Monsters
Table of Contents
Primary Item (H2)

Crea­tures, ene­mies, and the rules cor­re­spond­ing them.


Mon­sters die dif­fer­ent­ly. They have a vital­i­ty stat that depletes when they are wound­ed, los­ing points equal to wound severity—1, 2, or 3 per hit. They suf­fer malus per their malus stat every X vital­i­ty lost. At 0 vital­i­ty, they die. 6-dam­age wounds kill instant­ly.

Mon­sters have unique hit loca­tion charts. Chart­ed body areas fea­ture their armor and the wound effects caused by hit­ting them; these are list­ed in ital­ics and occur if the mon­ster’s wound resist roll fails (For­ti­tude - sever­i­ty.) Sever­i­ty 1 wounds incur no effects.

Wound effects are not stress­es. Some are sim­i­lar to the wound effects expe­ri­enced by cut­ters. They include:

daze robs the mon­ster of its next action. 2 daze = knock­out
stag­ger grants an edge to attack­ers. 2 stag­ger = knock­down
knock­down mon­ster falls down. 
knock­out mon­ster falls uncon­scious, rolls For­ti­tude every turn to wake

Peo­ple nev­er have a vital­i­ty stat. They die com­plex­ly, as cut­ters do. This can make them more dan­ger­ous.

on statblocks

The more inhu­man or excep­tion­al an ene­my is, the more it breaks the rules. These diver­gences makes them faster for you to run and more unpre­dictable to the cut­ters fac­ing them.

Some ene­mies:

  • Don’t roll to hit. “No atk roll” attacks can’t be aimed at body areas.
  • React dif­fer­ent­ly to your defens­es, forc­ing wise reac­tions. Some defens­es are more effec­tive than oth­ers. Oth­ers less so.
  • Act unpre­dictably and more often in the ini­tia­tive order.

Guide for read­ing stat­blocks:

  • “✓” means “suc­cess”
  • Every­thing after the “:” describes an attack­’s hit effect
  • [Brack­et­ed] text described how defens­es inter­act with an attack.
  • Reach mat­ters. Oppo­nents with supe­ri­or reach get an edge when defend­ing.
  • Ene­mies can block, dodge, and coun­ter­at­tack like cut­ters. Their block stat is equal to their main weapon’s dam­age stat.
  • Ene­mies can abuse the same edges as cut­ters.
  • Ene­mies die when they suf­fer death and dis­mem­ber­ment.

Amoeba

Mono­cel­lu­lar slimes. A com­mon sub­ter­ranean nui­sance. Amoe­bas advance blind­ly, attempt­ing to sub­sume life, dan­ger­ous in their sin­gle­mind­ed­ness and inci­den­tal stealth. Eas­i­ly evad­ed, but eas­i­ly stum­bled upon. Most amoe­ba species ambush at close range, pre­fer­ring to drop on tar­gets’ heads.

Top­ic: Mon­sters -2: Griseat­ic amoe­bas, AKA grey slimes. Com­mon in climes nat­u­ral­ly rich in griso­date salt, name­ly around the Bay of Grey. These slimes absorb nutri­ents from oth­er life­forms by par­tial­ly or ful­ly engulf­ing them in their cel­lu­lar mem­brane.

griseatic amoeba

A sil­very-grey blob one-half meter high. Lurch­es along, pro­pelled by the lurch-and-drag of pseudopo­dia burst from bub­bling blebs that roam over the cel­lu­lar exte­ri­or.
actions
2
 

reac­tions

0
 

vital­i­ty

8
 

malus

n/A
 

Base skill

2
 

agili­ty

2
Speed 4

Sub­tle­ty

8
 

Per­cep­tion

4
 
Baro­met­ric senseBlind, sens­es spa­tial changes with­in 20 m;
phago­cy­tot­icinflicts 1 drain stress on touch;
blob anato­myimmune to knock­down and stag­ger;
Sim­ple lifeImmune to malus and pain;
Sur­face ten­sionTakes ½ dam­age from pierc­ing.
armornone
engulfNo atk roll, [Dodge✓ avoids]: Grabs tar­get + 1 drain stress; Might -2 to escape. Pen. increas­es by -2/turn. At -8, begin drown­ing. +1 drain stress per round grabbed;
hit loca­tionsblob
tac­ticsRolls slow­ly towards digestible tar­gets, attempt­ing to sub­sume them. Does not defend.
loot 1 blob car­cass (can be dis­tilled into com­mon salts and griso­date with Chem­istry;)

Top­ic: Mon­sters -2: Chalk­stone amoe­bas, AKA col­loid amoe­bas or smoth­er­stone. Infa­mous adver­sary of sub­ter­ranean explor­ers. Filled with min­er­als eat­en off cave walls, they exhib­it shear thick­en­ing, hard­en­ing, impe­ri­ous to dam­age when struck. They are attract­ed to move­ment, espe­cial­ly to breath­ing, which they can sense at dis­tance, attempt­ing to enve­lope the source. Infa­mous for suf­fo­cat­ing sleep­ers in deep caves.

chalkstone amoeba

Knee-high blob of milky stone. Con­trolled sheer-thick­en­ing allows it to flow at will but hard­en when struck.
actions
1
 
reac­tions
0
 
vital­i­ty
6
 
malus
n/A
 
Base skill
2
 
agili­ty
2
Speed 4
Sub­tle­ty
6
 
Per­cep­tion
6
 
Baro­met­ric senseblind; sens­es spa­tial changes with­in 20 m;
Sheer thick­en­ingarmor deac­ti­vates when salt­ed;
blob anato­myimmune to knock­down and stag­ger;
Sim­ple lifeimmune to malus and pain;
armor reac­tive hard­en­ing (8|6 every­where;)
sub­sumeNo atk roll: Occurs dur­ing move­ment; [Dodge✓ avoids] Grabs tar­get; [grabs block­ing and coun­ter­ing weapons]; Might -2 to escape. Pen. increas­es by -2/turn. At -8, begin drown­ing.
tac­ticsOozes towards foes, attempt­ing to digest. Does not defend.
hit loca­tionsblob
lootnone. Col­laps­es into milky thin white mud when killed.

corrosive amoeba

Half meter-tall droplet of jel­ly com­pli­cat­ed with translu­cent organelles. Exudes con­cen­trat­ed acid when hun­gry, caus­ing surfaces—and flesh—to bub­ble, black­en, and fume.
actions
1
 
reac­tions
0
 
vital­i­ty
6
 
malus
n/A
 
Base skill
2
 
agili­ty
2
Speed 4
Sub­tle­ty
8
 
Per­cep­tion
6
 
Baro­met­ric senseBlind, sens­es spa­tial changes with­in 20 m;
Cor­ro­siveWeapons that strike the amoe­ba gain 1 wear;
blob anato­myimmune to knock­down and stag­ger;
Sim­ple lifeImmune to malus and pain;
Sur­face ten­sionTakes ½ dam­age from pierc­ing.
armornone
lurchNo attack roll, occurs in course of move­ment, 1 tar­get: 2–3 body areas burn at inten­si­ty 1d6. If armored: Armor absorbs first burn, then breach­es. Expires after 2 burn stress or when washed off.
hit loca­tionsblob
tac­ticsRolls slow­ly towards digestible tar­gets. Does not defend.
loot 1–2 units of amoe­ba acid ( if killed with blud­geon­ing dam­age and har­vest­ed with Dis­sec­tion + rel­e­vant equip­ment.

beastman

Prop­er­ly known as ekheinum, beast­men are the ter­ri­to­r­i­al sor­cer­er-min­ions of Idra. They are robust humanoid brutes with deer or elk-like heads full of human teeth. Their yel­low eyes gleam with a vul­gar approx­i­ma­tion of sapi­ence dri­ven by dom­i­nance, the rut, and appalling dis­plays of ter­ri­to­r­i­al vio­lence.

Num­ber appear­ing: 2d4+2 beast­men, if orga­nized. Equal parts does and stags. If found on patrol: 1d6+2.

beastman stag

An antlered wild­man. Snort­ing. Chest heav­ing. Eyes wet and rolling in a deer’s head. Gory incisors bared in an insane gri­mace unbe­long­ing a stag. Six-point rack rusty with gore. Nude flesh tanned and anoint­ed with daubed swirls. Stink­ing of eager musk.
actions
2
 
reac­tions
2
 
vital­i­ty
12
 
malus
EVERY 2
Base skill
6
 
agili­ty
6
Speed 8
Per­cep­tion
8
 
ani­malinflicts dirty wounds;
bru­tal for­ti­tudecan resist 6+ dam­age wounds at -3; los­es only 3 vital­i­ty if suc­cess­ful;
armor(none;)
thrown javelin+6 to hit, range 14 m [dodge @ -2]: 1d4+3 S + 2 speed penal­ty if embed­ded in tar­get or their shield ;
upper­cut swingNo atk roll, reach 1 m [block @ -2]: 1d4+2 B;
wide swingNo atk roll, reach 1 m [dodge @ -2]: 1d4+2 B;
grab+6 to hit, reach 0: Grab [dodge✓ to avoid];
biteNo atk roll, reach 0, only vs grabbed tar­get: 1d4+2 s;
gore No attack roll, reach 1 m [dodge @ -2]: 1d4+2 P + extra impale stress if sever­i­ty 3 not resist­ed;
hit loca­tions1d8
1. antlers max 1 vital­i­ty loss
2. head, daze or stag­ger
3. neck,
4. arm, dis­arm
5. chest,
6. abdomen; stag­ger
7. leg; stag­ger
8. weapon; destroys held or car­ried weapon
tac­ticsEager to charge. If wound­ed bad­ly, wres­tles, attempt­ing to bite foe to death or throw them. Dodges or blocks. Coun­ter­at­tacks weak­ened foes with gore. Gores if out of weapons.
lootjavelin, war­club

bat

Large bat species are a com­mon nui­sance in aban­doned cas­tles and moun­tain val­leys. They are a com­mon reser­voir of dis­eases, which they are immune to but read­i­ly spread to oth­er mam­mals. Gul­ly bats in particular—AKA Bal­tese moun­tain bats—are ter­ri­to­ri­al­ly aggres­sive and car­ry a bat­tery of sick­ness­es.

Dis­eases: Con­tact with gul­ly bats risks ague, blight, or split­ting sick­ness.

Num­ber appear­ing: Gul­ly bats live in small colonies of 6–12 ani­mals. The males depart the roost to raid intrud­ers (1d6+2 bats.)

Gully bat

A gib­bon-faced brown mega­bat with seashell ears and a prodi­gious 2-meter wingspan. Silent wings betrayed by fre­quent echoic clicks.
actions
2
 
reac­tions
2
 
vital­i­ty
6
 
malus
EVERY 2
Base skill
6
 
agili­ty
8
Speed 10
Sub­tle­ty
8
 
Per­cep­tion
12
 
ani­malinflicts dirty wounds;
air­bornecan move in three dimen­sions;
echolo­ca­tionper­fect spa­tial sens­es with­in 100 m;
wingedif stag­gered, falls prone and drops to ground;
armor(none;)
fly­byNo atk roll, reach 0, only while air­borne, occurs dur­ing move­ment: [defend @ -2] 1d4+2 S [1d4+1 vs counter] + shove 1 m [no shove if dodge✓] + expo­sure to dis­ease;
biteNo atk roll, only on ground, reach 0: 1d4+1 P [1d4 if counter] + expo­sure to 1 dis­ease;
tac­ticsTer­ri­to­r­i­al. Attempts to shove oppo­nents off ledges. Dodges read­i­ly. Breaks off attack if oppo­nents flee ter­ri­to­ry.
hit loca­tions 1d4:
1. head, stun
2. body
3. wing arm, stag­ger
4. wing patag­ium. max 1 vital­i­ty loss
lootbat spleen w/ 1d8 trace salts (extractible with Dis­sec­tion.)

centipede

All cen­tipede species are poi­so­nous. Large species are heat sen­si­tive, a trait they use to hunt down sub­stan­tial­ly larg­er prey.

Top­ic: Mon­sters -2: False-carmine cen­tipedes are com­mon arthopods found in sandy areas. Their bril­liant red col­or indi­cates matu­ri­ty and cor­re­sponds with the full devel­op­ment of their ven­om glands. Despite this col­or, the cen­tipedes are not a source of carmine dye; the red fades in their tis­sues short­ly after death. Their poi­son, how­ev­er, while not potent, keeps indef­i­nite­ly.

false carmine centipede

A meter-long hook-fanged cen­tipede with six­ty long, seething legs. It’s cara­pace is stark red and striped at each seg­ment with fleshy grey-yel­low joints.
actions
2
reac­tions
2
 
vital­i­ty
4
 
malus
every 1
 
Base skill
4
 
agili­ty
5
speed 7
might
2
 
sub­tle­ty
6
 
ani­malinflicts dirty wounds;
sticky feettra­vers­es walls and ceil­ings;
armorcara­pace (2|1 every­where;)
poi­son biteno atk roll, reach 0; 1d4 P + 1 Poi­son per dan­ger round until resist­ed with Immu­ni­ty (1 resist roll per round) [dodge✓ or block✓ avoids];
hit loca­tions1d4
1: Head, instant death
2: Body
3–4: Legs, max 1 vital­i­ty loss
tac­ticsbites attack­ers and leaves, hop­ing for the poi­son to do its work;
lootx2 ven­omous for­cip­ules (extractable with dis­sec­tion @ +2;)

crab

Large species of crab are endem­ic Coast-wide, and near­ly all of the are edi­ble.

man-crab

A prodi­gious red-orange spi­der crab held offen­sive­ly aloft on slen­der legs, its bul­bous eye stalks near­ly head-high. Two shear-like claws pinch pen­sive­ly at the air on quick, lengthy arms.
actions
2
reac­tions
2
 
vital­i­ty
6
 
malus
every 2
 
Base skill
4
 
agili­ty
5
speed 7
per­cep­tion
3
 
sub­tle­ty
6
 
ani­malinflicts dirty wounds;
dual cir­cu­la­tionbreathes in water or air;
armorcara­pace (2|2 every­where;)
snipno atk roll, reach 1.5 m: 1d4+1 S [1d4 vs counter, grabs weapon vs block];
pinch+4 to hit, reach 1.5 m: 1d4 B + grab [dodge✓ to avoid, grabs weapon vs block];
hit loca­tions1d6
1: Cephalotho­rax (2|2,) instant death
2: Cara­pace (2|2)
3: Arm (2|2,) releas­es 1 grab
4: Pleon (2|2,)
5–6: Legs (2|2,) stag­ger
tac­ticspicks apart oppo­nents, grab­bing then pinch­ing. blocks with claws;
loot3d4 units crab meat (com­pli­ments but­ter, extractible with butch­ery;)

lemure

Spir­its, they say. Lemures shirk sun­light, pre­fer­ring sea­caves, abbat­toirs, and moon­light fish­mar­kets. They are scav­engers, but may attack oppor­tunis­ti­cal­ly if pestered.

lemure

A heap of innards. Redo­lent of raw blood. Kid­neys, pan­creas­es, stom­achs, and oth­er offal assem­bled into a lurch­ing, moan­ing cor­pus. It crawls on arms of large bow­el and strikes with ten­ta­cles of dart­ing intes­tine, ends ringed in lam­prey teeth.
actions
2
 
reac­tions
0
 
vital­i­ty
9
 
malus
EVERY 3
Base skill
4
 
agili­ty
2
Speed 4
Immu­ni­ty
6
 
Per­cep­tion
3
 
bone­lesstakes ½ dam­age from blud­geon­ing;
ungain­lycan­not dodge, can­not block;
spoil­inginflicts dirty wounds;
wetnot eas­i­ly set on fire;
armorlay­ered offal (2|1;)
strikeNo atk roll, reach 1: 1d4 gut-ten­ta­cles grab tar­get [1d4 - 1 vs counter; dodge✓ avoids];
bur­rowNo atk roll, only vs ten­ta­cle-grabbed tar­get: 1d4+2 P per grab­bing ten­ta­cle + expo­sure to fat rot or ague;
stom­ach acid+4 to hit, range 6 m [dodge @ -2]: 2 con­tigu­ous body areas begin burn­ing (d8) [dodge✓ avoids];
tac­ticsSim­plis­tic. Gangs up on tar­gets, try­ing to wrig­gle inside their rib cages and abdomens, aim­ing to punc­ture the aor­ta or heart.
hit loca­tions 1d4:
1–2. cor­pus
3. gut ten­ta­cles, releas­es 1 grab
4. bow­el legs
lootlemure car­ti­lage (extractable with Dis­sec­tion)

Rare, healthy lemures acquire the abil­i­ty to cob­ble skele­tal mus­cle into their bor­rowed physiques, mak­ing them larg­er, more struc­tural­ly dis­tinct, and vast­ly strong. These “carnous” lemures are not squea­mish like their less­er brethren: They brachi­ate about on crude arms, will­ful­ly attack­ing livestock—and people—for their infe­ri­ors to scav­enge.

carnous lemure

A gigan­tic tor­so and clubbed arms assem­bled from entrails and mas­sive sides of meat. Mar­bled with spoil­ing fat, undu­lat­ing with a clot­ted pulse, wrig­gling with bit­ing intesti­nal cil­ia.
actions
3
 
reac­tions
0
 
vital­i­ty
12
 
malus
EVERY 3
Base skill
8
 
agili­ty
2
Speed 4
Might
10
 
Per­cep­tion
4
 
bone­lesstakes ½ dam­age from blud­geon­ing;
largerep­re­sent­ed by a 2x2 m square if on grid;
meat­bagcan­not be killed instant­ly;
uncon­cernedcan­not defend;
spoil­inginflicts dirty wounds;
wetnot eas­i­ly set on fire;
armorlay­ered mus­cu­la­ture (3|2;)
slamNo atk roll, reach 2 [defend @ -2]: 1d4+3 B [1d4+4 vs counter];
tram­pleNo atk roll, occurs dur­ing move­ment, tar­gets all in path [defend @ -2]: 1d4+3 B [1d4+4 vs block or counter] + knock­down [stag­ger if dodge✓] + grabbed tar­gets are dragged along;
ten­ta­cle burstNo atk roll, tar­gets all behind, reach 1: 1d6 gut-ten­ta­cles grab tar­get [1d6 - 2 vs counter; dodge✓ avoids];
bur­rowNo atk roll, free every turn, only vs ten­ta­cle-grabbed tar­get: 1d4+2 P per grab­bing ten­ta­cle + expo­sure to fat rot or ague;
tac­ticsUnin­hib­it­ed. Tram­ples oppo­nents massed in front, ten­ta­cle bursts those behind. Will die to pro­tect small­er lemures.
hit loca­tions 1d6:
1–2. cor­pus
3. gut ten­ta­cles, releas­es 1 grab
4–5. arm
6. innards
lootlemure car­ti­lage (extractable with Dis­sec­tion)

mandrake

A par­a­sitic humano-assump­tive pro­to­car­ni­vore. The man­drake roots in human brains, lat­er pilot­ing the corpse to seek out fer­til­iz­ing flesh. Its weapon is a ultra­son­ic cry, lethal at close range.

Defend­ing against the man­drake’s cry

Sim­ple hear­ing pro­tec­tion (wax or corks in ears) lets you ignore the first effect of every cry. Advanced hear­ing pro­tec­tion (iso­la­tion suit, shoot­ing muffs, being deaf) allows you ignore the first 2.

mandrake

A corpse pale and dirty as a turnip. Its fin­gers tat­tered from dig­ging, its ruined cra­ni­um home to a broad-leaf plant with thick, wav­ing stems. Roots curl through the eyes and mouth like pota­to sprouts.
actions
2
1 attack
reac­tions
0
 
vital­i­ty
12
 
malus
every 3
 
Base skill
5
 
agili­ty
2
Speed 4
for­ti­tude
6
 
might
6
 
mechanosen­si­tive“sees” with­in 20 m by vibra­tional sense;
weak­nessmay be killed by sev 3 blows to head;
armor ensoiled husk (2|1 every­where but head)
ultra­son­ic cry Hits all with­in 30 m.
  • with­in 30 m: Suc­ceed Fort. -2 or 1 suf­fer one from d4 list below;
  • with­in 20 m: 1 from table + Suc­ceed Fort. -4 or suf­fer anoth­er
  • with­in 10 m: 1 from table + Suc­ceed Fort. -4 or suf­fer 2 more
  • 1 tar­get w/in 2 meters: 2 from table + Suc­ceed Fort. -6 or suf­fer 1d4+1 b to skull. Bypass­es armor. Can be dodged. Requires LoS.
(1–2:) 1 pain stress; (3:) Stag­ger (4:) 1 Stun stress
blud­geonno atk roll, only on stag­gered tar­get: 1d4+1 B
hit loca­tions1d6
1. head, death on unre­sist­ed sev 3 blow
2. neck,
3. arm,
4. chest, stag­ger
5. abdomen; stag­ger
6. leg; stag­ger
tac­ticsAdvances, cry­ing repeat­ed­ly, attempt­ing to dis­able a tar­get before exe­cut­ing them with a point-blank cry or phys­i­cal blow.
lootman­drake root (1#)

gruesome mandrake

A soil-encrust­ed black skele­ton, odd­ly upright. From its frag­ment­ed skull bursts a hairy tuber crawl­ing with pale sprouts and a shock of dark broad leaves like bur­dock.
actions
3
1 cry
reac­tions
2
 
vital­i­ty
6
 
malus
n/A
 
Base skill
5
 
agili­ty
4
Speed 6
sub­tle­ty
6
 
mechanosen­si­tive“sees” with­in 20 m by vibra­tional sense;
plagueSuf­fers 1d4 vital­i­ty loss from griso­date;
skele­talsuf­fers vital­i­ty loss only from unre­sist­ed sev. 3 wounds;
weak­nesssev. 3 blows to head may dis­able cry;
armor none, mere­ly bones
ultra­son­ic cry Hits all with­in 30 m.
  • with­in 30 m: Suc­ceed Fort. -2 or 1 suf­fer one from d4 list below;
  • with­in 20 m: 1 from table + Suc­ceed Fort. -4 or suf­fer anoth­er
  • with­in 10 m: 1 from table + Suc­ceed Fort. -4 or suf­fer 2 more
  • 1 tar­get w/in 2 meters: 2 from table + Suc­ceed Fort. -6 or suf­fer 1d4+1 b to skull. Bypass­es armor but can be dodged. Requires LoS.
(1–2:) 1 pain stress; (3:) Stag­ger (4:) 1 Stun stress
blud­geonno atk roll, only on stag­gered tar­get: 1d4+1 B;
hit loca­tions1d6
1. head, unre­sist­ed sev. 3 blows dis­able cry
2. neck,
3. arm,
4. chest, stag­ger
5. abdomen; stag­ger
6. leg; stag­ger
tac­ticsAdvances, cry­ing repeat­ed­ly, attempt­ing to dis­able a tar­get before exe­cut­ing them with a point-blank cry or a phys­i­cal blow. Coun­ters, only dodg­ing longer weapons.
lootman­drake root (1#,) 1d4-2 pla­galiths (requires Dis­sec­tion roll.)

manticore

Sor­cer­ous ter­ror units. Sus­tained by sor­cer­ous half-life, but infa­mous for a habit of devour­ing human prey. Hunger dri­ves them. Hunger unre­al, inca­pable of sati­a­tion. Many heraldic myths con­fuse lions with man­ti­cores, attribut­ing to the big cats a delib­er­ate vicious­ness and hate­ful demeanor unearned.

spinate Manticore

A maneater. Its moon-faced head heavy on a bulging neck; shark-tooth rows in a cres­cent mandible gap­ing wide as a human skull. Its lio­n­ine body hol­low-bel­lied and hyper­pla­sic, mus­cled and starved; armored in a mane and low coat of dense metal­lic spines. Its tail is ver­te­bral, cord­ed, tapered to a pom-pom tuft of steel quills. Its affect is mis­er­able, hun­gry; its xan­th­ic gaze lead­en with hate.
actions
3
1/turn
reac­tions
3
 
vital­i­ty
15
 
malus
EVERY 5
Base skill
8
 
agili­ty
8
Speed 10
Immu­ni­ty
6
 
might
10
 
bio­met­al hideignores first 2 burns/round;
durablesuf­fers death and dis­mem­ber­ment at 8 dmg, not 6;
pow­er­fulmove­ment uncon­strained by grabs or grab­bing;
seethinggets a turn on 9, 6, and 3;
armorcaul­dron-cured skin (3|2 face,) iron bris­tles (4|3 every­where else;)
swipeNo atk roll, reach 1 [defend @ -4]: 1d4+4 S [1d4+3 vs block] + stag­ger [avoid if dodge✓];
biteNo atk roll, only vs stag­gered, reach .5: 1d4+4 P + extra Impale stress [avoid if dodge✓];
throw quills+8 to hit, 1 free/turn, range 8 [defend @ -4]: x2 1d4+2 P + man­ti­core poi­son;
tail maceNo atk roll, tar­gets all behind, reach 3 [defend @ -4]: 1d4+4 P + man­ti­core poi­son;
Man­ti­core poi­son: Quill wounds that pierce skin apply poi­son. Roll Immu­ni­ty -4 to resist. Fail­ure: 2 Poi­son stress, -1 Agili­ty.
tac­ticsOut­ra­geous shock troop. Eager­ly fin­ish­es staggered/downed oppo­nents with bites (abus­ing edges.) Launch­es quills pro­lif­i­cal­ly, hop­ing to slow foes with poi­son. Only coun­ter­at­tacks. Fights to the death.
hit loca­tions1d8
1. head (3|2,) stun
2. spiny maned neck (4|3,) 1d4 dmg. to atkr if reach <1 m
3–4. fore­leg (4|3,)
5. tor­so (4|3,)
6. abdomen (4|3,) stag­ger
7. leg (4|3,) stag­ger
8. spine tail (4|3,) dis­ables throw quills for 1 round
loot1d6 units man­ti­core poi­son (extractible with Dis­sec­tion.)

plague

bloated grue

White teeth in a black leather face. A body fetid and leak­ing; swollen and bruised, gush­ing liq­ue­fac­tion. The flesh is extra­ne­ous: It splits under blows. Putrid armor for the plague with­in.
actions
3
2 attacks
reac­tions
2
 
vital­i­ty
6
 
malus
n/A
 
Base skill
5
 
agili­ty
3
Speed 5
for­ti­tude
4
 
per­cep­tion
2
 
dis­easedinflicts dirty wounds;
plagueSuf­fers 1d4 vital­i­ty loss from griso­date;
skele­talsuf­fers vital­i­ty loss only from unre­sist­ed sev. 3 wounds
scut­tlingno dif­fer­en­ti­a­tion or penal­ty for prone vs. stand­ing.
vital bone50% resis­tance to pierc­ing and slash­ing dmg.;
armorrot­ting husk (2|1 every­where but head)
strikeno atk roll, reach 0: 1d4+2 B [1d4+1 vs counter];
biteno atk roll, reach 0: 1d4+2 P [1d4+3 vs counter];
grab+5 to hit, reach 0: Grab [dodge✓ to avoid];
grave water vom­itfree on grab: Expo­sure to dis­ease;
hit loca­tions1d6
1. head (2|1,) dis­ables bite
2. neck (2|1)
3. arm (2|1)
4. chest (2|1)
5. abdomen (2|1,) stag­ger
6. leg (2|1,) stag­ger
tac­ticsStrike, grab, then bite humans. Strike all oth­ers. Coun­ter­at­tacks, only dodg­ing longer weapons.
loot1d4-2 pla­galiths (requires Dis­sec­tion roll.)

skeletal grue

A human skele­ton stained and dri­ven to mind­less vio­lence by black plague. Bereft of life’s flesh, reduced to twitch­ing gris­tle and bones. Hit­ting it is like smash­ing a box spring mat­tress: The bones spring back, con­nect­ed by the wiry lig­a­ments of plague. 
actions
3
2 attacks
reac­tions
2
 
vital­i­ty
6
 
malus
n/A
 
Base skill
5
 
agili­ty
5
Speed 7
for­ti­tude
2
 
might
6
 
per­cep­tion
6
 
sub­tle­ty
7
 
dis­easedinflicts dirty wounds;
plagueSuf­fers 1d4 vital­i­ty loss from griso­date;
skele­talsuf­fers vital­i­ty loss only from unre­sist­ed sev. 3 wounds
scut­tlingno dif­fer­en­ti­a­tion or penal­ty for prone vs. stand­ing.
vital bone50% resis­tance to pierc­ing and slash­ing dmg.;
armornone
strikeno atk roll, reach 0: 1d4+2 B [1d4+1 vs counter];
biteno atk roll, reach 0: 1d4+2 P [1d4+3 vs counter];
grab+5 to hit, reach 0: Grab [dodge✓ to avoid];
hit loca­tions1d6
1. head, dis­ables bite
2. neck,
3. arm,
4. chest,
5. abdomen, stag­ger
6. leg, stag­ger
tac­ticsgrabs, then bite humans. Strike all oth­ers, or when lack­ing a head. Coun­ter­at­tacks, only dodg­ing longer weapons.
loot1d4-2 pla­galiths (requires Dis­sec­tion roll.)

ragwretch

swaddled wretch

Two red pin­pricks in the dark. Wet shin­ing fangs. A killer with spindly horns swad­dled in filthy shred­ded cloth mat­ted with dirt and dead skin. Lean and hun­gry, its bel­ly sunken, its claws grop­ing and eager.
actions
2
reac­tions
2
 
vital­i­ty
12
 
malus
every 3
 
Base skill
4
 
agili­ty
6
speed 8
per­cep­tion
6
 
sub­tle­ty
8
 
filthyinflicts dirty wounds;
infrav­i­sionmono­chrome night vision. high­lights warm life;
keen nosecan smell tar­gets through walls;
pho­to­pho­biabright light caus­es 1 malus;
armornone
bite+4 to hit, only when grap­pling: [-2 to defend] 1d4+2 P
shankno atk roll, reach 1: 1d4+3 P [1d4+2 vs block]
swipeno atk roll, reach 1: 1d4+2 S [1d4+3 vs dodge]
Self bow+4 to hit, range 20 m: 1d6 P
hit loca­tions1d6
1. head, daze
2. neck,
3. arm, dis­arm
4. chest,
5. abdomen, stag­ger
6. leg, stag­ger
tac­ticseager for the fray. Apt to loose a sin­gle arrow before melee. Defense pat­tern: Dodges glee­ful­ly.
lootsickle/handaxe/bale hook, bow, wood­en mask, con­tex­tu­al loot.

swaddled wretch

Two red pin­pricks in the dark. Wet shin­ing fangs. A killer with spindly horns swad­dled in filthy shred­ded cloth mat­ted with dirt and dead skin. Lean and hun­gry, its bel­ly sunken, its claws grop­ing and eager.
actions
2
reac­tions
2
 
vital­i­ty
12
 
malus
every 3
 
Base skill
4
 
agili­ty
6
speed 8
per­cep­tion
6
 
sub­tle­ty
8
 
filthyinflicts dirty wounds;
infrav­i­sionmono­chrome night vision. high­lights warm life;
keen nosecan smell tar­gets through walls;
pho­to­pho­biabright light caus­es 1 malus;
armornone
bite+4 to hit, only when grap­pling: [-2 to defend] 1d4+2 P
shankno atk roll, reach 1: 1d4+3 P [1d4+2 vs block]
swipeno atk roll, reach 1: 1d4+2 S [1d4+3 vs dodge]
Self bow+4 to hit, range 20 m: 1d6 P
hit loca­tions1d6
1. head, daze
2. neck,
3. arm, dis­arm
4. chest,
5. abdomen, stag­ger
6. leg, stag­ger
tac­ticseager for the fray. Apt to loose a sin­gle arrow before melee. Defense pat­tern: Dodges glee­ful­ly.
lootsickle/handaxe/bale hook, bow, wood­en mask, con­tex­tu­al loot.

rattleshake

A rat­tle­shake haunts killers, col­lect­ing its share of bones. When the bones run out, the hunter becomes the mon­ster’s next meal.

rattleshake

A broad, stooped bird-thing cloaked in quills of split bone. With­in the haystack of shards clicks a hooked beak under a mask of stolen bone. Loth to fight, but capa­ble of great vio­lence.
actions
4
2/turn
reac­tions
2
 
vital­i­ty
30
 
malus
per 6
 
Base skill
6
 
agili­ty
7
speed 9
for­ti­tude
4
 
might
8
 
per­cep­tion
10
 
sav­agery
8
 
sub­tle­ty
7
 
ani­malinflicts dirty wounds;
hyper­os­miapow­er­ful sense of smell;
infrav­i­sionther­mal vision with­in 200 m;
large pres­encerep­re­sent­ed as a 2x2 m square on the grid;
durablesuf­fers death and dis­mem­ber­ment at 9 dmg., not 6;
motion unre­lent­inggets turn on ini­tia­tive 10 and 6;
prick­lyattack­ers strik­ing with reach < 2 suf­fer 1d4+1 P;
bone­shard cloak(4|3 every­where but head;) dense shards(6|4 arms;) beak(6|3;) bone mask(5|4 face;)
bite+6 to hit, reach 1, move ≤2 m: 1d6+3 P [+1 wear vs block­ing or coun­ter­ing weapon]
fling shardsno atk roll, tar­gets all with­in a near­by 3x3 m area [dodge @ -4, counter/block inef­fec­tive]: x2 1d4+4; 1 adja­cent tar­get struck by arm [dodge @ -4]: 1d6+2 B
puff shardsno atk roll, all tar­gets [dodge @ -4]: 1d4 + 4 P;)
hit loca­tions
1: Beak (6|3,)
2: Face (5|4,) flees if hit by unre­sist­ed sev.3 x2
3–4: Tor­so (4|3,)
5–6: Arm (6|4,)
7–8: Hunch (4|3,)
9: Legs (4|3,) stag­ger
10: Talons (4|3,)
tac­ticsrush­es from ambush
loot50% chance of an item from this list. Addi­tion­al­ly, rat­tle­shake meat is a rich source of phos­phate salts.

stryge

woodland stryge

Mon­strous owl-thing strid­ing atop four great legs. The body is cam­ou­flaged. Band­ed, dark, con­cealed on high. The legs: Scaly, lich­ened. Indis­tin­guish­able from pine trunks.
actions
4
2/turn
reac­tions
2
 
vital­i­ty
25
 
malus
per 5
 
Base skill
7
 
agili­ty
8
speed 10
might
9
 
per­cep­tion
11
 
sav­agery
7
 
sub­tle­ty
12
 
ani­malinflicts dirty wounds;
anos­micno prac­ti­cal sense of smell;
mas­sivesuf­fers death and dis­mem­ber­ment at 9 dmg., not 6;
motion unre­lent­inggets a turn on ini­tia­tive 11 and 4;
night visionper­fect night vision ≤ 2 km;
well-sup­port­ed4 stag­ger required to be knocked down;
mas­sive quadru­podrep­re­sent­ed as four 0.5 m legs on the grid. Body unreach­able by weapons short­er than a pike (4 m.) Per turn, each leg moves + must remain with­in 3 m of oth­ers. Per leg forced far­ther apart, the stryge is stag­gered. Legs can be indi­vid­u­al­ly stag­gered, con­tribut­ing to knock­down.
armorbark-scale flesh (3|2 legs;) beak (6|3;) thick hide (3|2 every­where else;)
bite+7 to hit, reach 4m, only vs tar­get between legs: [defend @ -4] 1d6+3 P [+1 wear to blocking/countering weapon]
stompno atk roll, reach 4m: [defend @ -4] 1d6+2 B + knock­down [or stag­gered if dodge/block✓]
kickno atk roll, reach 4m: [defend @ -2, counter @ -4] 1d6+2 S + knock­down and thrown 1d6 m [or stag­gered if block✓]
hit loca­tions
1-4: Beak
5–6: Head daze or stag­ger
7–12: Body
13–20: Legs: stag­ger
tac­ticsstrides towards foes, shriek­ing. Takes advan­tage of edges from charg­ing and attack­ing from above. Kicks and stomps ori­ent­ed until over a foe, then bikes. Legs dodge. Does not coun­ter­at­tack. Retreats at 3 malus, sprint­ing.
lootgiz­zard con­tents (sol­id items from last meal.) 25% chance of coins swal­lowed as giz­zard grit (2d100p, £2d20.)

topple

A mature dust­bun­ny. An adult dox­bell. A cautelous and furtive pol­ter­geist. Not mere­ly a house­hold pest, but an over-turn­er of domes­tic life.

mature topple

An insec­tile grem­lim. Rough­ly spher­i­cal, soot-col­ored. Its limbs and bee­tle-body assem­bled from hair, fin­ger­nails, skin cells, and the detri­tus of dust­bins, crawl­spaces, sofa cush­ions, and rats’ nests. Two feet tall, at most. To dis­sect it would yield lint, filth, and a jum­ble of uncan­ni­ly pow­er­ful bug-arms.
actions
2
reac­tions
2
 
vital­i­ty
3
 
malus
n/a
 
Base skill
2
 
agili­ty
4
speed 6
might
6
 
sub­tle­ty
6
 
filthyinflicts dirty wounds;
seis­mic eaves­drop­percan­not be sur­prised;
sim­ple neu­rol­o­gydoes­n’t suf­fer malus;
sticky feettra­vers­es walls and ceil­ings;
tin­der­boxany burn dam­age kills the top­ple;
armorcrust (2|2 every­where;)
shoveno atk roll, reach 1: tar­get shoved 1 m + knocked down [or stag­gered if dodge✓]
top­pleno atk roll: Knocks over a fur­ni­ture item [blocking/countering inef­fec­tive]
nipno atk roll, reach 0; 1d4+2 P [1d4+1 vs counter]
hit loca­tions1d4
1—2 Cara­pace
3–4: Arms, stag­ger
tac­ticsloth to fight open­ly, but vicious­ly oppor­tunis­tic. Uti­lizes fur­ni­ture, height advan­tage, and stealth greed­i­ly.
lootlint

wag

The folk of the coun­try­side fear and despise the wag, called also the gan­grel or the fairy-dog. It is a mil­i­tant force of the oth­er­world: While sprig­gans are a reminder that the oth­er is near and work­ing sub­tly to expand, the appear­ance of a wag (or wags, for they always come in packs) is notice that you are being active­ly col­o­nized. The cack­le of the wag—their con­stant, seem­ing­ly-mean­ing­less expres­sion of glee, yapped con­tin­u­al­ly to each oth­er while at play or at mischief—is a hat­ed sound in the night­time woods, for it means they are wreak­ing their mis­deeds; heard but unseen, simul­ta­ne­ous­ly hid­den and con­fi­dent­ly glee­ful in their ras­cal­i­ty.

A pack of wags wreaks no direct vio­lence on humankind: They will not hunt or will­ing­ly kill peo­ple. Instead, they embark on elab­o­rate mis­sions of ter­ror and nui­sance, tar­get­ing crops, live­stock, and prop­er­ty. They craft and wield sim­ple tools—such as self bows, in which they are frus­trat­ing­ly proficient—and raid spar­o­d­i­cal­ly. They steal chick­ens, bespoil crops, mur­der farm dogs, block up out­hous­es, and—most notably—assemble traps in wood­lands. They do it all unseen, if not unheard, dis­pers­ing imme­di­ate­ly when con­front­ed. If found in their ter­ri­to­ry, in the wilds, they have no con­fi­dence what­so­ev­er: They play skit­tish and guilty, or behave as if they are being pros­e­cut­ed. They will tell as much, for gan­grels, in their lim­it­ed cog­ni­tion, can speak human words—though they do so non­sen­si­cal­ly and with no regard for the truth, com­pre­hend­ing only the present tense.

Top­ic: Monsters/Otherworld -2: As in all real fairies, black blood runs in the veins of wags. They are hurt by iron. Fear of it fuels their guilty and avoidant nature. Addi­tion­al­ly, wag anato­my makes them unable to tru­ly stand erect: When at archery, they shoot from a low, hunched pos­ture with a reversed grip. When mobile, they hold any weapons or tools in their mouths and dash low over the ground. For this pos­tur­al quirk, they are loth to engage in melee with larg­er com­bat­ants.

wag

An imp­ish wolf-thing. A point­ed face with cat-teeth, furtive orange eyes, and tri­an­gle ears apt to rise in glee or droop side­long in mis­er­able cau­tion. Its lank skele­ton, stretched with grey pelt, con­verts read­i­ly between a slim­line slink and a hunched monkey-squat—the bet­ter to use its clutch­ing, clawed hands. Its bushy tail is stained black as if used to clean a smok­ing pipe and hangs dolor­ous­ly as if con­tin­u­al­ly denied suf­fi­cient mis­chief.
actions
2
 
reac­tions
2
 
vital­i­ty
8
 
malus
every 2
 
Base skill
5
 
agili­ty
7
speed 9
per­cep­tion
7
 
sub­tle­ty
7
 
black bloodlos­es 1 vital­i­ty on con­tact with iron;
slouchedin melee, can’t hit high­er than the abdomen on human-sized tar­gets w/o height advan­tage;
armornone, mere­ly grey pelt;
self bow+5 to hit, range 12 m, RoF: every oth­er action: d4+2 P
flint knifeno atk roll reach 0: 1d4+1 P [knife breaks vs block✓]
hit loca­tions1d6
1. head, daze
2. neck,
3. arm, dis­arm
4. chest,
5. abdomen, stag­ger
6. leg, stag­ger
tac­ticscagey and avoidant. Will flee before com­mit­ting to melee com­bat. Prefers ambush­es or par­lay to a fight.
loot bow and knife, 1-in-4 chance of small bag with local berries or firestart­ing mate­r­i­al

wolf

130 years ago, the last grey wolves were shot in east­ern Leah. These were the world’s own wolves, who hunt­ed long before humans ever named it Nôren. Hat­ed for all his­to­ry as maneaters and sheep-steal­ers, they were vicious­ly and final­ly extir­pat­ed come the Indus­tri­al Enlight­en­ment. Only pelts remain of them.

What wolves stalk the hin­ter­lands now do not belong here. The remotest echo of their song por­tends as much: Deep­er, sin­cer­er in slaugh­ter­ous intent than ever the grey wolves sang. The mere glimpse of one a val­ley over spells a rav­ish­ment of the heart and sens­es, a long instant of ter­ror dif­fi­cult to escape. They are a shape and an affect unmeant for the Coast, thor­ough­ly dis­turb­ing: The long cross-step lope. The low­ered venat­ic skull. The atra­men­tous eyes vivid with intel­lect.

These are the black wolves of the Oth­er­world. Long checked by the late autochthon­ic greys and con­tained to the East­ern reach­es, they prey now upon the wider Coast. Their depre­da­tions do not stop at sheep. They do not respect the ter­ri­to­ries of man or beast. They claim trav­el­ers from the for­est paths with can­dor and hard­ly shirk at gun­shots or fire. They bleed black as fairies do, but unlike them gorge on the red flesh of Coastal folk and ani­mals unburned by the iron. They devour hun­dreds, year­ly.

Named for their jet coats and eyes, black wolves are clever, pow­er­ful, and ruth­less. Their ears are long and keen. Their skin tough and reluc­tant to spill its black blood. Their pelts often adorned with woven embell­ish­ments bestowed by fairies, who love them dear­ly. Stand­ing boun­ties pay for any black pelt deliv­ered, just as they did long ago for the endem­ic greys. None can tal­ly the pelts redeemed against the wolves’ kills, though—the wolves con­sume them bones and all.

Black wolves always appear in packs of 2d6 mem­bers.

Black wolf

Achro­mat­ic lupine hor­ror. Slink­ing, slouch­ing, seething in equal parts. The shoul­ders broad and maned. The ears point­ed and well-back on a mus­cled head. The void-eyes lev­el and low. The fangs white round a dark and steam­ing tongue. Its con­fi­dence is absolute, its brethren many. Its tac­tics sound.
actions
2
 
reac­tions
2
 
vital­i­ty
12
 
malus
every 3
 
Base skill
7
 
agili­ty
8
speed 12
per­cep­tion
10
 
sub­tle­ty
10
 
abduc­torignores ½ speed penal­ty from car­ried bod­ies;
black bloodlos­es 1 vital­i­ty from con­tact with iron;
coor­di­nat­edpack mem­bers ben­e­fit from cohe­sion;
swiftextra +2 m tra­versed when dodg­ing and mov­ing;
ter­ri­fy­ingcaus­es 1 dis­tress in onlook­ers;
armorthick pelt (2|2 every­where;)
tearno atk roll, reach 1, move ≤ 2 after: 1d4+3 S [1d4+2 vs block]
seize+7 to hit, reach 1: 1d4+2 p + grab [grabs weapon vs block]
shakeno atk roll, tar­gets grabbed foe/item: 1d4+2 S + stag­ger or dis­arm grabbed weapon (tar­get rolls to resist: Might - 2;)
hit loca­tions1d8
1. maw, retreats
2. head, daze
3. neck,
4. fore­leg, stag­ger
5–6. chest,
7. abdomen,
8. leg, stag­ger
tac­ticsquick and vicious skir­mish­er. Abus­es edges. Works with pack to strike, dis­en­gage, and repeat, swap­ping fresh wolves for injured. Dis­arms foes with supe­ri­or reach. Grab oppo­nents only if con­vinced of a kill, where­upon the pack with­draws, cov­er­ing the kill-bear­er. 1-in-4 chance the pack retreats per wolf felled. Most packs threat­en a moment before attack­ing, dar­ing prey to exchange a sac­ri­fice for peace.
lootroll Butch­ery to claim achro­mat­ic pelt

Some black wolves turn tita­ni­um-white in win­ter and nev­er turn black again. These white wolves are clos­er to the oth­er­world than their kin: They turn invis­i­ble as älves do. Typ­i­cal­ly, white wolves rapid­ly assume the role of pack leader and spawn lethal packs of invis­i­ble chil­dren.

1-in-6 chance for any wolf­pack to con­tain 1–2 white lead­ers.

white wolf

An eddy of fog; a drip of eager slaver; a near­ing trail of paw­prints. Traces of a preda­tor-ace grown potent and bold.
actions
2
 
reac­tions
2
 
vital­i­ty
12
 
malus
every 3
 
Base skill
9
 
agili­ty
9
speed 14
per­cep­tion
10
 
sub­tle­ty
12
 
abduc­torignores ½ speed penal­ty from car­ried bod­ies;
black bloodlos­es 1 vital­i­ty from con­tact with iron;
coor­di­nat­edpack mem­bers ben­e­fit from cohe­sion;
swiftextra +2 m tra­versed when dodg­ing and mov­ing;
ter­ri­fy­ingcaus­es 1 dis­tress in onlook­ers;
veiledinvis­i­ble in mist, snow, and high Oth­er­world sat­u­ra­tion;
armorthick pelt (2|2 every­where;)
tearno atk roll, reach 1, move ≤ 2 after [defend @ -4]: 1d4+3 S [1d4+2 vs block];
seizeno atk roll, reach 1 [defend @ -4]: 1d4+2 p + grab [grabs weapon vs block];
shakeno atk roll, tar­gets grabbed foe/item: 1d4+2 S + stag­ger or dis­arm grabbed weapon (tar­get rolls to resist: Might - 2;)
hit loca­tions1d8
1. maw, retreats
2. head, daze
3. neck,
4. fore­leg, stag­ger
5–6. chest,
7. abdomen,
8. leg, stag­ger
tac­ticsCon­fi­dent leader. Attacks the strongest evi­dent foe. Aware of indi­vis­i­bil­i­ty’s lim­its, pre­fer­ring an attack from above or out of dark­ness. Break from its cho­sen tar­get to sup­port flag­ging or injured pack­mates.
lootnone; the white wolf rapid­ly with­ers into a husk