Wild Cards’ Expanded Compendium to Khorvaire

Carmen Bianca Bakker

2021-08-15 Contents

Credits 1

Foreword 2

Races 3 Aarakocra ...... 3 Centaurs ...... 3 Dragonborn ...... 3 Gargoyles ...... 3 Genasi, Air ...... 4 Genasi, Earth ...... 4 Genasi, Fire ...... 4 Genasi, Water ...... 4 Gnolls ...... 4 Goliaths ...... 5 Grungs ...... 5 Harpies ...... 5 Kenku ...... 5 Kobolds ...... 6 Kuo-toa ...... 6 Locathah ...... 6 Merfolk ...... 6 Merrow ...... 6 Minotaurs ...... 7 Sahuagin ...... 7 Sea Elves ...... 7 Tieflings ...... 7

Edges 8 New Edges ...... 8 Charming Song ...... 8 Improved Stone Skin ...... 8 Luring Song ...... 8

Powers 9 Modified Powers ...... 9 Beast Friend (Animate) ...... 9 Barrier ...... 9 Damage Field ...... 9 Detect/Conceal Arcana ...... 9 Empathy ...... 9 Farsight ...... 9 Fly ...... 10 Healing ...... 10 Illusion ...... 10 Invisibility ...... 10

i Puppet ...... 10 Shape Change ...... 10 Sloth/Speed ...... 10 Wall Walker ...... 10 New Powers ...... 10 Awaken ...... 10 Goodberry ...... 10

Bestiary 12 Special Abilities ...... 12 Attribute Drain ...... 12 Aberrations ...... 12 Chuul ...... 12 Intellect Devourer ...... 12 Spectator ...... 13 Beasts ...... 13 Beaver ...... 13 Boar ...... 13 Cheetah ...... 13 Chimpanzee ...... 13 Crab, Giant ...... 13 Dolphin ...... 14 Eel ...... 14 Eel, Electric ...... 14 Elephant ...... 14 Elk ...... 14 Gorilla ...... 14 Griffon ...... 14 Hippogriff ...... 15 Hippopotamus ...... 15 Killer Whale/Orca ...... 15 Mammoth ...... 15 Octopus ...... 15 Panther/Leopard ...... 16 Penguin ...... 16 Scorpion ...... 16 Scorpion, Giant ...... 16 Sea Horse, Giant ...... 16 Seal ...... 16 Snake, Giant Venomous ...... 16 Stingray ...... 17 Swan ...... 17 Tortoise, Giant ...... 17 Turtle ...... 17 Turtle, Sea ...... 17 Wasp, Giant ...... 17 Constructs ...... 18 Monodrone ...... 18 Duodrone ...... 18 Tridrone ...... 18 Quadrone ...... 18 Pentadrone ...... 18 Dinosaurs ...... 19 Bladetooth (Allosaurus) ...... 19 Threehorn (Triceratops) ...... 19 Swordtooth Titan (Tyrannosaurus) ...... 19 Elementals ...... 19

ii ♠ Dao ...... 19 ♠ Djinni ...... 19 ♠ Efreeti ...... 20 Gargoyle ...... 20 ♠ Marid ...... 20 Fey ...... 21 Boggle ...... 21 Dryad ...... 21 ♠ Hag, Green ...... 21 Meenlock ...... 22 Quickling ...... 22 Redcap ...... 22 Humanoids ...... 22 Agent, Royal Eyes of Aundair ...... 22 ♠ Archmage ...... 22 Gatekeeper Druid, ...... 22 ♠ Kuo-toa Archpriest ...... 23 Sahuagin ...... 23 ♠ Sahuagin Baron ...... 23 Sahuagin Priestess ...... 23 Monstrosities ...... 24 Basilisk ...... 24 Bulette ...... 24 Displacer Beast ...... 24 Ettercap ...... 24 ♠ Medusa ...... 25 Merrow ...... 25 ...... 25 Troll ...... 25 Oozes ...... 26 Ochre Jelly ...... 26 Plants ...... 26 Treant ...... 26 Undead ...... 26 Shadow ...... 26

iii Credits

Written & designed by Carmen Bianca Bakker Inspired by for by Kristian Serrano Eberron created by Keith Baker and others Savage Worlds written & designed by Shane Lacy Hensley, with Clint Black Wild Cards’ Expanded Compendium to Khorvaire is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of . ©Wizards of the Coast LLC. Dungeons & Dragons, D&D, Eberron and its respective logos are trademarks of Wizards of the Coast in the USA and other countries. This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at https://www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Portions of this work are copyright Kristian Serrano, and used with permission under the condition that the author be attributed. See the hyperlink to Eberron for Savage Worlds above. All parts of this work over which the author holds copyright are licensed under a Creative Commons Attribution 4.0 International License. © 2020 Carmen Bianca Bakker

1 Foreword

Wild Cards’ Expanded Compendium to Khor- vaire is a document that is intended to contain fluff that would be superfluous in the main document. Why two documents? Because I intend the main document to be as light as possible. Just enough rules for your Eberron game. This document contains everything else. For the main Wild Cards’ Compendium to Khor- vaire, see this link: https://carmenbianca.gitlab. io/compendium-to-khorvaire/ Versions of this document are available at: • HTML — https://carmenbianca.gitlab.io/c ompendium-to-khorvaire/expanded/ • EPUB — https://carmenbianca.gitlab.io/compendium- to-khorvaire/Wild Cards’ Expanded Compendium to Khorvaire.epub • PDF — https://carmenbianca.gitlab.io/compendium- to-khorvaire/Wild Cards’ Expanded Compendium to Khorvaire.pdf

2 Races

Aarakocra the burst power for free once every 10 rounds. They may use either Focus or Spirit • Talons (+1): An aarakocra’s claws are to activate this power. If a dragonborn Natural Weapons (see Savage Worlds core has the Arcane Background (Gifted) Edge, rules) that cause Strength+d4 damage. they know burst as an additional starting • Flight (+4): Aarakocra fly at Pace 12. power, and when casting it for free, only the Their running die for flying is a d6. power’s base cost (2) is ignored. • Reduced Pace (-1): Decrease the charac- • Environmental Resistance (+0): Drag- ter’s Pace by 1 and their running die one die onborn receive a +4 bonus to resist a type. negative environmental effect determined by their draconic ancestry, such as heat, cold, acid, poison, or lightning. Damage Centaurs from that source is also reduced by 4. • Size +1 (+1): Dragonborn are tall crea- • Charge (+1): A centaur can charge, tures, increasing their Size (and therefore adding +4 to their damage roll with a suc- Toughness) by 1. cessful Fighting attack. To be considered charging, the centaur must have moved at least 6” or more in a relatively straight line Gargoyles towards their foe. • Equine Build (-4): An attacker may • Bite/Claws (+1): A gargoyle’s fangs and choose to target the centaur’s humanoid claws are Natural Weapons (see Savage torso from the front, or their equine torso Worlds core rules) that cause Strength+d4 from the rear. The attacker may target damage. either torso from the side. Armor must • Bulky (-2): Gargoyles subtract 2 from Trait be bought separately for both body parts. rolls when using equipment that wasn’t Equipment and clothing for the equine half specifically designed for gargoyles. Worn of a centaur cost double the listed price. equipment costs double the listed price for Additionally, any climb that requires hands gargoyles. and feet is especially difficult for centaurs. • Darkvision (+1): Gargoyles ignore penal- They suffer a -2 penalty to Athletics rolls ties for Dim and Dark Illumination. They while climbing, and each inch climbed costs ignore the Illumination penalty for Pitch 3” of Pace. Darkness up to 10”. • Hooves (+1): A centaur’s hooves are • Doesn’t Breathe (+0): Gargoyles do not Natural Weapons (see Savage Worlds core breathe. rules) that cause Strength+d4 damage. • False Appearance (+1): While motion- • Pace (+4): The Pace of centaurs is in- less, gargoyles are indistinguishable from creased by 4, and their running die by two statues. Notice rolls made to distinguish die types. whether the gargoyle is alive are made with • Size +2 (+2): Centaurs are tall creatures a -4 penalty. with the lower body of a horse, increasing • Flight (+2): Gargoyles fly at Pace 8. their Size (and therefore Toughness) by 2. • Poison Immunity (+1): Gargoyles are immune to poison. • Stone Skin (+1): Gargoyles have a Dragonborn physique made of stone and gain Armor +4. Unlike other natural Armor, this natural • Breath Weapon (+3): Dragonborn can Armor counts as one layer (see Armor breathe destructive energy. They can cast in the Savage Worlds core rules). The

3 Minimum Strength requirement of the ad- Genasi, Fire ditional layer is increased by one die type, regardless of whether it is heavier or not. • Elemental Ancestry (+2): Fire genasi • Weakness to Magic (-1): Magical damage have the Arcane Background (Gifted) Edge ignores 4 points of Armor provided by Stone and begin with one power of their choice. Skin. • Fire Focus (+1*): Fire genasi start with a d4 in Focus. • Fire Manipulation (+0): Fire genasi can manipulate the element of fire. See A Genasi, Air World of Magic in the Wild Cards’ Com- pendium to Khorvaire. • Fire Resistance (+0): Fire genasi receive • Air Manipulation (+0): Air genasi can a +4 bonus to resist fire-based effects (in- manipulate the element of air. See A World cluding heat). Damage from these sources of Magic in the Wild Cards’ Compendium to is reduced by 4. Khorvaire. • Infravision (+1): Fire genasi ignore penal- • Air Resistance (+0): Air genasi receive ties for Dim and Dark Illumination. They a +4 bonus to resist aerial effects (wind, can see heat, which halves Illumination thunder, lightning, etc.). Damage from penalties when attacking warm targets (in- these sources is reduced by 4. cluding invisible beings). • Elemental Ancestry (+2): Air genasi have the Arcane Background (Gifted) Edge and begin with one power of their choice. • Levitate (+1): Air genasi can levitate close Genasi, Water to the ground and never take damage from falling. • Amphibious (+2): Water genasi can • Unending Breath (+0): Air genasi can breathe underwater and move their full hold their breath indefinitely. Pace when swimming. • With the Wind (+1*): The running die of • Elemental Ancestry (+2): Water genasi air genasi is increased by one die type. have the Arcane Background (Gifted) Edge and begin with one power of their choice. • Low Light Vision (+0): Water genasi ignore penalties for Dim and Dark Illumina- tion. Genasi, Earth • Water Manipulation (+0): Water genasi can manipulate the element of water. See • Darkvision (+1): Earth genasi ignore A World of Magic in the Wild Cards’ penalties for Dim and Dark Illumination. Compendium to Khorvaire. They ignore the Illumination penalty for • Water Resistance (+0): Water genasi Pitch Darkness up to 10”. receive a +4 bonus to resist aquatic effects • Earth Manipulation (+0): Earth genasi (including frost and ice). Damage from can manipulate the element of earth. See these sources is reduced by 4. A World of Magic in the Wild Cards’ Compendium to Khorvaire. • Earth Resistance (+0): Earth genasi Gnolls receive a +4 bonus to resist earth-based effects. Damage from these sources is • Bite (+1): A gnolls’s fangs are Natural reduced by 4. Weapons (see Savage Worlds core rules) • Earth Walk (+0): Earth genasi ignore that cause Strength+d4 damage. penalties for Difficult Ground made of earth • Darkvision (+1): Gnolls ignore penalties or stone. They can pass over the ground for Dim and Dark Illumination. They ignore without leaving a trace. the Illumination penalty for Pitch Darkness • Elemental Ancestry (+2): Earth genasi up to 10”. have the Arcane Background (Gifted) Edge • Powerful Build (+2*): Gnolls start with and begin with one power of their choice. a d6 in Strength instead of a d4. This • Toughness +1 (+1*): The element of earth increases maximum Strength to d12 + 1. grants earth genasi extra resilience. They • Size +1 (+1): The average gnoll stands have Toughness +1. taller than 7’, increasing their Size (and

4 therefore Toughness) by 1. • Reduced Pace (-1): Decrease the charac- ter’s Pace by 1 and their running die one die type. Goliaths • Size -1 (-1): Grungs average about three feet tall, reducing their Size (and therefore • Mountain Born (+0): Goliath physiology Toughness) by 1. is acclimated to high altitude. They receive • Leaper (+2*): Grungs can jump twice as a +4 bonus to resist the cold. Cold damage far as listed under Movement (see Savage is reduced by 4. Worlds core rules). In addition, grungs add • Powerful Build (+2*): Goliaths start with +4 to damage when leaping as part of a Wild a d6 in Strength instead of a d4. This Attack instead of the usual +2 (unless in a increases maximum Strength to d12 + 1. closed or confined space where they cannot • Size +1 (+1): Goliaths are 7–8 feet of leap horizontally or vertically—GM’s call). muscle, increasing their Size (and therefore • Water Dependency (-2): Grungs must im- Toughness) by 1. merse themselves in water one hour out of • Toughness +1 (+1): Goliath skin is espe- every 24 or become automatically Fatigued cially tough, granting them Toughness +1. each day until they are Incapacitated. The day after Incapacitation from dehydration, they perish. Each hour spent in water Grungs restores one level of Fatigue.

• Amphibious (+1): Grungs can breathe underwater. Harpies • Natural Climber (+1*): Grungs can climb vertical surfaces as though walking nor- • Claws (+1): A harpy’s claws are Natural mally, or inverted surfaces at half Pace. Weapons (see Savage Worlds core rules) • Poison Immunity (+1): Grungs are im- that cause Strength+d4 damage. mune to poison. • Flight (+2): Harpies fly at Pace 8. Their • Poisonous Skin (+3): Any non-grung that running die for flying is a d6. comes into direct contact with a grung’s • Reduced Pace (-1): Decrease the charac- skin must roll Vigor or suffer the effects ter’s Pace by 1 and their running die one die of Mild Poison. On a Critical Failure, or type. if the victim is poisoned again within a • Supernatural Song (+2): When harpies minute, they suffer an additional effect for use their supernatural voice and song to 2d6 rounds dependent on the grung’s skin influence others using Performance, they color. receive a +2 bonus to their roll. This – Blue: The victim must shout loudly or effect is magical, and has a wide array of otherwise make a loud noise as a free applications: Inspiring emotions, encourag- action on their turn. ing workers, provoking drowsiness, and so – Gold: The victim regards the grung forth. as a friend and can speak Grung. The grung gains +1 to Intimidation, Per- suasion, Performance, or Taunt rolls Kenku against the victim. – Green: The victim can’t move except • Agile (+2*): Kenku start with a d6 in Agility to climb or jump. instead of a d4. This increases maximum – Orange: The victim is frightened of Agility to d12 + 1 their allies. While in the presence of • Bite/Claws (+1): A kenku’s beak and their allies, they are Distracted. claws are Natural Weapons (see Savage – Purple: The victim feels a desperate Worlds core rules) that cause Strength+d4 need to soak themself in liquid or mud. damage. They are Distracted unless immersed in • Low Light Vision (+0): Kenku ignore a body of liquid or mud. penalties for Dim and Dark Illumination. – Red: The victim is incredibly hungry. • Mimicry (+1): Kenku are able to perfectly They must use at least one action each reproduce any sound or voice they have turn to eat. If they do not eat, they are heard, and can duplicate handwriting and Distracted. handicrafts they have seen. A creature rolls

5 Smarts -2 if they want to discern that the Locathah sound or object is an imitation. • Nimble (+1*): Kenku start with a d4 in • Amphibious (+2): Locathah can breathe Thievery. underwater and move their full Pace when • Size -1 (-1): Kenku are a foot shorter than swimming. the average human, and are lightweight • Leviathan Will (+2*): Locathah receive a avians. +2 bonus to resist poison, being Stunned, being put to sleep, and magical effects that alter their mood or feelings. Kobolds • Toughness +1 (+1): Locathah have a scaly skin, increasing their Toughness by 1. • Water Dependency (-2): Locathah must • Agile (+2*): Kobolds start with a d6 in immerse themselves in water one hour Agility instead of a d4. This increases out of every 24 or become automatically maximum Agility to d12 + 1 Fatigued each day until they are Incapac- • Darkvision (+1): Kobolds ignore penalties itated. The day after Incapacitation from for Dim and Dark Illumination. They ignore dehydration, they perish. Each hour spent the Illumination penalty for Pitch Darkness in water restores one level of Fatigue. up to 10”. • Pack Tactics (+2*): Kobolds gain a +2 Gang Up bonus for each adjacent foe in- stead of +1. • Size -1 (-1): Kobolds are between two Merfolk and three feet, reducing their Size (and therefore Toughness) by 1. • Creature of the Sea (+2): Merfolk can • Sunlight Sensitivity (-1): Kobolds suffer breathe underwater. Their Pace is 8, and a -1 Illumination penalty in daylight. they move at their full Pace when swimming. • Toughness +1 (+1): Kobolds have tough, Each inch moved on land costs 3” of Pace, scaly skin, increasing their Toughness by 1. and they suffer a -2 penalty to Athletics rolls related to movement on land. • Low Light Vision (+0): Merfolk ignore Variant: Winged Kobolds penalties for Dim and Dark Illumination. Replace Agile or Pack Tactics with the • Versatile (+2): A merfolk may start with following feature: a d4 in two non-core skills. Alternatively, a merfolk may instead choose a Novice Edge • Flight (+2): Winged kobolds fly at for which they meet the Requirements. Pace 6.

Kuo-toa Merrow

• Amphibious (+2): Kuo-toa can breathe • Bite/Claws (+1): A merrow’s fangs and underwater and move their full Pace when claws are Natural Weapons (see Savage swimming. Worlds core rules) that cause Strength+d4 • Darkvision (+1): Kuo-toa ignore penalties damage. for Dim and Dark Illumination. They ignore • Creature of the Sea (+2): Merrow can the Illumination penalty for Pitch Darkness breathe underwater. Their Pace is 8, and up to 10”. they move at their full Pace when swimming. • Toughness +1 (+1): Kuo-toa have a scaly Each inch moved on land costs 3” of Pace, skin, increasing their Toughness by 1. and they suffer a -2 penalty to Athletics rolls • Slippery (+1): Kuo-toa have a +2 bonus related to movement on land. to rolls made to resist being grappled and • Low Light Vision (+0): Merrow ignore rolls made to break free from being Bound penalties for Dim and Dark Illumination. or Entangled. • Size +2 (+2): Merrow are large sea crea- • Sunlight Sensitivity (-1): Kuo-toa suffer a tures, increasing their Size (and therefore -1 Illumination penalty in daylight. Toughness) by 2.

6 Minotaurs • Low Light Vision (+0): Sea elves ignore penalties for Dim and Dark Illumination. • Horns (+2): Minotaurs have horns that are • Trance (+0): Sea elves don’t need to sleep. Natural Weapons (see Savage Worlds core Instead, they meditate deeply, remaining rules) that cause Strength+d6 damage. semi-conscious. This trance lasts approxi- • Powerful Build (+2*): Minotaurs start mately three hours. with a d6 in Strength instead of a d4. This • Water Dependency (-2): Sea elves must increases maximum Strength to d12 + 1. immerse themselves in water one hour • Size +1 (+1): Minotaurs are hulking crea- out of every 24 or become automatically tures, increasing their Size (and therefore Fatigued each day until they are Incapac- Toughness) by 1. itated. The day after Incapacitation from dehydration, they perish. Each hour spent in water restores one level of Fatigue. Sahuagin Tieflings • Amphibious (+2): Sahuagin can breathe underwater and move their full Pace when • Darkvision (+1): Tieflings ignore penal- swimming. ties for Dim and Dark Illumination. They • Bite/Claws (+1): A sahuagin’s fangs and ignore the Illumination penalty for Pitch claws are Natural Weapons (see Savage Darkness up to 10”. Worlds core rules) that cause Strength+d4 • Devil’s Tongue (+2*): Tieflings start with damage. a d6 in Spirit instead of a d4. This increases • Blood Frenzy (+1*): When a sahuagin maximum Spirit to d12 + 1. makes a Wild Attack against a bleeding • Hellish Resistance (+0): Tieflings receive creature, they add +4 to their damage a +4 bonus to resist fire-based effects (in- instead of +2. cluding heat). Damage from these sources • Darkvision (+1): Sahuagin ignore penal- is reduced by 4. ties for Dim and Dark Illumination. They • Infernal Legacy (+2*): Tieflings have the ignore the Illumination penalty for Pitch Arcane Background (Gifted) Edge and begin Darkness up to 10”. with one power of their choice. • Toughness +1 (+1): Sahuagin have a scaly skin, increasing their Toughness by 1. Variant: Winged Tieflings • Water Dependency (-2): Sahuagin must immerse themselves in water one hour Replace Devil’s Tongue or Infernal out of every 24 or become automatically Legacy with the following feature: Fatigued each day until they are Incapac- itated. The day after Incapacitation from • Flight (+2): Winged tieflings fly at dehydration, they perish. Each hour spent Pace 6. in water restores one level of Fatigue.

Sea Elves

• Amphibious (+2): Sea elves can breathe underwater and move their full Pace when swimming. • Agile (+2*): Sea elves start with a d6 in Agility instead of a d4. This increases maximum Agility to d12 + 1 • Fey Ancestry (+1): Sea elves get a free reroll when rolling to resist enemy powers and hostile magical effects, and magic can- not put them to sleep. • Keen Senses (+1*): Sea elves start with a d6 in Notice instead of a d4. This increases maximum Notice to d12 + 1.

7 Edges

New Edges

Charming Song Requirements: Novice, Harpy The harpy gains the Empathy power. Once per hour, they can cast it, and its modifiers, using Performance without expending Power Points.

Improved Stone Skin Requirements: Gargoyle The gargoyle’s stone skin is significantly stronger than normal. They gain another Armor +2.

Luring Song Requirements: Veteran, Harpy The harpy learns a magical melody that causes those who listen to it to want to approach the source of the song. The harpy makes a Performance roll. All non-harpy listeners of human intelligence who can hear the song (generally within 50”) must oppose the harpy’s Performance with a Spirit roll. Those who fail are Distracted, can’t take actions, and must move on their turn toward the harpy by the most direct route. If the most direct route would cause harm, such as stepping into lava or falling off a cliff, the target gets an automatic Spirit roll as a free action to stop moving for the remainder of the turn. Additionally, at the end of every turn, the target gets an automatic Spirit roll as a free action to shake off the effect of the harpy’s song. The harpy must spend their entire turn singing without taking other actions to maintain the song. The harpy cannot sing the song again until they wake up from six hours’ sleep.

8 Powers

A Note on Durations character’s turn, or the first time they enter the field on their turn. A lot of powers in the Savage Worlds core rules have a short Duration of 5 rounds. This works fine in combat, but Detect/Conceal Arcana can be extremely short during out-of- combat scenes. If a wizard wants to The Duration of detect is increased to 10 min- explore an ancient crypt for magical utes. effects with detect arcana, they have 30 seconds to rush around and spot things, Detect/conceal arcana receives the following and must spend 1 Power Point for every modifiers: additional 30 seconds. • Identify (+1): Detect only. Instead of Because that out-of-combat hurry seeing magical effects, the caster focuses mightn’t be fun, and because on a single object or creature for one minute. calculating Power Points spent in At the end, the caster learns the target’s 30-second segments is definitely not magical properties. fun, the Durations of some powers have been increased to 10 minutes, which is just long enough to comfortably cover Empathy an out-of-combat scene. The Duration of empathy is increased to 10 minutes. Modified Powers Empathy receives the following modifiers: • Charm (+2): The target’s Reaction Level Beast Friend (Animate) (see Persuasion in the Savage Worlds core rules) towards the caster is improved by two Beast friend can also cause objects or plants to (three with a raise). The target becomes temporarily come to life as the caster’s servants. at least Cooperative and feels as though Each target type (beasts, objects, plants) is one they recognise the caster as a friendly valid trapping. The power could be renamed to acquaintance. The power ends early if animate to more accurately reflect this broader the caster or one of their companions do purpose. anything harmful to the target. When the power ends, the target knows they were charmed by the caster. Barrier • Ensorcell (+10): Heroic Rank only. The The Duration of barrier is increased to 10 target falls madly in love (platonic or other- minutes. wise) with the caster, and will do anything for them. The power ends early if the caster or one of their companions do anything Damage Field harmful to the target. When the power ends, the target knows they was ensorcelled by Damage field receives the following modifiers: the caster. • Area of Effect (+1/+2): For +1 point the power affects a Medium Blast Template. For Farsight +2 points the area of effect is increased to a Large Blast Template. The damage The Duration of farsight is increased to 10 is delivered at the start of an affected minutes.

9 Fly • Jump (+1): Speed only. The character’s jump distance is tripled. This normally The Duration of fly is increased to 10 minutes. results in a horizontal jump distance of 3” and a vertical distance of 1.5”. Healing

Healing receives the following modifiers: Wall Walker • Detect Poison or Disease (+0): Instead The Duration of wall walker is increased to 10 of healing the target, the caster can sense minutes. the presence of poisons or diseases in sight for a Duration of five rounds. With a raise, the caster can identify the kind of poison or New Powers disease. Awaken Illusion Rank: Heroic Power Points: 30 The Duration of illusion is increased to 10 Range: Touch minutes. Duration: Instant Illusion receives the following modifiers: Trappings: Elaborate ceremonies, rare plants, magical amulets, divine intervention. • Mobile (+1): The caster can move the area of effect up to their arcane skill die type Whereas resurrection wills life back into that each round after casting, or attach it to an which once lived, awaken wills sapience into inanimate object when first cast. that which never thought. The caster prays, meditates, chants, or other- wise concentrates on willing sapience into an Invisibility object, plant, or animal for four hours. Invisibility receives the following modifiers: Once done, the caster makes a casting roll at - • Increased Duration (+0): The Duration of 8. If successful, the target becomes sapient and the power is increased to 10 minutes. As a gains the ability to speak. caveat, the power ends early if the recipient attacks or casts a power. Goodberry

Rank: Novice Puppet Power Points: 1 Puppet receives the following modifiers: Range: Touch Duration: Instant • Suggestion (+0): Instead of controlling The caster conjures a goodberry. Eating it the target, the caster makes a suggestion removes one Fatigue level, or two with a raise. for a course of action that must sound It also removes a character’s Shaken status, and reasonable. The target feels compelled to removes the Stunned status with a raise. pursue the suggestion. The Duration of the power becomes one hour. The berry provides enough nourishment to sustain a creature for a day. Shape Change The goodberry loses its potency if it has not been consumed within 24 hours of being con- The Duration of shape change is increased to jured. 10 minutes. Arcane Background (Druidism) increases this further to 1 hour. Modifiers

Sloth/Speed • Additional Berries (+1): The power cre- ates another goodberry for 1 additional Sloth/speed receives the following modifiers: Power Point each.

10 • Healing Berry (+3): The goodberry, once eaten, removes a Wound less than one hour old, or two Wounds with a raise. This modi- fier applies to only one goodberry conjured by the power.

11 Bestiary

Special Abilities the detect arcana power. They cannot see concealed magic. Attribute Drain • Size 2: Chuuls are 8’ tall yellow-green lobsters. When affected by Attribute Drain, the victim • Resilient: Chuuls can take one Wound must make a roll in a specified Trait or lose a before they’re Incapacitated. die type in the targeted attribute. If the victim’s attribute would be reduced below d4, the victim is Incapacitated. Intellect Devourer The victim’s reduced attribute is an Injury (see Incapacitation in the Savage Worlds core Attributes: Agility d6, Smarts d8, Spirit d6, rules). If the victim was not Incapacitated dur- Strength d4-2, Vigor d4 ing the encounter, they must afterwards make Skills: Common Knowledge d8, Cosmology d8, a Vigor roll as though they were Incapacitated Fighting d6, Notice d6, Shooting d8, Stealth to determine the severity of the Injury, treating d10 a Critical Failure as a failure. Pace: 8; Parry: 5; Toughness: 1 Edges: Blind Special Abilities:

Aberrations • Blindsight: Ignore sight-based penalties within 10”. Chuul • Body Thief: The intellect devourer makes an opposed Smarts roll against a Stunned Attributes: Agility d6, Smarts d4, Spirit d8, or Incapacitated creature within 1”. With Strength d12+2, Vigor d10 a success, the intellect devourer magically Skills: Athletics d8, Fighting d8, Intimidation consumes the target’s brain, teleports into d8, Notice 8, Stealth d6, Survival d8 the target’s skull, and takes total control Pace: 6; Parry: 6; Toughness: 13 (4) of the target’s body. It retains its own Edges: Frenzy Smarts, Spirit, and linked skills, and gains Special Abilities: the victim’s Agility, Strength, Vigor, and • Aquatic: Pace 6. all their skills, and learns everything the • Armor +4: Strong protective exoskeleton. creature knew. If the host body dies, the • Darkvision: Chuuls ignore penalties for intellect devourer must leave it. Dim and Dark Illumination. They ignore the • Claws: Str+d4. Illumination penalty for Pitch Darkness up • Detect Sentience: The intellect devourer to 10”. can sense the presence and location of any • Hardy: The creature does not suffer a sapient creature within 50” (100 yards) of Wound from being Shaken twice. it. • Immunity: Poison. • Devour Intellect: The intellect devourer • Pincers: Str+d8, Reach 1. If the chuul targets one creature with a brain within 2” hits with a raise, it may immediately make with a Shooting roll. A hit means the target a grappling attempt as a free action. is affected by Attribute Drain (Smarts), and • Tentacles: Chuuls can poison a creature they roll Smarts to resist this effect. The with their mouth tentacles. After being hit loss of Smarts is a permanent Injury. by a successful Touch Attack (see Savage • Size -3 (Very Small): An intellect devourer Worlds core rules), the victim must make a is the size of a brain. Vigor roll to resist Paralyzing Poison. • Telepathy: Intellect devourers can freely • Sense Magic: Chuuls permanently enjoy telepathically speak to creatures within 10”.

12 Spectator • Armor +2: Thick hide. • Hardy: A second Shaken result doesn’t Attributes: Agility d6, Smarts d10, Spirit d6, cause a Wound to a boar. Strength d4, Vigor d6 • Tusks: Str+d4. Skills: Common Knowledge d4, Cosmology d8, Fighting d6, Intimidation d10, Notice d12, Spellcasting d8, Stealth d8 Cheetah Pace: —; Parry: 5; Toughness: 5 Edges: Alertness Attributes: Agility d10, Smarts d6 (A), Spirit Powers: Bolt, confusion, fear, stun; Power d6, Strength d8, Vigor d6 Points: 20 Skills: Athletics d12, Fighting d6, Notice d8, Special Abilities: Stealth d8 Pace: 20; Parry: 5; Toughness: 5 • Bite: Str+d4. Edges: Quick • Flight: Pace 6. Special Abilities: • Darkvision: Spectators ignore penalties for Dim and Dark Illumination. They ignore • Bite/Claws: Str+d6. the Illumination penalty for Pitch Darkness • Low Light Vision: Cheetahs ignore penal- up to 10”. ties for Dim and Dark Illumination. • Multiple Eyes: The spectator’s spells are • Pounce: If a cheetah makes a Wild Attack, cast as magical eye rays. When casting two it adds +4 to its damage instead of +2. different powers on its turn, a spectator may • Size -1: Cheetahs are a little taller than ignore 2 points of Multi-Action penalties most dogs. that turn • Speed: d12 running die. • Spell Reflection: If a spell targeted at a spectator missed or failed to affect it, the spectator can choose another creature Chimpanzee within 10” to be targeted instead, using the Attributes: Agility d6, Smarts d4 (A), Spirit d6, spectator’s Spellcasting. Strength d8, Vigor d6 • Telepathy: Spectators can freely telepathi- Skills: Athletics d10, Fighting d4, Intimidation cally speak to creatures within 20”. d6, Notice d6, Persuasion d4, Stealth d6, Sur- vival d4, Taunt d8 Beasts Pace: 6; Parry: 4; Toughness: 4 Edges: Humiliate, Provoke Special Abilities: Beaver • Bite: Str+d4. Attributes: Agility d6, Smarts d4 (A), Spirit d6, • Size -1: Chimpanzees have a standing Strength d6, Vigor d6 height between 4’ and 5’. Skills: Athletics d6, Fighting d4, Intimidation d6, Notice d4, Stealth d6, Survival d6 Pace: 4; Parry: 4; Toughness: 5 Crab, Giant Edges: — Special Abilities: Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d12, Vigor d8 • Bite: Str+d4. Skills: Athletics d8, Fighting d10, Notice d4 • Semi-Aquatic: Pace 6. Pace: 6; Parry: 7; Toughness: 10 (4) • Size -1: Beavers typically average 3’ in Edges: Frenzy length, and weigh up to 70 pounds. Special Abilities:

Boar • Aquatic: Pace 6. • Armor +4: Exoskeleton shell. Attributes: Agility d6, Smarts d4 (A), Spirit d8, • Low Light Vision: Giant crabs ignore Strength d10, Vigor d8 penalties for Dim and Dark Illumination. Skills: Athletics d6, Fighting d6, Notice d4, • Pincers: Str+d4. If the crab hits with a Stealth d4 raise, it may immediately make a grappling Pace: 8; Parry: 5; Toughness: 9 (2) attempt as a free action. Edges: Berserk • Resilient: Giant crabs can take one Wound Special Abilities: before they’re Incapacitated.

13 Dolphin Elephant Attributes: Agility d8, Smarts d6 (A), Spirit d6, Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d8, Vigor d6 Strength d12+4, Vigor d12 Skills: Athletics d10, Fighting d4, Notice d6, Skills: Athletics d6, Fighting d8, Intimidation Stealth d6 d12, Notice d6, Survival d4 Pace: —; Parry: 4; Toughness: 6 Pace: 8; Parry: 6; Toughness: 16 (2) Edges: Acrobat Edges: Sweep Special Abilities: Special Abilities: • Bite: Str+d4. • Armor +2: Thick hide. • Echolocation: Dolphins can detect shapes • Size 6 (Large): Elephants average 11’ tall through echolocation up to 100”. and weigh upwards of 8000 pounds. • Low Light Vision: Dolphins ignore penal- • Swat: Elephants ignore up to 4 points of ties for Dim and Dark Illumination. Scale penalties when trampling or using • Semi-Aquatic: Pace 10. their tusks. • Size 1: Dolphins have an average weight • Trample: Str+d8. of 500 pounds, and are between 8’ and 13’ • Tusks: Str+d6, AP 2 (counts as horns). long. Elk Eel Attributes: Agility d8, Smarts d6 (A), Spirit d8, Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d12, Vigor d10 Strength d6, Vigor d6 Skills: Athletics d8, Fighting d6, Notice d8 Skills: Athletics d6, Fighting d6, Notice d6, Pace: 10; Parry: 5; Toughness: 9 Stealth d10 Edges: — Pace: —; Parry: 6; Toughness: 4 Special Abilities: Edges: — • Antlers: Str+d6. Special Abilities: • Kick: Str+d4. • Size 2: Elk have thick bodies that weigh • Aquatic: Pace 6. well over 500 pounds. • Bite: Str+d4. • Speed: d8 running die. • Burrow (2”): Eels can burrow through loose sand. • Size -1 Gorilla Attributes: Agility d6, Smarts d6 (A), Spirit d8, Eel, Electric Strength d12, Vigor d8 Skills: Athletics d8, Fighting d8, Intimidation Attributes: Agility d8, Smarts d4 (A), Spirit d6, d8, Notice d6, Persuasion d4, Stealth d4 Strength d6, Vigor d6 Pace: 6; Parry: 6; Toughness: 7 Skills: Athletics d6, Fighting d6, Notice d6, Edges: Menacing Stealth d10 Special Abilities: Pace: —; Parry: 6; Toughness: 4 Edges: — • Bite: Str+d4. Special Abilities: • Size 1: Gorillas are twice as heavy as humans. • Aquatic: Pace 6. • Bite: Str+d4. • Electrolocation: Electric eels can sense Griffon their surroundings within 1” without relying Attributes: Agility d8, Smarts d6 (A), Spirit on sight. d10, Strength d12, Vigor d8 • Size -1 Skills: Athletics d8, Fighting d8, Intimidation • Stun: When an electric eel successfully hits d8, Notice d10, Stealth d6 a creature (even if it causes no damage), Pace: 8; Parry: 6; Toughness: 7 the target must make a Vigor roll or be Edges: Alertness, Frenzy (Imp) Stunned. If the contact occurs outside of Special Abilities: water, the target suffers a -2 penalty to the roll. • Bite/Claws: Str+d6.

14 • Flight: Pace 24. • Low Light Vision: Orcas ignore penalties • Low Light Vision: Griffons ignore penal- for Dim and Dark Illumination. ties for Dim and Dark Illumination. • Semi-Aquatic: Pace 10. • Pounce: If a griffon makes a Wild Attack, it • Size 6 (Large): Orcas weigh in excess of 6 adds +4 to its damage instead of +2. tons and are 20’ to 26’ long. • Size 1: Griffons have the physique of a lion. • Swat: Killer whales ignore up to 4 points of Scale penalties when biting. Hippogriff Mammoth Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12, Vigor d8 Attributes: Agility d6, Smarts d6 (A), Spirit d8, Skills: Athletics d8, Fighting d6, Notice d10, Strength d12+6, Vigor d12 Stealth d6 Skills: Athletics d6, Fighting d10, Intimidation Pace: 12; Parry: 5; Toughness: 8 d12, Notice d8, Survival d6 Edges: Alertness, Fleet-Footed Pace: 8; Parry: 7; Toughness: 17 (2) Special Abilities: Edges: Sweep (Imp) Special Abilities: • Bite/Claws/Kick: Str+d4. • Flight: Pace 24. • Armor +2: Thick furry hide. • Low Light Vision: Griffons ignore penal- • Resilient: Mammoths can take two ties for Dim and Dark Illumination. Wounds before they’re Incapacitated. • Size 2: Hippogriffs have the physique of a • Size 7 (Large): Mammoths are 13’ tall and horse. weigh upwards of 16,000 pounds. • Swat: Mammoths ignore up to 4 points of Scale penalties when trampling or using Hippopotamus their tusks. Attributes: Agility d6, Smarts d4 (A), Spirit d8, • Trample: Str+d8. Strength d12+4, Vigor d12 • Tusks: Str+d8, AP 2 (counts as horns). Skills: Athletics d6, Fighting d10, Intimidation d10, Notice d6, Survival d4 Octopus Pace: 6; Parry: 7; Toughness: 14 (2) Edges: Frenzy (Imp) Attributes: Agility d6, Smarts d6 (A), Spirit d6, Special Abilities: Strength d6, Vigor d8 Skills: Athletics d6, Fighting d4, Notice d6, • Armor +2: Thick skin. Stealth d8 • Bite: Str+d8. Pace: 2; Parry: 4; Toughness: 6 • Fearless: Hippos are immune to Fear and Edges: Extraction, Quick Intimidation. Special Abilities: • Low Light Vision: Hippos ignore penalties for Dim and Dark Illumination. • Aquatic: Pace 6. • Semi-Aquatic: Pace 6. • Bite: Str+d4. • Size 4 (Large): Hippos average 3,000 • Camouflage: Octopuses can rapidly pounds and stand 5’ at the shoulder. change the colour of their skin. When stationary, they have a +2 bonus to Stealth rolls. Killer Whale/Orca • Ink Cloud: Octopuses can eject a cloud of ink, mirroring the darkness power (no Attributes: Agility d6, Smarts d6 (A), Spirit d8, raise). Creatures that enter the ink cloud Strength d12+5, Vigor d12 must roll Vigor or suffer the effects of blind Skills: Athletics d10, Fighting d10, Notice d6, (no raise). Stealth d4 • Low Light Vision: Octopuses ignore penal- Pace: —; Parry: 7; Toughness: 16 (2) ties for Dim and Dark Illumination. Edges: Frenzy (Imp) • Poison: An octopus’ bites are venomous. Special Abilities: The GM chooses what kind of poison the • Armor +2: Thick skin. octopus injects (see Poison in the Savage • Bite: Str+d8. Worlds core rules). • Echolocation: Killer whales can detect • Size -1: Octopuses weigh 32 pounds and shapes through echolocation up to 100”. upwards.

15 • Tentacles: Str, Reach 1. If the octopus d8, Notice d4, Stealth d4 hits, it may immediately make a grappling Pace: 8; Parry: 7; Toughness: 11 (4) attempt (at +2) as a free action. Edges: Frenzy Special Abilities: Panther/Leopard • Burrow (4”): Giant scorpions can burrow through sand and loose dirt. Attributes: Agility d8, Smarts d6 (A), Spirit d8, • Armor +4: Chitinous exoskeleton. Strength d8, Vigor d8 • Claws/Sting: Str+d6. Skills: Athletics d8, Fighting d6, Intimidation • Poison (-2): The GM chooses what kind of d6, Notice d8, Stealth d10 poison the scorpion injects (see Poison in Pace: 8; Parry: 5; Toughness: 6 the Savage Worlds core rules). Edges: Frenzy • Resilient: Giant scorpions can take one Special Abilities: Wound before they’re Incapacitated. • Bite/Claws: Str+d6. • Size 1: Giant scorpions are just over 7 feet • Low Light Vision: Panthers ignore penal- long and weigh 500 pounds. ties for Dim and Dark Illumination. • Pounce: If a panther makes a Wild Attack, it adds +4 to its damage instead of +2. Sea Horse, Giant • Speed: d10 running die. Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d10, Vigor d8 Penguin Skills: Athletics d8, Fighting d4, Notice d6 Pace: —; Parry: 4; Toughness: 8 Attributes: Agility d6, Smarts d4 (A), Spirit d6, Edges: Fleet-Footed Strength d6, Vigor d8 Special Abilities: Skills: Athletics d6, Fighting d4, Intimidation d6, Notice d6, Stealth d4 • Aquatic: Pace 12. Pace: 5; Parry: 4; Toughness: 5 • Kick: Str+d4. Edges: — • Low Light Vision: Giant sea horses ignore Special Abilities: penalties for Dim and Dark Illumination. • Size 2: Giant sea horses are tall enough to • Bite: Str+d4. be able to carry a rider like land horses. • Semi-Aquatic: Pace 8. • Size -1: Penguins are just short of 4’ tall and weigh about 70 pounds. Seal

Scorpion Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d6, Vigor d8 Attributes: Agility d4, Smarts d4 (A), Spirit d4, Skills: Athletics d8, Fighting d4, Notice d6, Strength d4-3, Vigor d6 Stealth d6 Skills: Fighting d6, Notice d4, Stealth d6 Pace: 2; Parry: 4; Toughness: 6 Pace: 3; Parry: 5; Toughness: 1 Edges: Acrobat Edges: — Special Abilities: Special Abilities: • Bite: Str+d4. • Burrow (2”): Scorpions can burrow • Semi-Aquatic: Pace 8. through sand and loose dirt. • Claws/Sting: Str+2. • Poison: The GM chooses what kind of Snake, Giant Venomous poison the scorpion injects (see Poison in the Savage Worlds core rules). Attributes: Agility d8, Smarts d4 (A), Spirit d6, • Size -4 (Tiny) Strength d6, Vigor d6 Skills: Athletics d6, Fighting d8, Intimidation d6, Notice d12, Stealth d6 Scorpion, Giant Pace: 6; Parry: 6; Toughness: 5 Edges: Quick Attributes: Agility d6, Smarts d4 (A), Spirit d6, Special Abilities: Strength d12, Vigor d8 Skills: Athletics d6, Fighting d10, Intimidation • Bite: Str+d4.

16 • Poison (-2): The GM chooses what kind of • Weakness (Head, Limbs): Called Shots poison the snake injects (see Poison in the to a tortoise’s head or limbs ignore the Savage Worlds core rules). tortoise’s Armor.

Stingray Turtle Attributes: Agility d8, Smarts d4 (A), Spirit d6, Attributes: Agility d4, Smarts d4 (A), Spirit d6, Strength d8, Vigor d8 Strength d4, Vigor d8 Skills: Athletics d8, Fighting d8, Intimidation Skills: Athletics d6, Fighting d4, Notice d6, d4, Notice d6, Stealth d10 Stealth d6 Pace: —; Parry: 6; Toughness: 6 Pace: 2; Parry: 4; Toughness: 10 (6) Edges: — Edges: — Special Abilities: Special Abilities: • Aquatic: Pace 10. • Aquatic: Pace 6. • Poison: The GM chooses what kind of • Armor +6: Thick defensive shell. poison the stingray injects (see Poison in • Bite: Str+d4. the Savage Worlds core rules). • Retract Into Shell: As an action, a turtle • Sting: Str+d8. can retract into its shell, making Called Shots impossible. While retracted, the turtle can’t take actions or move. They can Swan take an action to pull out of their shell again. Attributes: Agility d8, Smarts d4 (A), Spirit d6, • Size -2 (Small) Strength d8, Vigor d8 • Weakness (Head, Limbs): Called Shots to Skills: Athletics d6, Fighting d6, Intimidation a turtle’s head or limbs ignore the turtle’s d8, Notice d6, Stealth d4 Armor. Pace: 7; Parry: 5; Toughness: 5 Edges: Menacing Turtle, Sea Special Abilities: Attributes: Agility d4, Smarts d4 (A), Spirit d6, • Bite/Wing Attack: Str+d6. Strength d8, Vigor d12 • Flight: Pace 24. Skills: Athletics d10, Fighting d6, Notice d6, • Size -1: Swans average 5’ tall and typically Stealth d4 weigh 25 pounds. Pace: 2; Parry: 5; Toughness: 16 (8) Edges: — Tortoise, Giant Special Abilities: Attributes: Agility d4, Smarts d4 (A), Spirit d6, • Aquatic: Pace 8. Strength d12, Vigor d12 • Armor +8: Thick defensive shell. Skills: Athletics d4, Fighting d6, Notice d6, • Bite: Str+d6. Stealth d4 • Weakness (Head, Limbs): Called Shots to Pace: 2; Parry: 5; Toughness: 18 (8) a sea turtle’s head or limbs ignore the sea Edges: — turtle’s Armor. Special Abilities: • Armor +8: Thick, nigh-impenetrable shell. Wasp, Giant • Bite: Str+d6. Attributes: Agility d8, Smarts d4 (A), Spirit d6, • Retract Into Shell: As an action, a tortoise Strength d8, Vigor d8 can retract into its shell, making Called Skills: Athletics d6, Fighting d10, Intimidation Shots impossible. While retracted, the d6, Notice d4 tortoise can’t take actions or move. They Pace: 4; Parry: 7; Toughness: 8 (2) can take an action to pull out of their shell Edges: — again. Special Abilities: • Resilient: Giant tortoises can take one Wound before they’re Incapacitated. • Armor +2: Protective exoskeleton. • Size 2: Giant tortoises are 6 feet long and • Fearless: Giant wasps are immune to Fear can weigh up to 1,000 pounds. and Intimidation. • Speed: d4 running die. • Flight: Pace 12.

17 • Poison: The GM chooses what kind of Gear: Javelin (Range 3/6/12, Damage Str+d6) poison the wasp injects (see Poison in the Special Abilities: Savage Worlds core rules). • Armor +2: Metal sheets. • Sting: Str+d8. • Construct: +2 to recover from being Shaken; ignores 1 point of Wound penalties; does not breathe or suffer from disease or Constructs poison. • Size -1: Tridrones are slightly taller Monodrone than duodrones, and slightly shorter than quadrones. Attributes: Agility d6, Smarts d4, Spirit d6, • Three Arms: Tridrones ignore 2 points of Strength d4, Vigor d6 Multi-Action penalties each turn. Skills: Athletics d4, Fighting d4, Notice d4, Repair d6, Stealth d6 Pace: 6; Parry: 4; Toughness: 6 (2) Quadrone Hindrances: One Eye Edges: — Attributes: Agility d8, Smarts d6, Spirit d6, Gear: Dagger (Str+d4), javelin (Range 3/6/12, Strength d6, Vigor d6 Damage Str+d4) Skills: Athletics d6, Battle d6, Fighting d6, Special Abilities: Notice d6, Persuasion d6, Repair d6, Shooting d8, Stealth d4 • Armor +2: Metal sheets. Pace: 6; Parry: 5; Toughness: 8 (4) • Construct: +2 to recover from being Edges: Command Presence, Tactician Shaken; ignores 1 point of Wound penalties; Gear: Bow (Range 12/24/48, Damage 2d6) does not breathe or suffer from disease or Special Abilities: poison. • Flight: Pace 6. • Armor +4: Thick metal sheets. • Size -1: Monodrones usually don’t exceed • Construct: +2 to recover from being the height of the average human’s hip. Shaken; ignores 1 point of Wound penalties; does not breathe or suffer from disease or poison. Duodrone • Flight: Pace 6. • Size -1: Quadrones are 100 pounds worth Attributes: Agility d6, Smarts d4, Spirit d6, of cube. Strength d4, Vigor d6 Skills: Athletics d4, Fighting d4, Notice d6, Repair d6, Stealth d4 Pentadrone Pace: 6; Parry: 4; Toughness: 6 (2) Edges: — Attributes: Agility d8, Smarts d6, Spirit d8, Gear: Javelin (Range 3/6/12, Damage Str+d4) Strength d10, Vigor d8 Special Abilities: Skills: Athletics d6, Battle d8, Fighting d8, Notice d8, Persuasion d8, Repair d6, Stealth d4 • Armor +2: Metal sheets. Pace: 6; Parry: 6; Toughness: 11 (4) • Construct: +2 to recover from being Edges: Command Presence, Frenzy (Imp), Shaken; ignores 1 point of Wound penalties; Inspire does not breathe or suffer from disease or Special Abilities: poison. • Size -1: Duodrones usually don’t exceed • Arm: Str+d6. the height of the average human’s hip. • Armor +4: Thick metal sheets. • Construct: +2 to recover from being Shaken; ignores 1 point of Wound penalties; Tridrone does not breathe or suffer from disease or poison. Attributes: Agility d6, Smarts d6, Spirit d6, • Multiple Arms: Pentadrones ignore 2 Strength d6, Vigor d6 points of Multi-Action penalties each turn. Skills: Athletics d6, Battle d4, Fighting d6, • Paralysis Gas: Pentadrones exhale a Notice d6, Persuasion d6, Repair d6, Stealth d4 paralysing gas (see Breath Weapons in the Pace: 6; Parry: 5; Toughness: 6 (2) Savage Worlds core rules). Those affected Edges: Command must roll Vigor or be Stunned and Fatigued.

18 • Resilient: Pentadrones can take one • Bite: Str+d8. Wound before they’re Incapacitated. • Resilient: Swordtooth titans can take two • Size 1: Pentadrones tower over their inferi- Wounds before they’re Incapacitated. ors. • Size 7 (Large): Swordtooth titans can be over 40’ in length and weigh up to 31,000 pounds. Dinosaurs • Swat: Swordtooth titans ignore up to 4 points of Scale penalties when biting. Bladetooth (Allosaurus) Attributes: Agility d6, Smarts d4 (A), Spirit d6, Elementals Strength d12+4, Vigor d12 Skills: Athletics d10, Fighting d10, Intimida- ♠ Dao tion d8, Notice d6 Pace: 10; Parry: 7; Toughness: 15 (2) Attributes: Agility d6, Smarts d8, Spirit d8, Edges: Frenzy Strength d12+3, Vigor d12 Special Abilities: Skills: Athletics d8, Common Knowledge d6, • Armor +2: Scaly hide. Fighting d10, Focus d12, Intimidation d8, No- • Bite: Str+d6. tice d6, Persuasion d10, Stealth d4, Taunt d8 • Pounce: If a bladetooth makes a Wild Pace: 6; Parry: 7; Toughness: 17 (6) Attack, it adds +4 to its damage instead of Edges: Free Runner, Iron Jaw +2. Powers: Barrier, burrow, detect/conceal ar- • Size 5 (Large): Bladeteeth are almost 30’ cana, entangle, protection, speak language, in length and weigh up to 5,000 pounds. summon ally (earth elemental, 4 Power Points), • Swat: Bladeteeth ignore up to 4 points of teleport; Power Points: 25 Scale penalties when biting. Gear: Maul (Str+d10) Special Abilities: Threehorn (Triceratops) • Armor +6: Polished stone skin. • Burrow (6”): Dao can burrow through Attributes: Agility d4, Smarts d4 (A), Spirit d8, sand and earth. Strength d12+6, Vigor d12 • Darkvision: Dao ignore penalties for Dim Skills: Athletics d10, Fighting d6, Intimidation and Dark Illumination. They ignore the d10, Notice d6 Illumination penalty for Pitch Darkness up Pace: 8; Parry: 5; Toughness: 17 (2) to 10”. Edges: Frenzy • Earth Manipulation: Dao can move and Special Abilities: shape earth and stone to great effect—GM’s discretion. They can hurl earth or stone at • Armor +2: Scaly hide. a Large Blast Template or Cone Template, • Horns: Str+d8. doing 3d6 damage, and knocking those who • Resilient: Threehorns can take two fail a Strength -2 roll prone. This attack may Wounds before they’re Incapacitated. be Evaded (see Savage Worlds core rules). • Size 7 (Large): Threehorns are up to 30’ This takes the dao’s entire turn. in length and weigh up to 26,000 pounds. • Hardy: The creature does not suffer a • Swat: Threehorns ignore up to 4 points of Wound from being Shaken twice. Scale penalties when attacking with their • Immunity: Earth, electricity. horns. • Size 3: Dao average 10’ tall. • Wish: Genies can magically grant a mor- Swordtooth Titan (Tyrannosaurus) tal’s wish. They often twist the result of the wish away from its desired intent due to the Attributes: Agility d6, Smarts d4 (A), Spirit d8, wish’s poor wording. Strength d12+8, Vigor d12 Skills: Athletics d10, Fighting d12, Intimida- tion d12, Notice d6 ♠ Djinni Pace: 8; Parry: 8; Toughness: 17 (2) Attributes: Agility d10, Smarts d8, Spirit d10, Edges: Frenzy (Imp) Strength d12+1, Vigor d12 Special Abilities: Skills: Athletics d10, Common Knowledge • Armor +2: Scaly hide. d6, Fighting d12, Focus d12, Intimidation d8,

19 Notice d6, Persuasion d10, Stealth d4, Taunt d8 • Fire Manipulation: Efreet can manipulate Pace: 6; Parry: 8; Toughness: 11 fire to great effect—GM’s discretion. They Edges: Dodge (Imp), Extraction (Imp), Free can hurl fire at a Large Blast Template Runner, Frenzy or Cone Template, setting fire to those Powers: Bolt, deflection, detect/conceal ar- affected, taking 3d6 initial damage. This cana, entangle, fly, speak language, stun, sum- attack may be Evaded (see Savage Worlds mon ally (air elemental, 4 Power Points), tele- core rules). This takes the efreeti’s entire port; Power Points: 25 turn. Gear: Scimitar (Str+d8) • Flight: Pace 8. Special Abilities: • Immunity: Fire. • Size 3: Efreet average 12’ tall. • Air Manipulation: Djinn can manipulate • Wish: Genies can magically grant a mor- air and lightning to great effect—GM’s dis- tal’s wish. They often twist the result of the cretion. They can hurl air or lightning at wish away from its desired intent due to the a Large Blast Template or Cone Template, wish’s poor wording. doing 3d6 damage, and hurling those who fail a Strength -2 roll by 2d6” (air) or making those who fail a Vigor -2 roll Stunned, or Gargoyle Distracted on a success (lightning). This attack may be Evaded (see Savage Worlds Attributes: Agility d6, Smarts d4, Spirit d6, core rules). This takes the djinni’s entire Strength d8, Vigor d8 turn. Skills: Athletics d8, Common Knowledge d4, • Darkvision: Djinn ignore penalties for Dim Fighting d6, Intimidation d6, Notice d6, Persua- and Dark Illumination. They ignore the sion d4, Stealth d10 Illumination penalty for Pitch Darkness up Pace: 6; Parry: 5; Toughness: 10 (4) to 10”. Edges: — • Flight: Pace 12. Special Abilities: • Immunity: Air, electricity, sound-based • Armor +4: Stone skin. Ignored by magic. attacks. • Bite/Claws: Str+d4. • Size 3: Djinn average 10’ tall. • Darkvision: Gargoyles ignore penalties for • Unending Breath: Djinn can hold their Dim and Dark Illumination. They ignore the breath indefinitely. Illumination penalty for Pitch Darkness up • Wish: Genies can magically grant a mor- to 10”. tal’s wish. They often twist the result of the • Doesn’t Breathe: Gargoyles do not wish away from its desired intent due to the breathe. wish’s poor wording. • False Appearance: While motionless, gar- goyles are indistinguishable from statues. ♠ Efreeti Notice rolls made to distinguish whether the gargoyle is alive are made with a -4 Attributes: Agility d8, Smarts d8, Spirit d8, penalty. Strength d12+2, Vigor d12 • Flight: Pace 8. Skills: Athletics d10, Common Knowledge d6, • Immunity: Poison. Fighting d12, Focus d12, Intimidation d10, Notice d46 Persuasion d8, Stealth d4, Taunt d10 Pace: 8; Parry: 8; Toughness: 11 ♠ Marid Edges: Counterattack (Imp), Frenzy (Imp), Sweep (Imp) Attributes: Agility d6, Smarts d10, Spirit d10, Powers: Barrier, damage field, detect/conceal Strength d12+2, Vigor d12 arcana, growth/shrink, speak language, sum- Skills: Athletics d6, Common Knowledge d6, mon ally (fire elemental, 4 Power Points), tele- Fighting d8, Focus d12, Intimidation d8, Notice port; Power Points: 25 d6, Persuasion d10, Stealth d4, Taunt d6 Gear: Scimitar (Str+d10) Pace: 6; Parry: 6 (7 with trident); Toughness: Special Abilities: 13 Edges: Iron Jaw, Nerves of Steel (Imp) • Darkvision: Efreet ignore penalties for Powers: Darkness, detect/conceal arcana, en- Dim and Dark Illumination. They ignore the vironmental protection, entangle, speak lan- Illumination penalty for Pitch Darkness up guage, summon ally (water elemental, 4 Power to 10”. Points), teleport; Power Points: 25

20 Gear: Trident (Str+d8, Parry +1, Reach 1) move at their full Pace on walls and ceilings. Special Abilities: • Size -2 (Small): Boggles stand 2-3’ tall. • Teleport: Boggles can freely cast the tele- • Aquatic: Pace 12. port power without rolling. • Darkvision: Marids ignore penalties for • Uncanny Smell: Boggles have a +2 to Dim and Dark Illumination. They ignore the Notice rolls made to smell something. Illumination penalty for Pitch Darkness up to 10”. • Hardy: The creature does not suffer a Dryad Wound from being Shaken twice. • Immunity: Water. Attributes: Agility d6, Smarts d8, Spirit d10, • Size 3: Marids average 10’ tall. Strength d6, Vigor d6 • Toughness +2: Marids have a high consti- Skills: Athletics d4, Common Knowledge d4, tution. Cosmology d6, Fighting d4, Focus d10, Notice • Water Manipulation: Marids can move d10, Persuasion d8, Stealth d10, Survival d10 and shape water to great effect—GM’s dis- Pace: 6; Parry: 4; Toughness: 5 cretion. They can hurl water at a Large Edges: Arcane Resistance, Woodsman Blast Template or Cone Template, doing Powers: Entangle, goodberry, protection; 3d6 damage and hurling those who fail a Power Points: 15 Strength -2 roll by 2d6”. This attack may Gear: Wooden branch (Str+d6) be Evaded (see Savage Worlds core rules). Special Abilities: This takes the marid’s entire turn. • Wish: Genies can magically grant a mor- • Fey Charm: The dryad can make an op- tal’s wish. They often twist the result of the posed Focus versus Spirit roll. If the dryad wish away from its desired intent due to the wins, the target is magically charmed, and wish’s poor wording. regards the dryad as a friend to be trusted and protected. The effect lasts 24 hours. If the dryad or its allies harm the charmed target, the effect ends. Once the effect Fey has ended or if the effect was resisted, the target is immune to this ability for 24 hours. Boggle • Low Light Vision: Dryads ignore penalties for Dim and Dark Illumination. Attributes: Agility d10, Smarts d4, Spirit d6, • Tree Stride: A dryad can spend 2” of Pace Strength d4, Vigor d8 to teleport from one tree to another within Skills: Athletics d8, Fighting d4, Notice d10, 12”. Persuasion d6, Stealth d10, Thievery d10 Pace: 6; Parry: 4; Toughness: 4 Edges: — ♠ Hag, Green Special Abilities: Attributes: Agility d6, Smarts d8, Spirit d12, • Darkvision: Boggles ignore penalties for Strength d12, Vigor d6 Dim and Dark Illumination. They ignore the Skills: Athletics d6, Common Knowledge d8, Illumination penalty for Pitch Darkness up Cosmology d8, Fighting d6, Focus d10, In- to 10”. timidation d12, Notice d8, Performance d8, • Environmental Weakness: Fire. Persuasion d12, Stealth d8, Taunt d12 • Oil Puddle: As an action, the boggle can Pace: 6; Parry: 5; Toughness: 9 (4) place down an oil puddle as a Small Blast Edges: Charismatic, Free Runner Template centred on themselves. If the oil Powers: Confusion, empathy, illusion, invisibil- is slippery, creatures entering the template ity, light/darkness; Power Points: 25 must roll Agility or fall prone. If the oil is Special Abilities: sticky, those entering the template must roll Strength -2 or Athletics or be Entangled. • Aquatic: Pace 6. • Oily Skin: A boggle’s oily skin is slippery or • Armor +4: Rough flesh. sticky, and they can freely switch between • Claws: Str+d6. the two modes. With slippery oil, the boggle • Darkvision: Green hags ignore penalties has a +2 to all rolls made to resist grapples. for Dim and Dark Illumination. They ignore With sticky oil, the boggle has a +2 to all the Illumination penalty for Pitch Darkness rolls made to grapple others, and they can up to 10”.

21 • Illusory Appearance: Green hags can Skills: Athletics d8, Fighting d8, Intimidation freely cast disguise to alter their appear- d8, Notice d6, Persuasion d4, Survival d6 ance. Pace: 5; Parry: 6; Toughness: 8 (2) Edges: Berserk, Frenzy (Imp) Gear: Sickle (Str+d6), thick leather armor (+2) Meenlock Special Abilities: Attributes: Agility d8, Smarts d6, Spirit d8, • Low Light Vision: Redcaps ignore penal- Strength d4-1, Vigor d6 ties for Dim and Dark Illumination. Skills: Athletics d6, Fighting d4, Intimidation • Size -1: Redcaps are gnome-sized. d10, Notice d8, Stealth d10, Survival d6 Pace: 6; Parry: 4; Toughness: 3 Edges: — Humanoids Special Abilities: • Claws: Str+d4. Agent, Royal Eyes of Aundair • Darkvision: Meenlocks ignore penalties Attributes: Agility d8, Smarts d10, Spirit d8, for Dim and Dark Illumination. They ignore Strength d6, Vigor d6 the Illumination penalty for Pitch Darkness Skills: Academics d8, Athletics d6, Common up to 10”. Knowledge d6, Fighting d8, Intimidation • Fear (-2): Meenlocks project an aura of d6, Notice d12, Persuasion d8, Research d6, terror. Anyone who sees a meenlock must Shooting d8, Spellcasting d8, Stealth d10, make a Fear check at -2. Taunt d6, Thievery d8 • Fearless: Meenlocks are immune to Fear Pace: 6; Parry: 6; Toughness: 8 (3) and Intimidation. Edges: Combat Reflexes • Shadow Teleport: Meenlocks can freely Powers: Arcane protection, blind, cast the teleport power without rolling, detect/conceal arcana, disguise, dispel, illusion, provided the origin and destination are both lock/unlock, invisibility, scrying, sound/silence; dimly lit or darker. Power Points: 15 • Size -2 (Small): Meenlocks are 2’ tall Gear: Magic wand (Range 6/12/24, 2d6), hideous creatures. dagger (Range 3/6/12, Str+d4), chain mail (+3) • Telepathy: Meenlocks can freely telepathi- cally speak to creatures within 10”. • Weakness (Sunlight): The meenlock suf- fers a -2 penalty to all Trait rolls while in ♠ Archmage sunlight. Attributes: Agility d6, Smarts d12+2, Spirit d10, Strength d6, Vigor d6 Quickling Skills: Academics d10, Athletics d4, Common Knowledge d10, Fighting d4, Notice d10, Attributes: Agility d12, Smarts d6, Spirit d6, Persuasion d8, Research d12, Science d12, Strength d4-1, Vigor d6 Shooting d10, Spellcasting d12, Stealth d4, Skills: Athletics d12, Fighting d8, Notice d8, Taunt d6 Persuasion d4, Stealth d12, Thievery d12 Pace: 6; Parry: 4 (5 with staff); Toughness: Pace: 24; Parry: 8; Toughness: 3 11 (6) Edges: Block (Imp), Dodge (Imp), Extraction Edges: Arcane Resistance (Imp), Aristocrat, (Imp), Frenzy (Imp), Quick Concentration, Level Headed (Imp), Wizard Gear: Dagger (Str+d4) Powers: Almost every spell; Power Points: 50 Special Abilities: Gear: Magic staff (Range 12/24/48, 2d6, Parry • Low Light Vision: Quicklings ignore penal- +1), magical robes (+6) ties for Dim and Dark Illumination. • Size -2 (Small): Quicklings are small creatures. • Speed: d12 running die. Gatekeeper Druid, Orc Attributes: Agility d4, Smarts d6, Spirit d10, Redcap Strength d8, Vigor d6 Skills: Athletics d6, Common Knowledge d4, Attributes: Agility d8, Smarts d6, Spirit d8, Cosmology d8, Druidism d6, Fighting d4, Notice Strength d10, Vigor d10 d6, Persuasion d6, Stealth d4, Survival d6

22 Pace: 6; Parry: 4 (5 with staff); Toughness: 7 • Bite/Claws: Str+d4. (1) • Blood Frenzy: When a sahuagin makes Edges: Brute, Strong Willed a Wild Attack against a bleeding creature, Powers: Banish, beast friend, dispel, havoc, they add +4 to their damage instead of +2. healing, smite; Power Points: 15 • Darkvision: Sahuagin ignore penalties for Gear: Battle axe (Str+d8), staff (Str+d4, Parry Dim and Dark Illumination. They ignore the +1, Reach 1), light leather armor (+1) Illumination penalty for Pitch Darkness up Special Abilities: to 10”. • Toughness +1: Sahuagin have a scaly skin. • Darkvision: ignore penalties for Dim • Water Dependency: Sahuagin must im- and Dark Illumination. They ignore the merse themselves in water one hour out of Illumination penalty for Pitch Darkness up every 24 or become automatically Fatigued to 10”. each day until they are Incapacitated. The • Size 1: Orcs are hulking creatures. day after Incapacitation from dehydration, they perish. Each hour spent in water ♠ Kuo-toa Archpriest restores one level of Fatigue. Attributes: Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d6 ♠ Sahuagin Baron Skills: Academics d8, Athletics d6, Common Attributes: Agility d8, Smarts d6, Spirit d8, Knowledge d6, Faith d10, Fighting d4, Notice Strength d10, Vigor d10 d10, Persuasion d8, Stealth d4 Skills: Athletics d10, Common Knowledge Pace: 6; Parry: 4 (5 with sceptre); Toughness: d4, Fighting d10, Intimidation d10, Notice d8, 6 Persuasion d6, Stealth d4, Survival d6 Edges: — Pace: 6; Parry: 7 (8 with trident); Toughness: Powers: Banish, bolt, detect/conceal arcana, 11 (3) divination, havoc, healing, protection, scrying, Edges: Aristocrat, Command, Fervor, Frenzy speak language, stun; Power Points: 25 Gear: Trident (Str+d6, Parry +1, Reach 1), Gear: Sceptre (Str+d4, Parry +1, Reach 1) carapace armor (+3) Special Abilities: Special Abilities: • Aquatic: Pace 6. • Aquatic: Pace 6. • Darkvision: Kuo-toa ignore penalties for • Bite/Claws: Str+d4. Dim and Dark Illumination. They ignore the • Blood Frenzy: When a sahuagin makes Illumination penalty for Pitch Darkness up a Wild Attack against a bleeding creature, to 10”. they add +4 to their damage instead of +2. • Slippery: Kuo-toa have a +2 bonus to rolls • Darkvision: Sahuagin ignore penalties for made to resist being grappled and rolls Dim and Dark Illumination. They ignore the made to break free from being Bound or Illumination penalty for Pitch Darkness up Entangled. to 10”. • Sunlight Sensitivity: Kuo-toa suffer a -1 • Four Arms: Sahuagin barons ignore 2 Illumination penalty in daylight. points of Multi-Action penalties each turn. • Toughness +1: Kuo-toa have a scaly skin. • Toughness +1: Sahuagin have a scaly skin. • Water Dependency: Sahuagin must im- Sahuagin merse themselves in water one hour out of every 24 or become automatically Fatigued Attributes: Agility d6, Smarts d6, Spirit d6, each day until they are Incapacitated. The Strength d8, Vigor d6 day after Incapacitation from dehydration, Skills: Athletics d10, Common Knowledge they perish. Each hour spent in water d4, Fighting d8, Intimidation d8, Notice d8, restores one level of Fatigue. Persuasion d4, Stealth d4, Survival d6 Pace: 6; Parry: 6 (7 with spear); Toughness: 6 Sahuagin Priestess Edges: Frenzy Attributes: Agility d6, Smarts d6, Spirit d8, Gear: Spear (Str+d6, Parry +1, Reach 1) Strength d8, Vigor d6 Special Abilities: Skills: Academics d6, Athletics d8, Common • Aquatic: Pace 6. Knowledge d6, Cosmology d6, Faith d8, Fight-

23 ing d6, Intimidation d8, Notice d8, Persuasion Bulette d6, Stealth d4, Survival d6 Pace: 6; Parry: 5 (6 with spear); Toughness: Attributes: Agility d6, Smarts d4 (A), Spirit d6, 6 Strength d12+1, Vigor d12 Edges: Frenzy Skills: Athletics d10, Fighting d10, Intimida- Powers: Bolt, beast friend, boost/lower trait, tion d8, Notice d8, Stealth d6 smite, stun; Power Points: 15 Pace: 8; Parry: 7; Toughness: 12 Gear: Spear (Str+d6, Parry +1, Reach 1) Edges: — Special Abilities: Special Abilities: • Bite: Str+d6. • Aquatic: Pace 6. • Burrow (8”): Bulettes can burrow through • Bite/Claws: Str+d4. sand and ground. • Blood Frenzy: When a sahuagin makes • Darkvision: Bulettes ignore penalties for a Wild Attack against a bleeding creature, Dim and Dark Illumination. They ignore the they add +4 to their damage instead of +2. Illumination penalty for Pitch Darkness up • Darkvision: Sahuagin ignore penalties for to 10”. Dim and Dark Illumination. They ignore the • Deadly Leap: If a bulette jumps at least Illumination penalty for Pitch Darkness up 3” on its turn, it can use an action to crash to 10”. down onto the ground. All creatures in a • Toughness +1: Sahuagin have a scaly skin. Medium Blast Template at the landing site • Water Dependency: Sahuagin must im- take 3d6 damage and are knocked prone. merse themselves in water one hour out of This attack can be Evaded. every 24 or become automatically Fatigued • Size 4 (Large): Bulettes are land sharks each day until they are Incapacitated. The that are 12 feet long. day after Incapacitation from dehydration, • Standing Leap: A bulette can jump 6” hor- they perish. Each hour spent in water izontally and 3” vertically, with or without a restores one level of Fatigue. running start. • Tremorsense: Bulettes can detect and pinpoint the origin of vibrations within 12”. Monstrosities Displacer Beast Basilisk Attributes: Agility d10, Smarts d4 (A), Spirit Attributes: Agility d4, Smarts d4 (A), Spirit d8, d6, Strength d12, Vigor d10 Strength d8, Vigor d8 Skills: Athletics d10, Fighting d8, Intimidation Skills: Athletics d6, Fighting d8, Intimidation d6, Notice d8, Stealth d10 d6, Notice d10, Stealth d8 Pace: 8; Parry: 6; Toughness: 8 Pace: 4; Parry: 6; Toughness: 8 (2) Edges: Dodge (Imp), Frenzy Edges: — Special Abilities: Special Abilities: • Bite/Claws/Tentacles: Str+d6. • Displacement: When struck by an attack, • Armor +2: Scaly hide. the displacer beast rolls Agility. On a • Bite: Str+d6. success, the attack misses. • Darkvision: Basilisks ignore penalties for • Low Light Vision: Displacer beasts ignore Dim and Dark Illumination. They ignore the penalties for Dim and Dark Illumination. Illumination penalty for Pitch Darkness up • Size 1: Displacer beasts are lion-sized six- to 10”. legged predators. • Petrifying Gaze: As an action, the basilisk can gaze at an opponent within 6”. The victim must make a Vigor -2 roll or be Ettercap Stunned as they begin to turn to stone. They do not fall prone. On the target’s next turn, Attributes: Agility d8, Smarts d4, Spirit d6, they must make a Vigor roll to revive as Strength d8, Vigor d6 normal. If they fail this roll, they are turned Skills: Athletics d8, Fighting d6, Notice d8, to stone. When appropriate, a creature Shooting d6, Stealth d8, Survival d6 should roll Smarts to avert their gaze. Pace: 6; Parry: 5; Toughness: 5

24 Edges: — Edges: Frenzy Special Abilities: Gear: Harpoon (Range 3/6/12, Damage Str+d6, Reach 1, Parry +1) • Bite: Str+d4. Special Abilities: • Claws: Str+d6. • Darkvision: Ettercaps ignore penalties for • Aquatic: Pace 8. Dim and Dark Illumination. They ignore the • Bite/Claws: Str+d6. Illumination penalty for Pitch Darkness up • Low Light Vision: Merrow ignore penal- to 10”. ties for Dim and Dark Illumination. • Poison (-2): The GM chooses what kind of • Size 2: Merrow are between 8’ and 9’ tall. poison the ettercap injects (see Poison in the Savage Worlds core rules). • Wall Walker: Ettercaps move at their full Owlbear Pace on walls and ceilings. Attributes: Agility d6, Smarts d4 (A), Spirit • Webbing: Ettercaps can cast webs from d10, Strength d12+2, Vigor d12 their thorax that are the size of Small Blast Skills: Athletics d8, Fighting d10, Intimidation Templates. This is a Shooting roll with d10, Notice d10, Stealth d4 a Range of 6”. A hit means the victim Pace: 8; Parry: 7; Toughness: 12 (2) is Entangled, or Bound with a raise (see Edges: Alertness, Frenzy (Imp), Nerves of Bound & Entangled in the Savage Worlds Steel (Imp) core rules). Special Abilities: • Armor +2: Thick hide. ♠ Medusa • Bite/Claws: Str+d6. Attributes: Agility d8, Smarts d6, Spirit d8, • Darkvision: Owlbears ignore penalties for Strength d6, Vigor d10 Dim and Dark Illumination. They ignore the Skills: Athletics d6, Common Knowledge d6, Illumination penalty for Pitch Darkness up Fighting d8, Notice d8, Persuasion d6, Shooting to 10”. d8, Stealth d8 • Resilient: Owlbears can take one Wound Pace: 6; Parry: 6; Toughness: 9 (2) before they’re Incapacitated. Edges: Alertness, Combat Reflexes • Size 2: Owlbears stand up to 8’ tall and Gear: Shortsword (Str+d6), bow (Range weigh over 1,000 pounds. 12/24/48, Damage 2d6) Special Abilities: Troll • Armor +2: Scaly hide. • Petrifying Gaze: As an action, the medusa Attributes: Agility d8, Smarts d4, Spirit d6, can gaze at an opponent within 6”. The Strength d12+2, Vigor d12 victim must make a Vigor -2 roll or be Skills: Athletics d6, Common Knowledge d4, Stunned as they begin to turn to stone. They Fighting d8, Intimidation d10, Notice d6, Per- do not fall prone. On the target’s next turn, suasion d4, Stealth d4 they must make a Vigor roll to revive as Pace: 6; Parry: 6; Toughness: 12 (2) normal. If they fail this roll, they are turned Edges: Brute, Sweep (Imp) to stone. When appropriate, a creature Gear: Maul (Str+d10) should roll Smarts to avert their gaze. Special Abilities: • Snake Hair: Str+d4. • Armor +2: Rubbery hide. • Poison: The bites from a medusa’s snake • Bite/Claws: Str+d4. hair contain Lethal poison (see Savage • Darkvision: Trolls ignore penalties for Dim Worlds core rules). and Dark Illumination. They ignore the Illumination penalty for Pitch Darkness up Merrow to 10”. • Fast Regeneration: Trolls may attempt Attributes: Agility d6, Smarts d4, Spirit d6, a natural healing roll every round, even Strength d10, Vigor d8 if Incapacitated, unless their wounds were Skills: Athletics d10, Common Knowledge caused by acid or fire or they’re put to the d4, Fighting d8, Intimidation d8, Notice d6, torch afterwards. Persuasion d4, Stealth d6 • Resilient: Trolls can take one Wound Pace: 2; Parry: 7; Toughness: 8 before they’re Incapacitated.

25 • Size 2: Trolls average 9’ in height and 500 • Throw Rock: Treants can throw heavy pounds in weight. rocks at Range 10/20/40. Str+d12 damage. Heavy Weapon. Oozes Undead Ochre Jelly Shadow Attributes: Agility d4, Smarts d4, Spirit d6, Strength d8, Vigor d8 Attributes: Agility d8, Smarts d4, Spirit d6, Skills: Athletics d6, Fighting d6, Notice d4, Strength d4, Vigor d8 Stealth d4 Skills: Athletics d4, Fighting d6, Notice d6, Pace: 2; Parry: 5; Toughness: 8 (Size 2)/6 Stealth d8 (Size 0)/4 (Size -2)/2 (Size -4) Pace: 6; Parry: 5; Toughness: 6 Edges: — Edges: — Special Abilities: Special Abilities: • Amorphous: Can maneuver through any • Amorphous: Can maneuver through any non-solid surface, pass through cracks in non-solid surface, pass through cracks in doors or windows, etc. doors or windows, etc. • Ooze: No additional damage from Called • Claws: Str+d6. If struck, the victim is Shots; ignores 1 point of Wound penalties; affected by Attribute Drain (Strength), and cannot be blinded, deafened, or grappled; rolls Strength to resist this effect. If the doesn’t breathe; immune to disease, poison, victim dies in this way, a new shadow rises lightning, and slashing. from the corpse one round later. • Pseudopod: Str+d10. • Darkvision: Shadows ignore penalties for • Size 2: Ochre jellies are blobs the size of Dim and Dark Illumination. They ignore the horses. Illumination penalty for Pitch Darkness up • Split: Instead of being damaged by light- to 10”. ning or slashing, the ochre jelly splits into • Invulnerability: Shadows are unaffected two new jellies when hit by these damage by non-magical attacks. sources. New jellies are two Sizes smaller • Shadow Stealth: While in dimly lit or than the original. A Size -4 jelly is destroyed darker environs, all rolls against the shadow when it is hit in this way. are made with a -6 Illumination penalty as • Wall Walker: Jellies move at their full Pace though they were in Pitch Darkness. The on walls and ceilings. ability to see in Pitch Darkness does not negate this penalty. • Undead: +2 Toughness; +2 to recover Plants from being Shaken; no additional damage from Called Shots; ignores 1 point of Wound Treant penalties; doesn’t breathe; immune to dis- ease and poison. Attributes: Agility d4, Smarts d6, Spirit d10, • Weakness (Sunlight): The shadow suffers Strength d12+4, Vigor d12 a -2 penalty to all Trait rolls while in Skills: Athletics d6, Common Knowledge d6, sunlight. Cosmology d8, Fighting d8, Notice d6, Persua- sion d6, Stealth d10, Survival d12 Pace: 6; Parry: 6; Toughness: 18 (4) Edges: — Special Abilities: • Armor +4: Thick bark. • Environmental Weakness: Fire and cut- ting. • Size 6 (Large): Treants are typically 20-30’ tall and weigh 8 tons. • Slam: Str. Heavy Weapon. • Swat: Treants ignore up to 4 points of Scale penalties when slamming.

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