Menagerie
Table of Contents
Primary Item (H2)

Mon­sters die dif­fer­ent­ly. Their vital­i­ty stat depletes when they are wound­ed, los­ing points equal to wound severity—1, 2, or 3 vital­i­ty per hit. At 0 vital­i­ty, they die. Peo­ple nev­er have a vital­i­ty stat. They die com­plex­ly, as cut­ters do.

6-dam­age wounds kill most mon­sters instant­ly.

Mon­sters use unique hit loca­tion charts. Chart­ed body areas fea­ture their armor and the effects caused by hit­ting them, list­ed in ital­ics. Wound effects 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

A mon­ster’s foe type deter­mines when loca­tion hit effects tran­spire and how they react to attacks and vital­i­ty loss.

  • sim­ple foes do not suf­fer malus, react to attacks, or roll to resist wounds. They suf­fer hit loca­tion effects from all wounds.
  • cun­ning foes react to attacks and inten­tion­al­ly exploit edges but do not roll to resist wounds. When maimed—at ½ vitality—they suf­fer 2 malus. They suf­fer hit loca­tion effects from sev. 3 wounds.
  • mor­tal foes react to attacks; suf­fer malus every X vital­i­ty lost (per their malus stat,) abuse edges, and roll For­ti­tude to resist wounds. They suf­fer hit loca­tion effects only from non-resist­ed sever­i­ty-3 wounds.

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 mon­sters:

  • Don’t roll to hit. “no 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 equals 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 amoebasimple foe

A half meter-high sil­ver-grey blob pro­pelled by the lurch-and-drag of pseudopo­dia. Bub­bling blebs roam the cel­l’s exte­ri­or.
tac­ticsLurch­es at digestible tar­gets, attempt­ing to sub­sume them.
vital­i­ty
4
 
actions
2
 
base skill
2
 
speed
4
 
traits
Baro­met­ric senseBlind—senses spa­tial changes with­in 20 m.
phago­cy­tot­icinflicts 1 drain stress on touch.
blob anato­myimmune to knock­down and stag­ger.
Sur­face ten­sion50% pierc­ing dam­age resis­tance.
attacks
engulfreach 1no roll [dodge✓ avoids] → Hit: Grabs tar­get [grabs weapon vs block.] While grabbed: +1 Drain stress/rnd. Might −2 to escape grab. Escape penal­ty dou­bles every rnd until −8. Then: tar­get begins drown­ing. 
hit loca­tions — 1d4
1–3. mem­brane
4. nucle­usinstant death
loot blob car­cass (dis­tills into com­mon salts and griso­date;)

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 amoebasimple foe

Knee-high blob of milky stone. Con­trolled sheer-thick­en­ing allows it to flow at will but hard­en when struck.
tac­ticsOozes towards foes, attempt­ing to digest. Does not defend.
actions
1
vital­i­ty
6
skill
2
speed
4
traits
Baro­met­ric senseblind; sens­es spa­tial changes with­in 20 m.
Sheer thick­en­ingarmor deac­ti­vates when salt­ed.
blob anato­myimmune to knock­down and stag­ger.
attacks
sub­sumereach 0Occurs dur­ing move­ment, no roll [Dodge✓ avoids] → Hit: Grabs [grabs weapon vs block/counter.] Might −2 to escape. Penal­ty increas­es by 2/turn. At −8, engulfed tar­get begins drown­ing.
hit loca­tions — 1d4
1–4. mem­brane / 8|6
lootnone—collapses into milky thin white mud when killed.

corrosive amoebasimple foe

Half meter-tall droplet of jel­ly com­pli­cat­ed with translu­cent organelles. Exudes con­cen­trat­ed acid when hun­gry, caus­ing surfaces—and flesh—to bub­ble, black­en, and fume.
tac­ticsRolls slow­ly towards digestible tar­gets. Does not defend.
actions
1
vital­i­ty
6
skill
2
speed
4
traits
Baro­met­ric senseBlind, sens­es spa­tial changes with­in 20 m.
Cor­ro­siveWeapons that strike the amoe­ba gain 1 wear.
blob anato­myimmune to knock­down and stag­ger.
Sur­face ten­sion50% pierc­ing dam­age resis­tance.
attacks
lurchoccurs in course of move­ment, No attack roll → Hit: 2–3 body areas burn at inten­si­ty 1d6 (sat­u­rat­ing burn.) [+1 weapon wear on block/counter]
hit loca­tions — 1d4
1–3. mem­brane
4. nucle­usinstant death
loot 1d4 units amoe­ba acid if killed with blud­geon­ing and har­vest­ed with Dis­sec­tion.

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 stagcunning foe

An antlered wild­man. 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.
tac­ticsEager to charge. Wres­tles if maimed, attempt­ing to bite foe to death or throw them. Dodges or blocks. Coun­ter­at­tacks weak­ened foes.
actions
2
reac­tions
2
vital­i­ty
10
maimed at
5
Base skill
5
agili­ty
6
Speed 8
Per­cep­tion
8
Sub­tle­ty
6
traits
ani­malinflicts dirty wounds.
bru­tal for­ti­tudesur­vives 6 dam­age limb wounds.
attacks
thrown javelinRange 14+6 to hit [dodge @ −2] → Hit: 1d4+3 S + 2 speed penal­ty if embed­ded in tar­get or their shield .
upper­cut swingReach 1no roll [block @ −2] → Hit: 1d4 + 2 B.
wide swingReach 1no roll [dodge @ −2] → Hit: 1d4 + 2 B.
grabReach 0+6 to hit, → Hit: Grab [dodge✓ avoids.]
biteReach 0only vs grabbed tar­get, no roll → Hit: 1d4 + 2 s.
goreReach 1no roll [dodge @ −2] → Hit: 1d4 + 2 P + 1 impale stress [defense✓ avoids.]
1d8 hit loca­tions
1. antlermax 1 vital­i­ty loss
2. headdaze or stag­ger
3. neck
4. armdis­arm or release grab
5. chest
6. abdomenstag­ger
7. legstag­ger
8. weapondestroys weapon
lootjavelin, war­club

bat

Large bat species are a com­mon nui­sance in aban­doned cas­tles and moun­tain val­leys. They are a 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 batsimple foe

A gib­bon-faced brown mega­bat with seashell ears and a prodi­gious 2-meter wingspan. Silent wings betrayed by fre­quent echoic clicks.
tac­ticsTer­ri­to­r­i­al. Attempts to shove oppo­nents off ledges. Dodges read­i­ly. Breaks off attack if oppo­nents flee ter­ri­to­ry.
actions
2
vital­i­ty
4
skill
4
speed
10
traits
ani­malinflicts dirty wounds.
air­bornecan move in three dimen­sions.
echolo­ca­tionper­fect spa­tial sens­es with­in 100 m.
wingedif stag­gered, falls prone and drops to ground.
attacks
fly­byReach .5only while air­borne, occurs dur­ing move­ment, no roll [defend @ −2] → Hit: 1d4 + 2 S [1d4 + 1 vs counter] + shove 1 m [dodge✓ avoids] + expo­sure to dis­ease.
biteReach 0only on ground, +4 to hit→ Hit: 1d4 + 1 P [1d4 if counter] + expo­sure to 1 dis­ease.
hit loca­tions — 1d4
1. headstun
2. body
3. wing armstag­ger
4. wing patag­iummax 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 their 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 centipedesimple foe

A meter-long hook-fanged arthro­pod with six­ty seething legs. Its cara­pace stark red, striped with fleshy grey-yel­low joints.
tac­ticsAmbush­es preda­tor. Bites and leaves, hop­ing for the poi­son to do its work. Braver in groups, bit­ing repeat­ed­ly.
actions
2
vital­i­ty
4
Base skill
4
speed
7
traits
ani­malinflicts dirty wounds.
sticky feettra­vers­es walls and ceil­ings.
attacks
poi­son biteReach 0no roll → Hit: 1d4 P + 1 Poi­son stress per dan­ger round until resist­ed with Immu­ni­ty −4. 1 resist roll per round. [dodge✓ or block✓ avoids poi­son.]
1d4 hit loca­tions
1. Head / 2|1instant death
2. Body / 2|1
3. Legs / 2|1max 1 vital­i­ty loss
4. legs / 2|1
armorcara­pace (2|1 every­where)
lootx2 ven­omous for­cip­ules (extractable with dis­sec­tion @ +2.)

crab

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

man-crabcunning foe

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.
tac­ticsPicks apart oppo­nents, grab­bing then pinch­ing. Blocks with claws.
actions
2
reac­tions
2
vital­i­ty
8
maimed at
4
Base skill
4
agili­ty
5
speed 7
per­cep­tion
3
sub­tle­ty
6
traits
ani­malinflicts dirty wounds.
dual cir­cu­la­tionbreathes in water or air.
attacks
snipReach 1.5no roll → Hit: 1d4 + 1 S [1d4 vs counter, grabs weapon vs block.]
pinchReach 1.5+4 to hit → Hit: 1d4 B + grab [dodge✓ avoids, grabs weapon vs block.]
1d8 hit loca­tions
1. Cephalotho­rax / 2|2instant death
2. Cara­pace / 2|2
3. Arm / 2|2releas­es 1 grab
4. Arm / 2|2releas­es 1 grab
5. Pleon / 2|2
6. Legs / 2|2stag­ger
armorcara­pace (2|2 every­where.)
loot3d4 units crab meat 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.

lemuresimple foe

A heap of innards redo­lent of raw blood. Kid­neys, pan­creas­es, stom­achs, and oth­er offal assem­bled into a lurch­ing, moan­ing cor­pus. Crawls on arms of large bow­el and strikes with ten­ta­cles of dart­ing intes­tine, their ends ringed in lam­prey teeth.
tac­ticsSim­plis­tic. Gangs up on tar­gets, try­ing to wrig­gle inside their rib cages and abdomens, aim­ing to punc­ture the aor­ta or heart.
actions
2
vital­i­ty
9
skill
4
Speed
4
traits
bone­less50% blud­geon­ing dam­age resis­tance.
spoil­inginflicts dirty wounds.
wetnot eas­i­ly set on fire.
attacks
strikeReach 1no roll → Hit: 1d4 gut−tentacles grab tar­get [1d4 − 1 vs counter. dodge✓ avoids.]
bur­rowReach 0only vs ten­ta­cle-grabbed tar­get, no roll → Hit: 1d4 + 2 P per grab­bing ten­ta­cle + expo­sure to fat rot or ague.
stom­ach acidRange 6+4 to hit [dodge @ −2] → Hit: 2 con­tigu­ous body areas begin burn­ing (d8) [dodge✓ avoids.]
1d4 hit loca­tions
1. cor­pus / 2|1
2. gut ten­ta­cles / 2|1releas­es 1 grab
3. cor­pus / 2|1
4. bow­el legs / 2|1instant death
armorlay­ered offal (2|1)
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 lemurecunning foe

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.
tac­ticsUnin­hib­it­ed. Tram­ples oppo­nents massed in front, ten­ta­cle bursts those behind. Coun­ter­at­tacks. Will die to pro­tect small­er lemures.
actions
3
reac­tions
0
vital­i­ty
12
maimed at
6
Base skill
8
agili­ty
2
Speed 4
Per­cep­tion
4
Sub­tle­ty
1
traits
bone­less50% blud­geon­ing dam­age resis­tance.
largerep­re­sent­ed by a 2x2 m square if on grid.
ultra­durablecan­not die instant­ly.
uncon­cernedcan­not block or dodge.
spoil­inginflicts dirty wounds.
wetnot eas­i­ly set on fire.
attacks
slamReach 2no roll [defend @ −2] → Hit: 1d4 + 3 B [1d4 + 4 vs counter.]
ten­ta­cle burstReach 2vs every­one behind the lemure, no roll, → Hit: 1d6 gut−tentacles grab tar­get [1d6 − 2 vs counter. dodge✓ avoids.]
tram­pleReach 0occurs dur­ing move­ment, vs all in path, no roll [defend @ −2] → Hit: 1d4 + 3 B [1d4 + 4 vs block or counter] + knock­down [stag­ger if dodge✓] + grabbed tar­gets are dragged along.
bur­rowSpe­cialfree each turn, only vs ten­ta­cle-grabbed tar­get, no roll → Hit: 1d4 + 2 P per grab­bing ten­ta­cle + expo­sure to fat rot or ague.
1d6 hit loca­tions
1. cor­pus / 3|2
2. cor­pus / 3|3
3. gut ten­ta­cles / 3|3releas­es 1 grab
4. arm / 3|2
5. arm / 3|2
6. innards / 3|2
armorlay­ered mus­cu­la­ture (3|2.)
loot2d4 lemure car­ti­lage extractable with Dis­sec­tion

mandrake

A humano-assump­tive, pro­to­car­niv­o­rous, par­a­sit­i­cal plant pilot­ing the corpse in pur­suit of fer­til­iz­ing flesh. It weilds an 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 each cry. Advanced hear­ing pro­tec­tion (iso­la­tion suit, shoot­ing muffs, deaf­ness) ignores the first 2.

mandrakecunning foe

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.
tac­ticsAdvances, cry­ing repeat­ed­ly, attempt­ing to dis­able a tar­get before exe­cut­ing them with a point-blank cry or phys­i­cal blow.
actions
2
1 attack
reac­tions
0
vital­i­ty
8
maimed at
4
Base skill
5
agili­ty
2
Speed 4
for­ti­tude
6
sub­tle­ty
5
traits
mechanosen­si­tive“sees” with­in 20 m by vibra­tional sense.
weak­nesssev 3 blows to head.
attacks
ultra­son­ic cryspe­cial hits all tar­gets with­in 30 m.
with­in 30: Suc­ceed Fort. −2 or suf­fer 1 effect from d4 cry effects list.
with­in 20: 1 cry effect + Suc­ceed Fort. −4 or suf­fer anoth­er
with­in 10: 1 cry effect + Suc­ceed Fort. −4 or suf­fer 2 more
1 tar­get w/in 2 m: 2 cry effects + Suc­ceed Fort. −6 or suf­fer 1d4 + 1 b to skull. Bypass­es armor. Dodge­able. Requires line of sight.
blud­geononly vs stag­gered tar­get, no roll → Hit: 1d4 + 1 B
d4 cry effects
1–2: 1 pain stress. 3: Stag­ger 4: 1 Stun stress
1d6 hit loca­tions
1. head/ 2|1death
2. neck / 2|1
3. arm / 2|1
4. chest / 2|1stag­ger
5. abdomen / 2|1stag­ger
6. leg / 2|1stag­ger
armor ensoiled husk (2|1 every­where.)
lootman­drake root (1#)

gruesome mandrakecunning foe

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.
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.
actions
3
1 cry
reac­tions
2
vital­i­ty
6
maimed at
3
Base skill
5
agili­ty
4
Speed 6
per­cep­tion
9
sub­tle­ty
6
traits
grue­somecaus­es 1 dis­tress in human onlook­ers.
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 dis­able cry.
attacks
ultra­son­ic cryspe­cial Hits all tar­gets with­in 30 m.
with­in 30: Suc­ceed Fort. −2 or suf­fer 1 effect from d4 cry effects list.
with­in 20: 1 cry effect + Suc­ceed Fort. −4 or suf­fer anoth­er
with­in 10: 1 cry effect + Suc­ceed Fort. −4 or suf­fer 2 more
1 tar­get w/in 2 m: 2 cry effects + Suc­ceed Fort. −6 or suf­fer 1d4 + 1 b to skull. Bypass­es armor. Dodge­able. Requires line of sight.
blud­geononly vs stag­gered tar­get, no roll → Hit: 1d4 + 1 B.
d4 cry effects
1–2: 1 pain stress. 3: Stag­ger 4: 1 Stun stress
1d6 hit loca­tions
1. head/ 2|1death
2. neck / 2|1
3. arm / 2|1
4. chest / 2|1stag­ger
5. abdomen / 2|1stag­ger
6. leg / 2|1stag­ger
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. Heraldic myths con­fuse lions with man­ti­cores, attribut­ing to the big cats a delib­er­ate vicious­ness and hate­ful demeanor unearned.

spinate Manticoremortal foe

A maneater. Moon-faced head heavy on a bulging neck. Shark-teeth bright in a cres­cent mandible gap­ing wide as a human skull. Lio­n­ine body hol­low-bel­lied and hyper­pla­sic, mus­cled, starved, and armored in a mane and low coat of dense metal­lic spines. Tail ver­te­bral, cord­ed, tapered to a pom-pom tuft of steel quills. Affect mis­er­able, hun­gry. A xan­th­ic gaze lead­en with hate.
tac­ticsOut­ra­geous shock troop. Eager­ly fin­ish­es downed oppo­nents with bites (abus­ing edges.) Launch­es quills pro­lif­i­cal­ly, hop­ing to slow foes with poi­son. Only coun­ter­at­tacks. Fights to the death.
actions
3
[1/turn]
reac­tions
3
vital­i­ty
12
malus
EVERY 4
Base skill
8
agili­ty
8
Speed 10
Per­cep­tion
6
Sub­tle­ty
6
traits
bio­met­al hideignores first 3 burns.
durablesuf­fers death and dis­mem­ber­ment at 8 dam­age, not 6.
pow­er­fulmove­ment uncon­strained by grabs or grab­bing.
seethinggets a turn on ini­tia­tive 9, 6, and 3.
attacks
swipeReach 1no roll [defend @ −4] → Hit: 1d4 + 4 S [1d4 + 2 vs block] + stag­ger [avoid if dodge✓.]
biteReach .5only vs stag­gered tar­get, no roll → Hit: 1d4 + 4 P + extra Impale stress [avoid if dodge✓.]
throw quillsRange 8+8 to hit, 1 free/turn [defend @ −4] → Hit: x2 1d4 + 2 P + man­ti­core poi­son.
tail maceReach 3vs 1–2 behind the man­ti­core, no roll [defend @ −4] → Hit: 1d4 + 4 P + man­ti­core poi­son.
Man­ti­core poi­son
Roll Immu­ni­ty −4 to resist. Fail­ure: 1 Poi­son stress, lose 1 Agili­ty lev­el.
1d8 hit loca­tions
1. face / 3|2stun
2. maned head / 4|31d4 dam­age to atkr if reach 1 m
2. maned neck / 4|31d4 dam­age to atkr if reach 1 m
3. fore­leg / 4|3
5. tor­so / 4|3
6. abdomen / 4|3stag­ger
7. leg / 4|3 stag­ger
8. spine tail / 4|3dis­ables throw quills for 1 round
armorcaul­dron-cured skin (3|2 face,) iron bris­tles (4|3 else­where.)
loot1d6 units man­ti­core poi­son (extractible with Dis­sec­tion.)

plague

bloated gruecunning foe

White teeth in a black leather face. A body fetid and leak­ing. swollen and bruised, gush­ing liq­ue­fac­tion. The flesh splits under blows, extra­ne­ous. Putrid armor for the plague with­in.
tac­ticsStrike, grab, then bite humans. Strike all oth­ers. Coun­ter­at­tacks, only dodg­ing longer weapons.
actions
3
2 attacks
reac­tions
2
vital­i­ty
6
maimed at
3
Base skill
5
agili­ty
3
Speed 5
Per­cep­tion
4
sub­tle­ty
2
traits
dis­easedinflicts dirty wounds.
grue­somecaus­es 1 dis­tress in human onlook­ers.
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% pierc­ing and slash­ing dam­age resis­tance.
attacks
strikeReach 0no roll → Hit: 1d4 + 2 B [1d4 + 1 vs counter.]
biteReach 0no roll → Hit: 1d4 + 2 P [1d4 + 3 vs counter.]
grabReach 0+5 to hit → Hit: Grab [dodge✓ avoids.]
grave water vom­itrange 1free on grab → Hit: Expo­sure to dis­ease.
1d6 hit loca­tions
1. head / 2|1dis­ables bite
2. neck / 2|1
3. arm / 2|1releas­es grab
4. chest / 2|1
5. abdomen / 2|1stag­ger
6. leg / 2|1stag­ger
armorrot­ting husk (2|1 every­where but head.)
loot1d4−2 pla­galiths (requires Dis­sec­tion roll.)

ragwretch

swaddled wretchcunning foe

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.
tac­ticsEager for the fray. Apt to loose a sin­gle arrow before Reach. Dodges glee­ful­ly, coun­ter­at­tack­ing when it sens­es an advan­tage.
actions
2
reac­tions
2
vital­i­ty
10
maimed at
5
Base skill
4
agili­ty
6
speed 8
per­cep­tion
6
sub­tle­ty
8
traits
filthyinflicts dirty wounds.
infrav­i­sionmono­chrome night vision. high­lights warm life.
keen nosecan smell tar­gets through walls.
pho­to­pho­biabright light caus­es 1 malus.
attacks
biteReach 0only when grabbed, +4 to hit → Hit: [−2 to defend] 1d4 + 2 P
shankReach 1no roll → Hit: 1d4 + 3 P [1d4 + 2 vs block]
swipeReach 1no roll → Hit: 1d4 + 2 S [1d4 + 3 vs dodge]
Self bowRange 20+4 to hit → Hit: 1d6 P
1d6 hit loca­tions
1. headdaze
2. neck
3. armdis­arm
4. chest
5. abdomenstag­ger
6. legstag­ger
lootsickle/handaxe/bale hook, bow, wood­en mask, con­tex­tu­al loot.

skeletal gruecunning foe

A human skele­ton stained and dri­ven to mind­less vio­lence by black plague. Bereft of life’s flesh, reduced to twitch­ing gris­tle and bones con­nect­ed by the wiry lig­a­ments of plague.
tac­ticsGrabs, then bite humans. Strike all oth­ers, or when lack­ing a head. Coun­ter­at­tacks, only dodg­ing longer weapons.
actions
3
2 attacks
reac­tions
2
vital­i­ty
6
maimed at
3
Base skill
5
agili­ty
5
Speed 7
for­ti­tude
2
might
6
per­cep­tion
6
sub­tle­ty
7
traits
dis­easedinflicts dirty wounds.
grue­somecaus­es 1 dis­tress in human onlook­ers.
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% pierc­ing and slash­ing dam­age resis­tance.
attacks
strikeReach 0no roll → Hit: 1d4 + 2 B [1d4 + 1 vs counter.]
biteReach 0no roll → Hit: 1d4 + 2 P [1d4 + 3 vs counter.]
grabReach 0+5 to hit → Hit: Grab [dodge✓ avoids.]
1d6 hit loca­tions
1. headdis­ables bite
2. neck
3. armreleas­es grab
4. chest
5. abdomenstag­ger
6. legstag­ger
loot1d4−2 pla­galiths (requires Dis­sec­tion roll.)

rattleshake

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

rattleshakemortal foe

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.
tac­ticsRush­es from ambush, hop­ing to secure a fast kill and retreat with it.
actions
4
2/turn
reac­tions
2
vital­i­ty
30
malus
every 6
Base skill
6
agili­ty
7
speed 9
per­cep­tion
10
sub­tle­ty
7
traits
abduc­torignore ½ the speed penal­ty from car­ried bod­ies.
ani­malinflicts dirty wounds.
hyper­os­miapow­er­ful sense of smell.
infra­sensether­mal vision with­in 200 m.
large pres­encerep­re­sent­ed as a 2x2 m square on the grid.
motion unre­lent­inggets turn on ini­tia­tive 10 and 6.
prick­lyattack­ers strik­ing with reach < 1.5 m suf­fer 1d4 + 1 P.
ultra­durablecan­not die instant­ly.
attacks
biteReach 1move ≤2 m, +6 to hit → Hit: 1d6 + 3 P [+1 weapon wear vs block/counter]
fling shardsvs all tar­gets with­in a near­by 3x3 m area, no roll [dodge @ −4, counter/block inef­fec­tive] → Hit: x2 1d4 + 4. 1 adja­cent tar­get struck by arm [dodge @ −4] → Hit: 1d6 + 2 B
puff shardsrange 4vs every­one around rat­tle­shake, no roll [dodge @ −4] → Hit: 1d4 + 4 P.)
1d6 hit loca­tions
1: Beak / 6|3
2: Face / 5|4flees if hit by unre­sist­ed sev.3 twice
3: Tor­so / 4|3
4–5: Arm / 6|4
6: Front talons / 4|3
7–8: Hump / 4|3
9: Legs / 4|3stag­ger
10: Foot talons / 4|3stag­ger
armorbone­shard cloak (4|3 every­where but head,) dense shards (6|4 arms,) beak (6|3,) bone mask (5|4 face.)
loot50% chance of an item from this list. Addi­tion­al­ly, rat­tle­shake meat pro­vides ample phos­phate salts.

stryge

woodland strygemortal foe

A mon­strous owl-thing atop four great legs. Its body high in the trees, cam­ou­flaged. Band­ed, dark, con­cealed on high. Its legs: Scaly, lich­ened. Indis­tin­guish­able from pine trunks.
tac­ticsStrides into Reach, shriek­ing. Exploits of edges from charg­ing and attack­ing from above. Kicks and stomps until over a foe, then bikes. Legs dodge. Does not coun­ter­at­tack. Retreats at 3 malus, sprint­ing.
actions
4
2/turn
reac­tions
2
vital­i­ty
25
malus
every 5
Base skill
7
agili­ty
8
speed 10
per­cep­tion
11
sub­tle­ty
12
traits
ani­malinflicts dirty wounds.
anos­micno prac­ti­cal sense of smell.
durablesuf­fers death and dis­mem­ber­ment at 9 dam­age., not 6.
motion unre­lent­inggets a turn on ini­tia­tive 11 and 4.
night visionper­fect night vision ≤ 2 km.
well-sup­port­ed4 stag­ger required to suf­fer knock­down.
mas­sive quadru­podrep­re­sent­ed as four 0.5 m legs on the grid. Body unreach­able by weapons short­er than 4 m. Per turn, each leg moves, remain­ing with­in 4 m of oth­ers. Suf­fers stag­ger per leg forced far­ther apart. Legs stag­ger indi­vid­u­al­ly, con­tribut­ing to knock­down.
attacks
biteReach 3+7 to hit, only vs tar­get between legs: [defend @ −4] 1d6 + 3 P [+1 weapon wear on block/counter]
stompReach 3no roll [defend @ −4] 1d6 + 2 B + knock­down [or stag­gered if dodge/block✓]
kickReach 3no roll [defend @ −2, counter @ −4] 1d6 + 2 S + knock­down and thrown 1d6 m [or stag­gered if block✓]
1d8 hit loca­tions
1. Beak / 6|3
2. Head / 3|2 daze
3. Body / 3|2
4: Body / 3|2 stag­ger
5: Leg / 3|2 stag­ger
6. Leg / 3|2 stag­ger
7. Leg / 3|2 stag­ger
8. Leg / 3|2 stag­ger
armorbark-scale flesh (3|2 legs,) beak (6|3,) thick hide (3|2 else­where.)
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 topplesimple foe

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.
tac­ticsloth to fight open­ly, but vicious­ly oppor­tunis­tic. Uti­lizes fur­ni­ture, height advan­tage, and stealth greed­i­ly.
actions
2
vital­i­ty
3
skill
2
speed
4
traits
filthyinflicts dirty wounds.
seis­mic eaves­drop­perimmune to sur­prise.
sticky feettra­vers­es walls and ceil­ings.
tin­der­boxburn dam­age kills the top­ple.
attacks
shoveReach 1no roll → Hit: tar­get shoved 1 m + knocked down [or stag­gered if dodge✓]
top­pleSpe­cialno roll → Knocks over a fur­ni­ture item [block/counter inef­fec­tive]
nipReach 0no roll → Hit: 1d4 + 2 P [1d4+1 vs counter]
1d4 hit loca­tions
1. Mouth­parts
2. Tho­rax
3. Cara­pace
4. Armsstag­ger
armorcrust (2|1 every­where.)
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 of active col­o­niza­tion. 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 marks the wreak­ing of 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 hold no con­fi­dence what­so­ev­er: They play skit­tish and guilty, or behave as if 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. Iron hurts them. 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 weapons or tools in their mouths and dash low over the ground. For this pos­tur­al quirk, they avoid engag­ment with­in reach of larg­er com­bat­ants.

wagcunning foe

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. Black stains its bushy tail, as if used to clean a smok­ing pipe, and hangs dolor­ous­ly, as if denied suf­fi­cient mis­chief.
tac­ticscagey and avoidant. Will flee before com­mit­ting to Reach com­bat. Prefers ambush­es or par­lay to a fight.
actions
2
reac­tions
2
vital­i­ty
8
maimed at
4
Base skill
5
agili­ty
7
speed 9
per­cep­tion
7
sub­tle­ty
7
traits
black bloodlos­es 1 vital­i­ty on con­tact with iron.
slouchedin Reach, can’t hit high­er than the abdomen vs human-sized tar­gets with­out height advan­tage.
attacks
self bowRange 12requires 2 actions, +5 to hit → Hit: d4 + 2 P
flint knifereach .5no roll → Hit: 1d4 + 1 P [knife breaks vs block✓]
1d6 hit loca­tions
1. headdaze
2. neck
3. armdis­arm
4. chest
5. abdomenstag­ger
6. legstag­ger
loot bow and knife, 1-in-4 chance of small bag with local berries or firestart­ing mate­r­i­al. Grey pelt extractable with Butch­ery

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 there. 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.

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 still pay for black pelts, 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.

Most packs threat­en a while before attack­ing, dar­ing prey to exchange a sac­ri­fice for peace. They work in con­cert, strik­ing and dis­en­gag­ing, swap­ping injured wolves for fresh. A pack retreats after steal­ing a kill. 1-in-4 chance a pack retreats per wolf maimed.

Black wolfcunning foe

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.
tac­ticsDodges attacks. Dis­arms foes weild­ing supe­ri­or reach. Coun­ter­at­tacks weak­ened foes. Grabs only when con­vinced of a kill.
actions
2
reac­tions
2
vital­i­ty
10
maimed at
5
Base skill
6
agili­ty
8
speed 12
per­cep­tion
10
sub­tle­ty
10
traits
abduc­torignore 50% the speed pen. from car­ried bod­ies.
black bloodlos­es 1 vital­i­ty on con­tact with iron.
coor­di­nat­edpack mem­bers ben­e­fit from cohe­sion.
swiftextra +2 m tra­versed when dodg­ing and mov­ing.
ter­ri­fy­ingcaus­es 1 dis­tress in onlook­ers.
attacks
tearreach 1no roll → Hit: 1d4 + 3 S [1d4 + 2 vs block] + wolf moves ≤ 2 m away from tar­get.
seizereach 1+7 to hit → Hit: 1d4 + 2 p + grab [grabs weapon vs block.]
shakespe­cialonly vs grabbed tar­get or item, no roll → Hit: 1d4 + 2 S + stag­ger or dis­arms grabbed weapon [Might −4 to resist dis­arm.]
hit loca­tions — 1d8
1. mawreleas­es grab
2. headdaze
3. neck
4. fore­legstag­ger
5. chest
6. chest
7. abdomen
8. rear leg stag­ger
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 wolfcunning foe

An eddy of fog. A drip of eager slaver. A near­ing trail of paw­prints. Traces of the preda­tor-ace, potent and bold.
tac­ticsCon­fi­dent leader. Attacks the strongest foe. Aware of invis­i­bil­i­ty’s lim­its, pre­fer­ring an attack from above or out of dark­ness. Breaks from its tar­get to sup­port flag­ging or injured pack­mates.
actions
2
reac­tions
2
vital­i­ty
12
maimed at
6
Base skill
9
agili­ty
9
speed 14
per­cep­tion
10
sub­tle­ty
12
traits
abduc­torignore ½ the speed pen. 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.
attacks
tearno roll, reach 1, move ≤ 2 after­wards [defend @ −4] Hit: 1d4 + 3 S [1d4 + 2 vs block];
seizeno roll, reach 1 [defend @ −4] → Hit: 1d4 + 2 p + grab [grabs weapon vs block.]
shakeno roll, tar­gets grabbed foe/item → Hit: 1d4 + 2 S + stag­ger or dis­arm grabbed weapon (tar­get rolls to resist: Might −2;)
1d8 hit loca­tions
1. mawreleas­es grab
2. headdaze
3. neck
4. fore­legstag­ger
5–6. chest
7. abdomen
8. leg stag­ger
armorthick pelt (2|2 every­where;)
lootnone; the white wolf rapid­ly with­ers into a husk