Table of Contents

Monsters in Amtgard Battlegames 1 General Monster Rules 1 Monster Format 1 Playing A Monster 2 Scenario Monsters 2 Battlegame Monsters 2 Monster Races 2

Armor, Weapon, Terrain, and Effect Types 3 Armor Types 3 Weapon Types 3 Effect Types 3 Terrain Types 4

Monster Abilities 5 Vulnerabilities 8

Battlegame Monsters 9

Scenario Monsters 37

Scenarios 46

Credits The creation of this Monster supplement was truly a community effort incorporating feedback and suggestions from countless Amtgarders. The committee in of creating the rules and incorporating feedback saw many names come and go, but was primarily comprised of Sir Elder Vermilion, Sir Medryn Harlequin, Bjorn the Small, Sken, Talaisan, Sir Luke Wyngarde, Clenawe, Sir Glenalth Woodwalke, and Nicodemus Aravoth. The incidental artwork in this book was provided by Dame Casca Eruoy, Denah, and Runestone Lillywinks. Design and layout was by Sir Grix and Jonathan Skippy Schwarz.

This supplement is compatible with the Amtgard Rules of Play Version 8. For the latest version of this supplement, the Rules of Play, for more information about Amtgard, go to: www.Amtgard.com Monsters in Amtgard Battlegames

General Monster Rules Monster Format 1. This book is not intended to be a standalone set of rules. Monsters detailed in this volume follow a distinctive format, It must be used in conjunction with the Amtgard Rules of each having similar entries, as detailed below. Play Version 8, and it assumes a basic familiarity with those Description: This includes physical descriptions and role- rules. General rules (such as States and Class Abilities) are playing tips. not duplicated in this book. The Rules of Play supersedes all Monster supplements and handbooks in case of disputes. Garb: The distinguishing features of a particular Monster. Nothing in this book replaces the rules contained in the Rules Players should endeavor to look as much like this description of Play, and everything in this book is optional, to be used at as possible. Items listed as “Suggested” are optional, including the discretion of the person running the game. gender suggestions. All monsters are required to carry a copy of the monster entry and wear a silver sash in addition to any 2. Monsters may not unbalance a battlegame and must show listed Garb requirements. Exception: If the person playing a a willingness to play in character. monster has excellent monster garb that leaves no doubt (from 3. Monster Abilities may be removed at the Reeve’s option to a distance) what monster they are playing as, then the game help balance regular battlegame play. designer may waive the silver sash requirement. Example: 4. Monsters may not voluntarily “take a death” in to A person playing an Elf whose only distinguishing garb is prevent players from completing an objective or to gain a pointed ears will have to wear a silver sash as well. A person battlefield advantage. If the Scenario rules give Monsters an playing an Elf with: long, flowing, blond hair, pointed ears; advantageous Respawn, those Monsters may not voluntarily tribal face paint, and leather armor shaped to look like leaves “take a death” to speed up their downtime or regain per- should be allowed to forego the silver sash with permission life abilities. of the game designer. 5. Monsters are generally treated as separate classes. Monsters Requirements: Lists any in game restrictions on who may may not stack a standard class in addition to its Monster play the Monster, such as Knight only. entry unless the Monster has the Player Class Trait or this is Type: There are a number of Monster types, each with special otherwise specified as allowed. qualities, including certain Immunities, Vulnerabilities, and 6. All rulebook spells and abilities affect Monsters in other special rules. Monsters may have several types, and the same way they would a standard player class, unless the effects are cumulative unless indicated otherwise in the specified otherwise. This is usually specified using the Altered specific Monster entry. Effect ability. Animation: An animation is a monster that is generally 7. Monsters may not use Magic Items unless granted them by composed or constructed of otherwise nonliving materials an ability or as part of a quest or other special scenario. and given some semblance of life through mystical means or other process 8. Monsters generally may not wear enchantments from other players. Monsters that can wear enchantments from other Immunity (Command, Death, Subdual) players are specifically noted as being able to do so. Altered effect (Dispel Magic:Lost) 9. There are two kinds of Monsters in this book: Battlegame Altered Effect (Anti Magic: Lost) Monsters and Scenario Monsters. Battlegame Monsters may Aversion (Anti-Magic Zone) be played in regular battlegames as detailed below. Scenario Monsters may only be used in special scenarios and are Beast: Non-humanoid creatures, most often animals with usually included by the game designer or questmaster. more than two legs. Weapons considered Natural Botanical: These Monsters are composed of plant or fungal material Immunity (Command, Death, Subdual) Extra-Planar: These Monsters hail from another dimension or plane of existence and include elementals, demons, and angels. Immunity (Death) Altered Effect (Banish: Lost) Vulnerability: May be targeted by Banish as if they were Insubstantial. Dor Un Avathar X - Monsters in Amtgard Battlegames Amtgard in X - Monsters Avathar Un Dor

1 Dor Un Avathar X - Monsters in Amtgard Battlegames 2

bonus for players who wear the garb of a Monster entry as a Monster of the garb who wear players for bonus book and other resources in designing their games, but should should but their games, designing in resources other book and the game as so long class, other any they as would battlegames Reeves playing. they are class player the standard for bonus this book, Monster Races are not Monsters, and may bear may and Monsters, not Races are this book, Monster than or equal to the Player’s level in the Monster class. in the Monster level the Player’s to equal or than encourage and a Monster as role-play ongoing encourage to the Monster class, they gain access to more powerful Monsters. powerful more to access they gain class, the Monster be this book used in this book is in quests, may the Monsters is unavailable). When playing a Monster as a regular class, the class, a regular as a Monster playing When unavailable). is presented in the Battlegame Monster section (but wearing the wearing section (but Monster in the Battlegame presented particular game. If you want to play a Monster in a battlegame in a battlegame a Monster play to want you particular If game. the the “Look Part” Race gain to use a Monster may player players to play Monsters. Scenario Monsters used in these Scenario Monsters Monsters. play to players are encouraged to award the standard class’s “Look the Part” “Look the Part” class’s the standard award to encouraged are and rules.and sash of the standard player class and not a silver sash), and and sash), a silver not and class player the standard of sash special scenarios. Questmasters should feel free to use free to this feel should special scenarios. Questmasters following option is available: Instead of using a Monster a Monster using of Instead available: is option following Sometimes, playing the Monster class is simply not an option, option, an not simply is class the Monster playing Sometimes, monarch (or highest ranking official present, if the monarch monarch ifthe present, official ranking highest (or monarch not feel limited by anything but their own imagination and and imagination their own but anything by limited feel not game requirements. requirements. game in regular class the Monster play may players designer, game games are generally not part of a player team and serve and team as a player part of not generally are games or a Battlegame Monster. Each has varying requirements varying Each has requirements Monster. a Battlegame or exceed the minimum garb as per the normal “Look the Part” per as “Look the Part” garb the normal exceed the minimum in entries other Unlike Play. of in the Rules entry presented normal. as use magical items and enchantments In addition to having monsters placed in a game by the the by in a game placed monsters having to addition In or it, for allow designer doesn’t because the game either the classes, standard and both Monster for garb excellent section, a Monster in the Battlegame entry presented as encounters, challenges, or plot points in the quest. The quest quest The in the quest. points plot or challenges, encounters, Player may play any Battlegame Monster whose level is less whose less is level Monster Battlegame any play may Player Monsters do not have levels. Rather, as a player gains levels in levels gains player a as Rather, levels. have not do Monsters Whileof all the necessary specific as scenario. for Monsters Questmaster, or person running the scenario, will select running person the scenario, or Questmaster, you must have the permission of the game designer and local and designer the game of the permission have must you in order However, abilities. class use to regular prefer you’d designer has indicated that players may play Monster in that in that Monster play may players that indicated designer has designer may include any monster and may modify or create modify create may or and monster any include designer may than rather battlegames use regular in for designed primarily Other ways to role-play a monstrous persona: a monstrous role-play to ways Other When a quest or special scenario is organized, the the specialor scenario organized, is a quest When There are two ways to play a monster: as a Scenario Monster Monster as a monster: a Scenario play to ways two are There Monster R aces Scenario Monsters Battlegame Monsters A list of limitations, restrictions, and and restrictions, limitations, of A list These Monsters are played by multiple players. multiple by played are Monsters These This entry indicates the monsters power power monsters the entryThis indicates Monsters in this category generally have two two have generally in this category Monsters This section included only if the Monster has has Monster if only the This section included These are the most powerful creatures of myth. of creatures most powerful the are These These are the walking dead and the restless spirits spirits restless and the walkingthe dead are These This lists the specific categories of weapons the the weapons of specificcategories the lists This This is a list of the various Abilities the Monster Monster the Abilities of various the is a list This Here is the largest shield the monster may use. A use.A may the monster shield the largest is Here the Monster’s description. the Monster’s purpose of game effects. purpose game of any standard class are considered Humanoid for the for Humanoid considered are class standard any Note: Although not considered monsters, players of of players monsters, considered not Although Note: Immunity (Command, Death) (Command, Immunity Immunity (Command) Immunity Gain Power Word Unlimited Word Power Gain Caster are still magical in nature. are Caster They have a number of specialof number as detailedrules, in a Theyhave Indicates the number of points and types of armor armor types of and points of the number Indicates All abilities are (Ex) Note: Spells gained via Magic via Magic gained Spells (Ex) Note: are All abilities These are the fairy folk of legend and myth. and of legend fairythe are folk These This entry indicates the minimum level in the Monster Monster in the level minimum the entry This indicates Legendary: Multi-Player: of those past. of Fey: Undead: arms, two legs, and walk upright. legs, and two arms, though the monster may carry may more. thethough monster type listed. If no shield types are listed, the Monster may not not may the Monster listed, types are shield no If typelisted. the monster has. Worn armor points require rated, approved approved rated, require points armor Worn has. themonster this entry inclusion in battlegames, quests, or scenarios. or quests, in battlegames, inclusion in a regular battlegame. Questmasters and game designers designers game and Questmasters battlegame. in a regular presented in the Rules of Play. Like other fighting classes, classes, fighting Like other Play. of thein Rules presented credits receiving by class in the Monster levels gain players player’s actual Monster level. Only Battlegame Monsters have have Monsters Battlegame Only level. Monster actual player’s has access to. higher the Power Rating, the stronger the monster. Rating, the stronger higher the Power Special Notes: Shields: any unusual properties or rules that can affect game play or play game affect can rules or that properties unusual any armor constructed using the guidelines in the Rules of Play. Play. of in the Rules the guidelines using constructed armor for participating in a battlegame. Unlike other fighting classes fighting other Unlike a battlegame. in participating for monster may only wield one of that weapon type at a time, time, a type at weapon that of one wield only may monster use any shields. use any the Single, as listed is category a weapon use. If may monster may allow a player to play a Monster regardless of the the of regardless a Monster play to a player allow may relative to other monsters and is listed on a scale of 1-10. The The 1-10. scale a of on listed is and monsters other to relative Power Rating: Power Level: weaknesses the creature has. This entry may be omitted if the omitted entry This be has. may theweaknesses creature Monster is a special class similar to the standard classes classes the standard to similar a special is class Monster Monster may always choose the smaller use than to a shield always may Monster creature has no significant vulnerabilities. significant no has creature Class that a player must have in order to play the Monster the Monster play to in order have must a player that Class Humanoid: Humanoid: Weapons: Vulnerabilities: Abilities: Armor: Playing a Monster Armor, Weapon, Terrain, and Effect Types

For the purpose of Abilities, Immunities, and Vulnerabilities, game effects fall in to the following types. Armor Types Armor of more than one type (e.g. Natural Ancestral) follows the rules for all of its types. Ancestral: Ancestral Armor functions as per the Ancestral Armor enchantment in the Rules of Play. Magic: Magic armor functions as described in the Rules of Play. Natural: Natural Armor functions identically to magic armor as described in the Rules of Play, except as follows: Natural Armor may not itself be the target of magic or abilities with the exception of Heal or other similar abilities that heal wounds (such as Steal Life Essence or Adrenaline), which will repair a single point of natural armor in a single location or Greater Natural: Weapons that are considered a physical part of a Heal, which will repair all points of Natural Armor in a single monster. Used to simulate claws, horns, and so on. They location. Natural Armor is never bypassed by Phase Arrow, cannot be affected by Magic or Abilities that specifically Phase Bolt, or other similar abilities. A player’s immunities affect weapons (Pyrotechnics, Heat Weapon, etc.). Effects extend to their Natural Armor, meaning Natural Armor is that normally treat weapons differently (Arrows, Fireball, unaffected by those effects a player is immune to. For example Lightning Bolt, Sphere of Annihilation) that strike a Natural a player immune to Subdual and with one point of Ancestral Weapon are treated as having hit the Monster in the arm.. Natural Armor is hit with an Iceball. The armor does not lose Touch effects may be extended through Natural weapons a point, and the player is unaffected. A player with Natural (both ways) if declared within one second of contact. A Armor cannot gain magical armor in any manner. player using a touch effect on a Monster’s Natural Weapon is only damaged, wounded, or killed if contact was made as Natural Invulnerability: A skintight layer of overall (non- a result of a melee attack made by the monster. Immunities sectional) protection. Each point of Natural Invulnerability and protections of a Monster extend to any Natural Weapons. grants resistance to the next effect that would inflict a Wound, Death, State, or other negative effect, and is then removed. Siege: Siege Weapon requirements and effects are as defined Does not trigger against effects cast by the player. Natural in the rules of play. Invulnerability is the only type of armor that stacks with other armor types and is affected only after other armor types have Effect Types been destroyed or are ineffective against the attack. Natural Cold: Simulates any snow, ice, cold or freezing effect or quality. Invulnerability may not itself be the target of magic or abilities such as Iceball and Icy Blast. and may not be healed unless otherwise specified. Natural Invulnerability is never bypassed by Phase Arrow, Phase Bolt, Command: Magic and abilities from the Command School. or other similar abilities and is not ignored by abilities that Death: Magic and abilities from the Death School and the ignore armor. effects of a Death Worn: This armor must be an actual piece of armor worn Flame: Magic and abilities from the Flame School, and effects on the body, and follows the armor rules in the Rules of Play. of non magical flame such as Lava etc. Weapon Types Lightning: Simulates any electrical, lightning, or shocking effect or quality, such as Lightning Bolt and Call Lightning. Heavy: Heavy weapons are any weapons with any of the Magic: Effects from any magic, magical ability, or any Armor Breaking, Shield Crushing, Armor Destroying, or magic weapon. Shield Destroying Special Effects. Protection: Magic and abilities from the Protection School Magic: Any weapon wielded by a player carrying a magical offensive enchantment such as Imbue Weapon, weapons that Sorcery: Magic and abilities from the Sorcery School are Magic Items, and any weapon designated by a reeve or Spirit: Magic and abilities from the Spirit School questmaster as magical. Magical effects of these weapons are stopped by abilities that grant Immunity to Magic, Such Subdual: Magic and abilities from the Subdual School as Immunity (Magic) or Protection from Magic, but the weapons still damage armor, wound, or kill, as appropriate. For example, a Monster with Immunity (Magic) hit in the leg

Dor Un Avathar X - Armor, Weapon, Terrain, and Effect Types Effect and Terrain, Weapon, X - Armor, Avathar Un Dor by a weapon wielded by a player with Imbue Weapon would be wounded by the weapon, but not killed. 3 Dor Un Avathar X - Armor, Weapon, Terrain, and Effect Types 4 Mark out areas of foul putrescence with with putrescence foul of areas out Mark These wild places are holy ground to Fey to ground holy are These places wild Areas marked with white ribbons represent represent ribbons white with marked Areas Any area lying in actual shade, shadow, or darkness, darkness, or shadow, shade, in actual lying area Any Any area that is no more than 20ft from an actual an 20ft than from more no is that area Any Denoted with silver tarp on ground or silver tape tape silver or ground tarp on silver with Denoted : Denoted with ribbon placed around the area. the area. around placed ribbon orange with Denoted land or places dedicated to goodness and white light. Paladins Paladins light. white and goodness to dedicated places or land the player’s nose and mouth at all times. Players who remove who remove all Players times. at mouth nose and theplayer’s the from removed is player the After Stunned. are their hand in a game. terrain forest as designated is or tree zone, the Stunned state continues for 30 seconds. for continues state the Stunned zone, placed around the area. All creatures entering this area must must this area entering All creatures the area. around placed Shadow: Shadow: Sacred Groves: Groves: Sacred as well as any area designated as Shadow in a scenario. Shadow as designated area any as well as slowly. move to players force might that condition other any all players are immune to Death while Death to the boundaries within immune are all players Weapon Destroying, Armor by affected is all their equipment simulate wading through muck and mud, dense foliage, or or foliage, dense mud, and muck through wading simulate subject to a Wounds Kill wound (of the Flame school) and school) and the Flame (of Kill wound a Wounds to subject use the Shadow Step ability once per life (ex), so long as they as (ex), so per long life once ability Step use the Shadow green (and it better be really ugly green) ribbons. Only players players Only be ugly better ribbons. green) really it (and green remain within the grove. within remain Holy Ground: Holy of such an area. an such of Forest: Forest: Lava: Lava: Eternal Stench: Eternal who are immune to Death may enter, unless one hand covers covers hand one unless enter, may Death to immune who are spell and the Heal use of unlimited gain Ground Holy within Destroying, and Shield Destroying (of the Flame school) school) the Flame (of Destroying Shield and Destroying, continuously, at the rate of one per second. one of the rate at continuously, All Fey ribbon. green bright with marked are and creatures may Grove a Sacred who enter Elves) Dark (except creatures drop to their knees while moving through it unless they are they unless are it through their knees while to moving drop Water These are areas of open flame. Players that enter this area are area this enter that Players open flame. of areas are These Aquatic, Large, or flying. These flying. canalso or rules to Large, be used Aquatic, Something small and annoying annoying smallSomething and Areas marked with purple ribbons ribbons purple with marked Areas All forms of magical energy of cease to All forms These zones of negative energy are denoted denoted energyare negative of These zones the boundaries of an Anti-Magic Zone. Zone. Anti-Magic an of the boundaries them, while others are designated solely for the purpose of for solely designated them, are while others is eating your flesh if you enter this area, which should should be area, which this enter you if flesh your eating is and Death Knights gain Charge x3 for all magic and abilities abilities all and magic x3 for Charge gain Knights Death and after 10 seconds. Wounds Kill wounds continue at the rate at rate the continue Killwounds Wounds 10 seconds. after around the area. Enchantments on players that enter this area this area enter that players on Enchantments the area. around be not may magical abilities and dispelled. Spells instantly are as trees, large rocks, shadows, etc.) or areas marked off by by off marked areas or etc.) shadows, rocks, large trees, as from the Death school the while Death thefrom area. within function within this zone, denoted by yellow ribbon placed placed ribbon yellow by denoted function this zone, within Some terrain types have specific effects on those who enter enter specific onthose effects who types terrain have Some marked with a red ribbon. Take a wound to any location location any to a wound Take ribbon. a red with marked monster abilities. abilities. monster Death Field: Death Defiled Ground: represent land or places dedicated to wickedness and darkness. darkness. and wickedness to dedicated places or land represent reeves in some way and designated a specific terrain type. a specifictype. terrain designated and way some in reeves of one per second after the initial 10 seconds. Ignores armor. Ignores 10 initial the perseconds. after second one of with black ribbon. Those who are not immune to Death magic to Death immune not are Those ribbon. who black with cast (including those granted by Magic Items) while within Items) Magic by those granted (including cast die if they enter this area. die if they enter Carnivorous Swarm: Swarm: Carnivorous (player’s choice) after 5 seconds and a Wounds Kill wound Killwound Wounds a and 5 seconds after choice) (player’s Terrain types refer to either actual terrain on the field (such (such the field on terrain actual either to types refer Terrain Anti-Magic Zone: Anti-Magic All players are Cursed while within the area. Anti-Paladins Anti-Paladins while the Cursed area. within are All players Terr ain Types Monster Abilities

Monsters often have special attributes and powers, much Alchemist [#] like the standard classes described in the Rules of Play. In T: Enchantment S: Sorcery R: Self addition to the ability types described in the Rules of Play E: Bearer may select a number of Potions from the Magic (Extraordinary (Ex), Magical (M), and Traits (T)) this book Item section of the rulebook equal to [#] introduces Natural (N) abilities. Natural abilities represent characteristics inherent to the monster, such as additional Amorphous limbs or non-humanoid bodies. They function exactly like T: Enchantment S: Sorcery R: Self Traits from the Rules of Play, but they are never bypassed by E: Monsters of this type do not have distinct parts to their magic or abilities that ignore other magic or abilities (such as bodies and are essentially a formless mass. As such, these Phase Bolt or Phase Arrow). monsters have only a single hit location. Hits to any valid hit location are treated as if they had struck the player’s Ability usage will be in one of the following formats: torso. Amorphous monsters may not benefit from worn X/Life: The monster may use this ability the indicated (X) armor and have only one armor location for the purposes number of times each life. of natural armor. Amorphous Monsters are immune X/Refresh: The monster may use this ability the indicated (X) to wounding. number of times during each refresh. Unlimited: The monster may use the ability as much as it wants, but must successfully activate it each time, unlike a trait or natural ability, which is always on. X Balls/Unlimited: Reserved to magic ball effects, the monster may carry up to (x) number of magic balls at a time. Ball- based abilities must follow all rules for magic balls in the Rules of Play, even if they are not considered Magical (M). Aquatic T: Enchantment S: Sorcery R: Self Note: Monsters may have abilities or traits that are listed E: Player ignores the effects of the “Water” Terrain Type. in the Rules of Play. These follow the same rules as printed there unless otherwise noted. Likewise, a monster may have Boon an ability that mimics the function of magic listed in the ROP. T: Verbal Again, these follow the rules in the Rules of Play except as S: Sorcery noted, though they are not considered Magical unless listed I: “I grant thee a boon.” as (M) in the individual monster’s entry. E: Refresh one player. L: Each player may have Boon cast on them only once Ability Format Key each game. T: Type S: School R: Range (if any) I: Incantation Contingency M: Materials needed T: Verbal S: Protection R: Self E: Effect E: When the player would otherwise die, they instead L: Limitations or Restrictions announce “Contingency” and become Insubstantial. The N: Note caster treats the triggering event as though it had no effect on them other than triggering Contingency. Caster Aerial Superiority may choose to return directly to their respawn location T: Enchantment S: Sorcery R: Self immediately after Contingency activates. E: Allows a creature with Flight to take flight while moving. Additionally, if throwing weapons or projectiles Corrosion are available to the monster, they may be used while T: Verbal S: Sorcery R: 20 feet. in flight. I: “My power rusts that (weapon or armor location)” x3. E: One weapon is destroyed. Magic, Natural, or Worn Altered Effect [Spell, Ability, or Type]-(New Effect) Armor suffers an Armor Breaking hit to one location. T: Enchantment S: Sorcery R: Self E: The normal effects of a listed Spell, Ability, or Type Dive Attack are ignored, and the effect detailed in the description is T: Verbal S: Sorcery R: Self used instead. I: “Diving” N: Altered effect supersedes immunity to the Spell, E: For the next 5 seconds, the player may approach and Ability, or Type. Example: A Fire Elemental struck by an engage in melee combat with non-flying players.. Player Iceball is still affected by Lost even though it is immune must Chant this time out loud. While under the effects to the normal effects. of Dive Attack player loses the immunities granted by the Flying state

Dor Un Avathar X - Monster Abilities X - Monster Avathar Un Dor L: This ability may only be used while Flying.

5 Dor Un Avathar X - Monster Abilities 6 Self Self Self R: R: R: Self Self R: R: Self R: Sorcery Protection Protection Sorcery Protection S: S: S: S: S: Sorcery S: away”

Kill

Weapons Will

Wounded limbs are still useless, and effects that trigger effects stillthat and useless, are limbs Wounded “I leap Enchantment Enchantment Verbal Enchantment Enchantment Enchantment Enchantment Enchantment Monster must declare a Lair to the Reeves before the a Lair the Reeves before to declare must Monster of the restricting effects the movement Bearer ignores a to directly moves and Flying becomes Player Bearer does not die from wounds to their limbs. to wounds die from Bearer does not Breaking, Armor are weapons melee player’s Either may and State Insubstantial the gains creature This Stunned, Stopped, Frozen, by the unaffected is Player Destination must be chosen at the time of casting casting the time of be chosen at must Destination

by the caster. Player is Suppressed until arrival at the arrival at until Suppressed is Player the caster. by be destroyed. Flying. by the Reeve, though a slain monster may choose to move choose move to may monster the a slain though Reeve, not A Lair may life. to back coming their Lair before is assumed to extend to assumed is per Flying. arrival, they must immediately end the effectas end immediately theyarrival, must absolute). The location of a Lair must always be known to be known always must of a Lair location The absolute). and Insubstantial states. Insubstantial and shield is indestructible. is shield Shield Crushing, magical, and indestructible, or player’s player’s indestructible, or Crushing, magical, and Shield used its boundaries are are boundaries used its move freely while in this State. If this creature is forced forced is this creature If while freely in this State. move N: game. Lair functions as an alternate respawn point and and point respawn alternate an Lair as functions game. rock) or an area marked marked area an or rock) Lair be can a stationary large or a tree object (like The Lair ribbon. with off is object (if ribbon I: off of a wound still normally. wound function of a off after State the Insubstantial will it regain this State of out Insubstantial State by using Manifestation. using by State Insubstantial L: E: E: E: E: E: E: E: work inside a Lair. The The a Lair. inside work 5 seconds. This creature may only voluntarily end end this voluntarily only may creature This 5 seconds. certain abilities may only only may certain abilities destination or Flying is lost. is Flying or destination destination within 50’ of their starting point. Upon Upon their starting point. 50’ of within destination T: T: T: T: T: T: Water Terrain and ignores the immunity to melee granted granted melee to the immunity ignores and Terrain Water 10 feet from any single any from 10 feet Hard to Holy Lair Large Leap Incorporeal Iron x3. The x3. The x3. Self Self R: R: Self R: 20’ R: “I return to solid ground” solid to return “I Protection Protection Sorcery S: S: S: (Type) x3 Weapons Sorcery Sorcery

S: S: Player is is Player if asked or attacked in melee. Greater Release and Release and Greater in melee. attacked or if asked Does not supersede the Frozen, Insubstantial, or Out Out or Insubstantial, the supersede Frozen, Does not Magic Items are unaffected. are Items Magic This ability does not allow Monsters with the Player Player the with Monsters allow doesnot ability This Self “I take flight” take “I “By my power, I extinguish these Flames” these I extinguish power, my “By Enchantment Enchantment Verbal Verbal Enchantment Enchantment Verbal Enchantment Enchantment Player’s shield is indestructible. Player’s melee melee indestructible. is Player’s shield Player’s Player becomes Flying. becomes Player All enchantments of the Flame school within range range school within the Flame of All enchantments Bearer is unaffected by the listed Type by listed the Bearer unaffected is Player may receive enchantments cast by other players. other by cast enchantments receive may Player Player may not use not may Player

indestructible, and do not interact with ongoing Magic or or Magic ongoing with interact do not indestructible, and if the player becomes Frozen, Stopped, Stunned, or or Stunned, Stopped, Frozen, becomes if the player player moving their feet. Flying is immediately removed removed immediately is Flying their feet. moving player physically interact with other players, including casting casting including players, other with interact physically help adjudicate what constitutes physical interaction, interaction, physical constitutes what adjudicate help any time by Incanting Incanting time by any away from living players that are neither Large nor nor Large neither are that players living from away and abilities that that abilities and using by Large or Flying not who are players other attack are affected by Dispel Magic. All Traits, Terrain Effects,Terrain Traits, Magic. All by Dispel affected are are range school within Balls the Flame of Magic and similar magics have no effect on Flying. Flying Players Players on Flying. Flying effectno have magics similar designer. by game the to do specifically so allowed spells or abilities at a range of touch. As a guideline to to a guideline As touch. of a range at abilities spells or may not interact with game items in any way unless unless way in any items game with interact not may magic balls). When not actively engaged in melee combat combat in melee engaged actively not balls).magic When unaffected by projectiles by unaffected use may (but use projectiles not may and attacks melee N: N: N: rendered inactive for 30 seconds. for inactive rendered R: of Game States. Game of originate within 20’ and melee attacks from other players players other from attacks melee 20’ and within originate I: I: ending Incantation for Flying is not interrupted by the by interrupted not is Flying for Incantation ending saying by State their Flying indicate Must Insubstantial. Flying: Flying: L: Projectiles, except except Projectiles, Flying. Player may remove Flying from themselves at at themselves from Flying remove may Player Flying. Flying players should attempt to remain at least 10 feet 10 feet least at remain to attempt should players Flying E: weapons are Armor Breaking, Shield Crushing, magical, Shield Breaking, Armor are weapons with a Large or Flying opponent, Flying players may not not may players Flying opponent, Flying or a Large with who are not Flying or Large. Flying players may not not may players Flying Large. or Flying not who are E: E: E: E: would restrict them from doing so. doing restrict them from would Magic Balls Magic T: T: T: T: T: Class ability to receive enchantments if their player class class if their player enchantments receive to ability Class Abilities. (See Phase Blade) Abilities. “Flying” Energy Proof Extinguish Enchantable Flight Greater Holy Manifestation Power Word T: Enchantment S: Sorcery R: Self T: Meta-Magic S: Neutral I: “I haunt the physical world.” x2 I: “Power Word” M: No strip required E: Magic and abilities require only a single iteration of the E: This Incorporeal creature may end their Insubstantial incantation. For multi- incantations, use the last line. State so long as no living enemies are within 10ft. Bearer L: This ability has no effect on Magic or Abilities must Chant “I haunt the physical world” or cast a spell or granted by Player Class. May not be used on the ability. Casting a spell or ability in place of the normal Charge incantation.” Chant is still a Chant and must follow all Chant rules. Manifestation ending results in the bearer regaining the Insubstantial State after 5 seconds. Many Legged (#) T: Enchantment S: Protection R: Self E: The monster has a number of points of Natural Invulnerability equal to (#) that apply only to effects that would cause a wound to either leg. Each such effect will remove a point from the total. Removing a point of this invulnerability counts as taking a wound. Once all of this invulnerability is lost, the creature is considered Slow and can be wounded normally. This invulnerability may be restored by Heal and similar effects as though each point were a separate wound. Mighty T: Enchantment S: Sorcery R: Self Sheer Numbers E: All weapons wielded in melee are Armor Destroying T: Verbal S: Sorcery R: Self and Shield Destroying I: “Avenge me, my brothers!” immediately after dying E: Player returns to life. All wounds are removed, all States that are removed by death or respawning are removed, all ongoing effects are removed, all enchantments are removed, and all of their equipment is fully repaired. Player becomes Insubstantial and can move to any location within 50ft from their starting point. Pass Without Trace L: Caster may not end the Insubstantial State within 10ft of a living enemy. May not be affected T: Verbal by Empower, Restoration, or similar Magic and Abilities. S: Sorcery R: Self Small I: “I pass without trace” x1 T: Enchantment S: Sorcery R: Self E: Player becomes Insubstantial and must move directly E: Bearer is Immune to Wounds to limbs from Projectiles. to their base. Player must end their Insubstantial State as per normal once they reach their base. Strong N: If the Insubstantial State is ended before reaching the T: Enchantment S: Sorcery R: Self base, the rest of the effect is ended as well. E: All melee attacks from this creature are Armor Breaking and Shield Crushing. Player Class (Class, Level) E: The monster gains all of the Abilities of the listed class Thick Skinned at the listed level in addition to any already included. If T: Enchantment S: Protection R: Self the listed class is a Magic-User, the monster also gains E: This creature’s natural armor treats Armor Breaking Magic-User and the magic points of the level listed. effects as if they were not Armor Breaking and instead However, any non-Natural equipment must be purchased do one point of damage to the creature’s natural armor. as normal with magic points. If any of the listed Any additional effects beyond Armor Breaking are equipment is not normally allowed to that Magic-User treated normally. class of that level, the cost in magic points is 2 points Tinker (#) at their highest level (per point of worn armor, if any). T: Enchantment S: Sorcery R: Self Player must wear a sash of the color required by the class E: Bearer may select a number of Talismans from the granted by Player Class on the opposite shoulder from Magic Item section of the rulebook equal to (#). their Monster sash. Dor Un Avathar X - Monster Abilities X - Monster Avathar Un Dor

7 Dor Un Avathar X - Monster Abilities 8 life. If the monster had only natural weapons, the player the player weapons, natural only had the monster If life. with interact do not description in the monster’s listed the player becomes suppressed for the remainder of this of the remainder for suppressed becomes the player all times. This player may not run or jump. or run not may player all times. This may use a single short sword for the rest of this life. of the rest for sword usea single short may not stopped by Stoneskin, Protection from Projectiles, Projectiles, from Protection Stoneskin, by stopped not Block, or similar Magic or Abilities. or Magic similar or Block, Natural Armor or Invulnerability. Example: Attacks are are Attacks Example: Invulnerability. or Armor Natural other ongoing Magic, Abilities or Traits, including including Traits, or Abilities Magic, ongoing other triggerof does the not effects and Immunities, or weapons and armor,) all enchantments are dispelled and dispelled and are all enchantments armor,) and weapons Contingency, Troll Blood, Undead Minion, Magic Ball Magic Minion, Blood, Undead Troll Contingency, This player must keep at least one foot on the ground at on the ground foot one least at keep must player This All active abilities and traits are ended (including natural natural ended (including are traits and All abilities active meet the criteria that this monster against Attacks Slow Susceptibility Reversion Effect

the individual monster entries. entries. monster the individual that affect the object of their Aversion. This monster monster This Aversion. of objecttheir the affect that a player unless that player attacks or begins a casting or attacks player that unless a player magic or ability at this monster first. Once lost, this lost, Once first. this monster at ability or magic must remain at least 20 ft away from the object of of objecttheir the from away 20 ft least at remain must of the game. Exceptions to this vulnerability are listed in listed are this vulnerability to Exceptions the game. of or grouping of the same type, the listed effects also occur. type, effects the the same also listed of occur. grouping or In addition to the normal effects of a spell, ability, effect, ability, spell,of a effects the normal to addition In vulnerability will no longer apply to a player for the rest the rest for a player to apply will longer no vulnerability This monster is unable to initiate hostile actions toward toward hostile actions to initiate is unable monster This This monster may not attack or cast magic or abilities abilities or magic or cast attack not may monster This Aversion unless forced there by another Magic or Ability or Magic another by there forced unless Aversion Beneficent Aversion Added Vulnerabilities Battlegame Monsters

AUTOMATON Description: Automatons are humanoid metal constructs animated by powerful rituals. Unlike other animations whose existence quickly fades, an Automaton appears to be a permanent creation. They also appear to be sentient, but no one is quite sure if this is real, or simply a testament to the skill of their creator. Garb: Silver sash, face-concealing metal helm or metallic face paint, and metal armor or garb that gives the appearance of a metal body. Type: Animation Power Rating: 3 Level: 6 Armor: 4 (Natural Ancestral) Shields: Medium Weapons: All Melee Abilities: Immune to Command (T) Immune to Death (T) Immune to Subdual (T) Strong (T) Altered Effect [Anti Magic]-(Lost) (T) Altered Effect [Dispel Magic]-(Lost) (T) Altered Effect [Mend]-(Heal) (T) Vulnerabilities: Slow (T) Added Effect (T) [Lightning]: gains Stopped for 60 Seconds Aversion: (Anti-Magic Zone) (T)

BANSHEE Description: Banshee are undead elven females whose hatred of life is so great, it sustains them even after death. The Banshee cries out her hatred in a voice so terrible it can kill. Usually appears as a female in rotted robes of once fine fashion. Garb: Silver sash, soiled and torn finery. Suggested: female. Type: Undead Power Rating: 3 Level: 6 Armor: None Shields: None Weapons: Daggers (Natural) Abilities: Immune to Command (T) Immune to Death (T) Immune to Subdual (T) Incorporeal (T) Manifestation (Ex) Unlimited Terror (M) 1/life, Charge x5 Finger of Death (M) 2/life Altered Effect: [Banish]-(Dimensional Rift) (T) Dor Un Avathar X - Battlegame Monsters X - Battlegame Avathar Un Dor

9 Dor Un Avathar X - Battlegame Monsters 10 2 These giant, furry omnivores can can be furry These giant, omnivores 2 Long (Natural) 2 Long none 3 (Natural) 3 Silver sash, fur sash, hood fur tunic ears, Silver with Beast Bear Strength (T) Bear Strength Hard to Kill (T) to Hard Immune to Subdual (T) Subdual to Immune Many legged (1) (N) Many hunting, hungry or near their lair. Woe be unto any any be unto Woe their lair. near hungry or hunting, Shields: and leggings. and food and fresh water are plentiful. The claws of a full- claws The plentiful. are water fresh food and found in nearly any climate or environment where where environment or climate any in nearly found next meal or who so much as come close to its cubs. its close to come as who so mealnext or much grown Bear can shred a tree or a man with equal ease. equal with a man or a tree Bear shred can grown Description: Power Rating: Power Level: Fortunately, are not usually aggressive unless unless aggressive usually not Bears are Fortunately, creature foolish enough to come between a Bear its come to and enough foolish creature Garb: Type: Weapons: Armor: Abilities: BEAR 3 2 are large stone-covered lizards lizards stone-covered large Basilisksare These are birds that hunt for food for hunt that birds are These Short (Natural), Single Hinged (Natural) Hinged Single (Natural), Short 2 Short (Natural) 2 Short PREY None None

4 (Natural) None 5 3 Silver sash, gray or green scales, anything scales, green anything or gray sash, Silver Silver sash, feathered wings or big flapping cape, cape, flapping big or wings feathered sash, Silver Beast Beast Small (N) Small Immune to Subdual (T) Subdual to Immune (M) 2 balls/unlimited Iceball Poison (Ex)(Self unlimited only) Poison Flight (Ex) Unlimited Flight Dive Attack (Ex) Unlimited Attack Dive Thick Skinned (N) Thick Adaptive Blessing (Death only) (Ex)(Self 1/life only) only) (Death Blessing Adaptive that prey on all living creatures. They are foul-tempered, foul-tempered, are They creatures. all living on prey that primarily on the wing, using their keen senses, their keen the wing, using on primarily Shields: Shields: always hungry and relentless in battle. relentless hungry and always avian mask or beak. or mask avian suggesting stone or rocky textures, a tail and/or horns. a tail and/or textures, rocky or stone suggesting Description: Description: Power Rating: Power Power Rating: Power especially vision. Level: Level: Garb: Garb: Type: Type: Weapons: Weapons: Armor: Abilities: Abilities: Armor: BIRD OF BIRD BOAR Description: The wild ancestor of the domestic pig. Adult males develop tusks. Boars can grow to immense size, shrugging off injuries with increasing ease, and becoming ever more dangerous. Garb: Silver sash, brown or pink tunic, pointed ears, curly tail. Type: Beast Power Rating: 2 Level: 3 Armor: 2 (Natural) Shields: None Weapons: 2 Short (natural) Abilities: Immune to Command (T) Immune to Subdual (T) Thick Skinned (N) Fight After Death (Ex)(Ambulant) 1/life

BROWNIE Description: Small (18 inches tall) beings that are distant relatives of Elves and Fairies. They are usually shy and leery of strangers, but can be helpful if treated well. They have pointed ears and long pointed noses. Being creatures of the woods, they typically wear clothing of brown, green and other earthly tones. Garb: Silver sash, brown tunic or Suggested: Pointed ears, exaggerated smile, very short people. Type: Fey Level: 1 Power Rating: 1 Armor: 1 (Natural Invulnerability), 1 (Worn) Shields: None Weapons: Single Dagger or Single Short Abilities: Immune to Command (T) Shadow Step (Ex) 1/life Charge x3 Blink (Ex) 2/life Flight (Ex) 1/life Lost (M) 3/life Dor Un Avathar X - Battlegame Monsters X - Battlegame Avathar Un Dor

11 Dor Un Avathar X - Battlegame Monsters 12

“snow tiger” “snow Catpeople are a race of feline humanoids humanoids feline of a race are Catpeople Dagger (Natural), Short, Long Short, Dagger (Natural), Small 3 (Worn) 1 Silver sash, furred cat-like ears, minimum 8” long 8” long minimum ears, furred sash, cat-like Silver Humanoid Blink (Ex) 2/life Immune to Command (T) Command to Immune Enchantable (T) Enchantable Tracking (Ex) 1/life Tracking that resemble many of the great cats such as lions, tigers tigers lions, as such cats the great of many resemble that they specialize war-oriented that the arts in, be or it Shields: sciences. Catpeople take great pride in whatever they do. in whatever pride take great sciences. Catpeople Description: or leopards. They are normally very normally field refined inthe are They leopards. or Level: Power Rating (PR): 1 Rating Power cat-like tail cat-like Garb: Type: Weapons: Armor: Abilities: CATPERSON print. Gain Blink 1/Life (ex) (Ambulant); Shadowstep becomes 2/Life becomes Shadowstep (ex) (Ambulant); 1/Life Blink Gain print. “” : Silver sash, tawny fur, tail and large canine teeth. Gain Blink 1/Life (ex) (Ambulant); Gain Berserk Gain (T) (ex) (Ambulant); Blink 1/Life teeth. Gain canine large tail and fur, tawny sash, : Silver Changing Their Spots Their Changing 2 Great Cats come in many varieties. All are varieties. All are in many come Cats Great Silver sash, typical spotted spotted typical sash, Silver Silver sash, solid Black. Gain Leap 1/Life (ex); Shadowstep becomes 2/Life becomes (ex); Shadowstep 1/Life Leap Gain solid Black. sash, Silver Short (Natural) Short : Silver sash, orange, black and white stripes for regular tigers, or just black and white stripes for the stripes for white and black just or tigers, regular stripes for white and black orange, sash, : Silver : Silver sash, tawney fur with tufted white ears. Gain Leap 1/Life (ex); Gain Blink(ex) (Ambulant) 1/Life (ex); Gain 1/Life Gain Leap ears. furwhite tufted tawney with sash, : Silver None : Silver sash, tawny fur and darker brown manes. Gain Bear Strength (T); Gain Leap 1/Life (ex) 1/Life Leap (T); Gain Bear Gain Strength manes. brown darker fur and tawny sash, : Silver None 2 Silver sash, prints with patterns indicative of of indicative patterns with prints sash, Silver Beast Saber Tooth Saber Pumas Lions Leopard: Leopard: variety. Shadowstep becomes 2/Life; gain Bear Strength (T) Bear gain 2/Life; Strength becomes Shadowstep variety. Jaguars: Jaguars: Tigers Shadow Step 2/Refresh (ex) (Ambulant) 2/Refresh Step Shadow Immune to Subdual (T) Subdual to Immune (T) Command to Immune Special Notes: Special get the Great cat abilities plus those listed here as long as the garb requirements are met. are requirements the garb as long as those here listed plus abilities cat the Great get There has always been more than one way to skin a cat, and as such, there is more than one way to play a Cat within within a Cat play to way one than more is such, there as and skin a to cat, way one than beenmore has always There the cat you are playing. Of course, tails and ears ears and tails Of course, playing. are you the cat powerful predators, roaming their territories with fierce fierce with their territories roaming powerful predators, help tremendously. help Shields: next meals. next Description: Power Rating: Power Level: Amtgard. The following variations are to help keep things interesting and the questors jumping at your park. All of these All park. your at jumping questors and the keep interesting things help to are variations following The Amtgard. carnivorous instinct, pausing only to kill and devour their kill devour to and only pausing instinct, carnivorous Garb: Type: Weapons: Abilities: Armor: CAT, GREAT CAT, CELESTIAL AVENGER Description: Celestial Avengers are low level Celestials sent to this plane to mete out wrath with their flaming blades of vengeance. They appear to be garbed in a corona of white light, with ethereal wings. Garb: Silver sash, white garb, and white feathered wings. Type: Extra-Planar Power Rating: 3 Level: 6 Armor: none Shields: Medium Weapons: Short, Long Abilities: Immune to Command (T) Immune to Death (T) Immune to Flame (T) Flame Blade (T) Blessed Aura (M) 1/Refresh, Charge x10 (Self or Touch:Other) Flight (Ex) Unlimited Heal (M) Unlimited Awe (M) 2/life Special Notes: The caster may not have more than three instances of Blessed Aura active at a time.

CENTAUR Description: Centaurs originate in Greek mythology, perhaps as a symbol of contrast between barbaric and civilized nature, and perhaps as an ancient misinterpretation of the first human horse riding cultures. Centaurs were portrayed as a contrasting people –some were boisterous barbarians prone to heavy drinking while others were wise and civilized, thought of as teachers and philosophers. . Garb: Silver sash, furred legging and yellow or white shoes or shoe covers. Suggested: a horse tail, and anything that would make your lower half look more like a horse. Type: Fey Power Rating: 2 Level: 4 Armor: 2 (Worn) Shields: None Weapons: Dagger, Short, Long, Bow. Abilities: Immune to Command (T) Many Legged (1) (N) Enchantable (T) Attuned (T) Tracking (ex) 1/Life, Charge x3 (Ambulant) Heal (ex) 1/Life Reload (ex) 1/Refresh then Charge x3 Pick two of three abilities: Destruction Arrow (ex), Poison Arrow (ex), Pinning Arrow (ex) Dor Un Avathar X - Battlegame Monsters X - Battlegame Avathar Un Dor

13 Dor Un Avathar X - Battlegame Monsters 14 2 These creatures are beautiful, mischievous mischievous beautiful, are These creatures Dagger, Short, Hinged (All Natural) Hinged Short, Dagger, None 1 (Natural) 3 Silver sash, seductive attire adorned with leaves leaves with adorned attire seductive sash, Silver Fey Stoneform (Ex) 2/life Charge x3 Charge (Ex) 2/life Stoneform Heal (M) Unlimited Heal x3 Charge (M) 1/life Weapon Heat Immune to Command (T) Command to Immune Call 1/refresh Lighting(M) price for their benevolence. This price is often a a male often priceis This their benevolence. for price Shields: and twigs. and Description: Power Rating: Power Level: wood spirits. Little is known about them except they them except about known is Little wood spirits. seenwho seldom is again. command powerful magic and always demand a high demand always and powerful magic command Garb: Type: Weapons: Armor: Abilities: DRYAD 3 BEAST

This pudgy little creature is arguably one one arguably is pudgy creature This little Short (Natural) Short None 2 (Natural) 5 Silver sash, a rust colored tunic and hood. and tunic a rust colored sash, Silver Beast Immune to Subdual (T) Subdual to Immune (T) Death to Immune Force Bolt (M) 4 balls/unlimited Force Corrosion (Ex) 1/life Charge x3 Charge (Ex) 1/life Corrosion to fight. Ever hungry for the taste of metal, it will follow it willfollow metal,of hungry the taste for Ever fight. to the earth of if need the ends be, to it thosewho have is an amazingly fast digger and thus able to get into the into get to able thus and digger fast amazingly an is Shields: most securemost areas. Description: retreating only if severely beaten. Ungainly on its feet, it it feet, its on Ungainly beaten. if severely only retreating Power Rating: Power of the most troublesome and annoying beasts to have have beasts to annoying and troublesome the most of Level: Garb: Type: Weapons: Abilities: Armor: CORROSION DWARF Description: Short and powerfully built, Dwarves have a reputation that defies their small size. Capable of the finest metal and stone crafting known to man, these bearded warriors are not to be taken lightly. As a race they possess a grim determination and an amazing constitution against threats both magical and mundane. Garb: Silver sash, a blocky looking and a beard (real or fake). Suggested: blocky looking shields. Metal Armor. Maces, Axes, or Hammers as weapons. Type: Humanoid Power Rating: 1 Level: 2 Armor: 4 (Worn) Shields: Large Weapons: Short, Long, Heavy Thrown Abilities: Immune to Subdual (T) Immune to Death (T) Greater Harden (Self only) (T) Mend (Ex) 2/life Harden (Ex) 1/Refresh, Charge x10 Imbue Armor (Ex) 1/Refresh, Charge x10 (Self or Touch:Other) Special notes: The caster may only have one instance of Harden and one instance of Imbue Armor active at a time.

ELEMENTAL, AIR Description: These are creatures brought forth from the Plane of Air. They appear as either a whirlwind or a transparent humanoid in light, airy clothing. Garb: Silver sash, thin, filmy gauze or other light, sheer materials in white, yellow or blue. Type: Extra-Planar Animation Power Rating: 3 Level: 6 Armor: 2 (Natural) Shields: None Weapons: None Abilities: Immune to Command (T) Immune to Death (T) Immune to Subdual (T) Energy Proof (Lightning) (T) Gift of Air (N) (They are naturally air) Call Lightning (M) 2/life Lightning Bolt (Ex) 1 ball/Unlimited Shove (Ex) (Ambulant) 1/life, Charge x5 (simulates pushing with a gust of wind) Teleport (M) 2/life (Self Only) Altered Effect: [Banish]-(Lost) (T) Altered Effect: [Dispel Magic]-(Lost) (T) Altered Effect: [Anti-Magic Zone]-(Lost) (T) Vulnerabilities: May be targeted by Banish as if they were Insubstantial. Aversion: (Anti-Magic Zone) (T) Dor Un Avathar X - Battlegame Monsters X - Battlegame Avathar Un Dor

15 Dor Un Avathar X - Battlegame Monsters 16 3 These Elementals are brought forth from forth from brought are These Elementals Short (Natural, Magical) (Natural, Short None 2 (Natural) 6 Silver sash, wispy reds, oranges and yellows. Using Using yellows. and oranges reds, wispy sash, Silver Extra-Planar Animation Extra-Planar Immune to Command (T) Command to Immune (T) Death to Immune (T) Subdual to Immune (T) Flame to Immune Pyrotechnics (M) 2/life Pyrotechnics Flame Blade (T) Blade Flame (Ex)Fireball 1 ball/Unlimited May be targeted by Banish as if they were Insubstantial. if they as were Banish by be targeted May Teleport (M) 2/life (Self Only) (M) 2/life Teleport Altered Effect: [Cold]-(Lost) (T) Altered (T) Effect: [Banish]-(Lost) Altered Magic]-(Lost) (T) Effect: [Dispel Altered (T) Zone]-(Lost) Effect: [Anti-Magic Altered (T) Zone) (Anti-Magic Aversion: the Plane of Fire. They appear as majestic humanoids humanoids majestic as appear They Fire. of the Plane Shields: something aflame. something good.is the flames for material colored sheer, some Description: Power Rating: Power Level: Elementals are generally quick to action and enter enter and action to quick generally are Elementals carrying weapons made of pure, living flame. Fire Fire flame. living pure, of made carryingweapons catch to pleasedthe chance with willingly, combat Garb: Type: Weapons: Weapons should be covered with orange and red flames. red and orange with be covered should Weapons Vulnerabilities: Armor: Abilities: ELEMENTAL, FIRE ELEMENTAL, 3 These are massive beings of solid, of solid, beings massive are These Short (Natural, Magical) (Natural, Short None 2 (Natural Invulnerability) 2 (Natural 6 Silver sash, dark brown weapons and garb. If If garb. and weapons brown dark sash, Silver Extra-Planar Animation Extra-Planar Bear Strength (T) Bear Strength Hold Person (M) 2/life (M) Person Hold Immune to Command (T) Command to Immune (T) Death to Immune (T) Subdual to Immune May be targeted by Banish as if they were Insubstantial. if they as were Banish by be targeted May Entangle (Ex) 2 balls/Unlimited Entangle Teleport (M) 2/life (Self Only) (M) 2/life Teleport Altered Effect: [Banish]-(Lost) (T) Effect: [Banish]-(Lost) Altered Magic]-(Lost) (T) Effect: [Dispel Altered (T) Zone]-(Lost) Effect: [Anti-Magic Altered (T) Zone) (Anti-Magic Aversion: Shields: animated dirt and stone that are brought forth from the from forth brought are that stone dirt and animated Description: Power Rating: Power Level: Plane of Earth. of Plane you’re really into it, cover yourself with mud and grass. and mud with yourself cover it, into really you’re Garb: Type: Weapons: Vulnerabilities: Armor: Abilities: ELEMENTAL, EARTH ELEMENTAL, ELEMENTAL, WATER Description: These Elementals are brought forth from the Plane of Water. Massive, living waves, the Elementals are as changeable as the substance of which they are formed. Garb: Silver sash, blue weapons, blue flowing garb, blue face paint or mask. Suggested: Add shimmering sheer fabric over the blue for a running water effect. Type: Extra-Planar Animation Power Rating: 3 Level: 6 Armor: 4 (Natural Invulnerability) Shields: None Weapons: Hinged (Natural, Magical) Abilities: Immune to Command (T) Immune to Death (T) Immune to Subdual (T) Energy Proof (Cold) (T) Amorphous (T) Aquatic (T) Extinguish (Ex) Unlimited Shove (Ex) (Ambulant) 1/life, Charge x5 (simulates pushing with a wave of water) Iceball (Ex) 2 balls/Unlimited Teleport (M) 2/life (Self only) Altered Effect: [Flame]-(Lost) (T) ELF Altered Effect: [Banish]-(Lost) (T) Description: Elves are the longest lived of all the Altered Effect: [Dispel Magic]-(Lost) (T) civilized races. Their thin limbs and beautiful features Altered Effect: [Anti-Magic Zone]-(Lost) (T) cause many races to underestimate the Elven Nation – Vulnerabilities: much to the dismay of any enemy who has lost a war to May be targeted by Banish as if they were Insubstantial. the graceful elves. Aversion: (Anti-Magic Zone) (T) Garb: Silver sash, pointed ears, natural colors, fine clothing. Type: Fey Level: 6 Power Rating: 3 Armor: 2 (worn) Shields: Small Weapons: Dagger, Short, Long, Bow if a shield is not carried. Abilities: Immune to Command (T) Avatar of Nature (T) Ranger (T) Tracking (ex) 1/life, charge x5 (Ambulant) Shadow Step (ex) 1/life (Ambulant) Pass Without Trace (ex) 1/life (Ambulant) Player Class: Druid (2nd Level) (N)

Special Notes: In The Darkness Elves, like most other humanoid races, do not come in just one “flavor.” There are many subraces, but the most common is the Dark Elf. Long ago, they were driven out of the Sylvan cities and forced underground because of their worship of evil gods. Dark Elves take great pleasure at the destruction of anything good or bright, especially their surface dwelling cousins and their arboreal homelands. Dark Elf: Silver sash, Pointed ears, black body paint or mask, white wig, black and silver garb. Spider or web motif patterns. Dark Elf loses Player Class: Druid, Avatar of Nature and Tracking, but gains Player Class: Wizard (2nd level) and Poison (self only) (ex) 1/life charge x5 Dor Un Avathar X - Battlegame Monsters X - Battlegame Avathar Un Dor

17 Dor Un Avathar X - Battlegame Monsters 18 1 Fairies (Faerie, Fey, Pixie, and Sprite – all Sprite and Pixie, Fey, (Faerie, Fairies Single short Single None None 1 Silver sash, translucent wings, brightly- wings, translucent sash, Silver Fey Small (N) Small Blink (Ex) 1/life, Charge x3 Charge Blink (Ex) 1/life, Heal (M) 1/Life Charge x3 Charge (M) 1/Life Heal Immune to Command (T) Command to Immune Fragile (T) Fragile Flight (Ex) Unlimited Flight Awe (M) 1/Life Awe Shields: and their natural abilities make for being excellent spies. being excellent for make abilities their natural and mortal men. Fairies are generally fun-loving pranksters, pranksters, fun-loving generally are mortal Fairies men. names for the same creature) are tiny woodland spirits woodlandspirits tiny are creature) the same for names Description: Power Rating: Power Level: who live in the deepest sylvan forests, far from the eyes of of the eyes from far forests, in the deepest sylvan who live colored garb. colored Garb: Type: Weapons: Vulnerabilities: Armor: Abilities: FAIRY MASS 2

Though they only seem to be heaps of only to seemthey Though heaps be Short (Natural) Short None 5 (Natural) 4 Silver sash, a mass of shredded cloth, leaves and/ leaves cloth, shredded of a mass sash, Silver Botanical Slow (T) Slow Berserk (T) Hold Person (Ex): 1/Life Charge x3 (Ex): Charge 1/Life Person Hold Immune to Command to Immune Death to Immune Subdual to Immune Planar Grounding (Ex): 1/Refresh Charge x5 Charge (Ex): 1/Refresh Grounding Planar Entangle (Ex): 2 Balls/Unlimited Entangle Energy Proof (Lightning) (T) (Lightning) Energy Proof Amorphous (N)Amorphous to be attacked. Not particularly intelligent they are they are particularly intelligent Not beto attacked. Shields: for nutrients. for Description: rotting vegetation, unwary travelers pass by them only them only by pass travelers unwary vegetation, rotting them ingest and mammals seeking trap to violent, rather Power Rating: Power or vines, ghillie vines, or suit. Level: Garb: Type: Weapons: Vulnerabilities: Abilities: Armor: ENTANGLING GARGOYLE Description: Reptilian beasts whose body appears to be made of stone. Gargoyles take extreme pleasure in tormenting creatures whose flesh is weaker than their own stony hides. Gargoyles are fearsome, winged guardians and tireless foes in battle. Garb: Silver sash, dark grays and -like wings. Type: Beast Power Rating: 2 Level: 4 Armor: 2 (Natural) Shields: None Weapons: Short (Natural) Abilities: Immune to Command (T) Immune to Subdual (T) Immune to Death (T) Bear Strength (T) Thick Skinned (N) Flight (Ex) Unlimited Stoneform (Ex) 1/life, Charge x3

GHOST Description: Hopelessly wandering the earth, these creatures are the life force of a restless, dead being. Ghosts spend their unlife in a state of continual incorporeality, during which times they cannot affect the world of the living directly. Some Ghosts are occasionally tied to a specific area, but many are free- roaming apparitions. Garb: Silver sash, white sheet or robe. Suggested: chains, white face paint or mask. Type: Undead Level: 5 Power Rating: 3 Armor: None Shields: None Weapons: None Abilities: Immune to Command (T) Immune to Death (T) Immune to Subdual (T) Incorporeal (T) Manifestation (Ex) Unlimited Dispel Magic (M) 2/life charge x3 Extinguish (M) Unlimited Agoraphobia (M) 2/life Terror (M) 1/refresh charge x10 Altered Effect: [Banish]-(Dimensional Rift) (T) Vulnerabilities: Fragile(T) Dor Un Avathar X - Battlegame Monsters X - Battlegame Avathar Un Dor

19 Dor Un Avathar X - Battlegame Monsters 20 2 Fire Giants stand just over twenty feet feet twenty over just stand Giants Fire Any Melee, Rocks Melee, Any Large 3 (Natural) 4 Silver sash, light garb in red and black colors. colors. black and in red garb light sash, Silver Humanoid Large (T) Large Immune to Flame (T) Flame to Immune Flame Blade (T) Blade Flame (M) 1 ball/Unlimited Fireball Thick Skinned (N) Thick tall. They are a brutally militant race of Giants who Giants of race brutally militant a tall.are They so they limited, never their numbers keep to tends Shields: manage to hold territory for long. territory for hold to manage Description: Power Rating: Power Red hair. Level: wage seemingly endless war against any intelligent race race intelligent any against seemingly war endless wage crossing their paths. Fortunately, this continual warfare warfare this continual Fortunately, their paths. crossing Garb: Type: Weapons: Armor: Abilities: GIANT, FIRE GIANT, 3 These are undead creatures roaming roaming creatures undead are These Short (natural), Dagger, Long Dagger, (natural), Short None 1 (natural) 5 Silver sash, torn and tattered clothing. Suggested: Suggested: clothing. tattered and torn sash, Silver Undead Berserk (T) Regeneration (T) Regeneration Immune to Command (T) Command to Immune (T) Death to Immune (T) Subdual to Immune Greater Undead Minion (M) 1/life Minion Undead Greater Abeyance (M) 1 ball/unlimited Abeyance Shields: Description: are They travelers. unlucky and carrion for graveyards Power Rating: Power or fresh. Level: Gory make-up. cunning, but mindless in their pursuit of meat, rotting rotting meat, of their in pursuit mindless cunning, but Garb: Type: Weapons: Abilities: Armor: GHOUL GIANT, FROST Description: Frost Giants stand fifteen to twenty feet tall. Grim, brooding and silent, they resemble the image of in dress and appearance but are less apt to raid or plunder. In fact, they prefer solitude to the bustle of civilization. Garb: Silver sash, heavy cold weather garb and furs of blue and white. Type: Humanoid Power Rating: 2 Level: 4 Armor: 3 (Natural) Shields: Large Weapons: Any Melee, Rocks Abilities: Immune to Subdual (T) Large (T) Strong (T) Thick Skinned (N) Iceball (M) 2 balls/Unlimited Shatter (M) 1/Refresh, Charge x10 GIANT, HILL Description: Standing ten to fifteen feet tall, Giants are slow and simpleminded brutes resembling nothing so much as gargantuan Neanderthals. Garb: Silver sash, white and brown tunic. Suggested: anything that makes you look taller or larger, a smear of white or brown face paint. Type: Humanoid Power Rating: 1 Level: 1 Armor: 1 (Natural), or 2 (Worn) Shields: None Weapons: All Melee, Rocks Abilities: Large (T) Strong (T) GNOME Description: Gnomes are a race of diminutive beings that are distant relatives of Dwarves. They are most often tinkers and inventers that have mastered the construction and repair of gadgets and gizmos. They live and toil in their unkempt underground workshops. Occasionally they emerge, eager to show off their latest invention, or find new projects to repair and improve. Garb: Silver sash, leather workman’s apron, Work Gloves. Suggested: Unkempt white hair and wild beards. Type: Fey Level: 2 Power Rating: 1 Armor: 1 (Worn) Shields: Small Weapons: Short, Heavy Thrown Abilities: Immune to Command (T) Tinker (1)(T) Greater Mend (Ex) 1/life, Charge x5 Dor Un Avathar X - Battlegame Monsters X - Battlegame Avathar Un Dor Word of Mending (Ex) 1/Refresh, Charge x10

21 Dor Un Avathar X - Battlegame Monsters 22 1 Gremlins are small, scaled humanoids small, scaled are humanoids Gremlins Dagger (natural), single Short Dagger (natural), None None 1 Silver sash, white fur and dark green face paint or or paint face green dark fur and white sash, Silver Humanoid Blink (ex) 1/life x3 charge (m) 1/life, Concentration Break Heat Weapon (m) 1/life, charge x5 charge (m) 1/life, Weapon Heat Fragile(T) Dispel Magic (m) 1/life Magic Dispel that delight in mischief. They live to sabotage the plans of plans the to sabotage in mischief. They live delight that and fur, in downy covered are gremlins Young their wake. Shields: are often kept as pets by unwary. the as pets kept often are masks. Suggested: A mohawk is highly is encouraged. A mohawk Suggested: masks. men, and to gloat over the wreckage and mayhem left in mayhem and the wreckage over gloat to and men, Description: Power Rating: Power Level: Garb: Type: Weapons: Vulnerabilities: Armor: Abilities: GREMLIN 3 0.5 Half , half , all beak, lion, sorts of Half Goblins are small, primitive descendants descendants small, primitive are Goblins Short (Natural) Short Single Short, Bow as long as a shield is is a shield as Bow long as Short, Single None Small 2 (Natural) 1 (Worn) 5 1 Silver sash, feathered wings and a beak, and wings furry feathered sash, lion Silver Silver sash, crude rags, leather/hide armor. armor. crude sash, leather/hide rags, Silver Beast Humanoid Shove (Ex) 1/life Charge x5 (simulates pushing with a with pushing x5 (simulates Charge (Ex) 1/life Shove Sheer Numbers (Ex) 2/life Numbers Sheer gust of wind) of gust Berserk (T) Flight (Ex) Unlimited Flight Fragile (T) Fragile Many Legged (2) (N) Many Dive Attack (Ex) 1/life Attack Dive Aerial Superiority (T) Superiority Aerial body and tail. the sky and land. and the sky tend to move in groups for protection. for in groups move to tend Shields: Shields: not carried not Description: Description: Power Rating: Power Power Rating: Power of Orcs. As their most famous trait is physical frailty, they frailty, physical is trait famous their most As Orcs. of Level: Level: Greenish brown face paint or mask. or paint face brown Greenish claws and wings. Not particularly smart, but predators of of predators particularly but smart, Not wings. and claws Garb: Garb: Type: Type: Weapons: Weapons: Vulnerabilities: Armor: Abilities: Abilities: Armor: GOBLIN HALFLING Description: Halflings are creatures about the size of a human child. They are mirthful wanderers always interested in making new friends. They are more interested in good living and comfort than the accumulation of wealth. Due to their size they are very acrobatic, often darting under and around the larger folk they encounter. This makes them masters of escape, often leaving their pursuers confused as to how their prey slipped away. Garb: Silver sash, hairy feet. Simple, comfortable, and practical clothes. Suggested: Long sideburns Type: Humanoid Level: 3 Power Rating: 2 Armor: 2 (Worn) Shields: Medium Weapons: Dagger, Short Abilities: Enchantable (T) Alchemist (4)(T) Song of Deflection (Ex) unlimited Pass Without Trace (Ex) 1/life, Charge x5 (Ambulant)

HARPY Description: are avian of the worst temperament. Both their bodies and minds are only partially human. This means they consider humans and other ‘no- wings’ to be both expendable and tasty. They are not easily recruited but those who secure a ’s aid often find it is they who are being used. Without a doubt, Harpies are amongst the most vile and evil creatures. Garb: Silver sash, feathered wings. Cape, tunic or garb in black or gray. Type: Humanoid Power Rating: 2 Level: 2 Armor: 1 (Natural) Shields: None Weapons: Short (Natural), Javelin (while flying only) Abilities: Flight (ex) (Unlimited) Aerial Superiority (T) Terror (M) 1/Life Poison (Self only) (ex) 1/Life, Charge x3 Dor Un Avathar X - Battlegame Monsters X - Battlegame Avathar Un Dor

23 Dor Un Avathar X - Battlegame Monsters 24 1 These are the destriers ridden by knights by knights destriers the ridden are These Long (natural) Long none 1 (natural), or 3 (worn) or 1 (natural), 1 Silver sash, tan, white or black tunic with with tunic black or white tan, sash, Silver Beast only) 1/life (ex) 1/life only) (ex) Release 1/life Immune to Subdual (T) Subdual to Immune Many Legged (1) (N) Many Adaptive Blessing (Death or Command only) (self only) Command or (Death Blessing Adaptive into battle. The secrets to breeding these intelligent, these intelligent, breeding to The secrets battle. into Shields: matching fur leggings. matching Description: secret. guarded Power Rating: Power Level: disciplined, and dangerous animals is a closely a closely is animals dangerous and disciplined, Garb: Type: Weapons: Armor: Abilities: HORSE, WAR HORSE, 3 The Hounds of Hell are lumbering, toothy lumbering,toothy are Hell of Hounds The Short (Natural, Magical) (Natural, Short None 1 (Natural Invulnerability) 1 (Natural 4 Silver sash, red or black garb, tails and dog ears. dog ears. and tails garb, black or red sash, Silver Extra-Planar Beast Extra-Planar Immune to Death (T) Death to Immune (T) Flame to Immune Immune to Subdual (T) Subdual to Immune (T) Command to Immune Flame Blade (T) Blade Flame (M) 1 ballFireball unlimited May be targeted by Banish as if they were Insubstantial(T) if they as were Banish by be targeted May Many-Legged (1) (N) Many-Legged Altered Effect: [Banish]-(Lost) (T) Effect: [Banish]-(Lost) Altered powerful undead lords, demons and Anti-Paladins can can Anti-Paladins and demons lords, powerful undead hounds serve a dark master of some kind, but tales of free- tales of but kind, some serve of hounds master a dark Shields: Spiked leather collar. leather Spiked Description: range packs of these evil monstrosities abound. these evil of packs monstrosities range Power Rating: Power outlook to properly raise any animal that thrives on living living on thrives that animal any raise properly to outlook Level: flesh and the screams of the tormented dying. Most Hell- Most dying. tormented of the and the screams flesh canines of demonic visage and ruthless temperament. Only Only ruthless temperament. and visage demonic of canines especially diabolic an takes it beasts, these for fell command Garb: Type: Weapons: Vulnerabilities: Armor: Abilities: HELL- INFERNAL DESCENDANT Description: Infernal Descendants are humanoids with a Demonic ancestor. Usually brash, impulsive, and cruel, it is not uncommon for them to laugh after striking someone down in battle. Garb: Silver sash, dark garb, demon horns. Suggested: demon tail and/or bat wings. Type: Humanoid Power Rating: 3 Level: 6 Armor: none Shields: Medium Weapons: Short, Long, Hinged Abilities: Immune to Subdual (T) Immune to Death (T) Immune to Flame (T) Flame Blade (T) Blood and Thunder (Ex) 1/Refresh, Charge x10 Blink (Ex) 2/life (Ambulant) Adrenaline (Ex) Unlimited Terror (M) 2/life

KITSUNE Description: Fox-folk of a rather mystical nature. Tricksters, prone to laughter as much as insult. Certainly not too proud to turn and run. But also rarely wise enough to forgo a parting shot. Garb: Silver sash, fox ears, at least 2 tails. Suggested: carry a small white ball. Type: Fey Power Rating: 2 Level: 5 Armor: 1 (Natural) Shields: None Weapons: Daggers(Natural) OR single short Abilities: Immune to Command(T) Blink (M) 2/Refresh Break Concentration (M) 2/Refresh Heal (M) 1/Life Hold Person (M) 1/Life Insult (M) 1/Life Lost (M) 2/Life, Charge x3 Release (M) 1/Life Shadow Step (Ex) 1/Life Song of Visit (M) 1/Life Dor Un Avathar X - Battlegame Monsters X - Battlegame Avathar Un Dor

25 Dor Un Avathar X - Battlegame Monsters 26 1 The lepus are humanoid rabbits the size of size the rabbits humanoid are lepus The All melee, Heavy Thrown Heavy All melee, none 2 (worn) 1 Silver sash, bunny ears, fluffy tails, furs, bone fluffybone tails, furs, ears, bunny sash, Silver Humanoid Berserk (T) Leap 1/Life (Ex) 1/Life Leap Immune to Subdual (T) Subdual to Immune Missile Block (T) Block Missile local food supplies, and often brings often and local food supplies, that savage tribes of these creatures will overwhelm the tribes these creatures of savage that settlements. nearby with conflict them into Shields: jewelry, etc. jewelry, a grown man. Rapid breeding means breeding Rapid man. a grown Description: Power Rating: Power Level: Garb: Type: Weapons: Armor: Abilities: LEPUS May not fire normal arrows. Player may may Player arrows. normal fire not May 2 Lair Guardians are humanoid stone stone humanoid are Lair Guardians Single Short (Natural), Bow (Natural), Short Single None 2 (Natural Ancestral) 2 (Natural 4 Silver sash, stone-like garb, gray face paint paint face gray garb, stone-like sash, Silver Animation GUARDIAN

Seconds Slow (T) Slow Immune to Subdual (T) Subdual to Immune Immune to Command (T) Command to Immune (T) Death to Immune Destruction Arrow 1/Life Charge x3 Charge 1/Life Destruction Arrow Added Effect (T) [Lightning]: gains Stopped for 60 for Stopped gains Effect (T) [Lightning]: Added (T) Zone) (Anti-Magic Aversion: Altered Effect [Anti Magic]-(Lost) (T) Effect [Anti Altered Magic]-(Lost)(T) Effect [Dispel Altered Effect [Mend]-(Heal)(T) Altered physically carry any number of Destruction of Arrows. number carryphysically any Special Notes: Special Shields: animations whose existence quickly fades, a Lair fades, quickly whose existence animations Description: Power Rating: Power often used to defend long corridors in its creator’s home, home, its creator’s in corridors long used to defend often Suggested: stone. of the appearance giving mask or Red visor even after it becomes the creator’s tomb. creator’s it the becomes after even Level: Guardian appears to be a permanent, sentient creation. creation. sentient be to a permanent, appears Guardian constructs animated by powerful rituals. Unlike other other Unlike powerful rituals. by animated constructs Garb: Type: Weapons: Vulnerabilities: This construct fires powerful bolts from a distance, and is and distance, a from powerful bolts fires construct This Armor: Abilities: LAIR LIZARDMAN Description: Lizardman are dangerous, tribal people who are quite primitive and few in numbers. They can be found in any climate, but most often in marshes and swamps. They are savage in mind and crude in technology Garb: Silver sash, green tunic, and lizard scale face paint or mask. Type: Humanoid Power Rating: 1 Level: 1 Armor: 3 (worn) Shields: Medium Weapons: Single flail (Natural), All melee, Rocks Abilities: Immune to Death (T) Shadow Step (ex) 1/refresh Poison (ex) (self only) 1/refresh, charge x10 Tracking (ex) 1/life

MEDUSA Description: Medusa is the name of one of the Gorgon sisters and the only one that is mortal. An evil combination of woman and , she is a creature so horrific in aspect that her mere visage is enough to turn a man to stone. Instead of hair, writhe upon her skull and her lower body is often that of a giant . Garb: Silver sash, elegant garb with snakes added to hair. Snake appearance below the waist. Suggested: females. Type: Humanoid Power Rating: 3 Level: 6 Armor: 1 (Natural) OR 2 (Worn) Shields: None Weapons: Single Short, Bow Abilities: Immune to Subdual (T) Immune to Death (T) Immune to Flame (T) Regeneration (T) Poison Arrow (Ex) 1/life, Charge x3 Icy Blast (M) 1/life, Charge x3 Dor Un Avathar X - Battlegame Monsters X - Battlegame Avathar Un Dor

27 Dor Un Avathar X - Battlegame Monsters 28 3 Mummies are undead creatures that are are that creatures undead are Mummies Short (Natural) Short None 2 (Natural) 6 Silver sash, mostly wrapped in bandages, in bandages, wrapped mostly sash, Silver Undead abilities, the Mummy loses Regeneration and Hard to to Hard and loses Regeneration the Mummy abilities, Slow (T) Slow Hard to Kill (T) to Hard will Regeneration heal (T) (The from Regeneration Immune to Subdual (T) Subdual to Immune (T) Death to Immune (T) Command to Immune (T) Projectiles to Immune Kill until respawn. Kill until work through this creature’s Cursed State) Cursed this creature’s through work Cursed (T) Cursed Terror (M) 2/life charge x10 charge (M) 2/life Terror Added Effect [Flame] (T): if affected by flame magic or magic flame by affected (T): if Effect [Flame] Added been desecrated, the mummy may track down and kill and down track may been the mummy desecrated, the corpses of humanoids, wrapped in bandages, and and in bandages, wrapped humanoids, the corpses of has that a spirit merely is Other times, it party. the guilty inhabited a body to wreak havoc. They are quite mindless, mindless, quite are They a body wreak havoc. to inhabited Shields: and will destroy anything that gets in their way. gets that anything willand destroy Description: Power Rating: Power Level: with a curse. If something concerning the mummy has has the mummy concerning something a curse.with If filled with preserving fluids. They are usually associated usually associated are preservingfilled fluids. They with Egyptian-style garb. Garb: Type: Weapons: Vulnerabilities: Armor: Abilities: MUMMY 2 These savage creatures of legend have have of legend creatures These savage Short (Natural), Great (Natural), Short None 2 (Natural) 2 Silver sash, brown tunic or fur with a brown fur a brown with or tunic brown sash, Silver Humanoid Bear Strength (T) Bear Strength Immune to Subdual (T) Subdual to Immune (T) Command to Immune True Grit 1/Refresh (ex) 1/Refresh Grit True Thick Skinned (N) Thick the head of a bull and the body of a giant man. They man. the a giant body and of a bull the of head infested mazes where few have been known to escape. to been known have few where mazes infested headband, mask, or safe to wear horns. wear to safe or mask, headband, Shields: are dangerous, unpredictable and merciless. Only a fool a fool Only merciless. and unpredictable dangerous, are Description: Power Rating: Power Level: would challenge one in its own lair, for they dwell in trap in trap they dwell for lair, own in its one challenge would Garb: Type: Weapons: Abilities: Armor: MINOTAUR ORC Description: These hideous creatures are members of a race descended from Elves who were twisted and perverted by evil in the mists of the past. Although they are not inherently evil, they are culturally and mentally predisposed toward hate, malice and cruelty, never happy or at peace aside from mealtime or battle. Orcs are heavily built with thick hides, short legs and long arms. They have grotesque, fanged faces and random hair growth. Garb: Silver sash, greenish gray face paint or mask, tusks, crude looking clothing or armor. Suggested: Random leather/hide/chain/metal patchwork armor. Type: Humanoid Power Rating: 2 Level: 3 Armor: 4 (Worn) Shields: Large Weapons: All melee Abilities: Immune to Command (T) Immune to Subdual (T) Berserk (T) Fight After Death (Ex)(Ambulant) 1/Refresh Adrenaline (Ex) 1/life Scavenge (Ex) 3/life Harden (Ex) (self-only) 1/life

RAPTOR Description: Dude, Velociraptors are the size of a large . These are Utahraptors or Deinonychus. Fast, lizard-y things with murder toes. You know the type. Garb: Silver sash, scales, long tail Type: beast Level: 3 Power Rating: 2 Armor: 2 (natural) Shields: none Weapons: Dagger, Short, Single hinged (all natural) Abilities: Adaptive Blessing (ex) (Self only) 1/life Tracking (ex) 1/life, charge x5 Shadow Step (ex) 1/life Blink (ex) 1/life, charge x10 Steal Life Essence (ex) 1/life Dor Un Avathar X - Battlegame Monsters X - Battlegame Avathar Un Dor

29 Dor Un Avathar X - Battlegame Monsters 30 1 Scalors are hardy fish-men that live live that fish-men hardy Scalors are All Melee Small 3 (worn) 1 Silver sash, painted Scales or a scaly costume. Scales a scaly costume. or painted sash, Silver Humanoid Magic, it becomes Fragile) becomes it Magic, Entangle (Ex) 2 Balls/Unlimited (Simulates netting) (Simulates (Ex) 2 Balls/Unlimited Entangle Aquatic (T) Aquatic by affected the is Scalor (If Effect (T) [Magic] Added they happen to need or want regularly. They typically They typically regularly. want need to or they happen of kind Any magic. is weakness one Their their weapons. Shields: along coasts, mostly. They raid other races for whatever whatever for other races They raid mostly. coasts, along magic that comes into contact with them kills with them. contact into comes that magic net people and then surround them and kill them and them with then surround and people net Description: Power Rating: Power Level: Garb: Type: Weapons: Vulnerabilities: Armor: Abilities: Adding a tail is encouraged. a tail is Adding SCALOR 1 These hearty creatures have the torso torso the have hearty These creatures Dagger, Short Dagger, None None 2 Silver sash, small horns, furry small sash, horns, Silver leggings, bare Fey Song of Freedom (M) Unlimited Freedom of Song (M) Unlimited Interference of Song Survival of (M) Unlimited Song (M) Unlimited Visit of Song Barkskin (M) 2/life Barkskin Beneficent(T) Blessing Against Harm (M) 1/life Harm Against Blessing Immune to Command (T) Command to Immune is legendary. is partying and their rampant displays of drunken vulgarity of displays their rampant partying and Shields: Description: Power Rating: Power of a man and the lower legs of a goat. Their love of love Their a goat. legs of the lower and a man of Level: chests, pan flutes pan chests, Garb: Type: Weapons: Vulnerabilities: Abilities: Armor: SATYR SKELETON Description: Skeletons are the animated bones of a corpse. They are mindless and follow the directions of their creators without fear or question. They tend to interpret orders in the most literal way. Garb: Silver sash, skull mask or face paint and black tunic. Suggested: skeleton-like gloves, anything that makes you look more skeletal. Type: Undead Power Rating: 2 Level: 3 Weapons: any melee Armor: 2 (worn) Shields: Medium Abilities: Immune to Command (T) Immune to Death (T) Immune to Projectiles (T) True Grit (ex) unlimited Vulnerabilities: Fragile (T) Added Effect [Flame] (T): if affected by flame magic or abilities, the Skeleton loses all uses of True Grit until Respawn Added Effect (T) [Heavy Weapons] : if killed by a heavy weapon he Skeleton loses all uses of True Grit until Respawn Added Effect (T) [Magic] : if wounded by magic or magic weapons, the Skeleton becomes cursed.

SKIRIT Description: Filthy rat-creatures, Skirit are plague ridden humanoid rats that do little more than scavenge and steal. They are sneaky creatures, and generally prefer to skirmish rather than engage whole lines at once. Garb: Silver sash, rat-face and whiskers, tail, fur. Type: Humanoid Power Rating: 1 Level: 1 Armor: 2 (worn) Shields: None Weapons: Dagger, Short Abilities: Poison (self only) (Ex) 1/Refresh Charge x3 Shadow Step (Ex) 2/life Dor Un Avathar X - Battlegame Monsters X - Battlegame Avathar Un Dor

31 Dor Un Avathar X - Battlegame Monsters 32 2 Much larger and far more intelligent than than intelligent more far and larger Much Two Short Weapons (natural) Weapons Short Two None 2 (natural) 4 Silver sash, black tunic with web patterns or red red or patterns web with tunic black sash, Silver Beast Steal Life Essence Life (Ex) Unlimited Steal Hold Person (Ex) 1/life, Charge x5 Charge (Ex) 1/life, Person Hold Release 2/life (Ex) (self only) Poison (self only) (Ex) unlimited (self only) Poison Many Legged (3) (N) Many their household counterparts, Giant Spiders are some of of some are Spiders Giant counterparts, their household cunning, are They around. Monsters dangerous the most hourglass shape on it. on shape hourglass Shields: guardians of powerful Vampires or other evil other Undead. or powerful Vampires of guardians Description: ruthless blooddrinkers and are often found as the found often are ruthless blooddrinkers and Power Rating: Power Level: Garb: Type: Weapons: Armor: Abilities: SPIDER, GIANT SPIDER, 1 3 Swamp dwelling cousins of the common the common of cousins dwelling Swamp It’s an animated puddle of acid, poison, poison, acid, of puddle animated an It’s Dagger, Short, Hinged Short, Dagger, Hinged (Natural) Hinged Medium none 1 (natural) 6 (Natural, Ancestral) 6 (Natural, 1 5 Silver sash, swamp-filth covered lizard-esque garb. lizard-esque covered swamp-filth sash, Silver Silver sash, blobby, green, translucent. green, blobby, sash, Silver Humanoid Beast Slow (T) Slow Steal Life Essence (Ex) 1/life Charge x3 Essence Charge Life (Ex) 1/life Steal Immune to Subdual (T) Subdual to Immune (T) Death to Immune (T) Projectiles to Immune Immune to Command (T) Command to Immune Poison (self only)(Ex) 1/life Charge x3 Charge 1/life (self only)(Ex) Poison Aquatic (T) Aquatic (Ex) 1 ball/Unlimited Abeyance Amorphous (N)Amorphous (T) Aquatic Shields: Shields: ambush their opponents. ambush slowly dissolving them over the course of several months. of the course them over dissolving slowly Description: Description: Power Rating: Power Power Rating: Power Lizardman, Troglodytes are filthy, stench-ridden stench-ridden filthy, are Troglodytes Lizardman, Level: Level: creatures that enjoy violence and in particular and to like violence enjoy that creatures corrosion and hunger. It eats by engulfing its its victim and engulfing by eats It hunger. and corrosion Garb: Garb: Type: Type: Weapons: Weapons: Vulnerabilities: Armor: Abilities: Armor: Abilities: SLIME, DEADLY SLIME, TROGLODYTE TROLL Description: Slumped, ugly, and lanky, with gray or greenish hide and matted, stringy hair, these beasts are surprisingly quick and unsurprisingly aggressive. They enjoy the taste of flesh, elf flesh most of all. Garb: Silver sash, green or gray face paint, prosthetic nose. Dirty and torn garb, loincloth, etc. Type: Humanoid Power Rating: 3 Level: 5 Armor: 4 (Natural) Shield: None Weapons: Short (Natural) Abilities: Hard to Kill (T) Regeneration (T) Troll Blood (N) Terror (M) 2/life Vulnerabilities: Immune to Spirit (T) Added Effect (T) [Flame] : if affected by flame magic or abilities, the Troll loses Hard to Kill and is Suppressed until player’s next respawn Special Notes: When the last strip is removed from Troll Blood, the Troll loses Troll Blood until the player’s next respawn, where it regains Troll Blood with three new strips.

UNICORN Description: resemble great white horses with a golden horn springing from its head. They are kindhearted and will help those in need. They often shy away from violence. Garb: Silver sash, white hooded cloak with golden horn. White fur leggings. Suggested: as horse like as possible. Type: Beast Power Rating: 1 Level: 2 Armor: None Shields: None Weapons: Single Short (Natural, Magical) Abilities: Immune to Command (T) Many Legged (1) (N) Heal (M) Unlimited Teleport (M) (Self only) Unlimited Lost (M) 1/life Charge x3 Resurrect (M) 1/refresh Charge x5 Vulnerabilities: Beneficent (T) Dor Un Avathar X - Battlegame Monsters X - Battlegame Avathar Un Dor

33 Dor Un Avathar X - Battlegame Monsters 34 2 Ursinid is the term given to huge, bipedal bipedal huge, to the term is given Ursinid Short, Long, great Medium 1 (natural), or 3 (worn) or 1 (natural), 3 Silver sash, furs, and small, round ears small, round and furs, sash, Silver Humanoid Berserk (T) (ex) (self 2/Refresh Only) Bear Strength Heal (ex) (self 1/life Only) Heal Immune to Subdual (T) Subdual to Immune Adrenaline (ex) 1/life chargex5 (ex) 1/life Adrenaline bear-men. Most of these thoughtful and cunning these and thoughtful of Most bear-men. rumored is Ursunids white pure of a clan though brown, to live in the Frozen North. Ursunids are intelligent and and intelligent are Ursunids North. in the Frozen live to learned the finer points have and language, practice tools, have entered the earliest stages of civilization; they craft they craft civilization; of stages the earliest entered have Shields: Description: Power Rating: Power of agriculture and food preparation. and agriculture of Level: creatures range in coloration from blue-black to rich to blue-black from in coloration range creatures Garb: Type: Weapons: Armor: Abilities: URSINID 3 Vampires are the ultimate form of parasite. parasite. of form the ultimate are Vampires

A Vampire’s Enchantment limit is lowered by 1. by lowered is limit Enchantment A Vampire’s

As per Player Class per Player As

As per Player Class per Player As As per Player Class per Player As

5 Silver sash, white make-up or mask, fangs, cloak. fangs, mask, or make-up white sash, Silver

Undead

the living. Provided with regular “meals,” a vampire could could a vampire “meals,” regular with Provided the living. Shields: Limitation: Level: Description: Power Rating: Power Immune to Command (T) Command to Immune (T) Death to Immune Player Class (Any Class, at player’s current level in that Class) Class) that in level current player’s at Class, (Any Class Player Enchantable (T) Enchantable virtually live forever. virtually live Garb: Type: Type: (T) Weapons: They sustain their undead immortality with the blood of the immortality with undead their sustain They Vampirism (T) Vampirism Abilities: Armor: VAMPIRE AND as per Player Class. perAND as Player WEREWOLF Description: Feared creatures of legend who change form from human to beast. Werecreatures are known to come in a variety of predatory animal forms. Amongst the most common are wolves, rats, bears, tigers, and boars – though many other, rare species are known to exist, such as Monkeys. This entry also represents the common description for all Werecreatures, regardless of the type of creature they are. Werecreatures are generally of evil disposition, enjoying the primal nature of the hunt and pursuing humans as the tastiest meal of all. Garb: Silver sash, lots of fur and fangs, details to the garb to identify the type of creature. Type: Beast Level: 6 Power Rating: 3 Armor: 2 (Natural) Shields: None Weapons: Short (Natural) Abilities: Immune to Command (T) Immune to Subdual (T) Berserk(Self Only)(Ex) 2/refresh Bear Strength (T) Thick Skinned (N) Lycanthropy (Ex) 1/life Charge x10 Steal Life Essence (Ex) 1/life Charge x5 Tracking (Ex) 1/life Player Class (Peasant) (T) This creature may choose to begin each life as a Peasant, using all rules for that class including weapon selection. All armor, abilities, and traits (aside from this one) are lost while in Peasant form, but Monster form may be resumed at any time by donning the appropriate garb. Once assuming Monster form, Peasant form cannot be resumed until the monster’s next life. Vulnerabilities: Cursed (T) Special Notes: The caster may not have more than three instances of Lycanthropy active at a time.

WOLF Description: Not your friendly domestic house pet, these canines are nature’s perfect land based predators. Garb: Silver sash, gray, brown, or black fur garb, a big furry tail and long pointed ears. Type: Beast Power Rating: 1 Level: 2 Armor: 1 (Natural Invulnerability) Shields: None Weapons: Daggers (Natural), Single Short (Natural) Abilities: Immune to Command (T) Many Legged (1) (N) Tracking (Ex) 4/life

Dor Un Avathar X - Battlegame Monsters X - Battlegame Avathar Un Dor Blink (Ex) 3/life

35 Dor Un Avathar X - Battlegame Monsters 36 1 These creatures of the high mountain of highthe mountain These creatures Short (Natural) Short None 2 (Natural) 1 Silver sash, white tunic trimmed fur. tunic white with white sash, Silver Beast Berserk (T) Iceball (M) 2 Balls/Unlimited Iceball Fight After Death (Ex) (Ambulant) 1/Refresh (Ex) (Ambulant) Death After Fight known to range far and wide if roused. The yeti is veryyetiis The wide if roused. and far range to known physically strong, and stands 8 (young adult) to 11 feet 11 feet to adult) 8 (young stands and strong, physically Shields: attacking only if their turf is invaded; but have also been have but invaded; is if their turf only attacking Description: ranges are rarely seen. They tend to be territorial, seen.to territorial, tend be They rarely are ranges Power Rating: Power Level: Garb: Type: (mature) tall. (mature) Weapons: Armor: Abilities: YETI 2 3 Foul unfortunate creatures that are are that creatures unfortunate Foul Crude, unintelligent cousins to the true to cousins Crude, unintelligent Short Long (Natural), Heavy Thrown Heavy (Natural), Long None None None 2 (Natural, Ancestral) 2 (Natural, 3 5 Silver sash, rags and the more the better gore the more and rags sash, Silver Silver sash, scales, wings, possibly a scorpion- scales, sash, possibly wings, Silver Undead Beast Slow (T) Slow Sheer Numbers 0/refresh charge x30 (ex) charge 0/refresh Numbers Sheer Essence Life (ex) 2/life Steal Berserk (T) or ability, the Zombie loses regeneration) the Zombie ability, or Regeneration (T) Regeneration Kill (T) to Hard Immune to Command (T) Command to Immune (T) Death to Immune Immune to Subdual (T) Subdual to Immune Poison (Self only) (Ex) 1/life charge x5 charge (Ex) (Self 1/life only) Poison Flight (Ex) Unlimited Flight Added Effect (T) [Flame] (If affected by a Flame magic by a Flame affected (If Effect (T) [Flame] Added Aerial Superiority (T) Superiority Aerial brains to eat. to brains like tail. like Shields: Shields: and dangerous. and Description: Description: Power Rating: Power Power Rating: Power Level: Level: corpses who have been doomed to ever roam in search of of in search been roam ever to doomed corpses who have destined to wander the earth in undeath. They are are the They earth wander in undeath. destined to , these beasts are always hungry, illtempered illtempered hungry, always these beasts are dragons, Garb: Garb: Type: Type: Weapons: Weapons: Vulnerabilities: Abilities: Armor: Armor: Abilities: ZOMBIE Scenario Monsters

Angelic Hero Description: Angelic Heroes are the spirits of good knights who have been rewarded by the gods for noble service to the forces of Good. They are sent to aid faithful mortals in dire need, to guard an object of tremendous power or to combat evil too great for mankind to vanquish alone. They generally appear as majestic knights in glowing white armor and garb. Garb: Silver sash, white Tunic or Armor, and an openly displayed Golden device. Requirement: May only be played by a Knight Type: Extra-Planar Power Rating: 5 Armor: 2 (Natural Invulnerability,), 4 (Worn, Ancestral); Shields: Any (Holy) Weapons: Dagger, Short, Long, and Javelins (All Holy) Abilities: Immune to Subdual (T) Immune to Death (T) Immune to Command (T) Immune to Magic (T) Greater Holy Weapons (N) Ancestral Armor (N) Power Word (M) unlimited Extension (M) unlimited Stun (M) 2/life Awe (M) 2/life Darklord Heal (M) unlimited Description: Darklords are particularly evil individuals Resurrect (M) 3/life that want to rule the world and have the means to Blessing Against Harm (M) 2/life do it. Darklords exude an evil aura, but in general Vulnerabilities: appearance, hardly differ from any other individual of the Beneficent (T) (Does not apply to Undead or Extra- civilized races. They do, however, occasionally babble to Planar creatures) themselves about being evil and taking over the world. Garb: Silver sash, a large black belt favor, headband, or armband. And as per Player Class. Type: Humanoid Power Rating: 7 Armor: As per Player Class Shields: As per Player Class Weapons: As per Player Class Abilities: Immune to Command (T) Immune to Death (T) Immune to Subdual (T) Combat Caster (T) Necromancer (T) Steal Life Essence (Ex) Unlimited Greater Undead Minion (Ex) 5/life Charge x10 Contingency (N) Unlimited Player Class (Any Class, at player’s current level in that Class) (T) Dor Un Avathar X - Scenario Monsters X - Scenario Avathar Un Dor

37 Dor Un Avathar X - Scenario Monsters 38 4 These brilliant beings are the protectors protectors the are beings brilliant These Single Short or Long or Short Single Any 2 (Natural Invulnerability) 2 (Worn, Ancestral); 2 (Worn, Invulnerability) 2 (Natural Silver sash, feathered wings and angelic angelic and wings feathered sash, Silver Extra-Planar Stun (M) 2/life Stun Beneficent(T) (Does not apply to Undead or Extra- Undead to apply (DoesBeneficent(T) not Holy Weapon (T) Weapon Holy be self used ) not on (May (M) Unlimited Heal (Self-only) (M) 1/life Heal Immune to Command (T) Command to Immune (T) Death to Immune (T) Flame to Immune (T) Subdual to Immune Planar creatures) Planar Fight After Death (Ex) 2/refresh Death After Fight Flight (Ex) (Unlimited) Flight Mend (M) 1/life Mend Teleport (M) 1/life (Self-only) (M) 1/life Teleport Awe (M) 1/life Awe Ancestral Armor (N) Armor Ancestral humanoids with large white wings. white large with humanoids Shields: and innocent in nature and life. They sometimes appear appear They sometimes life. and nature in innocent and tall as usually but light, colored brilliantly globesas of Description: Power Rating: Power of law and good, always upholding that which is pure pure which is that upholding good, always and law of white robes. white Garb: Type: Weapons: Vulnerabilities: Armor: Abilities: Deva “By the power of dark night, I night, dark of power the “By 5 May only be played by a Knight a by be played only May Death Knights are the spirits of fallen of the spirits are Knights Death ) Any Melee, Javelins Melee, Any Any 2 (Natural Invulnerability), 4 (Worn, Ancestral); 4 (Worn, Invulnerability), 2 (Natural t h e e .” Silver sash, dark Tunic or Armor, openly displayed displayed openly Armor, or Tunic dark sash, Silver

Undead Knight

Steal Life Essence Life (M) 3/life Steal Stun (M) 2/life (Incant: (Incant: (M) 2/life Stun Brutal Strike (ex) (Ambulant) 3/Life (ex) (Ambulant) Brutal Strike Immune to Flame (T) Flame to Immune (T) Death to Immune Immune to Command (T) Command to Immune Poison (ex) (self-only) 1/Life, Charge x3 Charge 1/Life, (ex) (self-only) Poison Power Word (M) unlimited Word Power Flame Blade (T) Blade Flame Undead Minion (M) 2/life Minion Undead stun Awe (M) 2/life Awe Ancestral Armor (N) Armor Ancestral knight’s who were evil in life. They have been returned to returned been evil Theyhave who in life. were knight’s this world as undead knights, cursed to forever walk the cursed knights, forever undead as to this world their helms. heroes, usually paragons of good such as Paladins, who Paladins, good as such of paragons usually heroes, Shields: armor, with glowing red eyes staring from deep beneath from staring eyes red glowing with armor, Description: Requirement: Power Rating: Power Black Phoenix device, and a skull mask or face paint. face or mask Phoenix a skull device, and Black oaths, although occasionally they are the spirits of of the spirits they occasionally are although oaths, earth. They resemble ghostly skeletons wearing ornate ornate wearing skeletons ghostly earth.resemble They committed an immensely evil their betrayed immensely act and an committed Garb: Type: Weapons: Armor: Abilities: Death , Eastern Description: Legendary creatures typically portrayed as long, scaled, serpentine creatures with four legs. In contrast to Western Dragons, which are considered as evil, Eastern dragons traditionally symbolize potent and auspicious powers, particularly control over water, rainfall, hurricane, and floods. The dragon is also a symbol of power, strength, and good luck. Garb: Silver sash, garb or armor with the suggestion of scales. Something that looks like an Oriental celebration dragon would be excellent. Type: Legendary Beast Power Rating: 6 Armor: 4 (Natural Invulnerability) Shields: None Weapons: Short (Natural) Abilities: Iron Will (T) Immune to Death (T) Immune to Command (T) Power Word (M) Unlimited Mighty (T) Large (T) Flight (Ex) Unlimited Aerial Superiority (T) Aquatic (T) Call Lightning (Ex) 4/life, Lightning Bolt (Ex) 1 ball/Unlimited Boon (Ex) Unlimited Vulnerabilities: Beneficent Dragon, Feathered Serpent Description:The Feathered Serpents are a smaller, though no less potent, member of the Dragon family. They resemble great vipers with immense, rainbow-hued feathered wings. Feathered Serpents are generally good- natured, intelligent creatures, out to keep the world safe from the depredations of Evil. Garb: Silver sash, bright green tunic or garb with rainbow-colored feathered wings or cape. Type: Legendary Beast Power Rating: 8 Armor: 4 (Natural), 2 (Natural Invulnerability) Shields: None Weapons: Single Long (Natural, Magical) and as per Player Class Abilities: Iron Will (T) Immune to Death (T) Immune to Command (T) Power Word (M) Unlimited Flight (Ex) Unlimited Mighty (T) Thick Skinned (N) Player Class: (Druid, 6) (T) Player Class: (Wizard, 6) (T) Special Notes: When purchasing equipment, may only purchase equipment that is available to both player classes, and then must spend magic points from both Dor Un Avathar X - Scenario Monsters X - Scenario Avathar Un Dor player classes spell lists to do so.

39 Dor Un Avathar X - Scenario Monsters 40 10 These mighty reptilian beasts are cunning are reptilian beasts These mighty Short (Natural, Magical), Rocks (Siege) (only (only Rocks (Siege) Magical), (Natural, Short None 8 (Natural, Ancestral) 8 (Natural, Silver sash, garb or armor with the suggestion the suggestion with armor or garb sash, Silver Legendary Beast in Lair) Steal Life Essence (Ex) Unlimited (Only functions functions (Only Essence Life (Ex) Unlimited Steal x3 (Ex) then Charge 3/Life Shove Lair (T) Large (T) Large Iron Will (T) Will Iron Sorcery to (T) Immune Power Word (M) Unlimited Word Power Fireball (Ex)Fireball 1 ball / Unlimited Flight (Ex) Unlimited Flight Missile Block (T) Block Missile BallMagic (T) Block (T) Mighty Enlightened Soul (T) Enlightened Aerial Superiority (T) Superiority Aerial to sack a kingdom, hoard all of its treasures in one place place in one treasures its all of hoard a kingdom, sack to Shields: and cruel creatures. Nothing pleases a Dragon more than than more a Dragon pleases Nothing cruel creatures. and two. a century or for the on nest and Description: Power Rating: Power of scales. of Garb: Type: Weapons: While Flying) While Armor: Abilities: Dragon, Western Dragon, 5 Legendary creatures typically portrayed portrayed typically Legendary creatures Single Long (Natural) Long Single None 6 (Natural Invulnerability) 6 (Natural Silver sash, garb or armor with the suggestion the suggestion with armor or garb sash, Silver Legendary Beast in Lair) Steal Life Essence (Ex) Unlimited (only functions functions (only Essence Life (Ex) Unlimited Steal Strong (T) Strong Lair (T) The Lair of a Lindworm is a zone of zone is a of a LairLindworm (T) The Lair Large (T) Large Iron Will (T) Will Iron (T) Flame to Immune (T) Death to Immune (T) Command to Immune Poison (Ex) 1/life, Charge x3 Charge (Ex) 1/life, Poison Power Word (M) Unlimited Word Power Fireball (Ex)Fireball 1 Ball/Unlimited Eternal Stench Amorphous (T) As it is serpent is like it (T) As Amorphous poisoning the land around them. around the land poisoning Shields: as long, scaled, serpent-like dragons with either two or or two either with scaled, long, as serpent-like dragons no legs. They have a venomous bite, and are capable of capable are and bite, venomous a legs. Theyhave no Description: Power Rating: Power of scales. of Garb: Type: Weapons: Armor: Abilities: Dragon, LindwormDragon, Green Man Description: These rare demi-gods are handsome, protective, mischievous, wise wood spirits. Little is known about them except they are rare, elusive and command powerful magic. Garb: Silver sash, green tunic adorned with leaves and twigs and as per Player Class. Suggested: Green hair, and a leafy beard colored to match the season. Type: Legendary Fey Power Rating: 6 Armor: 1 (Natural), 1 (Natural Invulnerability) Shields: As per Player Class Weapons: Short (Natural) and as per Player Class Abilities: Immune to Command (T) Immune to Death (T) Immune to Subdual (T) Power Word (M) Unlimited Heal (Ex) unlimited Innate (Ex) 1/life, Charge x 3 Shadowstep (Ex) 1/life Gift of Earth (Ex) 1/life Charge x10 Player Class (Druid 6) (T) Special notes: The caster may not have more than three instances of Gift of Earth active at a time. Hydra Description: Hydras are huge, usually reptilian, monsters invariably equipped with two or more heads. They are always vicious, hungry creatures, wreaking havoc upon their surroundings. Garb: Silver sash, grey scales, large tail for the Tail. Type: Beast Power Rating: (Variable: 2 per head + 1 for the tail) Armor: 3 (Natural) (Each player) Shield: None Weapons: Head: Short (Natural) Tail: Great (Natural) Abilities: Head: Immune to Command (T) Immune to Flame (T) Immune to Subdual (T) Fireball 1 ball/unlimited Strong (T) Thick Skinned (N) Regeneration (T) Tail: Immune to Command (T) Immune to Death (T) Immune to Subdual (T) Strong (T) Thick Skin (T) Regeneration (T) Fight after death (Ambulant)(Ex) 1/life Vulnerabilities: The tail dies if all heads are dead at the same time. Special Notes: There should be from two to eight heads and a single tail, each represented by a single player. Each head must remain within 20 feet of the tail at all times. If a magic or ability would cause them to move farther away, they stop at 20 feet. The tail counts as the Dor Un Avathar X - Scenario Monsters X - Scenario Avathar Un Dor respawn point for the heads.

41 Dor Un Avathar X - Scenario Monsters 42 The caster may not have more than than more have not may The caster 6 Nosferatu are the ultimate form of of form the ultimate are Nosferatu As Player Class Player As As Player Class Player As 4 (Natural) Silver sash, white make-up or mask, a black black a mask, or make-up white sash, Silver Undead Steal Life Essence Life (Ex) unlimited Steal Necromancer (T) Necromancer Immune to Subdual (T) Subdual to Immune (T) Death to Immune (T) Command to Immune Player Class (Healer - 6) (T) (Healer Class Player Cursed (T) Cursed Vampirism (Ex) 1/life Charge x10 Charge (Ex) 1/life Vampirism Aversion: [Holy, Paladins] (T) Paladins] [Holy, Aversion: three instances of Vampirism active at a time. at active Vampirism of instances three Special Notes: Special Shields: armband, fangs, and as per Player Class per as Player and fangs, armband, sought the eternal undeath by becoming a Vampire. becoming by the eternal undeath sought Description: Power Rating: Power Garb: Type: Weapons: Vulnerabilities: Vampire. A Necromancer Healer who intentionally who intentionally Healer A Necromancer Vampire. Armor: Abilities: Nosferatu

”x3” looking looking “undead” Phylactery: In order to play this Phylactery: play to order In 6 Liches are wizards who have used their who have wizards are Liches As per player class per player As As per player class per player As 4 (natural) Silver sash, a skull mask or other other or mask a skull sash, Silver Undead Slow Steal Life Essence Life (Ex) unlimited Steal Lair (T) (T) Regeneration Immune to Death (T) Death to Immune (T) Command to Immune Player Class (Wizard - 6) (T) - 6) (Wizard Class Player Undead Minion (Ex) 1/life Charge x10 Charge (Ex) 1/life Minion Undead Contingency (N) Unlimited (See special notes) (N) Unlimited Contingency the ability to end its existence. By taking at least ten hits hits ten least taking at By existence. its end to the ability to occupy. to the equation, the lich can them use simple magics to to magics them use can simple the lich the equation, is destroyed, the Lich loses Contingency. The item can can be item The the Lich loses Contingency. destroyed, is in size that looks like a container or a jeweled pendant. a jeweled pendant. or a container looks like in size that its flesh until it can learn how to take another body another to take how learn it can until flesh its placed somewhere unsafe or easy for just anyone to get. get. to anyone just easy for or unsafe somewhere placed home to help maintain the undead body. The lich is lich The body. the undead maintain help to home Special Notes: Special Shields: soul. This is the most valuable item to a Lich, as it has has it as to a Lich, item valuable most is the This soul. from a melee weapon, the item is destroyed. If the item the item If destroyed. is the item weapon, a melee from forced to create special hearth spells to help maintain maintain special hearth help spells to create to forced monster, a player must have a physical object at least 3 least object at a physical have must a player monster, maintain the ‘meat’ part of their existence to channel channel to their existence part of the ‘meat’ maintain sacrifice. without come do not choices such But magic. magical skill to prolong their existence by becoming becoming by their existence magicalskill prolong to magical or phylactery, a creates The wizard undead. garb and makeup, AND as per player class per AND as player makeup, and garb Description: Power Rating: Power on the Lich or hidden within its lair, but it would not be not would it but lair, its hidden within the Lich or on vessel, to hold their soul. By removing their soul from their soul from removing By their soul. hold to vessel, Garb: Type: Weapons: Vulnerabilities: This item represents where the Lich has hidden has their the Lich where represents item This Abilities: Armor: As time wears on, the lich becomes dependable on its its on dependable becomes the lich on, time wears As Lich Oaken Description: Trees given life and motion and consciousness, these massive creatures are at one with nature. They’re part of nature, in fact, and wield fearsome power in its defense. Garb: Silver sash, browns and greens, leaves. Anything that makes you seem taller. Type: Botanical PR: 4 Armor: 3 (Natural, Ancestral) Weapons: Shorts (natural), Longs (natural) Abilities: Immune to Command (T) Immune to Death (T) Immune to Subdual (T) Entangle (M) 2 balls / Unlimited Large (T) Strong (T) Shadowstep (Ex) 1/life, charge x 3 Vulnerabilities: Slow (T)

Ogre Description: Ogres are the largest of the goblinoid races. They are misshapen brutes, standing over nine feet tall, with blotched and mottled skin and sparse black hair. Ogres are generally cruel creatures who delight in the suffering of smaller races. They make their living by raiding caravans and sacking farming communities. Garb: Silver sash, skins, hides and rough leathers. Brown or green face makeup, tusks. Type: Humanoid Power Rating: 4 Armor: 3 (Natural) Shields: None Weapons: Short (Natural), any Melee, Rocks Abilities: Immune to Subdual (T) Immune to Death (T) Immune to Command (T) Strong (T) Thick Skinned (N) Terror (M) 1/life Fight After Death (Ex)(Ambulant) 2/Refresh Dor Un Avathar X - Scenario Monsters X - Scenario Avathar Un Dor

43 Dor Un Avathar X - Scenario Monsters 44 4 Scourge daemons appear as humanoid humanoid as appear daemons Scourge Long (Natural) Long None 6 (Natural Invulnerability) 6 (Natural Silver sash, a Tunic made of metallic gray fabric or or fabric metallic gray of made a Tunic sash, Silver Extra-Planar function.) (T) Strong (T) Strong Regeneration (T) Regeneration Immune to Command (T) Command to Immune (T) Death to Immune (T) Flame to Immune (T) Subdual to Immune Poison (ex) (self-only) 1/Life, Charge x3 Charge 1/Life, (ex) (self-only) Poison Entangle (Ex) 2 balls / Unlimited Entangle Undead Minion (M) 2/life Minion Undead Altered effect: [Holy Ground]-(Regeneration does not doesnot Ground]-(Regeneration effect: [Holy Altered in the conventional manner, but rather sent to earth on earth to on sent rather but manner, in the conventional Shields: armor is actually made of barbed wire. Scourges are are barbed Scourges of wire. made actually is armor free-willed daemons, in that they are not summoned summoned not they are in that free-willed daemons, missions given directly from their dire lords instead of of instead lords their dire from directly given missions mortal masters. Description: Power Rating: Power or ring mail armor, but on closer examination their closer examination on but armor, ring mail or fighters wearing what seems to be normal chain mail mail chain to normal be seems wearing what fighters chain mail, horns and devil and tail. horns mail, chain Garb: Type: Weapons: Vulnerabilities: Armor: Abilities: Scourge 10 May only be played by a Knight. a by be played only May The Phoenix is a legendary eagle-like bird Phoenixis a legendary The bird eagle-like Short (Natural, Magical) (Natural, Short None 6 (Natural, Ancestral) 6 (Natural, Silver sash, feathered wings and garb of red, red, of garb and wings feathered sash, Silver Legendary Beast Beneficent Large (T) Large (Ex) unlimited Heal (Ex)Resurrect unlimited Immune to Subdual (T) Subdual to Immune (T) Death to Immune (T) Command to Immune (T) Flame to Immune Sorcery to (T) Immune Power Word (M) Unlimited Word Power Flight (Ex) Unlimited Flight Mighty (T) Mighty Greater Resurrect (Ex) 4/life, Charge x10 Charge (Ex) Resurrect 4/life, Greater Aerial Superiority (T) Superiority Aerial that destroys itself in fire at the end of its five-hundred- its of at end the fire in itself destroys that Shields: Description: Requirement: Power Rating: Power orange and yellow. Flame patterns, a beak. patterns, Flame yellow. and orange Phoenix. It is a symbol of immortality and of Amtgard. of and immortality of a symbol is Phoenix. It year lifetime, and from whose ashes springs a new whose springs ashes from and lifetime, year Garb: Type: Weapons: Vulnerabilities: Abilities: Armor: Phoenix Trickster Description: Coyote. Inari. Raven. Loki. Tricksters abound in mythology and fiction. Misdirection is their tool and confusion is their goal. They are capricious, flitting from one amusement to the next with nary a care in the world. Garb: Silver sash, as per Player class, and clothing of a style that evokes one type of Trickster. Examples: a Norse themed outfit work for Loki, while one with a more Asian feel would suit Inari, the White Fox. Type: Fey Power Rating: 6 Armor: 2 (Natural Invulnerability), and as per Player Class Shields: As per Player Class Weapons: As per Player Class Abilities: Immune to Command (T) Combat Caster (T) Swift (M) Unlimited Ambulant (M) Unlimited Blink (M) 4/refresh Shadow Step (M) 2/life charge x3 Player Class (Bard 6) (T)

White Rabbit Description: From the lowest depths of Hell emerges the most fearsome creature of all: the White Rabbit! Well, it is vicious. Honest, I’m not lying. It has big teeth! Well, look at the bones! Don’t say I didn’t warn you. Garb: Silver sash, a white, furry bunny suit complete with ears. What, were you expecting something dignified? Type: Beast Power Rating: 10 Armor: 8 (Natural, Ancestral) Shields: None Weapons: Short (Natural) Abilities: Immune to Subdual (T) Immune to Death (T) Immune to Command (T) Immune to Flame (T) Immune to Sorcery (T) Strong (T) Terror (ex) 4/life, (Charge x5 while in Lair) Lair (T) Dor Un Avathar X - Scenario Monsters X - Scenario Avathar Un Dor

45 Dor Un Avathar X - Scenarios 46 Full Class Full Set a Game item representing the representing Set item a Game Each team has a control point a short a short point a control has Each team Instant at base None 5+ per team 2 Bomb Unlimited

between playing a Goblin and their chosen class at any any at their chosen class and a Goblin between playing the Bomb to the other team’s control point, at which at point, control team’s the other the Bomb to has it as goblins many as have may Teams it. touching point it will detonate and they score a point. Once a Once a point. they score and will it detonate point the their bases,to and reset all teams scored is point wins. points and detonated, considered is ball, magic it or projectile, respawning. base to and returning by point Scenario Rules: Scenario any goblin touching it dies. This does not reset the round round reset the does This not dies. it touching goblin any from doing the same to their Base. to the same doing from move the Bomb. If the Bomb is struck by any weapon, weapon, any struck the is Bomb by If the Bomb. move goblin garb available. Once per life any Player may switch switch may Player any per Once life available. garb goblin Refresh: Respawn: Players: move objective to is The the field. Bomb in the middle of 3 to Team First area. the Play of the center to Bomb resets can goblins Only area. the play of Bomb in the center or render the Bomb useless, it just kills any goblins goblins kills any just it the Bomb useless, render or opposing base, and stop the opposing Team’s goblins goblins Team’s the opposing stop base, and opposing Lives: Objective: distance away from their base. There will their base.one There Goblin from be away distance Types Best Supported: Best Types Teams: Teams goad their goblins into moving the bomb to the to the bomb moving into their goblins goad Teams Goblin Full Class Full Full Class Full Warrior

Hide a of some kind to be kind to some of a crown Hide Conversion: when the Darklord when the Darklord Conversion: Find the Control Circlet and place it on the on it place and Circlet the Control Find See how long you can hold off the off hold can you long See how Add this scenario into a larger game. a larger this scenario into Add Instant at base 50 second count at base at count 50 second 1 Player playing Skeleton. 5+ Players per 5+ Players Skeleton. playing 1 Player Darklord starts with 4 additional players on his his on players 4 additional starts with Darklord None None Work in a secondary objective that the players the players in a secondary that objective Work Scenario:

3+ Unlimited : 2 Unlimited killed, Frozen, or gain a state that cannot interact with with interact cannot that a state gain or killed, Frozen, team). The Bearer of the circlet must drop it if they are it if are they drop must of circlet the The team). Bearer their team (they will no longer attack members of that that of members attack (theytheir will team longer no the Control Circlet. This is a game item. item. Devise is a game some This Circlet. the Control team. All other players start on the opposing team. theopposing starton players All other team. has free will. If the Circlet is placed on the Skeleton’s own own the Skeleton’s on placed is the Circlet free will.has If dust. into will disappear the skeleton head, Scenario Rules: Scenario Scenario Rules: Scenario away from the teams at the start of the game. The bearer The bearer the game. the start of at the teams from away follow their orders of the bearer of the circlet, and joins joins and the circlet, of the bearer of their orders follow Skeleton’s Head. Your team wins. The Skeleton (and the (and Skeleton The wins. team Your Head. Skeleton’s method of finding it. (A Map to a hidden chest, NPCs chest, to a hidden Map it. (A finding method of game items. If nobody is bearing the circlet, the Skeleton the Skeleton bearing nobody is the circlet, If items. game Refresh: Respawn: Refresh: Respawn: Players: Players: Players: Players: of the Circlet may control the Skeleton. The skeleton will skeleton The the Skeleton. control may the Circlet of other teams will be teams) tryingother you. stop to Lives: Lives: Options: with clues, it will appear in the middle of the field after after the field in the middle of will it appear clues, with Objective: Options: Objective: 5 minutes, etc.) Have the NPC playing the Skeleton wait wait the Skeleton the NPC playing Have etc.) 5 minutes, Darklord’s army. Darklord’s the game. of the rest for team Darklord’s complete the ritual. The Skeleton is out of game until its until of game out is Skeleton The the ritual. complete casts Greater Undead Minion on a player, they the join a player, on Minion Undead Greater casts escape. to complete can Types Best Supported: Best Types Teams: Teams: Types Best Supported: Best Types Teams Control Circlet is found. is Circlet Control The Skeleton must be led back to its tomb in order to order in tomb its to must be led back Skeleton The The Darklord will him, killeventually. The Darklord all before presented as the main object or theme. object or the main as presented Destroy the Skeleton the Destroy Darklord Scenarios This section details several battlegames in which Monsters are are Monsters in This sectionwhich details several battlegames Goblin Marshes Zombie Scenario Teams try to collect the most game items from Can you hold off the zombie horde? the swamps. Teams: 2. Teams: 3+. One team is made of Goblins, the other Lives: Players have a set life pool that runs out teams are all Full-Class Players. individually. Zombie Lord has twice the normal life pool. Lives: Unlimited Once out of lives, players must wait for the next game. Respawn: Full class players - 50 second count at base. Respawn: 50 Second count at base Goblins - Instant at base. Players: 1 player starts as the Zombie Lord, with 2 Players: 5+ per team other Zombies on his team. All other players start on the Objective: Teams compete to bring Game Items from opposing team. the swamp to their Base. Game items cannot be removed Objective: Kill The Zombie Lord and his minions from a base once they are there. Teams may only control before they are the only ones left. If at any time there are one Game Item at a time. The game ends when the last no members of a team on the field or waiting to respawn, Game Item is returned to a base. The Team with the most the other team wins. Scenario Rules: Conversion: when Game Items is the winner. Optional: Reset the Game the Zombie Lord kills a player, they immediately become Items at the end of a round, and play to a set number a Zombie (but are still dead), and join the Zombie Lord’s of points. team for the rest of the game. Zombie Lord gains: Scenario Rules: Mark out three or more 20+ foot Reanimate (Unlimited): diameter Swamp zones (Water Terrain) scattered around I: “Rise and Fight Again” x5 the area. These areas can be as close together or far apart R: Touch as desired and do not have to be perfectly round nor E: Player Returns to life with all wounds healed uniform size - this is a swamp, after all. Place a Game L: Only usable on Zombies.” Item (flag, chests, boulder, small child, etc.) in the center Options: Players only become a zombie for one life. of each zone. For games with more than 10 players on a Zombies can be cured, allowing them to change teams. team, or that cover a lot of ground, consider using Very Refresh: None Heavy Objects (Minimum of 30lbs) instead. Types Best Supported: Full Class. Options: In the Goblin Marshes, any player (Goblin or Questor) who returns a Game Item to their Base is Good vs. Evil granted the Aquatic trait for the remainder of that Life. Teams: 2 Refresh: Every 30 minutes. Lives: Each Captain has a 5 life pool that runs out Types Best Supported: Full Class. individually. All other players have unlimited lives. Respawn: Groups of three or more at base Players: 5+ per team Objective: Shatter (run out of lives) the Captain of the opposing team. Scenario Rules: One player per team must be declared the captain before the game. One Captain is an Angelic Hero, the other is a Death Knight. When one captain runs out of lives, the other team wins. Refresh: None Types Best Supported: All Kill the Big Bad Monster Teams: 3+ Lives: Unlimited Respawn: Instant at base Players: 5+ per team Objective: Be the team that lands the killing blow on the Big Bad Monster. Scenario Rules: Pick a high PR Scenario Monster, put it in a Lair, gate the entrance to the lair somehow. (The players must go on a quest to find the key, the Big Bad opens the gate after a certain number of his minions have been killed, Etc.) Refresh: 30 mins Types Best Supported: All Dor Un Avathar X - Scenarios Avathar Un Dor

47 Dor Un Avathar X - Index 48 Page 33 34 34 35 35 36 36 36 30 30 31 31 32 32 32 33 26 27 27 28 28 29 29 Beast Humanoid Beast Beast Beast Beast Humanoid Humanoid Humanoid Humanoid Humanoid Beast Humanoid Humanoid Beast Beast Humanoid Humanoid Fey Undead Undead Undead Undead Type 5 5 5 5 Level 6 6 6 3 3 3 3 3 2 2 2 2 4 1 1 1 1 1 1 Satyr Scalor Skeleton Skirit DeadlySlime, GiantSpider, Name Raptor Medusa Minotaur Mummy Lepus Lizardman Zombie Orc Ursinid Troglodyte Troll Werewolf Wolf Wyvern Yeti Vampire Page 9 9 22 22 23 23 24 24 25 25 26 20 20 21 21 21 22 17 18 18 19 19 13 14 14 15 15 16 16 17 10 10 10 11 11 12 12 13 Humanoid Beast Humanoid Humanoid Beast Beast Humanoid Botanical Beast Humanoid Humanoid Humanoid Humanoid Beast Humanoid Beast Beast Beast Beast Beast Humanoid Fey Fey Fey Fey Fey Fey Fey Extra-Planar Extra-Planar Extra-Planar Extra-Planar Extra-Planar Extra-Planar Extra-Planar Extra-Planar Undead Undead Undead Type Animation Animation Animation Animation Animation Animation 5 5 5 5 5 5 Level 6 6 6 6 6 6 6 6 6 3 3 3 3 3 2 2 2 2 4 4 4 4 4 4 4 1 1 1 1 1 1 1 Name Harpy Hell-Hound War Horse, Halfling Banshee Basilisk Bear Prey of Bird Boar Brownie Kitsune Infernal Infernal Fairy Lair Guardian Elemental, Water Elf Mass Entangling Elemental, Air Elemental, Earth Elemental, Fire Descendant Dryad Dwarf Cat, Great Catperson Celestial Avenger Centaur BeastCorrosive Giant, Hill Gnome Goblin Gremlin Griffin Gargoyle Ghost Ghoul Giant, Fire Giant, Frost Monster Listing By Name Listing By Monster Automaton Index Monster Listing By Level Name Level Type Name Level Type Brownie 1 Fey 11 Zombie 3 Undead 36 Catperson 1 Humanoid 12 Centaur 4 Fey 13 Fairy 1 Fey 18 Entangling Mass 4 Botanical 18 Giant, Hill 1 Humanoid 21 Gargoyle 4 Beast 19 Goblin 1 Humanoid 22 Giant, Fire 4 Humanoid 20 Gremlin 1 Humanoid 22 Giant, Frost 4 Humanoid 21 Horse, War 1 Beast 24 Hell-Hound 4 Extra-Planar 24 Lepus 1 Humanoid 26 Beast Lizardman 1 Humanoid 27 Lair Guardian 4 Animation 26 Scalor 1 Humanoid 30 Spider, Giant 4 Beast 32 Skirit 1 Humanoid 31 Basilisk 5 Beast 10 Troglodyte 1 Humanoid 32 Corrosive Beast 5 Beast 14 Yeti 1 Beast 36 Ghost 5 Undead 19 Cat, Great 2 Beast 12 Ghoul 5 Undead 20 Dwarf 2 Humanoid 15 Griffin 5 Beast 22 Gnome 2 Fey 21 Kitsune 5 Fey 25 Harpy 2 Humanoid 23 Slime, Deadly 5 Beast 32 Minotaur 2 Humanoid 28 Troll 5 Humanoid 33 Satyr 2 Fey 30 Vampire 5 Undead 34 Unicorn 2 Beast 33 Wyvern 5 Beast 36 Wolf 2 Beast 35 Automaton 6 Animation 9 Bear 3 Beast 10 Banshee 6 Undead 9 Bird of Prey 3 Beast 10 Celestial Avenger 6 Extra-Planar 13 Boar 3 Beast 11 Elemental, Air 6 Extra-Planar 15 Animation Dryad 3 Fey 14 Elemental, Earth 6 Extra-Planar 16 Halfling 3 Humanoid 23 Animation Orc 3 Humanoid 29 Elemental, Fire 6 Extra-Planar 16 Raptor 3 Beast 29 Animation Skeleton 3 Undead 31 Elemental, Water 6 Extra-Planar 17 Animation Ursinid 3 Humanoid 34 Elf 6 Fey 17 Infernal 6 Humanoid 25 Descendant Medusa 6 Humanoid 27 Mummy 6 Undead 28 Werewolf 6 Beast 35 Dor Un Avathar X - Index Avathar Un Dor

49 Dor Un Avathar X - Index 50 Phoenix Lair Guardian Gremlin Hero Angelic Fire Elemental, Serpent Feathered Dragon, Goblin Automaton Avenger Celestial Griffin Descendant Infernal Banshee Lindworm Dragon, Basilisk Giant Spider, Centaur Entangling Mass Dryad

Sid Silver Swift Narsog Renna Reynen LillywinksRunestone Zsadist Mihr Quiet

Gnome Greenman Halfling Ogre Orc Scourge Trickster Ursinid Zombie Hydra Lich Oaken Raptor Medusa Mummy Troll Brownie Deva Ghost Minotaur Elf Tiril William CloseWilliam

Lizard Man Catperson Corrosion Beast Elemental, Water Elemental, War Horse, Bear Skeleton Darklord Bird of Prey Western Dragon, Slime, Deadly White Rabbit Boar Ghoul Gargoyle Cat, Great Dragon, Eastern Dragon, Deathknight Fairy Giant, Fire Frost Giant, Hill Giant, Elemental, Air Elemental, Earth Elemental, Greystoke Julian and Hawks Hawks Bloodmoon Lucia Dragoneye Frenzy Esselia Eisley Darkjester Denah Matthew Greystoke Julian Casca Bronze” “Brawny Talbott Christopher Graileon Wolf Scalor Yeti Lepus Nosferatu Troglodyte Vampire Unicorn Kitsune Skirit Dwarf Harpy Hellhound Werewolf Wyvern Satyr Art credits Art Atheris