 |
Attributes |
DEX: 9 | STR: 6 | TOU: 8 |
PER: 6 | WIL: 10 | CHA: 4 |
Initiative: 9 | Physical Defense: 11 |
Number of Attacks: 3 | Spell Defense: 9 |
Attack: 12 | Social Defense: 8 |
Damage: 9 | Armor: 5 |
Number of Spells: NA | Mystic Armor: 5 |
Spellcasting: NA | Knockdown: 9 |
Effect: NA | Recovery Tests: 1 |
| |
Death Rating: 55 | Combat Movement: 100 |
Wound Threshold: 13 | Full Movement: 200 |
Unconsciouness Rating: 50 | |
| |
Legend Points: 125 |
Equipment: None |
Loot: Magical scales worth 1D20 x 10 silver pieces per espagra. These
items count as treasure worth Legend Points. |
Commentary
Flying predators colored a brilliant shade of blue, espagras resemble small
dragons except for their iguana-like heads. An espagras wingspan often
reaches 12 feet. Though quick and agile flyers, espagras do not strike
opponents while in flight, preferring to swoop down upon an enemy, knock him
down, and continue the struggle on the ground. This swooping attack adds 7
steps to a characters Damage Test if the creature hits the character, but
a swooping espagra sacrifices the remaining two of its customary three attacks
in that Combat Round. An espagra may make a swooping attack after it has used
its Full (flying) Movement of 200 yards in a round, and may follow up with
three non-swooping attacks starting in the following round. An agile beast, the
espagra can strike three different targets with a single attack, as long as the
targets stand within ten yards of each other.
Some of an espagras scales exude elemental air magic. These scales add
luster and brilliance to the other scales, making the creature shimmer in a way
that other espagraand many racesfind appealing. Master clothiers
can tailor garments using espagra scales; such clothes look richer than other
fine garments, even those decorated with precious jewels. Cloaks made from
espagra scales protect the wearer much like leather armor, but also add to the
wearers Mystic Armor Rating (see Goods and Services).
Attributes |
DEX: 5 | STR: 4 | TOU: 6 |
PER: 3 | WIL: 3 | CHA: 5 |
Initiative: 5 | Physical Defense: 7 |
Number of Attacks: 1 | Spell Defense: 5 |
Attack: 7 | Social Defense: 7 |
Damage: 8 | Armor: 4 |
Number of Spells: 1 | Mystic Armor: 0 |
Spellcasting: 8 | Knockdown: 5 |
Effect: Poison (see below) | Recovery Tests: 1 (7) |
| |
Death Rating: 36 | Combat Movement: 50 |
Wound Threshold: 10 | Full Movement: 100 |
Unconsciouness Rating: Immune | |
| |
Legend Points: 90 |
Equipment: None |
Loot: 3D6 silver pieces per ghoul, taken from both tombs and victims.
Approximately 75 percent of ghoul leaders carry jewelry worth 1D8 x 25 silver
pieces. Jewelry counts as treasure worth Legend Points. |
Commentary
Ghouls are undead creatures created by the Horrors arcane magics. To
sustain themselves, ghouls must eat the vital organs of the living or recently
dead. They live along trade routes where they ambush passing travelers, in
cemeteries where they feed on the newly dead, or in city sewers, crawling out
at night to hunt their victims. Ghouls react badly to sunlight, reducing their
Attack and Damage step numbers by 2 if forced to fight in full sunlight or its
equivalent. Ghouls travel in groups ranging from 625 individuals. Though
some travelers have reported seeing ghoul hordes comprised of as many as 100
members, such huge bands have become rare since the departure of the Horrors.
Ghouls produce a magical toxin called cacofian that remains inert until
activated by a ghouls Spellcasting ability. The ghoul must strike the
target with a successful Attack Test to release the toxin, then make a
successful Spellcasting Test in the same round to activate the cacofian. The
poison takes effect for 6 rounds, or until dispelled or resisted. To dispel the
toxin, treat it as a Circle 2 spell. Resisting the toxin requires the affected
character to make a Toughness Test with a result of 10 or greater. This
Toughness Test counts as the resisting characters action for that Combat
Round. The poison does progressive damage that armor cannot reduce, increasing
in every round in which it remains active. In the first round, it does 1 point
of damage. In the successive 5 rounds it does 4, 5, 10, 15, and 20 points of
damage, respectively. When a ghoul dies, its cacofian becomes inert. Many
nethermancers have attempted to use this toxin, but none have succeeded.
Attributes |
DEX: 8 | STR: 18 | TOU: 12 |
PER: 4 | WIL: 5 | CHA: 4 |
Initiative: 6 | Physical Defense: 12 |
Number of Attacks: 2 | Spell Defense: 9 |
Attack: 11 | Social Defense: 11 |
Damage: 22 | Armor: 13 |
Number of Spells: NA | Mystic Armor: 6 |
Spellcasting: NA | Knockdown: 18 |
Effect: NA | Recovery Tests: 4 |
| |
Death Rating: 55 | Combat Movement: 25 |
Wound Threshold: 13 | Full Movement: 50 |
Unconsciouness Rating: 48 | |
| |
Legend Points: 500 |
Equipment: None |
Loot: Horns, 5D6 x 10 silver pieces. These items count as treasure worth
Legend Points. |
Commentary
Enchanted creatures of elemental earth and stone, gargoyles stand about 5 feet
6 inches tall and weigh an impressive 900 pounds. Their heads are elongated and
distorted. Their hands end in long claws that they use to rake opponents, often
in fly-by attacks.
Despite their nasty dispositions, gargoyles usually attack only to defend
their territory or to protect other elemental earth. Though they gather in
groups of 610 gargoyles, similar to lion prides, gargoyles are not social
creatures. Individual gargoyles sometimes leave the pride for months, wandering
the skies alone or in pairs. Because many of these wandering gargoyles are
staking a claim to new territory, they act more aggressively than full prides.
Occasionally an entire pride of gargoyles migrates, for unknown reasons.
Note that magical talents and spells that affect entities work against
gargoyles.
Attributes |
DEX: 5 | STR: 7 | TOU: 9 |
PER: 6 | WIL: 4 | CHA: 5 |
Initiative: 7 | Physical Defense: 8 |
Number of Attacks: 2 | Spell Defense: 8 |
Attack: 8 | Social Defense: 7 |
Damage: 12 | Armor: 4 |
Number of Spells: NA | Mystic Armor: 1 |
Spellcasting: NA | Knockdown: 8 |
Effect: NA | Recovery Tests: 4 |
| |
Death Rating: 50 | Combat Movement: 29 |
Wound Threshold: 14 | Full Movement: 57 |
Unconsciouness Rating: 43 | |
| |
Legend Points: 200 |
Equipment: None |
Loot: Beak and feathers, 3D6 x 10 silver pieces. These items count as
treasure worth Legend Points. |
Commentary
These strange, four-legged creatures combine a lions body with the head,
legs, and wings of a large eagle. Like an eagles, a griffins front
legs are covered in feathers and end in sharp talons; its hind legs resemble
those of a lion, covered in soft fur and ending in a paw. A typical griffin
stands 4 feet tall at the shoulder, and is 5 to 6 feet long with an average
wingspan of 7 to 9 feet. The head of a griffin resembles that of an eagle, with
large, keen eyes and a sharp beak. Its wings are covered with bright feathers,
usually yellow and white, but sometimes red and orange.
Griffins gather in nests of up to 10 individuals, but more commonly live in
flocks of 4 or 5. They nest in mountainous regions, and rarely venture into the
jungles or forests of Barsaive.
Griffins seldom attack travelers on foot, unless their territory is
threatened. Their strong taste for horse meat occasionally leads them to attack
travelers on horseback, in order to feed on the horse. An attacking griffin
swoops down on an opponent and strikes out with its talons. Such a swooping
attack adds 3 steps to a griffins Damage Test, but also limits the
griffin to one attack per round. After a swooping attack, a griffin remains on
the ground, and can attack its prey with its talons and hind claws.
Humanoids of average human size and smaller, except for windlings, can use
griffins as aerial mounts. Though difficult to train, tame griffins make
excellent steeds.
Attributes |
DEX: 7 | STR: 6 | TOU: 6 |
PER: 6 | WIL: 6 | CHA: 7 |
Initiative: 10 | Physical Defense: 8 |
Number of Attacks: 1 | Spell Defense: 7 |
Attack: 9 | Social Defense: 7 |
Damage: 11 | Armor: 6 |
Number of Spells: (1) | Mystic Armor: 3 |
Spellcasting: 7 | Knockdown: 7 |
Effect: Perception | Recovery Tests: 3 |
| |
Death Rating: 36 | Combat Movement: 35 |
Wound Threshold: 10 | Full Movement: 70 |
Unconsciouness Rating: 28 | |
| |
Legend Points: 100 |
Equipment: Ring mail armor, battle-axe. |
Loot: Lucky charm valued at 2D6 silver pieces if not magical, 2D6 x 20
silver pieces if magical. (To determine the magical value of a guard
veterans charm, the gamemaster rolls 1D6; on a result of 10 or better,
the charm increases the guard veterans Physical Defense or Spell Defense
by 1 point. To activate the charm, the guard must make a Perception Test with a
result of 5 or better. The charms protection lasts for 1D6 rounds. Each
use of the charm costs 1 Strain Point to invoke, whether successful or not). |
Commentary
A soldier with years of experience, a guard veteran has loyally served his
city, house, or master for a lengthy period of time. Most have encountered the
Horrors or their constructs at least once, and none care to repeat the
experience.
Guard veterans have honed an uncanny judge of character into a magical talent.
Whenever a character tries to deceive a guard veteran, the guard veteran makes
a Spellcasting Test against the characters Spell Defense. A successful
result, though not revealing a characters true intent, rouses the
guards suspicions. The guards Social Defense increases by 5 points,
making him unlikely to fall for the characters scam. This increase in
Social Defense lasts for a number of days equal to the guards
Spellcasting Test result.
Though steadfast, guard veterans do not give their employers blind loyalty.
Most consider themselves guardians of justice, and if a character can prove
that an employer has evil intentions, many guard veterans will cease to defend
him.
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