NotesSpikenards are the guardians of the Thickets, and foremost of a Briarlord’s weapons when it comes to a straight fight. At rest, a spikenard looks like nothing more than a dead tree or pile of logs. The bark has sloughed off their bodies in most places revealing the pale grey sapwood beneath, and branches stick out from the trunk like sharp spikes. The branch-like spikes that give them their name prevent attackers from getting inside the effective range of their principal weap- ons, meaning that only characters with Long and Very Long melee weapons can attack the spikenard’s body; everyone else is restricted to attacking their limbs (i.e. their weapons) or using other means of attack. They typically use one limb to ward their body if opponents have weapons that can hurt it (the limb is large enough to passively ward four locations). Being composed mostly of wood, spikenards are vulnerable to fire: getting them to start burning can take a few minutes, but once they begin to burn they take fire damage to both their Armour Points and Hit Points (reduced by remaining Armour Points) simultaneously. Spikenards vary in size. The one described below is six metres tall, for every additional two metres in height add +3 STR, +6 SIZ and +1 Armour Point. Source: Perceforest 130-131


STR 2d6+18
CON 2d6+12
SIZ 2d6+27
DEX 2d6+12
INT 2d6+3
POW 2d6

Hit locations

Range startRange endNameArmorHP Modifier
1 1 Right hind leg 5 0
2 2 Left hind leg 5 0
3 7 Lower Trunk 5 3
8 11 Upper Trunk 5 2
12 15 Right Front Leg 7 0
16 18 Left Front Leg 7 0
19 20 Head 5 -2


Spikenard - Guardian of the Thickethkokko