an umbroli takes this form, all of the winds around them become still, because they form the body. Since most umbroli take this form only to appear in front of their worshipper or summoner, and so have already torn up the area with their wind.\n\nInvisible - visible only thru its actions - Formidable for anybody to attack. Move constantly. - Anaxial's Roster"}, {"name": "Gale Umbroli", "race": "Elemental", "rank": 5, "owner": "hkokko", "tags": ["Elemental", "Flyer", "Glorantha"], "id": 5319, "notes": "Umbroli are living winds. When summoned, an umbroli isolates \nitself from the general winds of the area. It manifests first as a consciousness in the wind, and so is visible only by its effects (or to magical senses). \nWhen they act, umbroli act as wind. Thus, an umbroli can blow a cloak into a foe\u2019s eyes, hold back water or waves, fill a ship\u2019s sails, or blow out a fire. An umbroli can attack in this manner with its Thrown Debris ability as if it were a Ranged Combat attack. The narrator may apply an edge to this attack depending on the objects or materials in the local area (such as sand).\nIn this form, an umbroli can focus its winds to move and lift objects. This \nconcentrates their strength to affect a single object, but still disrupts loose items in the area. Umbroli can carry man-sized objects, but to do so they must manifest near-hurricane strength winds.\nUmbroli initially appear as winds, but some can form a visible and semi- physical body. When an umbroli takes this form, all of the winds around them become still, because they form the body. Since most umbroli take this form only to appear in front of their worshipper or summoner, and so have already torn up the area with their wind.\n\nInvisible - visible only thru its actions - Formidable for anybody to attack. Move constantly. - Anaxial's Roster"}, {"name": "Eskaval", "race": "Deer", "rank": 5, "owner": "hkokko", "tags": ["Fronela", "Ralios", "Seshnela", "Unique"], "id": 5320, "notes": "\"Eskaval are the most wondrous of all creatures of western Genertela. They resemble large, muscular deer, but have resplendent golden fur marked with black spots. Their cloven hooves are pure silver, and their branching horns shine iridescently with all the colors of the rainbow. With these fea- tures, eskaval ought to be easy to find, but their cunning is as legendary as their wariness. They use their long tails to brush the ground behind them (covering their tracks), and take full advantage of natural features to evade pursuers. They are difficult to track with dog\u2019s or other animals, for they have almost no scent (match the animal\u2019s Track by Scent ability against the eskaval\u2019s Faint Scent).\nUnderstandably, eskaval are considered the ultimate quarry of western hunters. Most western cultures permit only nobles to track them, and tro- phies of the creatures are the greatest badge of hunting prowess a person can possess. Eskaval are rare, and would be difficult to find even without their remarkable abilities of stealth, so having the opportunity to hunt one is notable in itself. Once found, they are so wonderful that most mortals cannot bring themselves to harm them. Thus, any hunter that wishes to attack an eskaval must first overcome its Wondrous Beauty ability with their best hunting skill (or an appropriate personality trait, such as Cruel).\nExcept for females with young, eskaval are only ever encountered alone. \" Anaxial's Roster \"Eskaval will do almost anything to avoid combat. If cornered, they dodge and try to avoid blows, but can kick with their hooves if necessary. As soon as an opportunity presents itself, they will flee.\" **Wondrous Beauty*** Roll against influence with best hunting skill or cruelty  Success --no effect . Failure - Cannot attack or help in attack due to beauty. Fumble - will stop others from attacking. Critical success - act unhindered. Once per encounter.\n\nSource: Anaxial's Manifest"}, {"name": "Luathan Warrior, Lower Rank", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Seshnela"], "id": 5321, "notes": "\"The luatha are a race of violet-skinned humanoids that average fifteen feet in height and appear quite somber.Luatha never speak among themselves, relying instead upon telepathy, and communicate with outsiders by singing instead of talking. Even their spells requires no sound to cast. The innate magical power of even the lowest luathan is so great that mundane tasks, such as lighting fires or healing minor wounds, are done effortlessly.Luatha are calm and efficient in battle. A luathan will concentrate on a single foe, moving on to another only after the first is killed or inca- pacitated. In the rare event that multiple luatha are together in a set bat- tle, they use their magic and enchanted weapons to great effect. Their armor, swords, and even bows are made of an unknown violet-colored metal. The luatha send enchanted missiles raining down on their foes until the last second, then fight in a tight formation that no mortal force has ever been able to break through. - Anaxial's Roster. Can see long distance. Very suspicious. Can sing in any human tongue. \n"}, {"name": "Monoceros", "race": "Unicorn", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Fronela", "Genertela", "Glorantha", "Luathela", "Ralios", "Seshnela"], "id": 5322, "notes": "Heal Wound by touching. A monoceros superficially resembles a unicorn. It is much larger, however, and has a coal black hide, golden mane, and powerful build. Its horn is longer, and both horn and hide flicker with lightning.\nUnlike their lesser brothers, monoceri are fearsome and aggressive. They roam the Other Side, contemptuous of all but the most dangerous foes. They are at least as intelligent as humans, but only cooperate with mortals if there is an overwhelmingly good reason to do so. Normally, they chase off or fight any humans or unnatural creatures they encounter. \n When faced with a foe, a monoceros will stamp its hooves, bellow, and toss its horn in an attempt to frighten off the opponent. If this fails, it will charge forward and thrust with its horn (augmenting its Butt attack with its Charge at Foe ability). If an attack from a distance is more appropriate, the monoceros will flick deadly lightning bolts from its horn and, if necessary, can flee to the Other Side to escape pursuers.\n\nSource: Anaxial's Manifest\n\nSource: Anaxial's Manifest"}, {"name": "Urzani: Fire Daimon, 9 cubic meters", "race": "Elemental", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 5333, "notes": "Immunity: Fire, Vulnerable:Water. Only magical spells or weapons affect. Takes double damage from earth \nIf Engulf is not evaded then all hitlocs are damaged by same damage. Armor does not protect against engulf damage.  If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn. \nManipulate fire, spread and augment existing fire. Product heat and light. Lashing whips of fire, shooting out jets of flame and immolating victims RA pg 352\n\n (RQ6: PG 312-316) pg 352"}, {"name": "Talosi: Earth Daimon, 9 cubic meters", "race": "Elemental", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 5335, "notes": "Immunity: Earth, Vulnerable:air. Only magical spells or weapons affect. Takes double damage from air \nIf Engulf is not evaded then all hitlocs are damaged by same damage. If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn.  Can make tunnels, open pits or cause rockslides without effort. They inflict damage by bashing foes, throwing rocks or grinding them into pulp (RQ6: PG 312-316) pg 352"}, {"name": "Manthi: Water Daimon, 9 cubic meters", "race": "Elemental", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 5337, "notes": "Immunity: Water, Vulnerable: Fire. Only magical spells or weapons affect. Takes double damage from Fire. Immunity to serious and major wounds. \nIf Engulf is not evaded then all hitlocs are damaged by same damage. If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn. Undine can create currents, eddies and whirlpools, shoot high speed jets from afar etc. (RQ6: PG 312-316) Rq6 pg 352"}, {"name": "Xenthi: Daimon of Darkness, 9 cubic meters", "race": "Elemental", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 5339, "notes": "Immunity: Darkness, Vulnerable:Light. Only magical spells or weapons affect. Takes double damage from light. \nIf Engulf is not evaded then all hitlocs are damaged by same damage. If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn. Freeze opponent solid. "}, {"name": "Crushing Ooze Demon", "race": "Gorp", "rank": 5, "owner": "hkokko", "tags": ["Demon"], "id": 5356, "notes": "Large amorphous being wich speedily forms or dissolves organs with black masses of froth and foam covered by eyes, sucking mouths and short tendrils. Shoggoth covers area of 3 x 3 meters. All within are attacked separately by the crush. If they are grappled then next round shoggoth will attempt to suck the victim apart.  If the victims are engulfed then they can only attack back if they succeed in Brawn roll vs Shoggoth. All physical weapons do only minimum possible damage to shoggoth - Gateway Bestiary They take only half damage from fire. "}, {"name": "Cwim, Spawn of Thed and the Devil", "race": "Cwim", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Glorantha", "Pent", "Prax", "Teshnos", "Unique", "Wastes"], "id": 5383, "notes": "Cwim is a monstrous entity having three bodies attached to a single neck. Each body is 15 meter tall at the shoulder, head is about 18 meters across. Cwim weighs around 3300 metric tons. When Cwim moves slowly each of the bodies walk normally, whe moving in a hurry uses each body as a tripod's leg (can use only Spit and Gorp throw. When in great hurry rotates in cartwheels - it cannot attack and cartwheel. +2 Action points from Multi-limbed. ***Spit Chaos Spit Monster***. Takes 1MP to spit one. --Glorantha Secrets book"}, {"name": "Cwim's Spit Monster", "race": "Cwim", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Prax", "Teshnos", "Wastes"], "id": 5384, "notes": "Monsters spit by Cwim"}, {"name": "Ancient Human Vampire, Rune Priest of Vivamort", "race": "Vampire", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Genertela", "Glorantha", "Pamaltela", "Undead"], "id": 5403, "notes": "Abilities: Allergic to sunlight (powers do not work), Gaze Attack (Domination),  Vulnerable(immersion to running water kills, fire damage prevents regeneration until next holy day, air elemental can disperse the smoke form)  (Rq6 page 316). . Swordbiter skill can disarm opponent. Vampire will try to parry the blow with sword biter and then twist the weapon.  See Cults of Terror.  Will not reflect on mirror. Cannot look or approach directly Death Rune. Contact with Death Rune causes 3 points of damage.  Will die if impaled in the heart.  If goes to negative hit points turns to smoke and starts to regenerate 1 point per round.  Touch is Spectral Combat - 1 point of POW lost if lost. Can turn to wolf,bat,smoke "}, {"name": "Chaos Griffin", "race": "Griffin", "rank": 5, "owner": "hkokko", "tags": ["Dorastor", "Fantasy", "Flying", "Glorantha", "High mountains", "Maniria", "Peloria", "Pent", "Plains", "Wastes"], "id": 5404, "notes": "Evades without going prone.\"Griffins prefer hunting in plains or grasslands, often traveling in packs of two to five adults. They generally attack from above using their Aerobatics and Grab Victim abilities, often hoisting a victim aloft with their foreclaws and then raking and tearing at them with their hind legs and sharp beak. If a victim resists in the air, the griffin will drop it. Once the prey is dead, the griffin will carry it back to its aerie.\nWhen fighting smaller opponents, griffins use the same technique, and may drop victims from great heights. If a creature is too heavy or bulky to lift, the griffin will attack with its beak and foreclaws, from above if possible. Several griffins may mob a single attacker. Against aerial opponents, the griffin makes repeated runs past the target, and attacks with its beak and foreclaws.\" AR pg 24"}, {"name": "Harpy Queen", "race": "Harpy", "rank": 5, "owner": "hkokko", "tags": ["Aig", "Dorastor", "Fantasy", "Flying", "Genertela", "Glorantha", "Rq6"], "id": 5405, "notes": ""}, {"name": "Dokat", "race": "Spirit", "rank": 5, "owner": "hkokko", "tags": ["Dorastor", "Spirit", "Unique"], "id": 5407, "notes": "Dokat is a humongous spirit only inhabiting Dokat. It's aim is to protect, rebuild, explore or Celebrate the ruins of Dokat. To attack mortals it needs to materialize. When it does so it materializes as 30 meter tall human constructed from masonry with windows and cranellations. It can engage as many people it wants but must then divide the MPs equally against the targets. - Dorastor"}, {"name": "Mad Sultan", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Dorastor", "Unique"], "id": 5408, "notes": "Self styled Mad King of Dorastor. Magic Defences at all times: 2points of Protection and 2 points of Countermagic per normal foe he faces. 4 points of Protection and 4 points of Countermagic per each rune level foe he faces (including adepts). 2 points of Spiritshield per hostile spirit. Frightens all fixed INT beings by laughing. May summon Lune elemental of any size (needs moonlight). Special magic defences must be specially activated: if at half damage or below 6 point heal per round until fully healed. per point of damage taken during combat - 1 point Bladesharp to his weapons. When defending his followers - befuddle 2 per round and all followers receive 1 pt Protection and 1 point Countermagic per foe. By spending one mp Morale spell for all his followers. - Dorastor"}, {"name": "Platewalker - Stegosaurus form", "race": "Stegosaurus", "rank": 5, "owner": "hkokko", "tags": ["Dorastor", "Unique"], "id": 5409, "notes": "Platewalker in walking stegosaur form. Can use his weapons. Insists on Humakt duel forms (no fights to the death). Any attack from behind hits an inpenetrable plate on even numbered roll causing no damage.   -Dorastor"}, {"name": "Platewalker - Human form", "race": "Stegosaurus", "rank": 5, "owner": "hkokko", "tags": ["Dorastor", "Unique"], "id": 5410, "notes": "Platewalker in walking stegosaur form. Can use his weapons. Insists on Humakt duel forms (no fights to the death). Any attack from behind hits an inpenetrable plate on even numbered roll causing no damage.   -Dorastor"}, {"name": "Slimestone", "race": "Gorp", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Dorastor", "Unique"], "id": 5411, "notes": "Vast grop slowly digesting the Slimestone ruins. \nAnyone within 10 meters is attack with Envelope. Walked on is automatic for anybody walking on it - Dorastor"}, {"name": "Skanth (Siamese Twin - Male)", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Dorastor", "Unique"], "id": 5417, "notes": "Can teleport 1km by expending 1 mp. -Dorastor"}, {"name": "Skath (Siamese Twin - female)", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Dorastor", "Unique"], "id": 5418, "notes": "Can teleport 1km by expending 1 mp. Asks a Nysalor riddle. if group is responsive asks one more per day.  -Dorastor"}, {"name": "Yeach", "race": "Yeach", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Dorastor", "Unique"], "id": 5420, "notes": "Yeach is a gigantic four-armed creature notable for possessing three heads. It wields great bows to fire two arrows simultaneously and, despite lacking magic or speech, often seeks aid when injured\n\n+2 AP for multi-headed, +1 for multilimbed. Can use two bows at same time. \nChaos Feature +12 acid skin damaging weapons before they damage him. all magic cast at Yeach roll 1d10 1-4 absorbed 5-8 no effect 9-10 works normally. If mesmerize works subject becomes mindspeeched slave for 5 minutes"}, {"name": "The Thing from Dorastor", "race": "Gorp", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Dorastor", "Unique"], "id": 5421, "notes": "A shapeless chaos blob. Differs from gorp by having a membrane. The Thing. It can attack 1d10 times physically in a round. It changes its abilities every round randomly - so generate a sheet of them. All of the offensive magic is backed by its countermagic in intensity for the purposes of knocking down enemy magic. Immune to spirit magic. It is also immune to magic and chaos features unless the wielder has more HP than the Thing. It has died - but there is still a Thing in Dorastor. Normally Thing only fights defensively. If it is slain it produces a rare magic item with perverse qualities and then it will be reborn. Only way to kill the Thing permanently is to kill it 6 times a day - it has died permanently and still there is a Thing in Dorastor. It likes the company of Skanth and Skath"}, {"name": "Madman Lyo", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Dorastor", "Unique"], "id": 5425, "notes": "always has on Protection 12, Spirit shield 12 andCountermagic 12. If dispelled they return next round. Heals 2 in each location each round. Upon death explodes for 5d6 to all locations for everyone within 10m. After stands unharmed - can do this once a year. Will not attack unless provoked Arrives to save the shrine of Dorasta always on time. If grip then tears apart automatically 5d6 next round - ignores all armor"}, {"name": "Mistress the Last", "race": "Mistress Race Troll", "rank": 5, "owner": "hkokko", "tags": ["Dorastor", "Unique", "Uz"], "id": 5426, "notes": "Chaos curse cannot eat anything with chaos. Geas - cannot move anywhere which has less chaos than current place. Can renew her spells anywhere. -Dorastor"}, {"name": "Kark - Chaotic Gargoyle", "race": "Gargoyle, Lesser Horned", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Dorastor", "Fantasy", "Glorantha", "Unique"], "id": 5428, "notes": "It's howling is terrifying. Drastic R"}, {"name": "Ghostdirt, bigger", "race": "Gorp", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Dorastor"], "id": 5431, "notes": "Chaos tainted land. Special success with sense chaos needed to detect ghostdirt. Slimedeer are immune to ghostdirt as are some fixed int chaotic creatures. Some chaos beings are using ghostdirt as a weapon or build traps out of it. Ghostdirt attacks each victim separately. Attack lasts 3d6 rounds and ceases when not touching ghostdirt. The chaotic fit will continue for 3d6 rounds. Spiritshield and spirit block are a way to help. Critical - Target loses 1d3 POW permanently. Special Effect - Loses 1 POW permanently. Normal - loses 1d3 magic points. Fumble - immune to this patch of ghostdirt. "}, {"name": "Kangu - The Ape God That Walks", "race": "Two-Headed Ape", "rank": 5, "owner": "hkokko", "tags": ["Monster island", "Unique"], "id": 5434, "notes": "Giant white two-headed ape. A God That Walks. Kangu uses its as its primary attack, rending apart those who succumb to its grapples. - Monster Island. Immunity to bleed, bypass armor, press advantage and sunder until first time they get damage thru the skin.  +1 Action point"}, {"name": "Island Lizard, Huge", "race": "Island Lizard", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Monster island"], "id": 5436, "notes": "Lizard straight out of Skull Island"}, {"name": "Destixin - Lunar Flamingo - Black Form", "race": "Eagle, Giant", "rank": 5, "owner": "hkokko", "tags": ["Lunar", "Peloria"], "id": 5449, "notes": "Destixins are large birds, with long legs and necks and sickle-shaped beaks.  They are sentient, and can work powerful magic. They share in the wisdom of Lunar sages, and can automatically sense whether or not a person is a member of any Lunar religion.\nThe appearance and demeanor of destixins change over the course of the Lunar cycle. While the area of the Moon on which they live is red, destixins are bril- liant pink, their feathers almost luminous. They are peaceful, and eat small fish and water plants.\n\nLunar magicians and heroes occasionally call them to the surface world, but they rarely stay long except in Glamour, where some nest.\" \n\nWhen Destix lies overhead, however, and the part of the Moon on which they reside is black and shadowed, they change. Their feathers turn coal black, and radiate a darkness that suppresses light. They become aggressive and hunt larg- er prey, which they tear apart with their talons and sharp beaks. They retain their intelligence, and a loyalty to Lunar priests, but use their powers only to cause suffering and bloodshed.\n\n\n\nTactics: Black destixins attack anyone who is not a Lunar worshipper, and will hunt any non-sentient creature not under the protection of one. They grasp any such being with their talons and rip at its soft parts with their beaks. They can project feelings of fear at their opponents, which augment their attacks. Once all of their foes are dead or have fled, they greedily consume their prey.\n\nSource: Anaxial's Manifest"}, {"name": "Altinae Warrior", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Glorantha", "Outer world"], "id": 5467, "notes": "\"Powerful humanoid daimones with pale skin and white or pale blue hair. They possess a cold beauty and great physical strength, and are the children of gods unknown to mortals. Tactics: Altinae are calm and efficient in battle, and concentrate on a single foe, moving on to another one only after the first is killed or incapacitated. They will abandon any non-chaotic foe if they sense Chaos nearby, and are drawn to attack the most powerful chaotic foe they can sense. In the rare event multiple altinae are together in a battle, they fight individually to great effect, often ignoring lesser combatants completely as they seek out opponents worthy of their skills. Although they do not fight in formation, each altina aids his companions as the opportunity and need arises.\" -. Anaxial's Roster Cold based attacks are at Formidable difficulty. "}, {"name": "Certamus - Sky Warrior", "race": "Wind Child", "rank": 5, "owner": "hkokko", "tags": ["Glorantha", "Peloria"], "id": 5468, "notes": "\"The certami are sky daimones, winged warriors who serve Arraz, king of the Sky People. They appear as incredibly handsome human men with long golden hair and glittering, multicolored wings. Certami rarely leave the Sky World, which they protect from invaders. Some Dara Happan priests summon them to smite their traditional ene- mies, such as storm barbarians or darkness creatures. Certami are haughty, and refuse to fight any being they consider beneath them. Thus, they rarely fight mere mortals when summoned.They show an appropriately Dara Happan sense of morali- ty and justice, and know that they are far superior to mortals.Tactics: All certami are skilled warriors and tacticians, especially in the Sky Realm. They wreathe their weapons in magical flame, and use this ability to augment their Close Combat. They make good use of their magical abil- ities when fighting known foes. However, they are slow to adapt tactics to changing circumstances: they rely on their ancient traditions, and may re- ceive a handicap if faced with a unique or surprising type of opponent.\" - Anaxial's Roster\n\nSource: Anaxial's Manifest\n"}, {"name": "Mistress Devourer", "race": "Broo", "rank": 5, "owner": "azrooh", "tags": [], "id": 5803, "notes": ""}, {"name": "White Death Mercenary - Strong", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Monster island"], "id": 5958, "notes": ""}, {"name": "Greystone Guard Mercenary", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Monster island"], "id": 5962, "notes": "\"middle aged and older men of grizzled appearance, survivors of several decades of war in the Lord\u2019s service.\""}, {"name": "Colossal Jellyfish", "race": "Jellyfish, Giant", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Monster island", "Sea"], "id": 5970, "notes": "Humongous sized jellyfish - 100 meters across. Can create a Zap that must be resisted by anyone touched with Endurance. Failure is stunned for 1d4+1 rounds, fumble is death by electrocution unless treated with First Aid. Source: ships and Shieldwalls"}, {"name": "#Giddimir - Mushussu - Hydra, Ophidian, 9- headed", "race": "Hydra, Ophidian", "rank": 5, "owner": "Bilharzia", "tags": ["High mountains", "High plateau", "Jungle", "Monster island", "Mountains", "Swamp"], "id": 6021, "notes": "+8 Action points.  Area Attack(Tail), Cold Blooded, DRegeneration (1hp/r/hitloc). (RQ6: PG 312-316) MI pg 224. 2-9 heads.  Any detrimental effect due to serious or major wound only affects that head. Each head has its own willpower resistance roll. Spits corrosive acid once per head every 1d3 hours. Killing the beast will create a storm of acidic blood that can burn off the feet of opponents. Poison POT 70 in liquid form Agony and Acid, in gas form Asphyxiation. Duration half the hydras CON in rounds as liquid, minutes as miasma. Acid = strong Acid 1d4 damage to all it touches. When touching flesh causes Agony if not resisted with endurance. In gas form coughing prevents action if not resisted.  "}, {"name": "Gargantuan Panopticus", "race": "Panopticus", "rank": 5, "owner": "hkokko", "tags": ["Cloud forest", "High mountains", "High plateau", "Jungle", "Monster island", "Sea"], "id": 6045, "notes": "Prefers to use the Grip special effect as the first attack. Once grasped will grasp other location. Regeneration (1hp/round).  MI pg 258-259. "}, {"name": "Fast Initiate of Jaguar Goddess", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 6092, "notes": "Jaguar skins and jaguar skull helmet"}, {"name": "Ukufa (death goose)", "race": "Velociraptor", "rank": 5, "owner": "raleel", "tags": ["Fantasy", "Forest", "Jungle", "Monster island", "Plains"], "id": 6185, "notes": "Ukufa are fears by those on Monster Island. Fast, flying, and bloodthirsty, they often fly in great honking flocks, inflicting their murderous feathery hunger upon the flora and fauna in the area, picking it clean of food and leaving only droppings to foul footwear. "}, {"name": "Giant Eagle (Greater)", "race": "Eagle, Giant", "rank": 5, "owner": "skarza", "tags": [], "id": 6209, "notes": "Massive creatures of the air, the Great Eagles are magnificently large. The wingspans of these creatures range from 20'- 40' for the minor variety, 40'-60' for the lesser, up to a breathtaking 120'-180' for the greater Great Eagles. In shape and coloring, they are akin to their smaller cousins, the standard eagles of the wild.\n\nAbsolute rulers of the sky, the Great Eagles build their eyries in the peaks and crags of the loftiest mountains. Great Eagles, in whatever abode they take up, are often fierce, noble enemies of evil. They will often patrol the lands wherein they reside, observing all that passes, and perhaps providing aid to those in need when it suits the propriety of these creatures.\n\n\nFrom time to time, Great Eagles have been known to provide transport for those in desperate need, but this is not something to be counted upon by those who might seek Great Eagles for just his purpose. Great Eagles decide who they will indulge on a case-by-case basis. As a mount, Great Eagles can carry from 200 pounds/90 kg/55 ENC. (Minor); 600 pounds/275 kg/165 ENC. (Lesser), to 1,500 pounds/680 kg/410 ENC. (Greater), and gives the rider a special bonus of +10 to all Riding manuevers.\n\nGreat Eagles use their sharp sight, hooked beak, vice-like talons, and great battering wings to vanquish lesser foes, while the eagle\u2019s wisdom and knowledge allied with strategic expertise is often enough to defeat greater adversaries."}, {"name": "Wakboth", "race": "Human", "rank": 5, "owner": "hkokko", "tags": [], "id": 6226, "notes": "Experiment"}, {"name": "Drakkar Death Knight Honour Guard cavalry", "race": "Human", "rank": 5, "owner": "skarza", "tags": [], "id": 6327, "notes": "ELITES - Death Knights \nDeath Knight Honour Guard - these are the toughest of the tough. They comprise two naghims (one cavalry, one infantry) and are the Warmarshal\u2019s personal bodyguard.\n\nArmour of bladed reinforced steel articulated plate (10 AP to all locations) Wear light blackmesh shirts under their armour adding +2 AP to chest and Abdomen. Due to training they \u00bd strike rank penalties. -8 in this case. All steel weapons (+2AP/+4HP)\n\nMost carry 2 handed axes, swords hammers etc or some form of serrated polearm\n\n\nBlack Star: An oversized mace with a long handle and several rigid spikes emerging from its flanged head, the Black Star is a speciality weapon used by Drakkarim Infantry troops called Shieldbreakers. Using the same principle as the stiletto, these weapons allow a wielder to ignore cloth and leather based Armour points. Used in conjunction with nalzheng-wielding skirmishers, Shieldbreakers equipped with Black Stars can decimate a defensive line of lightly-armoured warriors with brutal ease.\n\nDark Axe: A wicked barbed axe favoured by many Drakkarim soldiers for its ability to catch an opponent\u2019s weapons and tear them out of their grasp, this axe has several metal protrusions around the head and along its metal-jacketed haft. Any time an opponent is struck by a Dark Axe in melee combat while wielding a one-handed melee weapon the attacker can perform a free disarm combat Manoeuvre in addition to any one chosen.\n\nBladed Armour: Riveting or forge-welding thin blades to forward pointing areas of the armour segment (foot, knee, back of hand and so on) gives the wearer an additional weapon that cannot be removed using the Grab Weapon Combat Manoeuvre. This blade is positioned to be used with a normal Unarmed attack, which is considered to be a dagger for the purposes of damage. \n\nThese blades add +1 to the ENC of the armour."}, {"name": "Drakkar Death Knight Honour Guard infantry", "race": "Human", "rank": 5, "owner": "skarza", "tags": [], "id": 6328, "notes": "ELITES - Death Knights \nDeath Knight Honour Guard - these are the toughest of the tough. They comprise two naghims (one cavalry, one infantry) and are the Warmarshal\u2019s personal bodyguard.\n\nArmour of bladed reinforced steel articulated plate (10 AP to all locations) Wear light blackmesh shirts under their armour adding +2 AP to chest and Abdomen. Due to training they \u00bd strike rank penalties. -8 in this case. All steel weapons (+2AP/+4HP)\n\nMost carry 2 handed axes, swords hammers etc or some form of serrated polearm\n\n\nBlack Star: An oversized mace with a long handle and several rigid spikes emerging from its flanged head, the Black Star is a speciality weapon used by Drakkarim Infantry troops called Shieldbreakers. Using the same principle as the stiletto, these weapons allow a wielder to ignore cloth and leather based Armour points. Used in conjunction with nalzheng-wielding skirmishers, Shieldbreakers equipped with Black Stars can decimate a defensive line of lightly-armoured warriors with brutal ease.\n\nDark Axe: A wicked barbed axe favoured by many Drakkarim soldiers for its ability to catch an opponent\u2019s weapons and tear them out of their grasp, this axe has several metal protrusions around the head and along its metal-jacketed haft. Any time an opponent is struck by a Dark Axe in melee combat while wielding a one-handed melee weapon the attacker can perform a free disarm combat Manoeuvre in addition to any one chosen.\n\nBladed Armour: Riveting or forge-welding thin blades to forward pointing areas of the armour segment (foot, knee, back of hand and so on) gives the wearer an additional weapon that cannot be removed using the Grab Weapon Combat Manoeuvre. This blade is positioned to be used with a normal Unarmed attack, which is considered to be a dagger for the purposes of damage. \n\nThese blades add +1 to the ENC of the armour."}, {"name": "M'Simba M'Samba - Typhoon Elemental", "race": "Elemental", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Jungle", "Monster island", "Unique"], "id": 6609, "notes": "Typhoon Elemental Abilities: vulnerability, Immunity: Air, Vulnerable:Earth.  Takes double damage from earth \nIf Engulf is not evaded then all hitlocs are damaged by same damage. Armor does not protect against engulf damage.  If not escaped - damage continues next round.  Escaping requires evade, acrobatics or brawn against elementals' brawn. \nCan create breezes, lift objects into air, toss or tumble foes, throw objects at them. \n\n (RQ6: PG 312-316) pg 352"}, {"name": "Human Viking Warrior", "race": "Human", "rank": 5, "owner": "mr.sigz", "tags": [], "id": 6666, "notes": ""}, {"name": "Wild man - Primitive Islander, Strong One", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "Jungle", "Monster island"], "id": 6670, "notes": "Blowgun has POT 70 poison"}, {"name": "Island Shaman", "race": "Human", "rank": 5, "owner": "skarza", "tags": [], "id": 6701, "notes": "He has a wizen face haloed by hair adorned with coloured beads and feathers. He steps forward warily from behind the rock holding a feathered staff with a monkey skull on to in one hand and two animal bones in the other. "}, {"name": "Troll Mantis, Giant ", "race": "Mantis, Giant", "rank": 5, "owner": "hkokko", "tags": ["Cloud forest", "Errinoru", "Fantasy", "Glorantha", "Insect", "Jungle", "Monster island", "Mount", "Tarmo", "Uz"], "id": 6768, "notes": "Ambush Stealth vs Perception (with Camouflaged penalty). Forelimbs attack first - success grips. Special Effect either Pin Weapon or Kill Silently - next round mandibles with aimed shot at neck, abdomen, chest. If victim gets free or initial attack fails - mantis flies away. Flying 10m"}, {"name": "Lizard King with Gongchong (Lizardman)", "race": "Lizardfolk Male", "rank": 5, "owner": "skarza", "tags": [], "id": 6771, "notes": "Textured, Blue scales shimmer on the hide of the amphibious Sohleugir, interupted by fin-like ridges rising along the spine. These jagged spikes march from the tip of the three foot tail to the crown of the draconic, snouted head. A transparent, extra lid covers the eye underwater or against dust in the air. The digits of hands and feet bear translucent, claw-like nails. He stand 6'5\" tall.\n\nImmune to all weapons apart from elemental prime weapons such as the fire swords it arrogantly uses.\n\nrank 4 fighter: +1 light armour, +2 to heavy armour AP (factored)\n+1 Action Point for the purposes of Parrying only. when Parrying, the weapon is treated as 1 grade larger. When Parrying, the weapon is treated as 1 grade larger: large to huge, huge to enormous, and enormous to colossal.\n\nDual Weapon Specialisation: You may use the extra Action Point to Parry 1 additional Attack.\n\nYou may use the extra Action Point to make 1 additional Attack. This Bonus attack suffers no additional penalty and may achieve any Special Effect normally allowed the main hand weapon.\n\n+2 half plate to all locations -3 to SR, no helm however.\n\nLUCK: 8\n\nDeathbolt\nResist (Evade/Endurance)\n\nThis spell inflicts 1d6 points of damage per two points of Magnitude. If the target of the spell is killed by this attack, then the target is instantly (failing resistance roll) transformed into a zombie under the control of the caster. The newly animated zombie lasts for one day per point of Magnitude.\n\nExsanguinate\nConcentration, Resist (Endurance)\nThe spell inflicts horrific injures by rupturing the blood vessels of target\u2019s body causing them to either blacken with contusions and bleed from orifices, or experience surgical cuts across their body. If the target fails to resist, every Combat Action the sorcerer can inflict a random location with an amount of damage according to the spell Intensity.\n1\u20132 1D2+1\n3\u20134 1D4+1\n5\u20136 1D6+1\n7\u20138 1D8+1\n9\u201310 1D10+1\n\nThicken Blood\nAutonomous, Resist (Endurance)\nThicken Blood slows down the reactions and speed of a victim with a maximum CON of three times the spell\u2019s Intensity. Targets who fail to resist have their number of Combat Actions per round reduced by one. In addition the Initiative of the target is reduced by the Intensity of the spell to a minimum of 1.\n\n\nVomit Blood\nAutonomous, Resist (Endurance)\nThe target of this horrific spell who fails to resist the magic begins to vomit profuse quantities of blood. For the duration of the spell they are preventing them from being able to perform any action save helplessly retching. Although the amount of blood is frightening it does not in fact come from the victim and so presents no other harm. A sorcerer may cast Vomit Blood on a target with a maximum SIZ of three times the spell\u2019s Intensity.\n\nWeep Blood\nAutonomous, Resist (Endurance)\nThe sorcerer causes a target to start bleeding into his eyes or similar vision based organs, blinding him for the duration of the spell if he fails to successfully resist. The caster can affect creatures with a maximum SIZ of three times the spell\u2019s Intensity. The copious amounts of blood running from a victim\u2019s eyes can be disconcerting to onlookers unaffected by the magic."}, {"name": "Fossil Golem", "race": "Tyrannosaurus", "rank": 5, "owner": "skarza", "tags": [], "id": 6776, "notes": "Fossilized bones make up the body of this animated construct, from its horned triceratops shoulder guards to its tyrannosaur-skulled hands.\nA fossil golem is constructed of the stony bones of dead dinosaurs and other prehistoric creatures. These bones are generally not assembled with any attempt to accurately model the original creature\u2014usually, the skulls of powerful predatory dinosaurs (such as tyrannosauruses) serve in the place of hands, granting the fossil golem a pair of devastating bite attacks."}, {"name": "Major Spectre (intensity 5)", "race": "Spirit", "rank": 5, "owner": "skarza", "tags": [], "id": 6857, "notes": "Hitpoints = POW. Manifestation. Attack with Spectral combat with Spirit Damage as damage.\n\nCold white lights inhabiting the region where eyes might shine reveal the presence of these nearly invisible spirits. Terror heralds their arrival and fades with the departure of the tattered cloaks they often wrap around their non-corporeal forms.\n\nAll Spectres generate terror as a \u201cFear\u201d spell (as the theism spell) within a 100' radius of their presence. Additionally, their insubstantial touch drains a full 5 CON points for those who fail a hard endurance roll. \n\nThe major form prefers to bash foes with its non-corporeal fists, which inflict an additional 1d3 Cold damage in addition to any damage normally delivered. \n\nMajor Spectres touch also has the effect of the spell frostbite.\n\nAlso, these creatures have immaterial bodies such that magical weapons are needed to damage them, and even then they are hard to hit.\n\nBackground: When a living being dies with a lust for power and evil thick in their souls, it may be that their ties to the earth will not be severed upon death. Rather, these souls will gather to them the essence of Unlife, forming the horribly powerful Undead known as Specters. Once made manifest, however, Specters seem woefully incapable of gaining any true power, as if they were played for some cruel joke. Instead, they must be satisfied with performing evil deeds, which they take to with a vengeance."}, {"name": "Count Reiner Haydrich", "race": "Vampire", "rank": 5, "owner": "skarza", "tags": [], "id": 6865, "notes": "Elder vampires with this special power can use their gaze attack on multiple people are once. By looking at and speaking to a crowd, the vampire can attempt to overcome the targets in an opposed Willpower roll. Make one roll for all ordinary humans in the crowd, using the highest Willpower present. Roll vs. the Willpower of each supernatural individual separately. Everyone the vampire manages to control can be controlled as if the vampire was a lesser vampire using hypnotic control on a single individual. Everyone the vampire effects must be within POW metres of the vampire and must be able to hear the vampire and see the vampire\u2019s face clearly.\n\nHas 25 Blood point (BP) (5 can be spent in a round):\n1 BP heals all minor wounds\n2 BPs heals all serious wounds\n4 BPs heals all major wounds\n1 BP can give +1 Action Point for a round.\n1 BP can give a +1 shift on STR damage modifier (several can be spent at once)for a round.\n1 BP can enhance AP by 5 for 1 round.\n\nVampires have the ability to shapeshift into mist at will. As a single Combat Action, the vampire (and every non-living item on his person) dissolves into a thin, greenish fog approximately the same SIZ as they were in the flesh. As a mist, the vampire is immune to all types of physical damage but cannot take any action except Movement. In mist form, a vampire moves at the same speed as they would normally and is unaffected by strong winds.\n\nDrains 2-4 CON with a bite, this is added to the vampires Blood points."}, {"name": " Drakkar Nanrak (Battle Captain)", "race": "Human", "rank": 5, "owner": "skarza", "tags": [], "id": 7090, "notes": "Often found seated upon a Kraan, Drakkar Nanraks (Battle Captains) are fearsome warriors who are usually the strongest and most capable soldiers in the Drakkarim rank and file. They wear a red plumed helmet and an ornate skull-like helmet visor that is inlaid with silver. They are dressed in a flowing crimson cape and their black steel armour and weapons are of superior craftsmanship and quality. They usually favour a long sword with a serrated blade, or a heavy iron mace.\n\nA Drakkar Nanrak is a formidable adversary. Often they will be found overseeing the positioning of their soldiers whilst seated astride their hovering Kraan. They are expert Kraan riders and very adept at executing an airborne attack against an enemy officer, or an unwary adventurer, whom they have sighted on the ground below. They are unquestionably brave and, once committed to combat, they will not give up until they are victorious or dead.\n\nDrakkar Nanraks are rarely encountered on their own in the wild. They will always be accompanied by a sizeable number of Drakkarim Shadza and will never place themselves in a situation where they could be vulnerable to a ranged attack. In battle, they often lead from the front with a trio of tough Kordaks (sergeants) protecting their flanks and rear.\n\nDrakkarim Nanraks are often awarded amulets of protection as reward for acts of bravery in battle. These battle amulets are called \u2018Tekazok\u2019 and they confer an additional +1 to AP and HP, and +5 to endurance to a Nanrak\u2019s basic points score when they are worn. Tekazok confer cumulative protections, therefore a Nanrak who has two Tekazok will gain +2 to AP and HP and +10 to his basic Endurance , a Nanrak with three Tekazok with gain +3 AP and HP,  +15 Endurance , and so on. The maximum number of Tekazok that a single Nanrak can possess is five. (see skills).\n\nAll are adept at weapon use, gaining a free parry once per round.\n\nArmour of bladed reinforced steel articulated plate (10 AP to all locations) Wear light blackmesh shirts under their armour adding +2 AP to chest and Abdomen. Due to training they \u00bd strike rank penalties. -8 in this case. All steel weapons (+2AP/+4HP)\n\nBlack Star: An oversized mace with a long handle and several rigid spikes emerging from its flanged head, the Black Star is a speciality weapon used by Drakkarim Infantry troops called Shieldbreakers. Using the same principle as the stiletto, these weapons allow a wielder to ignore cloth and leather based Armour points. Used in conjunction with nalzheng-wielding skirmishers, Shieldbreakers equipped with Black Stars can decimate a defensive line of lightly-armoured warriors with brutal ease.\n\nBladed Armour: Riveting or forge-welding thin blades to forward pointing areas of the armour segment (foot, knee, back of hand and so on) gives the wearer an additional weapon that cannot be removed using the Grab Weapon Combat Manoeuvre. This blade is positioned to be used with a normal Unarmed attack, which is considered to be a dagger for the purposes of damage. \n\nThese blades add +1 to the ENC of the armour."}, {"name": "Capt Eichminn (Battle Captain)", "race": "Human", "rank": 5, "owner": "skarza", "tags": [], "id": 7101, "notes": "Battle Captain Eichminn is responsible for the massacre at Swampholme where all the citizenry where executed by heart extraction. He also oversaw the forced march of ten thousand souls along the Blackshroud trail, it is rumoured only 300 survived the journey, and he personally beheaded each one.\n\nOften found seated upon a Kraan, Drakkar Nanraks (Battle Captains) are fearsome warriors who are usually the strongest and most capable soldiers in the Drakkarim rank and file. They wear a red plumed helmet and an ornate skull-like helmet visor that is inlaid with silver. They are dressed in a flowing crimson cape and their black steel armour and weapons are of superior craftsmanship and quality. They usually favour a long sword with a serrated blade (with permanent bladesharp spell), or a heavy iron mace.\n\nA Drakkar Nanrak is a formidable adversary. Often they will be found overseeing the positioning of their soldiers whilst seated astride their hovering Kraan. They are expert Kraan riders and very adept at executing an airborne attack against an enemy officer, or an unwary adventurer, whom they have sighted on the ground below. They are unquestionably brave and, once committed to combat, they will not give up until they are victorious or dead.\n\nDrakkar Nanraks are rarely encountered on their own in the wild. They will always be accompanied by a sizeable number of Drakkarim Shadza and will never place themselves in a situation where they could be vulnerable to a ranged attack. In battle, they often lead from the front with a trio of tough Kordaks (sergeants) protecting their flanks and rear.\n\n\nHe has 3 amulets of protection as reward for acts of bravery in battle. These battle amulets are called \u2018Tekazok\u2019 and they confer an total of  +3 to AP and HP, and +15 to endurance to a Nanrak\u2019s basic points score when they are worn. (AP and endurance factored).\n\nAll are adept at weapon use, gaining a free parry once per round.\n\nArmour of bladed reinforced steel articulated plate (10 AP to all locations) Wear light blackmesh shirts under their armour adding +2 AP to chest and Abdomen. Due to training they \u00bd strike rank penalties. -8 in this case. All steel weapons (+2AP/+4HP)\n\nBlack Star: An oversized mace with a long handle and several rigid spikes emerging from its flanged head, the Black Star is a speciality weapon used by Drakkarim Infantry troops called Shieldbreakers. Using the same principle as the stiletto, these weapons allow a wielder to ignore cloth and leather based Armour points. Used in conjunction with nalzheng-wielding skirmishers, Shieldbreakers equipped with Black Stars can decimate a defensive line of lightly-armoured warriors with brutal ease.\nHis has a permanent pierce spell on it.(+2 AP effect)\n\nBladed Armour: Riveting or forge-welding thin blades to forward pointing areas of the armour segment (foot, knee, back of hand and so on) gives the wearer an additional weapon that cannot be removed using the Grab Weapon Combat Manoeuvre. This blade is positioned to be used with a normal Unarmed attack, which is considered to be a dagger for the purposes of damage. \n\nThese blades add +1 to the ENC of the armour."}, {"name": "Giant Spider, Monster Island", "race": "Giant Spider", "rank": 5, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Insect", "Monster island", "Pamaltela"], "id": 7260, "notes": ""}, {"name": "Kumongu, The Spider God", "race": "Giant Spider", "rank": 5, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Insect", "Monster island", "Pamaltela"], "id": 7261, "notes": "It has all the nor- mal features of arachnids, being able to scale any surface (despite its tremendous bulk), the ability to wrap foes in webbing, and a venom so potent it can even kill dinosaurs (Injected, Potency 100, Onset 1d3 Rounds, Conditions \u2013 Agony and Death). The primary attack of Kumongu is its legs which it uses to crush smaller foes to the ground, with its mandibles acting as a follow up attack on larger oppo- nents. Its finger-thick silk threads are treated as described under Giant Spiders "}, {"name": "Jereme's Warhorse", "race": "Horse", "rank": 5, "owner": "raleel", "tags": ["Classic fantasy", "Fantasy"], "id": 7272, "notes": ""}, {"name": "ministrider ", "race": "ministrider ", "rank": 5, "owner": "torvak", "tags": ["Combine", "Half life"], "id": 7438, "notes": "rules pending "}, {"name": "Aboleth", "race": "Aboleth", "rank": 5, "owner": "raleel", "tags": [], "id": 7535, "notes": "Aquatic, Swimmer, Dark Sight, Multi-Limb\n\n**Special** \n\n**Aboleth Slime**\nAboleths naturally secrete a slime which allows their slaves to stay underwater with them, but also prevents them from being on land. If the aboleth is encounter underwater he has a cloud of aboleth slime around him in a 10' (3m) radius. After being hit by the Tentacle, the Defender is soaked in slime from the tentacle.\n**Application**: Contact or Inhaled\n**Potency**: Endurance of the Aboleth\n**Resistance**: Endurance\n**Onset time**: Immediate if inhaled, 1d4+1 rounds otherwise.\n**Conditions**:If the character comes into contact with the slime, the Effect will start after D6 Rounds, the Victims skin becomes strangely Wet, he must keep his Body damp at all times; if not, he will dry out, suffering the effects of dehydration in CON minutes. A Cure Serious Wounds will change the skin back.\n  If the slime is inhaled and the endurance check is failed, the character will be unable to breathe air of d3 hours. \n  If both applications happen (such as being within the cloud of mucus underwater), make 2 endurance rolls, one for each effect.\n  The mucus may be dissolved with soap or wine.\n\n**Spells Known**\nAll are as Rank 3 caster\nIllusory Terrain\nIllusion, Greater\nIllusion, Lesser\nDomination\n\n**from {MERC.1}PZII on Discord **"}, {"name": "Djinn (a Djinn)", "race": "Spirit", "rank": 5, "owner": "hkokko", "tags": ["Fonrit", "Spirit"], "id": 7654, "notes": "Potent spirits able to perform greater deeds of magical creativity, djinn often strain the skills of a magician to summon and bind to their will \u2013 not least because of their propensity to use their abilities is cun- ning, resourceful ways. Their personalities range from polite servility to intimidating rebelliousness. From Fenix. Its Damage Modifier (used for hand to hand combat) is calculated using POWx2. Special abilities are inherent - do not cost a magic point but DO cost action point\n"}, {"name": "Chaotic Gigantic Constrictor Snake,Elder", "race": "Snake, Giant", "rank": 5, "owner": "hkokko", "tags": ["Cloud forest", "Errinoru", "Fantasy", "Glorantha", "High plateau", "Jungle", "Monster island"], "id": 7734, "notes": ""}, {"name": " 'Major' Giant Spider", "race": "Giant Spider", "rank": 5, "owner": "skarza", "tags": [], "id": 7981, "notes": "Giant spiders are huge predatory arachnids; the largest variety of eight-legged web-spinners. Major Spiders are 11'-20' wide monstrosities. All Great Spiders feed on flesh and blood. They can be encountered in almost every clime.\n\nThe origin of these creatures is certainly not a natural one. Despite their sizes, all types of creatures are related, the smaller versions probably being some sort of evil spawn of the Major Great Spiders, a bane upon the earth if there ever was one.\n\nMajor Spiders are loners. but occasionally, a Major Spider will have some of the smaller specimens around as servants or guards. Even more rarely, they will have Orcs, Ogres or even Demon servants. Major Spiders are nocturnal.\n\nMajor individuals of this race are often ascribed to be Demons (at least in part). Clearly enchanted, they are exceptionally large and are capable of casting spells. They augment their already considerable hunting skills and superb senses of smell and hearing with knowledge of the the following spells(They cast as 5th level magic users):\n\nDetect Magic, Know Languages, Identify Read Magic, Ventriloquism, Know Passions, Detect Good, Detect Invisibility, Locate Object, Tongues, Read Thoughts, Wizard Sight, True Seeing, Charm Being, Friendship, Hypnotism, Sleep, Hold Person, Slow, Suggestion, Charm Monster, Confusion, Fear, Phantasmal Terror, Word of Power - Blind, Mass Charm ,Word of Power - Kill\n\nHunting as nocturnal loners, they live in remote regions, setting long-lived traps in caves and well-defined channels. Their sensitivity to subtle changes in pressures on the nearby ground (range 100') and along their two to three hundred foot wide webs is astounding."}, {"name": "Bronze Golem", "race": "Human", "rank": 5, "owner": "Ledad", "tags": ["Classic fantasy", "Construct", "Golem"], "id": 8162, "notes": "Golem poison: \napplication: Inhaled\nPotency: 75\nResistance: Endurance\nOnset time: instant for nausea\n1d10 round:for Agony\nDuration: 1d6 Hours\nVictim may attempt a new resistance roll when Agony strike. if succesful, the poison wear off if not Agony begin and they take 1d6 damage in chestper hour until healed or the poison wear off.\n"}, {"name": "Bear, Grizzly, Strong One", "race": "Bear", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Rq6"], "id": 8411, "notes": " RQ6 pg 336"}, {"name": "Broo - Replicant", "race": "Broo", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Glorantha"], "id": 8648, "notes": "Has unique chaos feature - if it is killed it will return as two replicants of itself within 1d2 rounds in 1d10 meters of the killing location. Each copy will have one additional chaotic feature in addition to this unique one."}, {"name": "Moonbat", "race": "Human", "rank": 5, "owner": "skarza", "tags": [], "id": 8666, "notes": "AP= 7 [3 base +1 Artful (parry only, +1 weapon spec (parry only), + 1 duel weapon.]\n\nArmour Proficiency: Light armours receive 1 extra armour point, and heavy armours 2. The only stipulation is that you have to know the attack is coming. \n\nArtful Dodger: You possess fast reflexes and gain 1 extra Action Point, which may only be used to Parry or Evade. In addition, you may use the Evade skill to dodge a melee attack without falling prone. Against a ranged attack, you only end up prone if you fail\nthe roll.\n\nClimb Walls: you may ignore 1 grade of difficulty to your Athletics roll when performing any attempt at climbing. In addition the Armour Penalty to Base Movement when climbing may be ignored.\n\nHide in Shadows:  As long as you can position yourself in an area enshrouded in shadow, all Perception rolls to spot you are 1\ndifficulty grade harder.\n\nSneak attack:+2 shift to damage bonus\n\nDuel weapon fighting: +1 AP to attack/parry (unarmed and baterang)\n\nUnarmed Prowess: treat Unarmed blocks and parries as \u2018Medium\u2019 sized, enabling them to better defend themselves from armed opponents.\n\nRange weapon specialisation: Aiming requires 1 Turn steadying the weapon instead of a full Round, and makes the following\nattack 1 grade easier. In addition, if not surprised the specialist may automatically fire first (before rolling for initiative)\nat the beginning of combat, assuming both weapon and ammo are readied. -1 reload time, allowing drawing a new weapon as a free action.(baterang)\n\nMelee Weapon: Your Combat Style is improved by 10% when using your weapon of specialisation. You gain +1 Action Point\nfor the purposes of Parrying only. Also +1 shift in damage, and +10 to hit (unarmed and baterang)\n\nEquipment: Elven Chain +2 of Shadow: +1 shift to stealth. This armour deepens the shadows around the wearer when hiding, while also dampening the sound around the wearer.Arm spurs allow parrying of weapons up to large in size with no penalty.\n\nBelt of Many Pockets:\nThis broad belt seems to be nothing more than a well-made article of clothing, but closer examination reveals eight small pouches along its inner front.\n\nIn fact, a total of sixty-four extradimensional pouches exist in the belt, with seven more \"behind\" each of the eight readily apparent ones. Each pouch is similar to a miniature bag of holding, able to contain up to 1 cubic foot of material weighing as much as 10 pounds. \n\nAnything stored in the belt's pockets is effectively weightless and doesn't affect the wearer's carrying capacity so long as the belt is worn around the waist. If removed, the belt weighs one-tenth of the total weight of all the items stored within it.\n\nWhile worn around the waist, the belt responds to its wearer's desire to extract something (by opening the correct pouch) or store something (by opening an empty pouch). Retrieving any specific item from a pouch is a free action, but can only be done once per cycle.\n\nThe belt contains:\nWere Styptic: this jar of paste grants a living creature fast healing 2 for 2d4 rounds. While active, the styptic also closes any open wounds the subject receives, negating any bleed effects that would affect the target. This is a painful cure, and the target must succeed at a hard END roll or be at -1 shift to all activities for the styptic\u2019s duration.\n\ntanglefoot bag\nA small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged attack with a range increment of 5/10/20), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a \u201310 penalty on attack rolls and a \u20131 shift on balance manoeuvres and must make an Evade roll (with -1 shift) or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. larger creatures(SIZ 20+) are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make an evade roll or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.\n\nA creature that is glued to the floor (or unable to fly) can break free by making a (-2 shift Brawn roll or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check as if the had suffered a minor injury or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.\n\nThunderstone\nYou can throw this stone as a ranged attack with a range  of 5/10/20) feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang, each creature within a 3 m (10 foot)radius spread must make a hard Endurance save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a \u20134 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast.\n\nSince you don\u2019t need to hit a specific target, you can simply aim at a particular area but the target can make an opposed evade to avoid the effects.\n\nGloomstick\nWhen twisted as a action, a gloomstick begins drawing in light from the surrounding area, reducing the light level by one step (to a minimum of partial darkness) in a 20-foot radius. A gloomstick remains active for 1 minute before crumbling to dust.\n\nImpact foam\nThis milky white liquid bubbles into a 1-foot-thick semi solid sheet of foam when splashed across the ground. You can spend a minute to applya 10-foot-radius area, or you can throw the flask to cover a 5 foot area. The foam does not interfere with movement, but reacts strongly to sudden force. A creature that falls onto a sheet of impact foam ignores the first 1d6 points of falling damage and the second 1d6 points of falling damage cannot cause a serious wound. A sheet of impact foam dissolves after 10 minutes or when exposed to at least a gallon of water.\n\nAir Crystals\nThese unpleasant-tasting, alchemically grown crystals release breathable air when chewed. Air crystals provides 1 minute of breathable air. Placing air crystals in your mouth takes a  action; chewing them each round is a free action. Any attempt to speak while chewing air crystals negates any remaining duration.\n\nFungal Stun Vial\nHarvested from a rare fungus, these small vials emit a bright blue glow. When broken, a fungal stun vial releases a flash of bright blue light in a 10-foot radius and dim light in a 20-foot radius. All creatures within the flash area must make a WIL save vs 70 Potency. Creatures that fail are stunned for 1d2 rounds if they\u2019re in the area of bright light, or are confused for 1 round if in the area of dim light.\n\nPowder, Flash\nThis coarse grey powder ignites and burns almost instantly if exposed to flame, significant friction, or even a simple force such as throwing it against a floor (an action). Creatures within the 10-foot-radius burst are blinded for 1 round (Opposed END roll negates).\n\nSmoke Pellet and sticks\nThis small sphere contains two alchemical substances separated by a thin barrier. When you break the sphere, the substances mingle and fill a 5-foot square with a cloud of smoke. The smoke pellet acts as a smokestick, except the smoke only lasts for 1 round before dispersing. You may throw a smoke pellet as a ranged attack with a range of STR in metres.\n\nThe smoke fills a 10-foot cube (treat the effect as fog, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally after 1 minute.\n\nSmoke pellet, pepper\nThe smoke from a pepper pellet is an ocular and respiratory irritant, and creatures that are hit by a pepper pellet or pass through the smoke must succeed at a unopposed END save or suffer mild Asphyxiation (1 level of fatigue for duration of in cloud + 1 round).\n\nSmoke pellet, smog\nThe smoke from a smog pellet is oily, and creatures that are hit by a smog pellet or pass through the smoke are covered in thick residue. This residue makes invisible creatures visible for 1d4 rounds.\n\nSpellscorch\nRefined from rare underground crystals, this poison causes a burning headache that impedes spellcasting. If the target fails its END Roll vs 85 potency save, for the next minute the target must make a WIL roll (normal but -25) to cast a spell, and all other concentration checks to  take a \u201325 penalty.\n\nanti-venom and anti-toxins\n\n\nIron Bands of Binding:\na 3-inch-diameter iron sphere with bandings on the globe.\nWhen the proper command word is spoken and the spherical iron device is hurled at an opponent, the bands expand and then contract to bind the target creature on a successful ranged attack. A single Large or smaller creature can be captured thus and held immobile (as if entangled) until the command word is spoken to bring the bands into spherical form again. The creature can break (and destroy) the bands with a Herculean Brawn check. Iron bands of binding are usable once per day.\n\nOther equipment:\nBoots, Elven: grant a 95% Sneak skill, unmodified by terrain.\n\nCloak of gliding:\nFashioned of black cloth, this cloak bestows a +1 Shift on Stealth checks. The wearer is also able to hang upside down from the ceiling like a bat. By holding the edges of the garment, the wearer is able to glide 30 feet for every 5 foot drop in altitude.\nIf the glide fails of the wearer falls, they also gain 10 AP resistance to falling damage. \n\nVest of Escape:\nThis simple silk vest looks nondescript, but is actually studded with numerous secret pockets sewn into its lining.\n\nHidden inside these are magic lockpicks that provide a +20  bonus on Disable Device and picking locks. The vest also grants its wearer a +30 bonus on any roll to escape restraint (such as grapple or being tied up).\n\nGloves of Reconnaissance:\nOn command, the wearer can use the gloves to see and hear through solid material no more than 5 feet thick by placing both hands on that material. The wearer can use the gloves  for up to 1 minute per day.\n\nSmoke-cutting Lenses:\nThe goggles allow the wearer to see through magical and normal fogs, mists, smokes and similar obscurement. They also confer nightvision on the wearer.\n\nQuick wrist wand holster (holds 4 wands per wrist)allows use of wand without need to draw it\n \nWand of Force Hook Charge (50 charges) x4 2 per arm (Intensity 8)Range:100': \nYou create a hook of force that strikes the target and drags you to a space adjacent to it. Make an unarmed attack against the target(opposed by evade); if the attack succeeds, the target takes 1 point of damage per 2 intensity (4 in this case). Whether or not the attack hits, the force hook drags you in a straight line to be adjacent to the target. The pulling hook keeps you from falling as part of this movement; therefore you can use it to cross a pit or chasm, or reach a higher or lower elevation. If the line of effect from you to the target passes through an area that is too small to fit your body (such as a portcullis or arrow slit), the hook pulls you to that location and you take damage as if you had fallen the distance from your starting point to that location. If you are restrained, such as being chained to a wall, the hook pulls you to the maximum extent of your restraints but does not break the restraints.\n\nIf your travel to the destination is not blocked, you land on your feet, unharmed by the sudden motion. However, the spell does not guarantee you a safe landing space when you arrive. For example, if your target is flying or on a ledge with no room for you to stand, once the hook pulls you adjacent to the target, you begin to fall.\n\nWand of Force Hook Grapple (50 charges) x4 2 per arm (Intensity 8)Range:100':\nYou create a hook of force that strikes the target and can tethers it to an adjacent object. Make an unarmed attack against the target (opposed by evade); if the attack succeeds, the target takes 1 point of damage per 2 intensity (4 in this case) and is entangled and gripped in that location. The hook can be used to pull the opponent of their feet as per the entangle special effect, and /or reel the opponent in at the rate of 25' per turn.\n\nAs an alternative, the hook can be released, at which point it attaches to an anchor point. For this any designated target within suitable range (approximately 1 Metre per intensity) can be used. This can be another target, in which case they also can attempt to evade or become entangled with the target.\n \n"}, {"name": "Roc", "race": "Roc", "rank": 5, "owner": "raleel", "tags": ["Fantasy", "Islands", "Korantia", "Mountains", "Sea", "Thennla"], "id": 8685, "notes": "Shores of Korantia p127\nThese immense birds of prey make their nests close to the\nocean and each has a range that encompasses thousands of\nsquare kilometres over both sea and land. Humans are generally too small to bother with as prey except perhaps to carry\nback to a nest to feed a chick, but a horse or ox is a tasty morsel,\nand a vessel full of humans may make a worthwhile snackbox\nthat the roc can return to over and again, swooping down and\nsnatching a victim in its talons \u2013 indeed it is capable of catching\nup a human-sized target in each talon at the same time.\nIf a roc is in range of a source of handy missiles, it is quite\ncapable of targeting a vessel with a dropped rock. The starting\ndifficulty for this attack is Hard, adjusted for Size of target and\nrange (vertical height) using the Size and Distance Difficulty\nAdjustment Table. A large rock dropped from a height can be\na devastating weapon if it strikes the deck of a ship.\n"}, {"name": "Witcher (Cat School) Master", "race": "Human", "rank": 5, "owner": "jaum", "tags": ["The witcher"], "id": 8819, "notes": ""}, {"name": "Witcher (Wolf School) Master", "race": "Human", "rank": 5, "owner": "jaum", "tags": ["The witcher"], "id": 8829, "notes": ""}, {"name": "Ancient Elder Darkling (Intensity 6)", "race": "Spirit-Being (Lyonesse)", "rank": 5, "owner": "hkokko", "tags": ["Lyonesse"], "id": 8844, "notes": "***Always 3 Action points***\n***Hit points 1d6+36***\n***Damage bonus = 0***\n\nLight can destroy it: a candle inflicts 1d2 damage; a torch 1d4; and full sunlight 2d6 damage per round.\n\nLyonesse pg 423\n\n\n"}, {"name": "Ancient Elder Hyslop (Intensity 6)", "race": "Spirit-Being (Lyonesse)", "rank": 5, "owner": "hkokko", "tags": ["Lyonesse"], "id": 8850, "notes": "***Always 3 Action points***\n***Hit points 1d6+36***\n\n\n\n\nLyonesse pg 423\n\n\n"}, {"name": "Ancient Elder Quist (Intensity 6)", "race": "Spirit-Being (Lyonesse)", "rank": 5, "owner": "hkokko", "tags": ["Lyonesse"], "id": 8856, "notes": "***Always 3 Action points***\n***Hit points 1d6+36***\n\n\n\nLyonesse pg 423\n\n\n"}, {"name": "Ancient Elder Willawen (Intensity 6)", "race": "Spirit-Being (Lyonesse)", "rank": 5, "owner": "hkokko", "tags": ["Lyonesse"], "id": 8862, "notes": "***Always 3 Action points***\n***Hit points 1d6+36***\n\n\n\n\nLyonesse pg 423\n\n\n"}, {"name": "Elder Merrihew (Intensity 5)", "race": "Spirit-Being (Lyonesse)", "rank": 5, "owner": "hkokko", "tags": ["Lyonesse"], "id": 8867, "notes": "***Always 3 Action points***\n***Hit points 1d6+30***\n\n\n\nLyonesse pg 423\n\n\n"}, {"name": "Ancient Elder Merrihew (Intensity 6)", "race": "Spirit-Being (Lyonesse)", "rank": 5, "owner": "hkokko", "tags": ["Lyonesse"], "id": 8868, "notes": "***Always 3 Action points***\n***Hit points 1d6+36***\n\n\n\n\nLyonesse pg 423\n\n\n"}, {"name": "Lizardfolk Savage Elite Champion - Anguri", "race": "Lizardfolk Male", "rank": 5, "owner": "raleel", "tags": ["Monster island"], "id": 8991, "notes": ""}, {"name": "Lizardfolk Savage Elite Champion - Gabari", "race": "Lizardfolk Male", "rank": 5, "owner": "raleel", "tags": ["Monster island"], "id": 8994, "notes": "**Blowgun Poison**\n*Application*: Injected\n*Potency*: 70\n*Resistance*: Endurance\n*Onset time*: 1d6 rounds\n*Duration*: 4 hours\n*Conditions*: Paralysis\n*Antidote/Cure*: Only time"}, {"name": "Lizardfolk Savage Elite Champion - Gamari", "race": "Lizardfolk Male", "rank": 5, "owner": "raleel", "tags": ["Monster island"], "id": 8997, "notes": "**Blowgun Poison**\n*Application*: Injected\n*Potency*: 70\n*Resistance*: Endurance\n*Onset time*: 1d6 rounds\n*Duration*: 4 hours\n*Conditions*: Paralysis\n*Antidote/Cure*: Only time"}, {"name": "Lizardfolk Savage Elite Champion - Gyaosi", "race": "Lizardfolk Male", "rank": 5, "owner": "raleel", "tags": ["Monster island"], "id": 9000, "notes": "**Blowgun Poison**\n*Application*: Injected\n*Potency*: 70\n*Resistance*: Endurance\n*Onset time*: 1d6 rounds\n*Duration*: 4 hours\n*Conditions*: Paralysis\n*Antidote/Cure*: Only time"}, {"name": "Lizardfolk Savage Elite Champion - Ghidori", "race": "Lizardfolk Male", "rank": 5, "owner": "raleel", "tags": ["Monster island"], "id": 9003, "notes": "**Blowgun Poison**\n*Application*: Injected\n*Potency*: 70\n*Resistance*: Endurance\n*Onset time*: 1d6 rounds\n*Duration*: 4 hours\n*Conditions*: Paralysis\n*Antidote/Cure*: Only time"}, {"name": "Lizardfolk Savage Elite Champion - Kamacuri", "race": "Lizardfolk Male", "rank": 5, "owner": "raleel", "tags": ["Monster island"], "id": 9006, "notes": "**Blowgun Poison**\n*Application*: Injected\n*Potency*: 70\n*Resistance*: Endurance\n*Onset time*: 1d6 rounds\n*Duration*: 4 hours\n*Conditions*: Paralysis\n*Antidote/Cure*: Only time"}, {"name": "Lizardfolk Savage Elite Champion - Kangi", "race": "Lizardfolk Male", "rank": 5, "owner": "raleel", "tags": ["Monster island"], "id": 9009, "notes": "**Blowgun Poison**\n*Application*: Injected\n*Potency*: 70\n*Resistance*: Endurance\n*Onset time*: 1d6 rounds\n*Duration*: 4 hours\n*Conditions*: Paralysis\n*Antidote/Cure*: Only time"}, {"name": "Lizardfolk Savage Elite Champion - Kumongi", "race": "Lizardfolk Male", "rank": 5, "owner": "raleel", "tags": ["Monster island"], "id": 9012, "notes": "**Blowgun Poison**\n*Application*: Injected\n*Potency*: 70\n*Resistance*: Endurance\n*Onset time*: 1d6 rounds\n*Duration*: 4 hours\n*Conditions*: Paralysis\n*Antidote/Cure*: Only time"}, {"name": "Lizardfolk Savage Elite Champion - Mandahi", "race": "Lizardfolk Male", "rank": 5, "owner": "raleel", "tags": ["Monster island"], "id": 9015, "notes": "**Blowgun Poison**\n*Application*: Injected\n*Potency*: 70\n*Resistance*: Endurance\n*Onset time*: 1d6 rounds\n*Duration*: 4 hours\n*Conditions*: Paralysis\n*Antidote/Cure*: Only time"}, {"name": "Lizardfolk Savage Elite Champion - Oodaki", "race": "Lizardfolk Male", "rank": 5, "owner": "raleel", "tags": ["Monster island"], "id": 9018, "notes": "**Blowgun Poison**\n*Application*: Injected\n*Potency*: 70\n*Resistance*: Endurance\n*Onset time*: 1d6 rounds\n*Duration*: 4 hours\n*Conditions*: Paralysis\n*Antidote/Cure*: Only time"}, {"name": "Lizardfolk Savage Elite Champion - Varani", "race": "Lizardfolk Male", "rank": 5, "owner": "raleel", "tags": ["Monster island"], "id": 9021, "notes": "**Blowgun Poison**\n*Application*: Injected\n*Potency*: 70\n*Resistance*: Endurance\n*Onset time*: 1d6 rounds\n*Duration*: 4 hours\n*Conditions*: Paralysis\n*Antidote/Cure*: Only time"}, {"name": "Liizardfolk Savage Elite Champion - Anguri, Strong", "race": "Lizardfolk Male", "rank": 5, "owner": "hkokko", "tags": ["Monster island"], "id": 9022, "notes": ""}, {"name": "Enormous Swarm of Bats", "race": "Flock", "rank": 5, "owner": "hkokko", "tags": ["Errinoru", "Fantasy", "Jungle", "Monster island"], "id": 9414, "notes": "Bat swarm does not often cause damage but simply cause a significant distraction due to the battering of hun- dreds, even thousands, of thrumming wings passing by. This can interfere with actions from trying to cross over a narrow bridge to casting a spell as the bats bump those in their path or get caught in clothing and hair. The magnitude of the distraction each round is\ncalculated by imposing a number of difficulty grades equal to half the rolled injuries. MI pg 218"}, {"name": "Large Shoal of Piranha", "race": "Flock", "rank": 5, "owner": "hkokko", "tags": ["Errinoru", "Fantasy", "Jungle", "Monster island"], "id": 9410, "notes": "Each round a shoal inflicts an equal amount of Hit Point damage as the number of rolled injuries, applied simultaneously to every location. nitial damage is always applied to worn armour first, reducing its Armour Points on a one for one basis until it is \u2018destroyed\u2019; non-metal protection simply being consumed whereas metal armour has its straps eaten through and drops off. In the case of chainmail it is assumed that the armour simply slows the fish temporarily until they begin eating their way\nup the sleeves or skirts. MI pg 218"}, {"name": "Huge Swarm of Bats", "race": "Flock", "rank": 5, "owner": "hkokko", "tags": ["Errinoru", "Fantasy", "Jungle", "Monster island"], "id": 9413, "notes": "Bat swarm does not often cause damage but simply cause a significant distraction due to the battering of hun- dreds, even thousands, of thrumming wings passing by. This can interfere with actions from trying to cross over a narrow bridge to casting a spell as the bats bump those in their path or get caught in clothing and hair. The magnitude of the distraction each round is\ncalculated by imposing a number of difficulty grades equal to half the rolled injuries. MI pg 218"}, {"name": "Shoal of Piranha", "race": "Flock", "rank": 5, "owner": "hkokko", "tags": ["Errinoru", "Jungle", "Monster island"], "id": 9415, "notes": "Initial damage is always applied to worn armour first, reducing its Armour Points on a one for one basis until it is \u2018destroyed\u2019; non-metal protection simply being consumed whereas metal armour has its straps eaten through and drops off. "}, {"name": "Swarm of Crabs", "race": "Flock", "rank": 5, "owner": "hkokko", "tags": ["Errinoru", "Jungle", "Monster island"], "id": 9416, "notes": "Each \u2018Injury\u2019 inflicts 1 point of damage to all parts of the body, thus a small swarm of crabs inflicts 1d3 damage to every location. Armour helps reduce this damage as per normal. "}, {"name": "Large Swarm of Crabs", "race": "Flock", "rank": 5, "owner": "hkokko", "tags": ["Errinoru", "Fantasy", "Jungle", "Monster island"], "id": 9418, "notes": "Each \u2018Injury\u2019 inflicts 1 point of damage to all parts of the body, thus a small swarm of crabs inflicts 1d3 damage to every location. Armour helps reduce this damage as per normal. "}, {"name": "Huge Swarm of Crabs", "race": "Flock", "rank": 5, "owner": "hkokko", "tags": ["Errinoru", "Fantasy", "Jungle", "Monster island"], "id": 9419, "notes": "Each \u2018Injury\u2019 inflicts 1 point of damage to all parts of the body, thus a small swarm of crabs inflicts 1d3 damage to every location. Armour helps reduce this damage as per normal. "}, {"name": "Enormous Swarm of Crabs", "race": "Flock", "rank": 5, "owner": "hkokko", "tags": ["Errinoru", "Fantasy", "Jungle", "Monster island"], "id": 9420, "notes": "Each \u2018Injury\u2019 inflicts 1 point of damage to all parts of the body, thus a small swarm of crabs inflicts 1d3 damage to every location. Armour helps reduce this damage as per normal. "}, {"name": "Swarm of Jellyfish", "race": "Flock", "rank": 5, "owner": "hkokko", "tags": ["Errinoru", "Jungle", "Monster island"], "id": 9421, "notes": "If the rolled number of injuries exceeds the victim\u2019s Armour Points then they are stung with a lethal toxin. The potency of the dose depends on the number of stings (injuries) which penetrate, accumulating round by round. "}, {"name": "Large Swarm of Jellyfish", "race": "Flock", "rank": 5, "owner": "hkokko", "tags": ["Errinoru", "Fantasy", "Jungle", "Monster island"], "id": 9423, "notes": ""}, {"name": "Huge Swarm of Jellyfish", "race": "Flock", "rank": 5, "owner": "hkokko", "tags": ["Errinoru", "Fantasy", "Jungle", "Monster island"], "id": 9424, "notes": "If the rolled number of injuries exceeds the victim\u2019s Armour Points then they are stung with a lethal toxin. The potency of the dose depends on the number of stings (injuries) which penetrate, accumulating round by round. "}, {"name": "Enormous Swarm of Jellyfish", "race": "Flock", "rank": 5, "owner": "hkokko", "tags": ["Errinoru", "Fantasy", "Jungle", "Monster island"], "id": 9425, "notes": "If the rolled number of injuries exceeds the victim\u2019s Armour Points then they are stung with a lethal toxin. The potency of the dose depends on the number of stings (injuries) which penetrate, accumulating round by round. "}, {"name": "Shoal of Leeches", "race": "Flock", "rank": 5, "owner": "hkokko", "tags": ["Errinoru", "Jungle", "Monster island"], "id": 9426, "notes": "The consequence of leech shoals is somewhat different than other types, taking several hours to take effect. The swarm only rolls for the number of injuries once, armour having no effect. For each two points of injury the victim suffers a persistent level of Fatigue from blood loss and secondary infection."}, {"name": "Huge Shoal of Leeches", "race": "Flock", "rank": 5, "owner": "hkokko", "tags": ["Errinoru", "Fantasy", "Jungle", "Monster island"], "id": 9429, "notes": "The consequence of leech shoals is somewhat different than other types, taking several hours to take effect. The swarm only rolls for the number of injuries once, armour having no effect. For each two points of injury the victim suffers a persistent level of Fatigue from blood loss and secondary infection."}, {"name": "Enormous Shoal of Leeches", "race": "Flock", "rank": 5, "owner": "hkokko", "tags": ["Errinoru", "Fantasy", "Jungle", "Monster island"], "id": 9430, "notes": "The consequence of leech shoals is somewhat different than other types, taking several hours to take effect. The swarm only rolls for the number of injuries once, armour having no effect. For each two points of injury the victim suffers a persistent level of Fatigue from blood loss and secondary infection."}, {"name": "Swarm of Rats", "race": "Flock", "rank": 5, "owner": "hkokko", "tags": ["Errinoru", "Jungle", "Monster island"], "id": 9431, "notes": "If the rolled number of injuries > Armour Points then each successful injury inflicts 1 Hit Point of damage. In addition the victim is exposed to a disease"}, {"name": "Large Swarm of Rats", "race": "Flock", "rank": 5, "owner": "hkokko", "tags": ["City", "Errinoru", "Fantasy", "Jungle", "Monster island"], "id": 9433, "notes": "If the rolled number of injuries > Armour Points then each successful injury inflicts 1 Hit Point of damage. In addition the victim is exposed to a disease"}, {"name": "Huge Swarm of Rats", "race": "Flock", "rank": 5, "owner": "hkokko", "tags": ["Errinoru", "Fantasy", "Jungle", "Monster island"], "id": 9434, "notes": "If the rolled number of injuries > Armour Points then each successful injury inflicts 1 Hit Point of damage. In addition the victim is exposed to a disease"}, {"name": "Enormous Swarm of Rats", "race": "Flock", "rank": 5, "owner": "hkokko", "tags": ["City", "Errinoru", "Fantasy", "Jungle", "Monster island"], "id": 9435, "notes": "If the rolled number of injuries > Armour Points then each successful injury inflicts 1 Hit Point of damage. In addition the victim is exposed to a disease"}, {"name": "Stampede in the Jungle", "race": "Flock", "rank": 5, "owner": "hkokko", "tags": ["Errinoru", "Jungle", "Monster island"], "id": 9436, "notes": "The number of members in the herd is roughly equivalent to its Hit Points, the injuries inflicted caused by being struck by horns, hoofs or barging. Each \u2018Injury\u2019 inflicts damage to a single location, against which armour protects. The amount of damage rolled is equal to the Damage Modifier of the herd creature. Stampedes move at five times the base movement of the comprising animals."}, {"name": "Cultist of OMG, Acolyte", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Monster island"], "id": 9458, "notes": "Acolyte of OMG - Maestro of battle, drinker of blood A hyena headed goddess whose cult members are noted to be \"dreadful, yet divinely inspired warrior-priests\". She vents her rage in battle then sates her appetites with the blood of the fallen, looking beneficently over those that embrace her rages. When not fighting, however, the worshippers of Omg are sour and petulant, feeling her lugubrious lassi- tude whilst she awaits the next conflict.  To become a lay member of the cult requires killing someone, or something, in open battle. Progression thereafter is restricted to those who kill suf- ficient foes, in addition to the standard rank requirements. Additionally, a worshipper of Omg must never show their back to the enemy. MI pg 158"}, {"name": "Cultist of Zululun, Priest", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Monster island"], "id": 9465, "notes": "Guardian of tombs, herald of revenge. The dread guardian of the tombs and punisher of thieves, Zululun has a dire reputation.The idols of Zululun are depicted as a nightmare cross of bat and spider, emphasis- ing his dread temperament. MI pg 161"}, {"name": "Priest of Jaguar Goddess", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High plateau", "Jungle", "Monster island"], "id": 9472, "notes": "Jaguar skins and jaguar skull helmet"}, {"name": "Cultist of Ilioth, Priestess", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Monster island"], "id": 9519, "notes": "Ilioth - Matriarch of love, corrupter of passion"}, {"name": "Cultist of Quatochil, Priest", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Monster island"], "id": 9524, "notes": "Cultist of Quatochil, Lord of dust, bringer of decay"}, {"name": "Cultist of Mordiggoth, Priest", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Monster island"], "id": 9528, "notes": "Mordiggoth - Ruler of the dead, captain of worms\n"}, {"name": " Cultist of Ojahl Acolyte", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Monster island"], "id": 9531, "notes": "Cultist of Ojahl-  The virgin goddess, mistress of the blade "}, {"name": "Cultist of Ojahl Priest", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Monster island"], "id": 9532, "notes": "Cultist of Ojahl- The virgin goddess, mistress of the blade"}, {"name": "Cultist of Thargorgos, Priest", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Monster island"], "id": 9536, "notes": "Thargorgos - Judge of dooms, bringer of catastrophe"}, {"name": "Cultist of Thasaidon, Priest", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Monster island"], "id": 9541, "notes": " Thasaidon, Preceptor of secrets, granter of wishes"}, {"name": "Cultist of Vergamka, Priest", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Monster island"], "id": 9546, "notes": "Cultist of Vergamka, Patriarch of all, inscriber of destiny"}, {"name": "Cultist of Ylila, Acolyte", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Monster island"], "id": 9550, "notes": "Cultist of Ylila - Queen of perdition, spreader of iniquity"}, {"name": "Cultist of Ylila, Priest", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Monster island"], "id": 9551, "notes": "Cultist of Ylila - Queen of perdition, spreader of iniquity"}, {"name": "Cultist ofYuklha, Priest", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Monster island"], "id": 9555, "notes": "Cultist of Yuklha, Prince of laughter, purveyor of madness"}, {"name": "Spirit Guide Kangi for Monster Island", "race": "Spirit", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Monster island"], "id": 9562, "notes": "Mythras pg 133"}, {"name": "Spirit Guide Kumongi, Monster Island ", "race": "Spirit", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 9564, "notes": "Mythras pg 133"}, {"name": "Medium Stampede", "race": "Flock", "rank": 5, "owner": "hkokko", "tags": ["Errinoru", "Jungle", "Monster island"], "id": 9566, "notes": "1d4 injuries per attack. The number of members in the herd is roughly equivalent to its Hit Points, the injuries inflicted caused by being struck by horns, hoofs or barging. Each \u2018Injury\u2019 inflicts damage to a single location, against which armour protects. The amount of damage rolled is equal to the Damage Modifier of the herd creature. Stampedes move at five times the base movement of the comprising animals."}, {"name": "Stampede in the Savannah", "race": "Flock", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Prax"], "id": 9567, "notes": "The number of members in the herd is roughly equivalent to its Hit Points, the injuries inflicted caused by being struck by horns, hoofs or barging. Each \u2018Injury\u2019 inflicts damage to a single location, against which armour protects. The amount of damage rolled is equal to the Damage Modifier of the herd creature. Stampedes move at five times the base movement of the comprising animals.MI pg 219"}, {"name": "Stampede in the Puna Plateau", "race": "Flock", "rank": 5, "owner": "hkokko", "tags": ["Monster island", "Puna plateau"], "id": 9568, "notes": "The number of members in the herd is roughly equivalent to its Hit Points, the injuries inflicted caused by being struck by horns, hoofs or barging. Each \u2018Injury\u2019 inflicts damage to a single location, against which armour protects. The amount of damage rolled is equal to the Damage Modifier of the herd creature. Stampedes move at five times the base movement of the comprising animals.MI pg 219"}, {"name": "White Dragon, Young Adult (51-100)", "race": "Dragon", "rank": 5, "owner": "Steve3742", "tags": [], "id": 9585, "notes": "**this one is for Classic Fantasy**\nThe white dragon is the smallest and least intelligent of the dragons, being slightly less intelligent than an average human. They prefer to live in cold regions far to the north or at the top of inhospitable mountain ranges, and are motivated completely by the drive to live, reproduce, and amass a horde of treasure. A white dragon is able to attack with a freezing blast of arctic cold as its breath weapon. They themselves are immune to all forms of natural cold and take no damage from cold attacks. White dragons will follow prey into water and continue to attack with tooth and claw; however, unlike other semi-aquatic dragons, white dragons are not amphibious.\n\nSpeak/Sleep: White dragons have a 20% chance of being able to speak and a 60% chance of being found asleep.\n\nMagic Skills: White dragons that can speak are able to cast Arcane spells once the requisite skills equal or exceed 50%. This includes cantrips. White dragons may not cast Arcane spells in excess of Rank 1 regardless of skill.\n\nExtra Abilities:\n\nBreath Weapon (Cone of Frost): A white dragon\u2019s cone of frost has a range equal to the dragon\u2019s CON\u00a0x1.5 in metres and has a width of the dragon\u2019s CON/4 at its furthest extent. The frost does 2D6+1 points of cold damage to each of the target\u2019s hit locations: 2D6+1 is rolled once; the damage rolled is applied to all hit locations simultaneously. However, they may Evade and if successful only suffer half damage. Armour Points count as normal. Frost breath is capable of coating a victim with a layer of ice. The chance is equal to the rolled damage\u00a0x5%. If frozen, may spend an Action Point and attempt a Brawn roll to attempt to break free; however, until successful, the unfortunate victim cannot move or perform any other actions. \n\nInfravision. White dragons see into the infrared spectrum. The maximum distance is 18 metres (60 ft) unless specified otherwise.\n\nImmunity to Cold: White dragons are completely immune to damage caused by cold.\n\nIce Walking: At will, allows dragon to walk on icy surfaces as easily as dry ground.\n\nNote that the Burrowing ability can only be used in snow."}, {"name": "Red Dragon, Young Adult (51-100)", "race": "Dragon", "rank": 5, "owner": "Steve3742", "tags": [], "id": 9584, "notes": "**this one is for Classic Fantasy**\nOf all dragon-kind, red dragons are the most covetous and miserly, knowing the inventory of their horde down to the last copper piece. Their obsession for wealth is matched only by their vain self-confidence, believing themselves not only superior to other dragons, but all creatures. Red dragons may be found perched atop great mountains watching over their domain. Like most dragons, red dragons choose to lair deep beneath the earth, with massive networks of caverns as their lair of choice. Red dragons are carnivorous; their favourite meal being a beautiful maiden, whom the dragon has more than likely charmed or terrorised local villagers into sacrificing. They are extremely cruel and sometimes torment their prey for days before finally devouring it. Red dragons breathe scorching flames and are therefore immune to the effects of heat and fire of any sort.\n\nSpeak/Sleep: Red dragons have a 75% chance of being able to speak and a 20% chance of being found asleep.\n\nMagic Skills: Red dragons that can speak are able to cast Arcane and/or Divine spells once the requisite skills equal or exceed 50%. This includes cantrips. Red dragons may not cast Arcane spells in excess of Rank 3 regardless of skill. Red dragons may not cast Divine spells in excess of Rank 1 regardless of skill.\n\nExtra Abilities:\n\nInfravision. Red dragons see into the infrared spectrum. The maximum distance is 18 metres (60 ft) unless specified otherwise.\n\nAffect Normal Fires: 3 times a day, the red dragon may cause normal fires to grow or diminish, as per the spell.\n\nPyrotechnics: 3 times a day, the red dragon may cause Pyrotechnics, as per the spell.\n\nNote that the Breathe Flame ability has a range of 1.5xCON and that non-magical armour points only count as half protection."}, {"name": "Black Dragon, Young Adult (51-100)", "race": "Dragon", "rank": 5, "owner": "Steve3742", "tags": [], "id": 9586, "notes": "**this one is for Classic Fantasy**\nThese are typically the most bad tempered and abusive of dragon kind, quick to anger and resentful of intrusion. They are not as intelligent as other dragons, although still more so than the white sub-species and can be far more cruel. They are both cunning and malevolent, preferring to lair in bleak landscapes or the darkness offered by heavy vegetation. They prefer to strike from hiding using their surroundings as cover, often springing from a deep pool or swamp to catch their prey unaware. Like all dragons, black dragons are motivated by the urge to horde treasure. The breath weapon of the black dragon is a stream of highly corrosive acid that can reduce an opponent to bone in little time; they themselves are immune to acid. Black dragons are born with the ability to breathe underwater.\n\nSpeak/Sleep: Black dragons have a 30% chance of being able to speak and a 50% chance of being found asleep.\n\nMagic Skills: Black dragons that can speak are able to cast Arcane spells once the requisite skills equal or exceed 50%. This includes cantrips. Black dragons may not cast Arcane spells in excess of Rank 1 regardless of skill.\n\nExtra Abilities:\nBreath Weapon (Line of Acid): A black dragon\u2019s acid shoots out in a line 3 metres wide for a range equal to the dragon\u2019s CON\u00a0x3 in metres. All opponents in the line of effect are subject to acid damage. They can try to Evade, and halve damage if they do.\nThe acid does 2D6+2 points of damage to each of the target\u2019s hit locations: Armour does protect against this damage, but is eaten away by it. Once the armour is gone, the acid will start attacking the HP. The acid will last for 1D3 turns or until washed off. \nThere is a chance equal to the damage rolled\u00a0x5%, of the attack producing an acidic gas that may be inadvertently inhaled. If inhaled, match the dragon\u2019s CON\u00a0x5 against the victim\u2019s Endurance, if overcome they begins taking 1d2 points of damage directly to their chest hit location as the gas begins to burn their lungs. This is in addition to any damage to the chest from the acid. Once they vacate the area of effect, the damage to the lungs ceases. The gas, even if not inhaled, causes burning of the eyes, nose and mouth, the effects of which is a 1 grade penalty to all skill rolls for the entirety of time exposed to the gas, and 1d3+1 minutes later. \n\nInfravision. Black dragons see into the infrared spectrum. The maximum distance is 18 metres (60 ft) unless specified otherwise.\n\nImmunity to Acid: Black dragons are completely immune to damage caused by acid.\n\nDarkness: 3 times a day, the black dragon can cause darkness as per the spell, in a 3m radius per 1/10th Willpower"}, {"name": "Green Dragon, Young Adult (51-100)", "race": "Dragon", "rank": 5, "owner": "Steve3742", "tags": [], "id": 9587, "notes": "**this one is for Classic Fantasy**\nLike black dragons, green dragons are bad tempered and cruel, having little regard for that which is good and pure. They often enslave other creatures, killing those possessing too strong a will to be broken. They enjoy initiating fights with little provocation. A capable opponent will be stalked and attacked when the dragon feels it has secured an advantage in combat, while a weak target will be tormented, maybe for days before being finally devoured. They like to ask questions of adventurers, learning their exploits, the goings on in the world, slowly moving the conversation towards treasure. Adventurers that the dragon finds interesting are usually allowed to live, for as long as they remain interesting, that is. Green dragons are able to breathe out a terrible corrosive and poisonous chlorine gas that can quickly overwhelm a typical opponent; they themselves are immune to all gasses.\n\nSpeak/Sleep: Green dragons have a 45% chance of being able to speak and a 40% chance of being found asleep.\n\nMagic Skills: Green dragons that can speak are able to cast Arcane spells once the requisite skills equal or exceed 50%. This includes cantrips. Green dragons may not cast Arcane spells in excess of Rank 2.\n\nExtra Abilities:\n\nBreath Weapon (Chlorine Gas Cloud): A green dragon\u2019s corrosive gas cloud billows forth from the dragon filling a radius equal to half the dragon\u2019s CON\u00a0x1.5 metres, dissipating in 1d3+1 Rounds. The duration assumes calm weather conditions; a moderate wind halves the duration, while strong winds blow the gas away in a single Round. All opponents in the cloud are subject to gas effects. Prior to a breath attack, potential targets may declare that they are holding their breath as a free action, in which they may hold their breath for a number of seconds equal to Endurance. However, once an attack has been declared, there is usually insufficient time to react unless having previously taken a Delay Action.\nThis gas is equivalent to a weak acid doing 1d2 points of damage every Round to all exposed hit locations as well as any Armour Points of any armour worn. Once the armour has been reduced to 0, the previously protected hit locations begin to take damage as well. If inhaled, match the dragon\u2019s CON\u00a0x5 against the victim\u2019s Endurance. If overcome, they begins taking an additional 1d2 points of damage directly to their chest hit location as the acid begins to burn their lungs. This is in addition to any damage to the chest normally. Once they vacate the area of effect, the damage to the lungs ceases. Chlorine gas, even if not inhaled, causes burning of the eyes, nose and mouth, the effects of which is a 1 grade penalty to all skill rolls for the entirety of time exposed to the gas, and 1d3+1 minutes later.\n\nInfravision. Red dragons see into the infrared spectrum. The maximum distance is 18 metres (60 ft) unless specified otherwise.\n\nImmunity to Gas: Green dragons are completely immune to the effects of all gasses.\n\nWater Breathing: Green dragons can breathe underwater"}, {"name": "Blue Dragon, Young Adult (51-100)", "race": "Dragon", "rank": 5, "owner": "Steve3742", "tags": [], "id": 9588, "notes": "**this one is for Classic Fantasy**\nThese territorial and voracious dragons are common to deserts, badlands, and windswept plains, spending hours on end perched high atop some secluded outcropping of rock surveying their domain. Their bluish scales at first appear to be a bad match for the life of a desert predator, due to the contrast against the yellow desert sands. However, they often burrow into soft earth with only the smallest part of their heads exposed, patiently waiting to strike from ambush, or soar into the daytime desert sky to blend almost invisibly. They prefer vast subterranean lairs in which to store their treasure hoard. They are particularly fond of gems, with sapphires being the most sought after. Blue dragons are able to breathe a bolt of lightning in a relatively straight line striking any in its path; they themselves are immune to electricity.\n\nSpeak/Sleep: Blue dragons have a 60% chance of being able to speak and a 30% chance of being found asleep.\n\nMagic Skills: Blue dragons that can speak are able to cast Arcane and/or Divine spells once the requisite skills equal or exceed 50%. This includes cantrips. Blue dragons may not cast Arcane spells in excess of Rank 2 regardless of skill. Blue dragons may not cast Divine spells in excess of Rank 1 regardless of skill.\n\nExtra Abilities:\n\nBreath Weapon (Lightning Breath): A blue dragon\u2019s lightning bolt is 3 metres wide and has a range equal to the dragon\u2019s CON\u00a0x3 in metres. All opponents in the line of effect are subject to lightning damage. They can try to Evade, and halve damage if they do.\nThe bolts inflict damage of 3D6+2 to 1d6 random hit locations on each target. Both natural and worn armour offer no protection against lightning, while magical armour offers protection equal to its magic bonus. Successfully evading the attack halves the rolled damage, but not the number of hit locations effected. Lightning has the capability of igniting flammable materials. This is equal to the rolled damage\u00a0x5%.\n\nInfravision. Red dragons see into the infrared spectrum. The maximum distance is 18 metres (60 ft) unless specified otherwise.\n\nImmunity to Electricity: Blue dragons are completely immune to electricity, including lightning.\n\nCreate or Destroy Water: 3 times a day a blue dragon may create or destroy water, as per the spell\n\nSound Imitation: Blue dragons can imitate any sound at will, as per the spell.\n\nNote that the Burrowing ability can only be used in sand and loose dirt."}, {"name": "White Dragon, Great Wyrm (Over 1,200 years)", "race": "Dragon", "rank": 5, "owner": "Steve3742", "tags": [], "id": 9589, "notes": "**this one is for Classic Fantasy**\nThe white dragon is the smallest and least intelligent of the dragons, being slightly less intelligent than an average human. They prefer to live in cold regions far to the north or at the top of inhospitable mountain ranges, and are motivated completely by the drive to live, reproduce, and amass a horde of treasure. A white dragon is able to attack with a freezing blast of arctic cold as its breath weapon. They themselves are immune to all forms of natural cold and take no damage from cold attacks. White dragons will follow prey into water and continue to attack with tooth and claw; however, unlike other semi-aquatic dragons, white dragons are not amphibious.\n\n***Speak/Sleep:*** A Great Wyrm white dragon has a 55% chance of being able to speak and a 60% chance of being found asleep.\n\n***Magic Skills:*** White dragons that can speak are able to cast Arcane spells once the requisite skills equal or exceed 50%. This includes cantrips. White dragons may not cast Arcane spells in excess of Rank 1 regardless of skill.\n\n***Extra Abilities:***\n\n***Breath Weapon (Cone of Frost):*** A white dragon\u2019s cone of frost has a range equal to the dragon\u2019s CON\u00a0x1.5 in metres and has a width of the dragon\u2019s CON/4 at its furthest extent. The frost does 3D6+1 points of cold damage to each of the target\u2019s hit locations: 3D6+1 is rolled once; the damage rolled is applied to all hit locations simultaneously. However, they may Evade and if successful only suffer half damage. Armour Points count as normal. Frost breath is capable of coating a victim with a layer of ice. The chance is equal to the rolled damage\u00a0x5%. If frozen, may spend an Action Point and attempt a Brawn roll to attempt to break free; however, until successful, the unfortunate victim cannot move or perform any other actions. \n\n***Infravision:*** White dragons see into the infrared spectrum. The maximum distance is 18 metres (60 ft) unless specified otherwise.\n\n***Immunity to Cold:*** White dragons are completely immune to damage caused by cold.\n\n***Ice Walking:*** At will, allows dragon to walk on icy surfaces as easily as dry ground.\n\n***Gust of Wind:*** 3 times a day a Great Wyrm White Dragon can cause a Gust of Wind, as per the spell.\n\n***Wall of Fog:*** 3 times a day a Great Wyrm White Dragon can cause a Wall of Fog, as per the spell, except that it  may produce snow or hail rather than rain.\n\n***Freezing Fog:*** 3 times a day a Great Wyrm White Dragon can cause a Wall of Fog, which causes obscured vision and a thin layer of ice to form on all surfaces in a 30m radius.\n\nNote that the Burrowing ability can only be used in snow."}, {"name": "Tiamat, Queen of Chromatic Dragons", "race": "Dragon", "rank": 5, "owner": "Steve3742", "tags": [], "id": 9591, "notes": "**this one is for Classic Fantasy**\n\nTiamat is the queen of chromatic dragons. She is more akin to a goddess than a monster and should be well outside the abilities of even the strongest parties to deal with. However, the statistics below might help should she be confronted by opponents more on her power level.\nShe is normally attended by a Great Wyrm aged dragon of each species of the chromatic dragons, all with exceptional statistics (ie, all over average). These five dragons are fanatically loyal to her.\nShe looks like an enormous dragon with five heads,one white, one black, one green, one blue and one red. These heads partake of the powers of the relevant dragon species. Tiamat partakes of all the powers and abilities of each of the chromatic dragons, i.e., she is immune to Cold, Acid, Gas, Electricity and Fire.\nNote that, because of Tiamat's size, it is not possible to accurately show her weapons' Size and Reach. All weapons bar Breath have a Size of C+++++. Reach is T for Trample, VL++++ for Claws, VL+++++ for Bite and VL++++++ for Tail.\nLikewise, the Hit Location Chart does not reproduce her five Heads. The Armour and Hit points are the same, but there are five Heads and so the chart should be as follows:\n01: Tail\n02: Right Rear Leg\n03: Left Rear leg\n04-05: Hindquarters\n06-07: Right Wing\n08-09: Left Wing\n10-11: Forequarters\n12-13: Right Foreleg\n14-15: Left Foreleg\n16: White Head\n17: Black Head\n18: Green Head\n19: Blue Head\n20: Red Head\n\n***Breath Weapons:***\n***Frost Breath:*** Tiamat\u2019s white head breathes out a cone of frost with a range of 270m and a width of 22.5m at its furthest extent. The frost does 4D6+1 points of cold damage to each of the target\u2019s hit locations: 4D6+1 is rolled once; the damage rolled is applied to all hit locations simultaneously. However, they may Evade and if successful only suffer half damage. Armour Points count as normal. Frost breath is capable of coating a victim with a layer of ice. The chance is equal to the rolled damage\u00a0x5%. If frozen, may spend an Action Point and attempt a Brawn roll to attempt to break free; however, until successful, the unfortunate victim cannot move or perform any other actions. \n***Acid Breath:*** Tiamat\u2019s black head shoots out acid in a line 3 metres wide for a range of 270m. All opponents in the line of effect are subject to acid damage. They can try to Evade, and halve damage if they do.\nThe acid does 4D6+2 points of damage to each of the target\u2019s hit locations: Armour does protect against this damage, but is eaten away by it. Once the armour is gone, the acid will start attacking the HP. The acid will last for 1D3 turns or until washed off. \nThere is a chance equal to the damage rolled\u00a0x5%, of the attack producing an acidic gas that may be inadvertently inhaled. See the green head, below, for effects. \n***Gas Breath:*** Tiamat\u2019s green head breathes out a corrosive gas cloud billowing forth from her filling a radius of 135m, dissipating in 1d3+1 Rounds. The duration assumes calm weather conditions; a moderate wind halves the duration, while strong winds blow the gas away in a single Round. All opponents in the cloud are subject to gas effects. Prior to a breath attack, potential targets may declare that they are holding their breath as a free action, in which they may hold their breath for a number of seconds equal to Endurance. However, once an attack has been declared, there is usually insufficient time to react unless having previously taken a Delay Action.\nThis gas is equivalent to a weak acid doing 1d2 points of damage every Round to all exposed hit locations as well as any Armour Points of any armour worn. Once the armour has been reduced to 0, the previously protected hit locations begin to take damage as well. If inhaled, match the potency of 450 against the victim\u2019s Endurance. If overcome, they begins taking an additional 1d2 points of damage directly to their chest hit location as the acid begins to burn their lungs. This is in addition to any damage to the chest normally. Once they vacate the area of effect, the damage to the lungs ceases. Chlorine gas, even if not inhaled, causes burning of the eyes, nose and mouth, the effects of which is a 1 grade penalty to all skill rolls for the entirety of time exposed to the gas, and 1d3+1 minutes later.\n***Lightning Breath:*** Tiamat\u2019s blue head shoots out a lightning bolt 3 metres wide and with a range of 270m. All opponents in the line of effect are subject to lightning damage. They can try to Evade, and halve damage if they do.\nThe bolts inflict damage of 5D6+2 to 1d6 random hit locations on each target. Both natural and worn armour offer no protection against lightning, while magical armour offers protection equal to its magic bonus. Successfully evading the attack halves the rolled damage, but not the number of hit locations effected. Lightning has the capability of igniting flammable materials. This is equal to the rolled damage\u00a0x5%.\n***Fiery Breath:*** Tiamat\u2019s red head breathes out a cone of fire with a range of 270m and a width of 22.5m at its furthest extent. The fire does 6D6 points of fire damage to each of the target\u2019s hit locations: 6D6 is rolled once; the damage rolled is applied to all hit locations simultaneously. However, they may Evade and if successful only suffer half damage. Armour Points count as half normal while magical armour offers protection equal to its magic bonus. Fire breath has the capability of igniting flammable materials. \n\n***Sleep:*** Tiamat has a 10% chance of being found asleep.\n\n***Magic Skills:*** Tiamat can cast Arcane and Divine spells. This includes cantrips. Tiamat can cast Arcane and Divine spells of any Rank.\n\n***Passions:*** Evil (Chaotic, Cruel, Betrayer and Spiteful) 240%, Hate Giants: 200%, Hate Metallic Dragons: 220%\n\n***Extra Abilities:***\n***Infravision:*** Tiamat sees into the infrared spectrum. The maximum distance is 18 metres (60 ft) unless specified otherwise.\n***Immunity:*** Tiamat is immune to Acid, Cold, Electricity (including lightning), Fire/Heat and Gasses\n***Breathe Flame Note:*** The Breathe Flame ability has a range of 1.5xCON and that non-magical armour points only count as half protection.\n***Burrowing Note:*** Burrowing can be done through snow, sand or loose dirt.\n\n***Spell-Like Abilities:***\n***Affect Normal Fires:*** 3 times a day, Tiamat may cause normal fires to grow or diminish, as per the spell.\n***Charm Reptiles:*** Once a day, Tiamat may Charm Reptiles, as per the spell Charm Mammals, however only affecting reptiles.\n***Control Winds:*** Once a day, Tiamat may Control Winds, as per the spell.\n***Corrupt Water:*** Once a day, Tiamat may Corrupt Water, as per the spell.\n***Create or Destroy Water:*** 3 times a day, Tiamat may Create or Destroy Water, as per the spell.\n***Darkness:*** 3 times a day, Tiamat may cause Darkness, as per the spell, with up to a 54m radius.\n***Detect Gems:*** 3 times a day, Tiamat may Detect the kind and number of Gems in a 30m radius, 1 minute duration.\n***Dust Devil:*** Once a day, Tiamat may create a Dust Devil, as per the spell.\n***Entangle:*** Once a day, Tiamat may Entangle, as per the spell.\n***Freezing Fog:*** 3 times a day, Tiamat may create Freezing Fog, which causes obscured vision and a thin layer of ice to form on all surfaces in a 30m radius.\n***Gust of Wind:*** 3 times a day, Tiamat may cause a Gust of Wind, as per the spell.\n***Hallucinatory Terrain:*** 3 times a day, Tiamat may create Hallucinatory Terrain, as per the spell.\n***Heat Metal:*** Once a day, Tiamat may Heat Metal, as per the spell.\n***Hypnotism:*** Once a day, Tiamat may use Hypnotism, as per the spell.\n***Ice Walking:*** Tiamat can walk on icy surfaces as easily as dry ground\n***Pass without Trace:*** 3 times  a day, Tiamat may Pass without Trace, as per the spell.\n***Plant Growth:*** 3 times a day, Tiamat may cause Plant Growth, as per the spell.\n***Pyrotechnics:*** 3 times a day, Tiamat may cause Pyrotechnics, as per the spell.\n***Sound Imitation:*** Tiamat may Imitate any Sound at will, as per the spell.\n***Suggestion:*** 3 times a day, Tiamat may use Suggestion, as per the spell.\n***Summon Insects:*** Once a day, Tiamat may Summon Insects, as per the spell.\n***Ventriloquism:*** Once a day, Tiamat may use Ventriloquism, as per the spell.\n***Wall of Fog:*** 3 times a day a day, Tiamat may create a Wall of Fog, as per the spell, except that it may produce snow or hail rather than rain.\n***Warp Wood:*** 3 times a day, Tiamat may Warp Wood, as per the spell.\n***Water Breathing:*** Tiamat may Breathe Water at will."}, {"name": "Cloud of Feylings", "race": "Flock", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Dorastor", "Errinoru", "Fantasy", "Jungle", "Monster island"], "id": 9598, "notes": "Feylings of Dorastor are geyser of microscopic seeds encountered as clouds of white specks - they can sometimes be twice as numerous. Each attack is considered a feyling attached. The character needs to roll under the number of feylings attached or will gain a passion (like from passion spirit) until feelings are gone and needs to act according to passion. Every day the number of feylings attached by 1 unless bathing when reduced by 2. When feyling is attached to character it attracts more feylings and every encounter has a chance of 1d6 more feylings being attached to the character. Combine the passions found in \"Passions of the Spirit\" and attached in the Passion Spirit description. Source: Secrets of Dorastor"}, {"name": "True Giant", "race": "Giant, 6 meter", "rank": 5, "owner": "hkokko", "tags": ["Genertela", "Glorantha", "Unique"], "id": 9599, "notes": "Roll 1d6 for hitloc. The medium height is 100 meters tall - the tallest are 160 meters tall. Source: Secrets of Dorastor"}, {"name": "Swarm of Micro Broos", "race": "Flock", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Dorastor", "Monster island"], "id": 9601, "notes": "They need an orifice, crack, wound  or opening in the victim to have a go. Each attack will take only seconds and produces a new micro broo that emerges from the host bursting from the opening in half an hour causing one point of damage and is fully functional. Each micro broo can  'attack' once per minute for 4d6 times a day but there are large number of micro broos in the swarm.  There is no damage from the original attack but it is possible that the victim is torn apart when the newly produced micro broos emerge. The micro broos can 'attack' any substance so can be really dangerous. Due to their small size their speed is slower than real broos. Source: Secrets of Dorastor pg 143"}, {"name": "Chaotic Naiad - Freshwater Nymph", "race": "Nymph", "rank": 5, "owner": "hkokko", "tags": ["Aig", "Chaos", "Dorastor", "Glorantha"], "id": 9602, "notes": "AiG. Dominate Species of their native environment without cost. Recurring per season. This one is Intensity 3. Can use half the sprit rank as difficulty grade to ease or hinder Boating, Seamanship and Swim in their realm.Vulnerable to foulness in environment - each  reduces magic points by one for the duration. Direct their waters to flow contrarily. Make waters foul or sweet to drink to the point of causing or curing disease.  "}, {"name": "Chaotic Vough - Swamp Nymph", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Dorastor", "Glorantha", "Marsh", "Swamp"], "id": 9608, "notes": "Limnades are associated with still fresh water, such as lakes and swamps. The type of water that a limnade inhabits has a great effect on her personality. Where the water is clear and fresh, such as in mountain lakes, a limnade appears as an alluring, naked young woman; she is generally neutral to mortals. Limnades prefer seclusion, but only become hostile if threatened. A limnade will avoid harming people or animals that visit her lake, unless they are obviously hostile. She might rescue someone who is drowning, and may be worshipped as part of a local animist tradition.\nA limnade may change over time if her lake loses its inflow, is choked with weeds and silt, or becomes tainted with saltwater. As her home water changes into marsh, the limnade\u2019s personality becomes progressively darker, until she becomes a vough. Vough take the form of blue-, green-, or black-faced old women, with metal claws and dripping wet robes (formed from their bodies). In exceptionally large swamps, each vough might inhabit a particular pool of fetid water. Otherwise, they inhabit the whole body of water, and wax and wane with its fortunes.\nA vough is malevolent towards most land-dwellers, and will usually lure to his doom a mortal who trespasses on her domain. Vough usually refrain from attacking those that hurl her a sacrifice (usually a goat or pig, but a human makes a nice treat). Followers of water gods (such as the Weeders of the Oslira River) may know other ways to appease or foil a nearby vough. Vough detest most life in general, even intelligent aquatic life such as Triolini. Some vough mate with captured mortals or less savory entities, and spawn shapeless, slimy swamp creatures called brollachan.\nLimnades can control any non-sentient creature born in their body of water, and can magically sense events occurring anywhere in their domain. Most have other magical talents as well.\nA limnade\u2019s or vough\u2019s talents can take several forms when embodied. Most often, they embody their talents in water, and so form watery tentacles, but talents can also be embodied in a patch of mist or a will-o-wisp (a floating ball of cold fire). Limnades favor will-o-wisps for their Draw Mortal ability. Vough often embody a talent into a whip braided from their hair. .?Tactics: If she senses an intruder, a limnade will attempt to entice them to their doom beneath the water. They might use will-o-wisps, create illusions of distant voices, or do whatever else is needed to lure the victim into a patch of quicksand or mud. Alternately, they can appear in human form, and use their beauty to drive the victim mad so that he leaps into the water to be with them. \nIf more a more direct confrontation is required, the limnade will use talents such as Palsy or Asphyxiation harm the target. If all else fails, they will embody as many talents as possible and seek to flee into the water under their cover.\nVough use the same tactics as more benevolent limnades, but are much more hostile. If a direct confrontation is required, the vough will embody an appropriate talent as a whip and attack her foes. If all else fails, she will embody as many talents as possible and attack, but will flee into the water and dissolve her body if she begins to lose the fight."}, {"name": "Chaotic Oaken Warrior", "race": "Possessed Large Tree", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Flora", "Monster island", "Plant"], "id": 9610, "notes": "Intensity 5. Abilities: Figure using the action points (sum int + pow) RQ6 pg 12\nStrike rank using the average of INT and CHA. MI pg260. Damage inflicted is normally caused from bashing, lacerations or strangulation or a combination of several. With these limbs they can use the special effects of Bash, Bleed (if thorny), Disarm, Entangle, Grip, Stun, Sunder or Trip.  Immune to Endurance tests. One limb to attack per opponent. ach round they can use their branches as clubs as normal or they can use the branches to grab an opponent and draw them to their mouths where they can bite chunks off them. They can be blood suckers... Source: Secrets of Dorastor"}, {"name": "Oaken Warrior, Mature", "race": "Oaken Warrior", "rank": 5, "owner": "hkokko", "tags": ["Dorastor", "Elf forest", "Glorantha", "Monster island"], "id": 9616, "notes": "When a branch hits a target it will grip after the hit and start oil subsequent rounds to crush the hit loc by half the damage bonus per round. Armor protects until it has been crushed thru. It has 2d4 active branches and its combat style % will be 90%-number of branches * 10"}, {"name": "Lion Fish", "race": "Lion Fish", "rank": 5, "owner": "hkokko", "tags": ["Mythic babylon"], "id": 9647, "notes": ""}, {"name": "Sickness Spirit - Intensity 4 (1+1+1+1)", "race": "Spirit", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 9679, "notes": "Mythras page 143 and  152-153. Lone spirits attack sleeping or unconscious targets. At this point the sickness spirit manifests, and engages the target in spirit combat. If it gains a level of success the spirit infects the victim, and wanders off to find another host. Only rarely do they covertly possess "}, {"name": "Sickness Spirit - Intensity 4 (1+3)", "race": "Spirit", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 9680, "notes": "Mythras page 143 and  152-153. Lone spirits attack sleeping or unconscious targets. At this point the sickness spirit manifests, and engages the target in spirit combat. If it gains a level of success the spirit infects the victim, and wanders off to find another host. Only rarely do they covertly possess "}, {"name": "Sickness Spirit - Intensity 4 (1+1+2)", "race": "Spirit", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 9681, "notes": "Mythras page 143 and  152-153. Lone spirits attack sleeping or unconscious targets. At this point the sickness spirit manifests, and engages the target in spirit combat. If it gains a level of success the spirit infects the victim, and wanders off to find another host. Only rarely do they covertly possess "}, {"name": "Sickness Spirit - Intensity 4 (4)", "race": "Spirit", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 9682, "notes": "Mythras page 143 and  152-153. Lone spirits attack sleeping or unconscious targets. At this point the sickness spirit manifests, and engages the target in spirit combat. If it gains a level of success the spirit infects the victim, and wanders off to find another host. Only rarely do they covertly possess "}, {"name": "Mushussu (Babylonian Dragon)", "race": "Mushussu (Babylonian Dragon)", "rank": 5, "owner": "hkokko", "tags": ["Mythic babylon"], "id": 9706, "notes": ""}, {"name": "Mutu - Demon Possessed Lion", "race": "Lion", "rank": 5, "owner": "hkokko", "tags": ["Carmania", "Fantasy", "Mythic babylon"], "id": 9718, "notes": "The lion is furthermore fixed on the death of the king and will pursue that to the exclusion of all else, using all the cunning at its disposal."}, {"name": "Nimru - Leopard Demon", "race": "Tiger", "rank": 5, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "Jungle", "Monster island", "Mythic babylon"], "id": 9719, "notes": "Nimru is a leopard demon. When it takes control of a leopard, it makes it larger and more fearsome but does not diminish its speed and athletic prowess. Nimru can climb and leap like a leopard, and is just as stealthy. Unlike ordinary leopards, Nimru\u2019s favoured prey is man. Mythic Babylon pg 262"}, {"name": "Dragon ", "race": "Dragon", "rank": 5, "owner": "Larandior", "tags": [], "id": 9747, "notes": "**this one is for classic fantasy**\nBreath Weapon, Cold Blooded, Infravision, Diving Strike, Engulfing, Flying, Formidable Natural Weapons, Immunity (to their breath weapon), Terrifying, Trample. Note that Engulfing and Terrifying or not possessed by Hatchlings and Very Young dragons"}, {"name": "Golden Idol - Huge Sentinel", "race": "Sentinel, Obsidian", "rank": 5, "owner": "hkokko", "tags": ["Cloud forest", "Fantasy", "High mountains", "High plateau", "Jungle", "Monster island"], "id": 9944, "notes": "MI pg 88, 189 MI pg 266-267. Weapons will break: using weapons against immaterial objects Mythras pg 81."}, {"name": "Asag - Fallen God", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Mythic babylon", "Unique"], "id": 9981, "notes": "MBa 273. Asag can spend his own Magic Points to immediately invoke the Bless Crops, Entangle, Growth, and Ripen miracles from the Mythras core rules. No Exhort skill roll or separate devotional pool is needed; Azag draws on his own power."}, {"name": "Lamastu - Fallen God", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Mythic babylon", "Unique"], "id": 9988, "notes": "MBa 276. When she spots a pregnant woman, she can mark the day of birth and will show up to steal the baby right on time. If she can touch the woman seven times during the birthing, the baby will be hers.\n\nHer curse ability is to cause barrenness or impotence"}, {"name": "Rolling Horror", "race": "Rolling Horror", "rank": 5, "owner": "hkokko", "tags": ["Luther arkwright", "Monster", "Monster island"], "id": 10049, "notes": "Rip- pling fleshy tubes coated in ichor, mud, and blood, Rolling Horrors adorn and protect themselves with extruded and animate corpses, and move in surges. The flailing bodies and limbs of dying/dead victims serve as armour, weaponry, and the source of the crea- tures\u2019 power to Terrify (Luther Arkwright, page 50). No one is ever surprised by the attack of a Rolling Horror, as they can be heard coming from quite a distance. They leave nothing but flattened soil and shattered remains of whatever objects stand in their way. The dead they take with them. As they move, their outer coat of corpses whips about forcefully. These extrusions are typi- cally attached at the shoulders and hips (but sometimes by other parts) so that the limbs and head flail about horribly. Its attack is to roll over its opposition, projecting twisting and twining tendrils to entangle and pull victims into a maw it forms to Engulf them.\n\nSource: Parallel Lines pg 44"}, {"name": "Briarlord", "race": "Spirit", "rank": 5, "owner": "hkokko", "tags": ["Perceforest", "Spirit"], "id": 10058, "notes": "A Briarlord is a powerful spirit that embodies the primal wild. There is a Briarlord in charge of\nevery significant piece of wasteland; they are fiercely territorial. The\nwild beasts and plants within their territory are possessively guarded\nby the Briarlords. Most use their Subjugate Spirit Ability to dominate\nother spirits that enter their territory. \n\nBriarlords can manipulate Taint in a way that is not truly understood.\nThey are able to generate chimeric animals (see\npage 126) as well as giant forms of normal animals, and culture\nanimated plants (such as those described in this section) in the depths\nof their domain. Briarlords never appear as even remotely human. If\nmanifested or viewed in spirit form they usually appear as a random\nmixture of vegetation and animal parts. One might appear as a mound of\ntangled brambles, ferns, and stag leg bones, with the snapping jaws of a\nwolf. Another might look mostly like a bear but with flowers for eyes, a\nrow of antelope horns along its back, and covered in pine needles rather\nthan fur. \n\nThe example Briarlord below is Intensity 5. Its Thicket covers\nthe central 36 square kilometres of a vast waste. The Demesne power allows it to create\npossessed plants (see page 129), but attacking these plants does not\nharm the Briarlord itself unless it is manifested into plant form.\n\nThe example Briarlord below is Intensity 5. Its Thicket covers the central 36 square kilometres of a vast waste. \n\nSource: Perceforest 124"}, {"name": "Luiton - Airy Spirit - Granter of Wishes", "race": "Spirit", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Perceforest"], "id": 10076, "notes": "All luitons can manifest a physical form. They can choose the form they take each time they become visible and material, but cannot be larger in SIZ than their POW. Regardless of the form taken, the luiton\u2019s statistics do not change.\nSource: Perceforest 128"}, {"name": "Quaker Lizard", "race": "Giant Lizard", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Monster island", "Mythic rome"], "id": 10092, "notes": "These monsters may either attack once per round or roar. Roaring costs the creature 1d6 Magic Points and causes a localised earth tremor. Everything within 100 metres must roll an opposed test of their Athletics skill against the monster\u2019s Thunderous Roar skill. Failure indicates that object or person has fallen over, suffer- ing the prone penalty if the monster decides to trample over them.\n\nArea Attack is Tail\n\nSource: Mythic Rome 162"}, {"name": "The Brain That Crawls", "race": "Brain That Crawls", "rank": 5, "owner": "hkokko", "tags": ["Monster island", "Unique"], "id": 10112, "notes": "The Mind that Crawls is over 3 metres across. From the rear of the horrific quivering massextends a further 10 metres of spinal cord with which it pushes itselfalong.Tactics: ambush hang motionless from shadows above, leaving a trail of putrid slime behindit. From this inverted position it patiently awaits adventurers,lowering its spinal cord to strike the rearmost explorer.On a successful surprise attack, it uses both the KillSilently and its Grapple ability to wrap about the neckof the victim and drag them up into the dark shadows of its concealment.Only then do other party members get a chance to spot the camouflagedBrawn that Crawls. If successful they must then resist the pulsatinghorror of its terrifying appearance. The undead brain will then dropupon those with the courage to stand and fight, crushing one or two ofthe fools with its bulk (Trample ability). If defeated in battle, it cannot bekilled but is rendered immobile, dreaming thoughts ofcataclysmic vengeance until its zombie worshippers feed it enoughcerebral tissue to heal\n+1 Action points for Multi headed\n\nSource: Fenix 2021 01"}, {"name": "Ankheg, Queen", "race": "Ant, Giant", "rank": 5, "owner": "SFLucid", "tags": [], "id": 10201, "notes": "Burrower - The creature is adept at tunnelling through the ground at its normal Movement rate. This is limited to soil and earth.\n\nDark Sight - Allows the creature to see normally in the complete absence of light.\n\nTremorsense - A monster with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures. Many burrowing creatures, such as ankhegs, have this special sense.\n\nLurkers in the Earth. The ankheg uses its powerful mandibles to dig winding tunnels deep beneath the ground. When it hunts, an ankheg burrows upward, waiting below the surface until its antennae detect movement from above. Then it bursts from the earth and seizes prey in its mandibles, crushing and grinding while it secretes acidic digestive enzymes. These enzymes help dissolve a victim for easy swallowing, but the ankheg can also squirt acid to take down foes.\n\nEngulfing - The creature has an orifice which can swallow targets whole. The maximum size of an engulfed victim is figured as half the creature\u2019s own SIZ, but may be less than this depending on the creature\u2019s physiology. When engulfed the victim suffers at least one damage roll based on the creature\u2019s bite attack before being swallowed \u2013 the time spent chewing depends on the creature and how sensitive its innards are. If still alive a swallowed victim will begin to suffocate, likely dying by asphyxiation before suffering any noticeable damage from stomach acid. Realistically, an engulfed victim lacks the mobility to move inside the digestive tract or the creature is so large that he will die long before he can cut its way out. (M2e p314)\n\nBane of Field and Forest - Although ankhegs receive a certain portion of their nutrients from the soil through which they burrow, they must supplement their diet with fresh meat. Pastures teeming with grazing livestock and forests rife with game are an ankheg\u2019s prime hunting grounds. Ankhegs are thus the bane of farmers and rangers everywhere.\n\nEarthen Tunnels - As it burrows through earth, the ankheg leaves a narrow, partially collapsed tunnel in its wake. In these tunnels, one might find the remnants of molted ankheg chitin, hatched ankheg eggs, or the grisly remains of ankheg victims, including coins or other treasures scattered during the creature\u2019s attack.\n\nAcid Spray (One use per 1 hr). The ankheg spits acid in a line that is 20m long and 3m wide, provided that it has no creature has been engulfed. Resolve as per Concentrated acid (M2e p104), 1d6 damage for 1d3 rounds, applied to 1d3+5 random locations."}, {"name": "Orc, Warlord", "race": "Goblin", "rank": 5, "owner": "SFLucid", "tags": [], "id": 10209, "notes": "The Warlords are at the pinnacle the Orcs of standing, they lead their own clans.\n\nOrcs are large creatures with long arms and short legs, huge slabs of muscle move under tough green skin, and their jaws are lined with vicious fangs that jut out from their underbite. They have beady red eyes, a generally foul demeanor, and are naturally bald. \n\nNormally six feet tall, they are up to seven feet tall when stretched out of their characteristic stoop. They respect power and strength, and naturally tend towards becoming bigger and stronger as they rise through their society. While they lack the education of more advanced races, Orcs possess immense cunning and are quick learners, but rarely adopt new tactics to replace their fondness for close quarters brutality.\n\nThe Orcs have a physiology more akin to fungi than animal. The spontaneous physical division to the release of windblown spores days after death. Putting the creature under fire immediately after death, seems to be the only viable and economical method of control. \n\nNo matter where they are encountered or in what numbers, the Orcs are a deadly threat that will multiply exponentially if left unchecked. In a matter of weeks what began as a small raiding party can swell -- as if by some arcane alchemy -- into a roiling, anarchic horde bent upon war and destruction. \n"}, {"name": "Insect Swarm (Huge SIZ 26-33)", "race": "Insect Swarm", "rank": 5, "owner": "SFLucid", "tags": ["Cloud forest", "Genertela", "Glorantha", "High mountains", "High plateau", "Jungle", "Monster island", "Mountains", "Pamaltela"], "id": 10303, "notes": "***Hitpoints*** = SIZ. \n\n***Damage/Combat Action*** :\n***SIZ 1-5*** -> 1 Damage, 1 CA\n***SIZ 6-11*** -> 1d2 Damage, 2 CA\n***SIZ 12-18*** -> 1d3 Damage, 3 CA \n***SIZ 19-25*** -> 1d4 Damage, 4 CA \n***SIZ 26-33*** -> 1d6 Damage, 5 CA\n\nRQ6 pg 365\n\nDamage is applied to all locations of the victim.\n\nSwarms do not generate Special Effects, and neither do they use Combat Actions to parry or evade unless attacked with an area effect assault. Only AOE attacks can injure the swarm.\n\nWorn armour initially counts against this damage, but is reduced by 1 point for each successful attack, as the insects begin to crawl inside gaps in the clothing.\n \n"}, {"name": "Giant, 6m", "race": "Giant, 6 meter", "rank": 5, "owner": "SFLucid", "tags": ["Balazar", "Genertela", "Glorantha"], "id": 10320, "notes": "Enormous humans, giants can range in size from several metres tall to potentially dozens, although at the upper range they are beyond the capability of most mortals to defeat.\n\nWhen battling any giant, melee combat Hit Locations are rolled on 1d10 or even 1d6 indicating the difficulty (or sheer impossibility) of reaching the upper areas of the body. Range weapon users roll 1d20 as normal."}, {"name": "Giant, 8m", "race": "Giant, 6 meter", "rank": 5, "owner": "SFLucid", "tags": ["Balazar", "Genertela", "Glorantha"], "id": 10321, "notes": "Enormous humans, giants can range in size from several metres tall to potentially dozens, although at the upper range they are beyond the capability of most mortals to defeat.\n\nWhen battling any giant, melee combat Hit Locations are rolled on 1d10 or even 1d6 indicating the difficulty (or sheer impossibility) of reaching the upper areas of the body. Range weapon users roll 1d20 as normal."}, {"name": "Giant, 10m", "race": "Giant, 6 meter", "rank": 5, "owner": "SFLucid", "tags": ["Balazar", "Genertela", "Glorantha"], "id": 10322, "notes": "Enormous humans, giants can range in size from several metres tall to potentially dozens, although at the upper range they are beyond the capability of most mortals to defeat.\n\nWhen battling any giant, melee combat Hit Locations are rolled on 1d10 or even 1d6 indicating the difficulty (or sheer impossibility) of reaching the upper areas of the body. Range weapon users roll 1d20 as normal."}, {"name": "Flying Polyp", "race": "Flying Polyp", "rank": 5, "owner": "hkokko", "tags": ["Cthulhu", "Weird of hali"], "id": 10418, "notes": "\"The oldest race of intelligent beings currently living on Earth. The bodily shape of flying polyps is not well described in the old lore. They dwell in darkness and have bodies of non-ordinary matter, and so are not always visible. The texts agree that, while they fly, they have no wings, and also insist that flying polyps have three lower limbs, each of which has five toes. Their presence can sometimes be detected by the high-pitched whistling sounds they make as they fly. The flying polyps are able to control the winds, and use them as weapons; each wind effect costs them one Voorish Point per round to use. Their wind blasts have an effect ten meters across. Any target in that area, and within the ranges noted below, will be blown 1d6+6 meters by a sudden blast of hurricane-force wind and will suffer Crash Damage on landing (see Crash Damage, p. 74). Flying polyps may also use winds to blow a target toward them or to keep the target from moving in any direction; targets must succeed in an Opposed Roll against the polyp\u2019s POW to resist these effects. Voorish points = POW\" Weird of Hali pg 120-121"}, {"name": "Shoggoth,Antarctic", "race": "Shoggoth", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Cthulhu", "Weird of hali"], "id": 10424, "notes": "\"Shoggoths are iridescent black blobs of protoplasm that can take on any desired shape. A shoggoth has a semitransparent outer layer or mantle, which looks gelatinous but is actually cool and dry to the touch; within, organules (which look like clusters of black bubbles) can be transformed into any organ the shoggoth may need. Eyes, pale green and bioluminescent, drift out from within the organules, see for a time, then sink back out of sight.They speak in a language of musical tones. In combat, a shoggoth spreads itself over an area of one-tenth its SIZ in square meters and may attack anyone within that space, using its Grip ability to seize opponents in its pseudopods. Opponents may attempt to avoid being seized with an Evade Roll; if seized, they may try to break free using an opposed Brawn Roll. Once the shoggoth succeeds in gripping an opponent, it will inflict damage every round by squeezing and tearing until the opponent escapes or dies.\nWhen shoggoths enter combat, they coat themselves with a fluid they call \u201cmoisture-of-war\u201d, which is toxic to most beings (see Shoggoth Moisture-of-War, p. 44). It is also very slippery, and adds two Difficulty Levels to any attempt to seize a shoggoth.\" Weird of Hali pg 124"}, {"name": "Nahum Caligaro", "race": "Human", "rank": 5, "owner": "skarza", "tags": [], "id": 10441, "notes": "Regenerates 5 HP per round per location countered by good or silver weapons\n\nMental focus 18, SR = -2 Luck: 6\n\nStoneskin 7 Intensity\nThe warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains Damage Reduction as if they has an AP of 10 to all attacks bar adamantine. It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction. Once the spell has prevented a total of 25 points of damage, it is discharged.\n\nShocking image\nThis spell works like mirror image (2d4 Images), except the illusory doubles it creates discharge an electric shock when destroyed. An opponent that uses a melee attack to destroy one of your images takes 1d6+1 points of electricity damage to 1d3 random locations, only magic bonus of armour applies. You must overcome a target\u2019s spell resistance the first time you deal this electricity damage to it. Failure renders the target immune to damage from this spell.\n\nFrightful Presence\nThis special quality makes a creature\u2019s very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents within range who witness the action may become frightened (fail with advantage) or shaken (fail without advantage). The range is y 30 feet, and the duration is usually 2d4 turns. An opponent can resist the effects with a successful WIL differentiated save opposed by the attackers Influence. An opponent that succeeds on the saving throw is immune to that same creature\u2019s frightful presence for 24 hours.\n\nfeign death skill: make a willpower roll to appear death, opposed by healing or formidable first aid. Can come out of it near instantaneously, but acts as the feign death spell.\n\nSpell-Like effects\nConstant\u2014protection from good\n3/day\u2014deep slumber\nRead thoughts\ndream\ninvisibility\nnightmare\nplane shift (from the Material Plane to the Dimension of Dreams or back again)\nshadow walk\nsuggestion\n\n1/day\u2014feeblemind\nTarget creature\u2019s Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence\u2013 or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind. A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a -20 penalty on its saving throw.\nmodify memory\nshadow conjuration\nshadow evocation\n\nantique holy symbol\nmind barrier: +10 bonus to save throws (added)\nPlanar Ward All non native planar attacks are at-20 and all saves are at +20 Added\n\nsaint\u2019s thighbone rod,\nIntense focus :+2 damage with energy attacks.\nEnergy Ray\nAs an action, you can expend 1 point of mental focus to unleash a ray of pure energy as a ranged attack. This ray has a range of 30 feet. The ray deals an amount of energy damage equal to 1d8 points + 1 points for every rank you possess (5). When you unleash an energy ray, you must decide what type of damage it deals (acid, cold, electricity, or fire).\n\nEnergy Blast\nAs an action, you can expend 2 points of mental focus to unleash a blast of energy. This blast has a range of 100 feet, and deals an amount of energy damage equal to 1d6 points + 1 points for every rank you possess(5), to all locations. The blast deals damage to each creature in a 20-foot-radius burst, but each affected creature can attempt a EVD. save to halve the damage. When you unleash an energy blast, you must decide what type of damage it deals (acid, cold, electricity, or fire). \n\nplague mask and brass ring on mummified finger (5)\nDistortion\nThe allows its bearer to distort his form and location, protecting him from harm. When a defensive reactive action is taken, the bearer can gain a miss chance equal to 25% until the next time the bearer makes an attack.\n\nShadow Beast\nAs an action, you can call forth one or more beasts made of shadow by expending 1 point of mental focus.\n \nUnseen\nAs an action, you can expend 1 point of mental focus to become invisible, as invisibility. This effect lasts for 1 minute per rank (3) you possess. You can expend 2 points of mental focus instead of 1 to use this power on a willing adjacent creature instead of yourself. You can still see creatures you make invisible with this power. If the invisible creature makes an attack or otherwise takes an action that would cause the invisibility to end, you can immediately expend 1 additional point of mental focus to allow the creature to remain invisible if the creature is within 30 feet of you.\n\nmwk spider-leg sickle, 4 points\u2014\nResonant physical enhancement (+2 Con added)\nLegacy Weapon\nAs an action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 2 ranks you possess (+2). Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5.\n\nYou can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute.\n\nQuickness\nAs an action, you can expend 1 point of mental focus to grant supernatural quickness and reflexes to yourself or a willing living creature you touch.\nThis functions as haste, but the bonus to Action point is +3 and you gain +6 to initiative. This effect lasts for 1 round per rank (3) you possess.\n\nTelekinetic Mastery\nAs an action, you can expend 1 point of mental focus to grant yourself telekinetic power. This functions as telekinesis, except you don\u2019t need to concentrate on the effect to maintain it, and using any one of its effects is an action. This effect lasts for 1 round per rank (3) you possess. \n\nSpells\n4th (2/day)\u2014parchment swarm,\nshocking image,\nshout,\nstoneskin,\nsymbol of striking\n\n3rd (4/day)\u2014dispel magic,\ndisplacement,\nlightning bolt,\nsymbol of slowing,\nvision of Hell)\n\n2nd (6/day)\u2014defensive shock,\nenter image,\nmagic mouth, \nmirror image,\nnode of blasting\n\n1st (7/day)\u2014break,\nillusion of calm,\nshadow weapon,\nshocking grasp,\nwarding weapon\n\n0 (at will)\u2014message,\nghost sound,\nresistance,\ntelekinetic projectile\n\nBefore Combat Nahum bolsters himself with an array of defensive abilities, including using scrolls of shocking image and stoneskin. If he hears the PCs approach, he creates a shadow babau using his shadow beast focus power before using his quickness focus power.\n\nDuring Combat Nahum tries to keep shadow beasts between himself and opponents and takes advantage of the dreamstone\u2019s vision of Hell effect to best use his fear aura and frightful presence on weak-minded PCs. His offensive capabilities include his energy blasts and rays. Morale Nahum fights to the death.\n\nCombat Gear lesser talisman of arrow protection, lesser talisman of freedom, potions of cure serious wounds (2), scroll of stoneskin, scroll of shocking image, +1 mithral breastplate, mwk spiderleg sickle, cloak of resistance +1, headband of alluring charisma +2\n\nA lesser talisman carries only enough magical energy to protect its wearer once, after which it\ncrumbles to dust.\n\nTalisman of Arrow Protection:  The first time that the wearer is hit by two or more ranged\nattacks in a single round, he is immediately affected by protection from arrows.\n\nTalisman of Freedom: The first time that the wearer becomes grappled, entangled, or paralyzed, he is automatically affected by freedom of movement for 3 rounds. "}, {"name": "Colored Gases", "race": "Gas Cloud", "rank": 5, "owner": "hkokko", "tags": ["Cthulhu", "Fantasy", "Monster island", "Weird of hali"], "id": 10471, "notes": "The term \u201ccolored gases\u201d is not quite accurate as a description of these beings; in our space-time continuum, they resemble a small, dif- fuse cloud of gas or smoke of a single color, usually one found in the ordinary spectrum of visible lightHowever, unlike material gases, they cannot be collected by a suction device, stored in a bottle, or otherwise inconvenienced by mate- rial objects. They can neither harm nor be harmed by physical matter, but they can be commanded and driven off by the use of sorcery. \n\nSource: Weird of Hali"}, {"name": "Chaos Giant Champion", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Prax", "Wastes"], "id": 10494, "notes": "The six giant champions of chaos guard the Bloody Path going to the Plateau\n\nSource: Ruins of Glorantha"}, {"name": "Autumn soldier", "race": "Human", "rank": 5, "owner": "skarza", "tags": [], "id": 10833, "notes": "Defending Eog full plate arm gauntlet of impact and smashing, has STR 26 infused, and cannot be removed. it has 23 HP to destroy.Adds 25 to any parry and +5 to damage rolls with it, or any hand to hand weapon carried.Can also parry any non evil arcane spell.\n\nDefending: allows the wielder to transfer some or all of the weapon's enhancement bonus to his AP as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon's enhancement bonus at the start of his turn before using the weapon, and the bonus to AP lasts until his next turn\n\nImpact weapon delivers a potent kinetic jolt when it strikes, dealing damage as if the weapon were one dice step larger. In addition, any bash the wielder attempts while wielding the weapon is classes as a shield for distance driven back.\n\nA smashing weapon deals an additional 1d6+1 points of damage to inanimate objects, including when it is used to sunder armor and weapons. It also allows the sunder special effect if the weapon has not got it.\n\nAdept at weapon use, gaining a free parry once per round.\n\n\nCorsair Dragon hide banded-mail of freedom +5 (Ap 11 total, no Init pen.) including facemask.The armour grants a +1 shift bonus on Acrobatics and athletics rolls.\n\nLuck:7"}, {"name": "Dagger Wielding Giant, 12 meter", "race": "Giant, 6 meter", "rank": 5, "owner": "hkokko", "tags": ["Genertela", "Glorantha"], "id": 10850, "notes": "Roll D10 for melee hit location vs. Giants 4m or 6m high.  Roll D6 vs. Giants longer than that."}, {"name": "Spider Swarm (Monstrous SIZ 26-33)", "race": "SFL - Insect Swarm", "rank": 5, "owner": "SFLucid", "tags": [], "id": 10864, "notes": "***Hitpoints*** = SIZ. \n***Note - only has SIZ Characteristic, the other Characteristics are for calculation purposes***\n\nThe normal characteristics for creatures are not applicable to swarms. Instead, only one characteristic is given: SIZ. This is used to gauge the volume of the swarm in comparison with an average human. A swarm of SIZ 6 is enough to engulf one half of the body. A swarm of 12 is enough to engulf the entire body. A swarm of SIZ 24 could engulf two opponents simultaneously.\n\n***Damage/Combat Action*** :\n***SIZ 1-5*** -> 1 Damage all locations, 1 CA\n***SIZ 6-11*** -> 1d2 Damage all locations, 2 CA\n***SIZ 12-18*** -> 1d3 Damage all locations, 3 CA \n***SIZ 19-25*** -> 1d4 Damage all locations, 4 CA \n***SIZ 26-33*** -> 1d6 Damage all locations, 5 CA\n\nRQ6 pg 365\n\nWorn armour initially counts against this damage, but is reduced by 1 point for each successful attack, as the insects begin to crawl inside gaps in the clothing.\n\nIt is almost impossible to kill a swarm: there are simply too many individuals. The only hope is to either outrun it or find a way of taking cover (water is not always an effective way of evading a swarm of insects, since they often wait about for the victim to surface). A swarm may decide to cease an attack if it collectively feels a threat has been neutralized: after 1d3 rounds of combat, make a Willpower roll for the swarm. If the roll is successful then the swarm abates its attacks and returns to its nest or previous activity.\n\nSwarms do not generate Special Effects and neither do they use Combat Actions to parry or evade unless attacked with an area affect assault. On the other hand a victim can use Evade to temporarily avoid a swarm. Otherwise they must flee, hide or seek cover. \n\nWhenever a character is stung by a swarm of poisonous insects, he may succumb to the increasing levels of venom introduced into his body. Keep track of the accumulating value of the damage suffered from each attack, which represents the growing toxicity of the venom. Every time the character experiences another attack, they must make an opposed roll of their Endurance versus the new level of toxicity. Failure means that they suffer the effects of the insect\u2019s venom."}, {"name": "Kurakura, Giant Sea Lizard", "race": "Ngarara", "rank": 5, "owner": "hkokko", "tags": ["Islands", "Monster island"], "id": 10951, "notes": "Source: Mythic Polynesia pg 216\nMana Rank: 4\n\nFlyer - check with the pg 216"}, {"name": "Tuoro, Giant Burrowing Lizard", "race": "Ngarara", "rank": 5, "owner": "hkokko", "tags": ["Islands", "Monster island"], "id": 10952, "notes": "Source: Mythic Polynesia pg 216\nMana Rank: 4\n\nFlyer - check with the pg 216"}, {"name": "Adaro Sharkman, Gloomshark Priest", "race": "Adaro", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Monster island", "Sea"], "id": 11061, "notes": "MI pg 190"}, {"name": "Li-Lung Eastern Dream Dragon, Small", "race": "Dream Dragon", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Flying", "Glorantha", "Kralorela"], "id": 11080, "notes": "The li-lung is one of the most common dream dragons of eastern Genertela and is associated with the powers of the Earth. They spend most of their time in caverns or burrows beneath the ground but can spread devastation when they surface.\n\nthe roar of a li-lung is equivalent to the Shake Earth spell with 1 to 5 rune points stacked.\n\nSource: Anaxial's Manifest"}, {"name": "Li-Lung Eastern Dream Dragon, Large", "race": "Dream Dragon", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Flying", "Glorantha", "Kralorela"], "id": 11081, "notes": "The li-lung is one of the most common dream dragons of eastern Genertela and is associated with the powers of the Earth. They spend most of their time in caverns or burrows beneath the ground but can spread devastation when they surface.\n\nthe roar of a li-lung is equivalent to the Shake Earth spell with 1 to 5 rune points stacked.\n\nSource: Anaxial's Manifest"}, {"name": "Li-Lung Eastern Dream Dragon, Ancient", "race": "Dream Dragon", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Flying", "Glorantha", "Kralorela"], "id": 11082, "notes": "The li-lung is one of the most common dream dragons of eastern Genertela and is associated with the powers of the Earth. They spend most of their time in caverns or burrows beneath the ground but can spread devastation when they surface.\n\nthe roar of a li-lung is equivalent to the Shake Earth spell with 1 to 5 rune points stacked.\n\nSource: Anaxial's Manifest"}, {"name": "Ramoska Arkminos", "race": "Vampire", "rank": 5, "owner": "skarza", "tags": [], "id": 11114, "notes": "powerful and ancient nosferatu vampire\n\nBefore Combat\nRamoska casts mage armor on himself well before combat begins.\n\nDuring Combat\nRamoska is honestly surprised if the PCs are foolish enough to attack him. He drinks his mutagen on the first turn of combat to gain a +4 bonus to his Dexterity and take a \u20132 penalty to his POW, then casts shield the next turn. He doesn\u2019t start to attack the PCs until the third turn unless they prove more than capable of hurting him. Ramoska prefers to end combats with slaves rather than bodies, and attempts to dominate PCs for several turns while chiding the heroes for being so reckless as to antagonize one so much more dangerous than they. If reduced to fewer than 3 hit points on a location, Ramoska abandons this tactic and casts stinking cloud and ray of enfeeblement to try to remove PCs from the battle without killing them.\n\nMorale\nIf reduced to fewer than - hit points, Ramoska sighs in frustration, saying, \u201cFine, take the lad if you\nwish. This plague has run its course, in any event.\u201d He then casts teleport to leave and doesn\u2019t return in this adventure.\n\nGear pink and green sphere ioun stone, amulet of natural armor +3, belt of incredible dexterity +2, cloak of resistance +2, key to trunk, 80 pp\n\nElder vampires with this special power can use their gaze attack on multiple people are once. By looking at and speaking to a crowd, the vampire can attempt to overcome the targets in an opposed Willpower roll. Make one roll for all ordinary humans in the crowd, using the highest Willpower present. Roll vs. the Willpower of each supernatural individual separately. Everyone the vampire manages to control can be controlled as if the vampire was a lesser vampire using hypnotic control on a single individual. Everyone the vampire effects must be within POW metres of the vampire and must be able to hear the vampire and see the vampire\u2019s face clearly.\n\nHas 25 Blood point (BP) (5 can be spent in a round):\n1 BP heals all minor wounds\n2 BPs heals all serious wounds\n4 BPs heals all major wounds\n1 BP can give +1 Action Point for a round.\n1 BP can give a +1 shift on STR damage modifier (several can be spent at once)for a round.\n1 BP can enhance AP by 5 for 1 round.\n\nVampires have the ability to shapeshift into mist at will. As a single Combat Action, the vampire (and every non-living item on his person) dissolves into a thin, greenish fog approximately the same SIZ as they were in the flesh. As a mist, the vampire is immune to all types of physical damage but cannot take any action except Movement. In mist form, a vampire moves at the same speed as they would normally and is unaffected by strong winds.\n\nDrains 2-4 CON with a bite, this is added to the vampires Blood points.\n\n+4 AP vs cold, electricity, sonic, add has +10 to rolls to resist poisons\n\nAlchemist Extracts Prepared\n2nd\u2014resist energy, see invisibility\n1st\u2014detect undead, disguise self, expeditious retreat, shield, true strike\n\nWizard Spells Prepared\n3rd\u2014crushing despair, detonate, phantasmal killer,cone of cold, teleport\n2nd\u2014invisibility, scorching ray, summon swarm, touch of idiocy, web, deep slumber, dispel magic, lightning bolt, stinking cloud\n1st\u2014mage armor, magic missile, memory lapse, ray of enfeeblement, shocking grasp, silent image\n0 (at will)\u2014detect magic, ghost sound, mage hand, message"}, {"name": "Lady Andaisin", "race": "Human", "rank": 5, "owner": "skarza", "tags": [], "id": 11118, "notes": "Before Combat\nEvery morning, Lady Andaisin casts extended status on a cultist of Urgathoa in one area, Rolth, and Dr.Davaulus. As soon as she realizes the temple is invaded (likely because the alarm is raised or because one of the creatures she\u2019s cast status on is wounded), she casts air walk, greater magic weapon, and magic vestment (I:5) on herself and drinks her potion of barkskin. When she hears the sounds of combat, she casts aid and extended shield of faith on herself as well. If enemies do not arrive within 4 minutes, she makes a quick patrol of every room in the temple to seek them out (or to determine whether the intruders have been defeated).\n\nDuring Combat\nAndaisin\u2019s first act in combat is to cast divine power (I:5) on herself to gain a a bonus on attack rolls, weapon damage rolls, Strength checks, and Strength-based skill checks (along with 5 temporary hit points per location, these have not been included in her statistics). After that, she uses air walk to climb to a point 10 feet off the ground, then spends the following few rounds of combat casting spells at the PCs. She generally starts with greater command, ordering her enemies to fall prone before her, then follows that by casting blindness/deafness on an obvious cleric, dispel magic on a PC who has obvious spell effects, or spiritual weapon on a wizard or other frail looking PC. She then casts slay living, holds the charge, and drops down into melee with the PCs. If brought to fewer than 0 hit points, she retreats back into the air, casting obscuring mist on the ground below to make it difficult for non-flying creatures to target her. She spends the next few turns healing herself before returning to battle.\n\nMorale\nLady Andaisin fights to the death.\n\nCombat Gear potions of barkskin +4 (2); Other Gear +2 breastplate, +2 vicious scythe, belt of mighty constitution +2, cloak of resistance +2, headband of inspired wisdom +2, onyx unholy symbol of Urgathoa worth 200 gp, 27 gp, 3 sp, 3 cp\n\nWhen a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 1d6+1 points of damage to the opponent and 1d4+1 points of damage to the wielder. The wielder can chose where the damage is applied and can be split over several locations effectivily causing 1 HP damage to each.\n\nchannels negative energy: (intensity 3:1d6, 3 times per day)\nCauses the damage indicated to all locations.It cannot cause any effects for serious or major injuries besides stunning the target, but can reduce the dying time of a victim from  a target from minutes to rounds or rounds to turns. It can be chosen to damage the living OR heal the undead.\n\nWeapon Master: As a free action, you gain the use of one combat style for a number of rounds per day equal to your cleric rank +3 (6) . These rounds do not need to be consecutive and you can change the style chosen each time you use this ability. You must meet the prerequisites to use the style.\n\n6/day\u2014battle rage\nYou can touch a creature as a free action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your rank.\n\n6/day\u2014bleeding touch (1 round)\nAs a touch attack, you can cause a living creature to take 1 level of bleeding damage per round. This effect persists for a number of rounds equal to 1/2 your cleric rank (minimum 1) or until stopped with a hard first aid or Heal check or any spell or effect that heals damage. You can use this ability a number of times per day equal to 3 + your rank.\n\nCleric Spells Prepared \n4th\n3rd\u2014greater command, greater contagion, slay living, air walk, cure critical wounds (2), divine power, greater magic weapon\n2nd\u2014blindness/deafness, contagion, dispel magic, magic vestment, extended status, aid, cure moderate wounds (3), extended shield of faith, spiritual weapon\n1st\u2014cause fear, cure light wounds (3), obscuring mist, sanctuary\n0 (at will)\u2014bleed, guidance, light, stabilize"}, {"name": "Lady Andaisin (daughter of Urgathoa)", "race": "Human", "rank": 5, "owner": "skarza", "tags": [], "id": 11119, "notes": "During Combat\nAs part of her transformation, Lady Andaisin regains many spells as detailed, but loses all those she otherwise had while alive. In addition, all ongoing spell effects on her end, and all of her gear lies discarded on the ground amid her other remains after she transforms. She casts shield of faith (+2 AP not added) on the first turn of combat, followed by her other ranged spells unless the PCs immediately surround her, in which case she fights in melee.\n\nMorale \nThe newly transformed Lady Andaisin fights until she is destroyed.\n\nGreat Claw\nLady Andaisin\u2019s larger scythe-shaped claw has twice the critical range, and is treated as an evil weapon for the purpose of penetrating damage reduction.\n\nDisease - Blood Veil\nApplication: Great claw\u2014injury\nPotency: 110\nResistance: Endurance\nOnset time: immediate\nDuration: 1/day\nConditions: If not resisted, the victim takes 1d4 Con damage and 1d4 Cha damage, slow bleeding 1 per day.\n\nSpell-Like Abilities\nConstant\u2014desecrate (centered on self)\n\nCleric Spells Prepared \n2nd\u2014blindness/deafness, contagion, dispel magic, magic vestment, death knell, hold person, resist energy, sound burst, spiritual weapon\n1st\u2014cause fear, command, obscuring mist, sanctuary, shield of faith\n0 (at will)\u2014bleed, guidance, light, stabilize"}, {"name": "Kilin", "race": "Generic Quadruped", "rank": 5, "owner": "hkokko", "tags": ["Glorantha", "Kralorela"], "id": 11135, "notes": "It has the body of a horse, the neck of a giraffe, the tail of a dragon and the feet of an ox.\n\n They can naturally turn invisible and, while they will never attack directly, either physically or magically, they can curse the impious with bad luck (lose 1D3 Luck  points and cannot participate or get benefits of Group or other external Luck Points) until the curse is lifted). They can also magically command mundane animals to follow their instructions on a successful Influence vs Willpower roll.\n\nSource: Anaxial's Manifest"}, {"name": "Tilnta - Children of Goddess of Love", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Glorantha"], "id": 11138, "notes": "\"Tilntae can manifest in the physical world, and when they do so they take on the form of whatever the person they are meeting desires or needs the most, even if they do not know it. When meeting several people, they may choose who to be influenced by (often the individual with the greatest desire/need) or take the form most needed by the community as a whole. \"Tilntae do not engage in physical combat and will flee if threatened, often simply discorporating.\n\nSource: Anaxial's Manifest"}, {"name": "Sentinel, Squat Basalt (Sorcerous)", "race": "Sentinel, Obsidian", "rank": 5, "owner": "raleel", "tags": ["Cloud forest", "Fantasy", "High mountains", "High plateau", "Jungle", "Monster island"], "id": 11344, "notes": "MI pg 189MI pg 266-267. Weapons will break: using weapons against immaterial objects RQ pg 123.\n"}, {"name": "Loric Nygh", "race": "Spirit", "rank": 5, "owner": "HMZ", "tags": [], "id": 11353, "notes": ""}, {"name": "Master of The Way of the Vulture", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Fonrit", "Glorantha"], "id": 11532, "notes": "Uses Mountain Temple order https://d100-workshop.blogspot.com/2023/07/mountain-temple-monks.html"}, {"name": "Sage of The Way of the Vulture", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Fonrit", "Glorantha"], "id": 11533, "notes": "Uses Mountain Temple order https://d100-workshop.blogspot.com/2023/07/mountain-temple-monks.html"}, {"name": "Daoine sidhe - Faerie Noble", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Faerie", "Fantasy"], "id": 11564, "notes": "Appearance: Human-sized faerie with pointed ears, pale skin, usually with blonde or black hair. Supernaturally beautiful, dressed elegantly in green with silver accents.\nEcology: Seen as fairy royalty. Dwell beneath Irish hills, marked in the mortal world by stone-like towers.\nPersonality: Erratic, fluctuating between wisdom and caprice\nOften wears enchanted arbor"}, {"name": "Fomoire - Nether Demon", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Faerie", "Fantasy"], "id": 11570, "notes": "ppearance: Varies greatly - from animal-human hybrids to cyclops or even handsome humanoids.\nHabitat: Ocean dwellers.\nDiet: Prefers human flesh but consumes other marine products.\nTemperament: Belligerent; views humans as prey but can interact peacefully with creatures of equal strength, such as firbolgs.\nCombat: Relies on brute strength; favors two-handed weapons. Some possess mystical powers\n\nSource: Bestiaire Faerique"}, {"name": "Wild Hunter (Faerie)", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Faerie", "Fantasy", "Unique"], "id": 11587, "notes": "Description: A pack of large, fiery-eyed black dogs led by the enigmatic Wild Hunter, wearing a mask with deer antlers and wielding a moonlit lance.\nLore: The Hunt targets corrupted souls, but all fear them. Those witnessing the Hunt risk being swept into its ranks, ending up miles from their start point by dawn.\nThe Wild Hunter:\nPersonality: Seeks to destroy evil, terrorizes anyone outdoors during his hunts.\nPowers: Wields a returning lance and a terrifying gaze.\n\n***Gaze of the Hunter*** Any creature that locks eyes with the Hunter for the first time must make a Willpower check. On a fumble, the creature faints for an hour. On a failure, it's paralyzed with fear for 1d6 rounds. On a success, it flees screaming for 1d6 rounds. On a critical success, it's unaffected.\n***Metamorphose Target to Dog*** The Hunter can only transform a target into a flying dog similar to those in his pack. Use the stats of a wolf (page 250 of Mythras) and add the Flight ability.\n\n***Unbreakable Lance*** During his combat round, the Hunter can summon it back to his hand as a free action. If another creature holds it, they must succeed in a Raw Strength opposed check against the Hunter's Willpower to keep it. The Hunter can try again in the next round.\n\nSource : Bestiaire Faerique"}, {"name": "Wild Hunter Pack Dog", "race": "Wolf", "rank": 5, "owner": "hkokko", "tags": ["Faerie", "Fantasy"], "id": 11588, "notes": " Usually hunts in packs of 12-30. Prefers to select Grip and Choose location. Gripped victim sustains biting damage every round.  RAW pg 250"}, {"name": "Elf Raider of Venland (Elite)", "race": "Human", "rank": 5, "owner": "Zac", "tags": [], "id": 11626, "notes": ""}, {"name": "Strong Legion Prime - Human Host - Emergent", "race": "Legion Prime - Human Host", "rank": 5, "owner": "hkokko", "tags": ["Jungle", "Monster island"], "id": 11691, "notes": "Legion Prime in Caterpillar attacks host. Legion Prime in Host creates Larvae - when host deteriorates emerges as Caterpillar.  Legion can form a Hot by using two of its tentacles to implant larvae into the victim. \n\nThe Host can still think and speak and may even remember some of the traumatic experience, but after twenty-four hours the Host is fully assimilated with no individual thought or purpose. Legion Prime is now able to hear, see, and speak from the Host, and even has access to recent memories. The host's purpose is now to gather food, protect, and infect more victims with the larvae that grow within them.\n\nLarvae infects more Hosts. \n\nSee the strategies in source material. \n\n\n+1 AP due to multi-limbed\n\nSource: Seasons of the Dead pg 269-271"}, {"name": "Xenomorph Queen", "race": "Xenomorph Queen", "rank": 5, "owner": "hkokko", "tags": [], "id": 11697, "notes": "Parasitic aliens lay eggs in living hosts.\nLarvae eat their way out and evolve rapidly.\nPurpose is to reproduce by impregnating more hosts.\nIf no victims or food, they enter hibernation and cannibalize themselves.\nCommon traits: chitinous exoskeleton, tail, echolocation, acidic blood.\nOrganized in a Hive unit with a single Queen as the leader.\n\nSource: Season of the Dead"}, {"name": "Dragon (of Melnibone)", "race": "Dragon", "rank": 5, "owner": "boudreaupaul99", "tags": ["Dragon", "Melnibone", "Stormbringer"], "id": 11813, "notes": "\nCertain Melnibone Dragons can portal to other dimensions, other times and other places. For these Dragon Portals the portal size is 6 times the Intensity\nMelnibone Dragon venom is combustible. Once it touches something flamable it will burst into flames.\nMelnibone Dragon venom droplet is Acidic to flesh, leather and bronze but not steel. 1D4-1 damage\nMelnibone Dragon venom is poisonous. POT=CON of dragon if ingested. Resistance Endurance for half damage. Onset time immediate. Lasts POT turns. Causes 1d8+1 damage per turn. No antidote is known\n"}, {"name": "Dragon - Imperative", "race": "Dream Dragon", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Mythras core", "Mythras imperative", "Raw"], "id": 11817, "notes": "Source: Mythras Imperative, Mythras Core"}, {"name": "Constantinople Varangian Guard", "race": "Human", "rank": 5, "owner": "Paulkwk", "tags": ["Constantinople", "Human"], "id": 11843, "notes": "Varangian Guard: Respect Church 64%, Loyal to Commander 74%, Loyal to City 88%\n\nBatter Aside\nIf the fighter\u2019s Damage Modifier is two or more steps greater than his opponent\u2019s, his weapon is considered one size larger for the purposes of bypassing parries\n\n\nBatter Down\nIf the fighter\u2019s Damage Modifier is one or more steps greater than his opponent\u2019s, his Damage Modifier roll is counted as double solely for the purposes of calculating Knockback.\n\nShield Splitter\nPermits clubs and axes to roll the weapon\u2019s damage twice and pick the best result, but only when using the Damage Weapon special effect against shields.\n\n\nCautious Fighter\nCan use the Change Range action to automatically withdraw from engagement with no need to roll\n\nKnockout Blow\nWhen attacking with surprise treat any Stun Location as lasting minutes instead of turns.\n"}, {"name": "Red Dragon, Young Adult (Rank 10)", "race": "Dragon", "rank": 5, "owner": "Ludume", "tags": ["Classic fantasy imperative"], "id": 11849, "notes": "75% chance of having the ability to speak.\n41% chance of knowing the Telepathy spell.\n\nAbilities:\nBreath Weapon: The creature breathes flame over an area as a Combat Action. The flame covers a cone in front of the creature, which stretches for 155 feet. At the furthest extent, the width of the cone is equal to its length. Any creature caught in the flame suffers fire-based damage to all hit locations, though a character can attempt to Evade to halve this damage. Armor points count as normal unless otherwise noted.\nA creature can only breathe flame once in a specified time period (usually once per hour or once per day). Further attempts to breathe flame within this time require the creature to pass Endurance rolls with each roll becoming one grade harder or suffer a level of Fatigue.\n\nImmunity (Fire): This creature is completely immune to damage caused by fire.\n\nMagic Resistance (30% chance): The Red Dragon has a 30% chance of simply not being affected by magic spells cast upon them. This is innate. It can drop this ability at will to accept the effects of beneficial magic. Only actual magical effects are subject to this resistance, not natural effects that come about as a result of this spell. Magic Resistance is over and above any allowed Willpower roll to further resist a magical spell.\n\nTrample: The creature is able to trample beings with a SIZ of half or less than its own, using its Athletic Skill to attack. See the trample attack for damage. How, and when trample is used depends on the circumstances. If immobile, the creature may trample a prone opponent on its turn, but this costs an Action Point. If the trample is performed while the creature is moving or charging over an opponent, then the trample is a Free Action.\n\nBased on Classic Fantasy Imperative Red Dragon (Young Adult) on pg 144.\nStats used were based on the Classic Fantasy Red Dragon (Young Adult) on pg 205.\nMagic Resistance text was pulled from Classic Fantasy pg 188."}, {"name": "\u00c4rketroll", "race": "Giant, 6 meter", "rank": 5, "owner": "crilloan", "tags": ["Symbaroum", "Troll"], "id": 11861, "notes": "Regenerate 2p/round except from fire and acid.  Roll D10 for melee hit location. The \u00c4rketroll is the pinnacle of trolls. Intelligent with a thurst for knowledge. It prefers to spellbind its opponents in order to learn more about them. IF it loses its temper its a force of destruction. The Arch troll is a force to be reckoned with and adjusted individually"}, {"name": "Catholic Archbishop", "race": "Human", "rank": 5, "owner": "Paulkwk", "tags": ["Human", "Theism"], "id": 11864, "notes": ""}, {"name": "Constantinople Varangian Guard Elite", "race": "Human", "rank": 5, "owner": "Paulkwk", "tags": ["Constantinople", "Human"], "id": 11866, "notes": "Varangian Guard: Respect Church 64%, Loyal to Commander 74%, Loyal to City 88%\n\nBatter Aside\nIf the fighter\u2019s Damage Modifier is two or more steps greater than his opponent\u2019s, his weapon is considered one size larger for the purposes of bypassing parries\n\n\nBatter Down\nIf the fighter\u2019s Damage Modifier is one or more steps greater than his opponent\u2019s, his Damage Modifier roll is counted as double solely for the purposes of calculating Knockback.\n\nShield Splitter\nPermits clubs and axes to roll the weapon\u2019s damage twice and pick the best result, but only when using the Damage Weapon special effect against shields.\n\n\nCautious Fighter\nCan use the Change Range action to automatically withdraw from engagement with no need to roll\n\nKnockout Blow\nWhen attacking with surprise treat any Stun Location as lasting minutes instead of turns.\n"}, {"name": "Assassin of Hashashins Master ", "race": "Human", "rank": 5, "owner": "Paulkwk", "tags": ["Human"], "id": 11907, "notes": "Assassination\nAllows the user access to the normally restricted 'Kill Silently' special effect.\n\nCautious Fighter\nCan use the Change Range action to automatically withdraw from engagement with no need to roll\n\nDual Wielder\nAllows dual weapon combinations to use the Flurry special effect, provided that each subsequent attack utilizes the alternating weapon.\n\nChokehold\nIf you have established a grapple against an opponent's head, you may choose to apply 1d2 levels of fatigue instead of damage. These levels of fatigue recover very quickly (healing rate per round) once the grapple is broken. Does not generally work on Undead.\n\nCreate opening\nThis technique for wielders of two weapons involves pushing aside an enemy\u2019s defenses with one weapon and following up with the other. The Style makes the follow up attack made by \"Flurry\" must be blocked with a different weapon, ortherwise suffer two diicult grade.\n\nFlurry-Counter Strike\nAny successful active parry can immediately be followed up by a sword blow from another weapon, by using the Flurry special effect\n\nCross Parry\nA wielder of two weapons can choose to attempt a cross-parry. This increases the difficulty of a parry by one grade, but increases the size of the parry to one size larger than the larger of the parrying weapons. Two Size M or smaller weapons Only.\n\n\nGrappling transition\nwhen grappling, if you succeed on a grapple check to do damage, you may instead shift the location of your grapple to an adjacent location.\n\nHidden Weapons\nAllows the user to utilize seemingly innocuous objects noted as part of the style as deadly weapons, with no chance of accidental breakage despite apparent delicacy\n\nBlind Fighting\nAllows user to reduce any penalties imposed due to poor lighting or temporary blinding to be reduced by one difficulty grade.\n\nBone-Breaker\nWhen Grappling an opponent, the user can inflict damage equal to 1d4+Damage Modifier to the grappled body part\n\n\n"}, {"name": "Master 2h melee", "race": "Human", "rank": 5, "owner": "AngryGorilla", "tags": ["Mythras core"], "id": 11967, "notes": ""}, {"name": "Master 1h melee", "race": "Human", "rank": 5, "owner": "AngryGorilla", "tags": ["Mythras core"], "id": 11958, "notes": ""}, {"name": "Master 1h ranged", "race": "Human", "rank": 5, "owner": "AngryGorilla", "tags": ["Mythras core"], "id": 11964, "notes": ""}, {"name": "Master 1h melee (shielded)", "race": "Human", "rank": 5, "owner": "AngryGorilla", "tags": ["Mythras core"], "id": 11965, "notes": ""}, {"name": "Master 1h ranged (shielded)", "race": "Human", "rank": 5, "owner": "AngryGorilla", "tags": ["Mythras core"], "id": 11966, "notes": ""}, {"name": "Assassin of Hashashins Grand Master ", "race": "Human", "rank": 5, "owner": "Paulkwk", "tags": ["Human"], "id": 11973, "notes": "Assassination\nAllows the user access to the normally restricted 'Kill Silently' special effect.\n\nCautious Fighter\nCan use the Change Range action to automatically withdraw from engagement with no need to roll\n\nDual Wielder\nAllows dual weapon combinations to use the Flurry special effect, provided that each subsequent attack utilizes the alternating weapon.\n\nChokehold\nIf you have established a grapple against an opponent's head, you may choose to apply 1d2 levels of fatigue instead of damage. These levels of fatigue recover very quickly (healing rate per round) once the grapple is broken. Does not generally work on Undead.\n\nCreate opening\nThis technique for wielders of two weapons involves pushing aside an enemy\u2019s defenses with one weapon and following up with the other. The Style makes the follow up attack made by \"Flurry\" must be blocked with a different weapon, ortherwise suffer two diicult grade.\n\nFlurry-Counter Strike\nAny successful active parry can immediately be followed up by a sword blow from another weapon, by using the Flurry special effect\n\nCross Parry\nA wielder of two weapons can choose to attempt a cross-parry. This increases the difficulty of a parry by one grade, but increases the size of the parry to one size larger than the larger of the parrying weapons. Two Size M or smaller weapons Only.\n\n\nGrappling transition\nwhen grappling, if you succeed on a grapple check to do damage, you may instead shift the location of your grapple to an adjacent location.\n\nHidden Weapons\nAllows the user to utilize seemingly innocuous objects noted as part of the style as deadly weapons, with no chance of accidental breakage despite apparent delicacy\n\nBlind Fighting\nAllows user to reduce any penalties imposed due to poor lighting or temporary blinding to be reduced by one difficulty grade.\n\nBone-Breaker\nWhen Grappling an opponent, the user can inflict damage equal to 1d4+Damage Modifier to the grappled body part\n\n\n"}, {"name": "Selene: Lunar Elemental, 9 cubic meters", "race": "Elemental", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha"], "id": 12098, "notes": "Only magical spells or weapons affect. \n\nSelenes are lunar elementals tied to the Blue Moon.\n\nThey are formed from the glow produced by certain stones, fragments of the Blue Moon, dating from the time she was shattered and much of her form fell to earth. Such stones are expensive, difficult to obtain, and normally available only to priests. Each 6 ENC of Blue Moon fragments produce enough glow to form 1 cubic meter of selene.\n\nSelenes are invisible and undetectable to most. natural senses. Spells such as [[Second Sight]]  can be used to perceive the selene's POW or magic points. [[Witchsight]] can see them\n\nEach round that a victim is completely englobed by a selene, he loses one magic point and one hit point.\n\nA selene can engulf 10 SIZ points of opponent per cubic meter of volume it possesses.\n\nSelenes have a loose misty structure, much like that of lunes or shades, which can be broken up by at-tacks. Because these entities are invisible, an attacker's chances to hit is Formidable normally or Hard if he is actually engulfed by it.\n\nSelenes have the same statistics as shades. The magic point and hit point drain takes place last in the round the selene engulfed its victim.\n"}, {"name": "Orange Guild Mercenary, Acolyte of Marok", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Fonrit", "Glorantha", "Pamaltela"], "id": 12381, "notes": "The Saffron Blades are the feared and disciplined mercenary force of the Orange Guild, tasked with protecting the Guild\u2019s monopolies, enforcing its will, and eliminating threats with ruthless precision. Clad in saffron-orange uniforms, they are a symbol of the Guild\u2019s power and dominance in Hombori Tondo and beyond. These mercenaries are trained in formation fighting with an arsenal of versatile weapons, adapting seamlessly to urban skirmishes, pitched battles, or naval engagements. They are as dangerous as they are disciplined, wielding their weapons with cold efficiency and enforcing the Guild\u2019s devious goals.\n\n  \n\nAppearance\n\n  \n\n\u2022 Clothing and Armor:\n\nThe Saffron Blades wear saffron-orange surcoats or tunics, marking them as unmistakable agents of the Orange Guild. Beneath their bright clothing, they don cuirboilli armor (hardened leather) for mobility, but higher-ranking members may wear metal armor when resources allow. Their helmets are simple but functional, often painted orange with black detailing or marked with the Guild\u2019s insignia, a stylized flame or sunburst.\n\n\n\"He is marked on the face and limbs with ritual scarification, which marks him as a slave soldier of the owner.\" From glorantha.com \n\n"}, {"name": "Very Old Red Dragon", "race": "Dream Dragon", "rank": 5, "owner": "hkokko", "tags": ["Classic fantasy", "Fantasy", "Flying"], "id": 12430, "notes": "1000+ year old red dragon. 70% chance of having Telepathy as ability. \n\nWhen attacking a dragon from the front, roll 1d8+12 for hit loca-\ntion, while an attack from behind would involve rolling 1d8. On the\nground, the dragon may make any combination of attacks along\nwith either a bite or breath attack. Each uses one action as normal.\nDue to the dragon\u2019s long sinuous neck, it can see all around it, so\neven attacking from behind isn\u2019t a safe haven. It can bite an attacker\nbehind itself at 1 grade of difficulty, but can swing its whip-like tail\nwith crushing force without penalty. In the air, dragons will either\nmake a bite attack or \u2018strafe\u2019, flying over ground targets and breath-\ning a blast of their breath weapon as they pass over. In addition, if\nthey are low enough, they make one or more claw attacks or strike\nopponents with their tail. Making any type of physical attack will\nbring them into range of an opponent\u2019s melee attacks, so some cau-\ntious dragons will make breath attacks only, while remaining safely\nout of reach.\n\nSpell like abilities: Pyrotechnics 3/day, Affect Normal Fires 3/day\nSource: Classic Fantasy Unearthed Companion"}, {"name": "Deinosuchus, Young Adult", "race": "Crocodile", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Genertela", "Glorantha", "Islands", "Jungle", "Monster island", "Mythic rome", "Pamaltela", "Raw", "Raw official", "Rq6", "Sea", "Umathela", "Upland marsh"], "id": 12479, "notes": "RAW pg 237"}, {"name": "Civilized Priest, Acolyte of Death God", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Core codex"], "id": 12519, "notes": "The civilized priest of a death god walks the line between fear and reverence, a figure of both dread and awe in the eyes of the faithful. Clad in robes of somber hues, adorned with bone talismans and deathly sigils, they speak with the weight of inevitability\u2014each word a reminder that no king or beggar can escape the final shadow. Their presence is cold yet compelling, for they are the voice of the unseen, the keeper of rites that guide souls to the afterlife. In cities of splendor and decay alike, they administer mercy and judgment with equal grace, their prayers a whispered pact with death itself."}, {"name": "Civilized Assassin", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Core codex"], "id": 12536, "notes": "The civilized assassin is a ghost among the living, blending seamlessly into the fabric of urban life while concealing deadly intent. They are masters of subtlety and disguise, their faces as forgettable as their footsteps are silent. A dagger hidden beneath a cloak, a vial of poison in a ring\u2014every tool they carry is a weapon of precision, designed to deliver swift and certain death. They stalk their targets with unerring patience, striking only when the moment is perfect, then vanishing into the night without a trace. Cold, calculating, and disciplined, they kill not out of fury, but for coin, revenge, or the cold satisfaction of completing their mission."}, {"name": "Werewolf - dire wolf", "race": "Wolf", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Mythic babylon", "Mythic rome", "Raw official", "Rq6"], "id": 12603, "notes": "RAW pg 273 Prefers to select Grip and Choose location. Gripped victim sustains biting damage every round. Vulnerable to silver. "}, {"name": "Thanatari Doomed -  Breath of Thanatar", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 12616, "notes": "White blemish in the form of skull in hidden part of body. Can see in Darklight"}, {"name": "Lead Eater - Spawn of Pocharngo", "race": "Parenling", "rank": 5, "owner": "hkokko", "tags": ["Pamaltela", "Slon"], "id": 12721, "notes": "Type of Parenling that Pocharngo can call. \n\nDuring the Green Age, some of the power of Grower, the ancient force of life spread into the solid rock and infected it. The result was the parenlings, living, breeding organisms made from inorganic metal. The mostali regard these creatures as foul abominations; intrusions of horrible life-force into their stable realm. Trolls, voralans and other subterranean beings generally ignore them, or else trap them to harvest their metal.\n\nA parenling appears as an elongated blob of pure metal, with tentacle-like pseudopodia extending from its body to serve as arms or legs. They have no eyes or other visible features, and seem to feel their way about by detecting vibrations and by sniffing out minerals with some unclassifiable sense. The most common parenlings are made from bronze, but lead, copper, tin and silver specimens are also known, and others rumoured. They graze on minerals in the rock, and are rarely encountered on the surface world; where they are it is only in the presence of bare rock, such as on high mountain peaks or plateaus. Parenlings can merge their body with solid rock, and flow through it, but they progress only at the agonisingly slow (to humans) rate of about one foot per minute. On a rocky surface, they can move freely, although they are still not particularly fast.\n\nOrganic beings have little parenlings could want, so that the creatures are more likely to flee than to stand and fight. However, their ability to flow through rock is too slow to allow an escape, so that they can be cornered, forcing them to strike out with their mace-like limbs at their tormentors.\n\nThey lay their eggs, cocooned in layers of tasty minerals, in deep concealed cracks and fissures, and as far away from dwarves or hungry trolls as possible. Dwarves will destroy parenlings on sight, given the opportunity. They are commonly found in packs of two to six individuals.\n\nUpdated from source: Anaxial's Manifest"}, {"name": "Thanatari Doomed,Strong -  Horn Of Atyar", "race": "Human", "rank": 5, "owner": "hkokko", "tags": ["Chaos", "Fantasy", "Glorantha"], "id": 13063, "notes": "White blemish in the form of skull in hidden part of body. Can see in Darklight"}, {"name": "Oracle of Araxis", "race": "Mummy", "rank": 5, "owner": "Adept_Austin", "tags": ["Meeros", "Meeros doomed"], "id": 13104, "notes": "Based off the Mummy from Mythras Core pg 260. Used in the Meeros Doomed Module\n**Ability:** ***Immunity to Metal Weapons***\n\n"}, {"name": "Ancestor Spirit - Warrior Brother", "race": "Spirit", "rank": 5, "owner": "hkokko", "tags": ["Spirit"], "id": 13221, "notes": "Warrior Brother was renowned as a master of weapons and military tactics. He was as strong as two men and wore his armour when he slept. We remember how he single-handedly slew three of the enemy clan\u2019s thanes when they dared to cross the Black Brook into our lands. \n\nOriginal Source: Signs & Portents\n\nIf you are using progressive folk magic - all variable spells are either 4 or 6 points\n\nAny of the spirit abilies are equal to 1d3+Intensity"}, {"name": "Ancestor Spirit - Chief All Father", "race": "Spirit", "rank": 5, "owner": "hkokko", "tags": ["Spirit"], "id": 13224, "notes": "Chief All-father was the wisest and most beloved clan chief since the Raven banner was found in Badgers Wood. He made peace with the unfriendly tribes and he led the warriors to victory over the dark raiders. We remember how the herds grew tenfold under his watchful eye.\n\nSource: Signs & Portents 90\n\nAny of the spirit abilies are equal to 1d3+Intensity"}, {"name": "Ancestor Spirit - Old Ma Medicine Woman", "race": "Spirit", "rank": 5, "owner": "hkokko", "tags": ["Spirit"], "id": 13226, "notes": "Old Ma was a wise woman who lived near the village when the blood plague came. She healed the villagers and drove away the sickness spirits, then taught us all how to use herbs and friendly spirits to keep our children safe. \nSource: Signs & Portents 90\n\nAny of the spirit abilies are equal to 1d3+Intensity"}, {"name": "Ancestor Spirit - Old Grandpa The Boatman", "race": "Spirit", "rank": 5, "owner": "hkokko", "tags": ["Spirit", "Water"], "id": 13227, "notes": "Old Grandpa was a master boatman and knew all the currents and best fi shing spots in the rivers and streams. He could talk to the water spirits and often brought fi ne catches to the high table. We remember how he hid the villagers in the marshes when the foul raiders slipped past the guards\n\nSource: Signs & Portents 90\n\nAny of the spirit abilies are equal to 1d3+Intensity"}, {"name": "Bane Spirit - Intensity 4", "race": "Spirit", "rank": 5, "owner": "hkokko", "tags": ["Fantasy", "Glorantha", "Raw", "Spirit"], "id": 13229, "notes": "\"Fragments of pure Chaos or some other source of evil, bane\nspirits strive to absorb the essence of other spirits. \"\n\nSource: Core 147"}, {"name": "Sandstorm Spirit", "race": "Spirit", "rank": 5, "owner": "hkokko", "tags": ["Desert", "Nargan desert", "Spirit"], "id": 13240, "notes": "The Dune That Hungers Without End is a vast, living sandstorm spirit that rises from the burning deserts beyond Hombori Tondo, swallowing sky and horizon in a wall of grinding dust. It smothers breath, hurls bodies through the air, and scours flesh with whirling grains and hidden stones, turning the very air into a weapon. Immune to banishment or exorcism, it cannot be fought in the usual ways, only endured or escaped through cunning and shelter. Those caught within it feel not hunted, but slowly erased, as if the desert itself has decided to reclaim them grain by grain.\n\n"}, {"name": "Blue Ghost -  Guardian Spirit - Intensity 5", "race": "Spirit", "rank": 5, "owner": "hkokko", "tags": ["Desert", "Fantasy", "Glorantha", "Spirit"], "id": 13247, "notes": "The Blue Ghosts are formidable spectral entities that act as a test of strength and a gateway for those seeking the Isle of Artmal\n\nIf the person loses the spirit combat with them he is cursed by losing permanently 1 magic point - Curse of Blue Ghost"}, {"name": "Embodied Nargan Ash-Burner - Fire Elemental", "race": "Elemental", "rank": 5, "owner": "hkokko", "tags": ["Desert", "Elemental", "Glorantha", "Nargan desert", "Spirit"], "id": 13293, "notes": "**The Physical Transformation** The shaman ceases to be flesh and bone, transforming into a 6-cubic-meter pillar of roaring, superheated cosmic fire, swirling alkali dust, and blinding ash \n\n**Incineration**: The intense heat instantly burns away the shaman's clothing, weapons, and mundane equipment.\n\n**Radiated Danger**: The shaman is physically immune to their own flames, but they cannot control the elemental's effect on their immediate surroundings. Any friends, allies, or flammable structures in close proximity will take radiated heat damage and risk catching fire.\n\n**Expulsion & Backlash**: If the elemental form is reduced to 0 Hit Points, the binding shatters, freeing the spirit and potentially killing the shaman. When the spirit is expelled or dismissed, any damage sustained while in elemental form is divided evenly across all of the shaman's normal Hit Locations (rounding up), which can trigger sudden, massive Major Wounds as their flesh returns.\n\n**Elemental Vulnerability**: The embodied shaman takes double damage from Water or Cold attacks, and can be instantly dispersed if they come into contact with an opposing Water Elemental of equal or greater size.\n\n**Engulf / Heat Shock**: The shaman does not strike with fists, but moves to engulf opponents in their fiery mass. In combat, the elemental fire attacks the victim's 1d4+1 locations with 2d6 damage (armor does not protect)  (Heat Shock), bypassing normal armor to boil them alive unless the victim is protected by specific magic like a Shield or Protection spell.\n\n**Animate (Fire/Ash)**: The shaman commands the very substance of their new body, allowing them to stretch, reshape, and flow over the battlefield, baking stone and melting metal upon contact.   Attacks the victim's on the second turn 1d4+1 locations with 1d6 damage (armor does not protect)\n\n\n\n**Miasma**: The embodied shaman radiates the apocalyptic terror of the sky pouring fire. They project a crushing aura of dread in a radius equal to the spirit's POW in meters. Enemies caught in this heat must succeed in an opposed Willpower test against the shaman, or break and flee in abject terror \n\n**Curse of the Sikkanos Wind**: The Nargan Desert is infamous for its toxic, choking dust. Any creature engaged in close combat with the embodied shaman must resist a localized Curse that fills their lungs with phantom ash, either (1d3)\n1.  Draining their Action Points 1 point per intensity (2)\n2. The Scouring Alkali Dust (Abrasion Damage) The physical grit of the burning desert acts like the devastating dust storms of a Whirlvish.\nThe grinding sand and dust inflict 1D3 points of damage to every Hit Location each round.\n\nThis intense abrasion actively shreds physical protection. It destroys armor point by point (e.g., 5-point mail that takes 2 points of abrasion damage is permanently reduced to 3 points of protection). Once the armor is worn through, the 1D3 damage begins flaying the flesh underneath.\n3. The Sikkanos Wind (Toxic Asphyxiation & Fatigue) The toxic, gaseous nature of the Nargan's ash directly attacks the respiratory system using standard Mythras poison and suffocation mechanics.\n\nVictims caught inside the choking cloud must make an opposed Endurance roll against the Potency of the ash (typically calculated as the spell or spirit's Intensity x 10). If the victim fails their Endurance roll, they suffer the Asphyxiation condition. They begin to suffocate and must make standard Endurance rolls; success adds 1 level of Fatigue, failure adds 1d2 extra levels of Fatigue, and a fumble adds 1d3 extra levels of Fatigue, rapidly driving the victim down the fatigue track toward incapacitation and death.\nFurthermore, the toxic ash settling in the lungs acts as a lethal internal irritant. Failing the opposed Endurance roll against the toxin also inflicts immediate internal damage (such as 1D8 damage) directly to the Chest Hit Location, bypassing armor entirely.\n\n"}, {"name": "Dust Devil:  6 cubic meters", "race": "Elemental", "rank": 5, "owner": "hkokko", "tags": ["Desert", "Fantasy", "Glorantha"], "id": 13379, "notes": "These horrible creatures can be found in the desert, frequently hiding in the fury of a dust storm, from which they gather their material form and then peel off to seek their own amusement. \n\nThey form their bodies from dust, sand and grit into a very roughly humanoid shape. \n\nSimilar to elementals but with INT of 2D6 rather than an INS score that varies according size, a Dust Devil is a fusion of air and earth that varies from 2 cubic meters up to 6 cubic meters - at least such is the largest size that is known- and must always stay in touch with the ground - if this connection is somehow broken, the Dust Devil dissipates. \n\nThe Dust Devil inflicts damage by engulfing a victim in its physical form of sharp dust and grit that it whirls at such velocity as to inflict its Damage Modifier to every location simultaneously, and in the worst cases, can flay a living being alive. Dust Devil damage can be evaded but cannot be parried, even with magical weapons, however armour and magical protections work as normal. The Deflect spell reduces the wraith\u2019s damage dice by one step. \n\nIn combat Dust Devils are immune to damage from mundane weapons; they can use the Blind Opponent special effect without requiring a critical roll. Bypass Armour and Maximise Damage are their other preferred effects. \n\nDust Devils will not voluntarily dematerialise but will continue to carve their way across the desert until their form is destroyed \u2013 after which they must seek out another dust storm from which to create a new physical form.\n\nSource: Age of Treason"}, {"name": "Ash-Cyst (Widow-Maker Xenomorph)", "race": "Gorp", "rank": 5, "owner": "hkokko", "tags": ["Desert", "Glorantha", "Monster island"], "id": 13394, "notes": "Deep within the subterranean caves of Monster Island or half-buried in the shadows of the Field of Dead Glass, explorers sometimes stumble upon what appear to be leathery, ash-grey urns or oversized, petrified melons. These are Artmali Ash-Cysts, a horrific, dormant parasitic life-form mutated by the apocalyptic Firefall that destroyed the ancient Artmali Empire.\n\nStanding about three feet tall or bigger specimens bit tallerl, the cyst has a thick, rubbery, translucent exterior. A bright light shone behind it reveals a sickening, venous structure and something dark and curled pulsating within. At the apex of the leathery ovoid is a fleshy, cross-shaped fissure sealed shut by a layer of dried, caustic resin.\nWhen a warm-blooded creature approaches, the cyst reacts. With a wet, peeling sound, the four \"petals\" at the top fold back, revealing a glowing, fleshy interior before a terrifying, pale, multi-jointed horror violently erupts outward.\n\nArmor: 4-point leathery hide (Pod); 1-point pale flesh (Stomach-Parasite)\n\nIncredibly fast, lighting quick reflexes \n***Thermoception (Life Sense)*** The pod has no eyes. Instead, it possesses the Perceptive trait attuned to heat. It can sense the body heat of mammalian or reptilian prey approaching within 10 meters, triggering the pod to open.\n\n***Trapper*** The cyst is an ambush predator. This ability represents a one-shot trap attack. When the victim steps within range, the cyst launches its stomach-parasite. Because this is a sudden, springing trap attack from an immobile object, the target must use the Evade skill rather than Parry to avoid being struck.\n\n***Grappler***  If the Trapper attack connects, the pale, multi-fingered stomach wraps around the victim's head. It automatically establishes a grapple, blinding the victim. The target must win an opposed Brawn roll against the parasite's Brawn to pry the horrific, tightening grip off their face.\n\n***Asphyxiation & Implantation (Blood Drain)***: Once gripped, the parasite forces a proboscis down the victim's throat. The victim begins to suffocate, and at the start of each Combat Round, they lose one level of Fatigue. If the victim is rendered unconscious, the parasite successfully implants a chaotic embryo in their chest before detaching and dying.\n\n***Acidic Blood***: This is the ultimate defense mechanism, making companions hesitate to help. The creature's internal fluids are highly pressurized and caustic. If a party member attacks the parasite while it is attached to their friend's face, any damage that penetrates the parasite's 1-point armor causes Acidic Blood to spray out. This inflicts 1d3 acid damage for 1d3 rounds to both the attacker and the grappled victim. The acid eats through worn armor before affecting flesh, easily ruining helmets and weapons.\n\nIf the party fails to carefully pry the parasite off (perhaps by using the Sunder special effect with surgical precision, or applying intense fire to its legs to force a retreat), the victim is implanted. \n\nThe victim will wake up hours later feeling fine, but with a ravenous hunger. Within 1d4 days, \"Exploding Fever\" takes hold. If powerful healing magic or a complex Healing skill surgery is not performed, the victim's chest violently erupts, birthing a highly aggressive, subterranean horror\u2014perhaps a mutant Chaos Hybrid\u2014that instantly scurries into the dark to grow\n\nInspired by Xenomorphs in the movies. \n"}]