INTELLIGENT MONSTERS


Achaierai

ST:19 - 30 MA: 12
DX:12 -14 Armour: 7
IQ:16

Source Monster Manual III, page 15

Achaierai are massive, flightless birds that inhabit the infernal plane of Acheron and are only occasionally encountered elsewhere. They are evil, clever, and predatory, with a distinct taste for torture. They are generally found underground, either alone or in small flocks of up to 8 individuals.
Standing some 4-hexes (15 feet) tall, achaierai are large 1 hex monsters with plump 1metre diameter bodies resembling quails' and four stork legs. Their soft feathers range in color through a variety of browns and earth tones. The claws and beak of an achaierai have a metallic glint. They attack with claws for (HTH +1) damage, i.e. 1+2 for those with ST19 or 20, 1+3 for those with ST 21-24, and 2+1 for stronger ones. They may also bite for (HTHx2) damage, or 2+2, 3+1 or 3+3 damage. Using both attacks incurs a 4 adjDX penalty for both.
An achaierai may elect to belch forth a cloud of hallucinogenic gas into any front hex and 2 beyond it – all vicitms must make a 4/IQ roll or suffer – 4 adjDX due to visual hallucinations and reality blurring. This lasts 12 rounds.
They have the following talents: Dark Vision, Acute Hearing, Alertness, Climbing, Silent Movement, Detection of Lies,

Behir
ST:
20-40 MA:14
DX:
11 Armour: 4 pt scales
IQ:
8
The behir is a twelve-legged reptilian creature, with the head of a crocodile, the body of a great serpent and covered with metallic blue scales, used by the drow as a fighting beast. It has a voracious appetite for flesh, especially humanoid, and is often only kept by races who keep slaves (the old and infirm of which are often fed to them). They are 2 to 4 hex-long figures (depending on ST - i.e. 10 ST per hex in length). They attack by biting for 1+2 damage in regular or (preferred) HTH combat. In HTH combat, the behir can also strike with 1d6 limbs for 1-1 damage each (roll 1d6 each round to see how many limbs free the behir has to fight with.).
A behir can also breath a bolt of lightning for 1 die damage per fST expended, but can only store up enough charge for 4 dice per hour.
They naturally occur in deep caverns near water, where they hunt and kill large quantities of cavefish by electrifying the water. Drow are the only race known to cultivate them extensively.

Balrog
ST:75-100 MA:18
DX:18 Armour:4 pt skin
IQ:18
Nasty creatures found deep beneath the earth, these 3-hex monsters fight with flaming weapons, usually one in each hand (2nd hand at -4). They are surrounded by flame; each adjacent hex doing 2 ST fire damage to opponents. Needless to say, they are immune to fire-based attacks, also including dark vision and tactics among their talents.
Though they look demonic, they are from a material plane like Cidri and pay no heed to pentagrams, but are not blessed with mage sight either.

Basilisk(ITL, p56)

Bile Demon
ST:
40-80 MA:6
DX:9 Armour:2 pt blubber
IQ:13
Bloated creatures akin to normal demons, these red goliaths have puny arms that are too weak to wield weapons effectively. Instead, they have a flail dangling from each horn, which they can strike enemies on that side- or side-front hex, for 2+1 damage each. Once every three turns, they can also forgo attacking for one turn and let forth a hideous poison gas from their own nether regions, which affects all enemies within 1 hex for a -2 on their DX rolls and 1-3 damage (armour ignored), unless a 3/ST roll is made (orcs roll 1 die less, elves 1 die more. This roll is 4/ST for a 3-hex bile demon). Larger bile demons are 3-hex figures. All have mage sight, dark vision and can cast magic fist (limit of 3 fST per turn). Bile demons can be summoned by special spells. They cannot enter or exit pentagrams.

Broo :Raiders and Shamans
ST:13-14 MA:10
DX:10 Armour: 2pt Tough Skin and occasionally wears armor as well
IQ:10
Common Skills: Climbing, shield, pole weapons, thrown weapons, tracking
Special attack: head butt with horns 1-2 damage.
The Broo has a human body and the head of a Deer, antelope, or goat. The most common would be the head of a goat. They inhabit ruins and caverns. They can hybrid (mate) with any creature. They are horrid filthy creatures and as such suffer a -2 reaction penalty with other sentient beings. They will take their live quarry back to lairs and have their sadistic carnal ways with them. There is a 50% chance of them being diseased or their weapons carrying disease. The raider will be a straight hero. Broo shamen will know up to half their IQ in spells. Buy spells as wizard, and buy skills as a fighter.

Cavewights (from S Donaldson's 'Chronicles Of Thomas Covenant)
ST:15-20 MA:10
DX:11-12 Armour:2 pt skin
IQ:6 or 7
Cavewights are evil creatures with large hands at the end of long arms, with dark-coloured leathery skin and larval red eyes.
Cavewights are well adapted for living in caves (known as wightwarrens), possessing dark vision and acrobatics with respect to stone constructions, due to their great knowledge of stone. They attack for 2-1 damage, or more if they have weapons. They generally don't use armour. Cavewights are often found with ur-viles.
Some rare bands of cavewights have members with partial carapaces, a random mutation which is becoming increasingly common. Treat these as having 4 point armour in rear- and side-hexes, with a 2 point MA penalty.

Chimaera
ST:30+ MA:8/12
DX:12 Armour:2 pt hide
IQ:6
A 4-hex creature, the chimaera is an obscene hybrid between a dragon, goat and lion, with bat-like wings. They are very stupid but ferocious, the goat butting for 1+1 damage, lion biting for 2 dice and the dragon biting for 2-1 or breathing ( 1 ST for 1+1 damage). The dragon head has natural mage sight, while the lion head has acute hearing.

Cokack (AcidHT, Rick Smith)

Cockatrice
ST:6 MA:6/8
DX:14 Armour:1 pt scales
IQ:5
The cockatrice is a terrestrial chicken-shaped avian carnivore the size of a turkey that has developed a powerful enzyme-poison to help it flourish in the wild. Its enzyme only affects mammalian life-forms (reptiles, avians etc. are immune) and causes an effect like a powerful freeze spell (4/ST to save against) which lasts for 12 turns. Remove thrown spells will not reverse the condition but an antidote (known as 'antifreeze', and sometimes available from kobold or goblin merchants) will. Goblins have been known to sell a special herbal brew which will reduce the ST roll by 1 die and lasts 3 hours, for $20-120 a dose.
Cockatrices were widespread but almost driven to extinction by mammalian species (humans, elves etc.) who, not surprisingly, perceived them as a threat. Some non mammalian races (kobolds mainly, some reptile-men and gargoyles) have seen their value and cultivated them far from prying eyes.

Crysgrass (AcidHT, Rick Smith)


Cyclops, Common

ST:24-40 MA:7
DX:12 Armour:1 pt skin
IQ:7
Bad-tempered and surly one-eyed gigantoids, Cyclopes live in badlands or on islands and caves. They like eating humanoids, except female humans, who are necessary for breeding purposes. Each female captured and impregnated has an equal chance of producing a cyclops, hybrid or human, the latter two being eaten by the father. Their 1 eye allows them a 2/IQ roll to disbelieve illusions but a -2 on attacking rolls with thrown weapons (Cyclopes, like giants, like to throw large objects (rocks, tree-trunks or whatever) for 1+2 damage but are not bright enough to know that they aren't very good at it), they usually fight with a 2-handed club for 1+6 damage. Cyclopes are also able to hypnotize intelligent creatures within 5 megahexes, requiring a 3 dice roll vs. IQ (treat as freeze spell), but they cannot attack on the same turn.
Smaller cyclopes are 1 hex figures while larger ones may be 3 hexes in size.

Cyclops, Grecian
ST:
50-70 MA:12
DX:12 Armour: 2 pt hide
IQ:8-10
These are twice the size of their commoner cousins and are much too large to interbreed with humans. They're quite rare and found in warm out-of-the-way places. Unlike their smaller kin, they are unable to freeze targets with their eye, but have a much more lethal weapon; a laser-like ray of energy (treat as missile weapon for range calculation), which inflicts 3 dice damage (and costs 3 ST). Otherwise, they use great clubs. They cannot use both a club attack and an eye attack in the same turn. Intelligent cyclopes have the equivalent of the animal handling talent and may be found with a small roc or cave bear as a pet.
Like their smaller kin, they are allowed a 2/IQ roll for disbelieving illusions.

Dark Creepers

ST:10 MA:12
DX:13 Armour:4(0)
IQ:12
Dark creepers are mysterious, 1 m high grey-skinned humanoids who are well adapted to life underground, possessing dark vision, silent movement, spying, thief and the ability to cast darkness. In dim light, they stop 4 hits per attack, which is cancelled in bright light, and sunlight is lethal to them, killing them in 1 turn. They are armed with daggers (3 in 6 chance of being magical) and live to steal and collect more magic. When they die, they explode as a dazzle gem.

Dark Stalkers

ST:16 MA:12
DX:15 Armour:4(0)
IQ:14
Dark stalkers are the leaders of the dark creepers and are generally armed with magical swords. Otherwise, they have all powers of dark creepers as well as mage sight and the ability to cast 7-hex shadow. When dead however, they explode as a megahex fireball for 3-3 damage.

Deadlites
(Rick Smith)
ST:0 (1 fST to 30 fST) MA:3
DX:9-14 Armour: N/A*
IQ:7
Deadlites cannot be attacked by physical weapons while in wisp form. They have no physical attacks.
Deadlites are a form of undead wisp that attempts to kill sentient beings so that it can feed off their life force. The basic way deadlites operate is they possess unconscious bodies or intact dead corpses and then animate them. They are like zombies with additional weaknesses (the deadlites can be attacked directly) and advantages (when their possessed corpse is hacked apart they can animate a new one). Deadlites can not animate skeletons.
A deadlite looks like a Willow the Wisp only it is black. In total darkness they can be vaguely seen as deeper dark against the black. They are about 25 to 40 cm in diameter and roughly spherical, though they slightly deform as they move. They can slowly drift through the air. When they touch a body, they become a hemisphere, then shrink to
nothing as they pull themselves inside.
Note on physics and theology:
The main reason that a being is able to store up and manipulate magic is so its soul will have the power to travel to another plane of existence when it dies (and defend itself on the trip). When a deadlite feeds on the 'life force' of a being, it does not destroy the soul of their victim, but it drains away the soul's mana, making it harder or impossible for the soul to go to the next plane. Victims of deadlites often become ghosts, wights or other forms of weak undead beings.
A deadlite is a mana-based spirit that feeds off of the life force of free spirits. (A free spirit is a spirit without a body.) 'Natural' free spirits have defenses against deadlite's attacks so their easiest prey is the newly freed souls of beings that just had living bodies. Deadlites prefer 'higher' souls so the souls of sentient life are more attractive than animals, and animals are more attractive than plants or insects. A deadlite will permanently gain 1 fST superscript for each soul it consumes. When a deadlite reaches 25 to 30 fatigue superscripts they split into 1 major one (with about half of the fST) and 3 to 8 smaller ones that share the remaining fST. The small deadlites will remain with their 'parent' until they are over 12 fST or so and then they drift away.

Deadlites will occasionally inhabit graveyards but clerics will quickly drive them away. In the wilderness, they will drift until they find a fresh corpse. They will animate it and go searching for live beings to kill and feed off of.

Directly attacking a deadlite is easy, they move so slowly that the attack is at +4 DX. However physical weapons do no damage to them in wisp form.
They will quickly die in areas with no mana and can be hurt with the Death spell or any spell that drains fST from a being. (When their fST reaches 0 they die.) They may be captured by the Trap Spirit spell.
Unarmed attacks by sentient beings who are in a state of heightened awareness (see psionics in TFT), do 1/5 normal damage (round down).
Touching a deadlite is horrible for it drains away a microscopic amount of your soul. Each time you do so, you must make a 2vsBV or be so horrified as to be unable to attack it for 5 turns. (BV = Bravery, a personality attribute, see page 7 of ITL.)
Clerics are will automatically make this bravery roll, and if a cleric is in the party, everyone gets improved moral (+2 to their bravery verses undead).
<<Optional rule> You may wish to allow priests to do 1/5 unarmed damage and theologians to do 1/3 unarmed damage (round down) to deadlites in wisp form.

Attacking a deadlite that has possessed a body or corpse cannot be done. You must first fight the body and then wait until it leaves. When a deadlite possesses a corpse, it gains 'hits' equal to twice its basic ST. When the corpse has lost this many hits, the body is assumed to have been hacked to bits. The deadlite may remain inside to
feed, or leave to animate a new corpse. When a deadlite possesses a living body, it gains, the basic ST of that body times two, extra hits. It will attack until the body takes
that many real hits (and is hacked to pieces). Often you may wish not to kill off a body that it possesses. You may attack it with subdual damage, but subdual damage is only 1/2 as effective against the possessed body. If the living possessed body is pinned or tied up, the deadlite will leave it within a minute or so, since it is not strong enough to feed on a soul of a living being. It will try to find a body to use or feed in. It may follow the party, or if they have discovered a way to hurt it, hide in a stump or fly away.
If a deadlite's victim is unconscious, and regains consciousness while it is animating the body, the deadlite retains control of the body, until the possessed figure makes an easy Battle of Wills (X:XvsIQ). Each of these simple Battle of Wills requires 3 turns (the
roll is made at the end of the 3 turns). There is no penalty for failing other than another 15 seconds of being possessed. When the victim eventually makes the roll, the deadlite is expelled from the body through the forehead.

If you believe a deadlite is feeding on the soul of a dead body, a cleric with the Last Rites rite may spend double fST on the last rite and make a simple Battle of Wills ( X:XvsIQ). If the cleric is successful, the deadlite must permanently leave that body. If the cleric fails, the Battle of Wills may be attempted again after 1 minute. If the deadlite is not driven away with in an hour or so, it will leave having completely drained the dead soul.

Deadlites are intelligent and it is not uncommon for old ones to learn a weapon talent or three to improve their effectiveness. If a parent and several children are living together, the parent will coordinate their attacks. Very rarely, extremely old deadlites gain an extra point of IQ or two. Occasionally a smarter one will learn a language. It will then use verbal wiles to taunt or trick party members.
If a deadlite in a live body is unable to harm other party members, it will try to kill the body it possesses. Armor on the possessed body will protect for only 1/3 of the normal hits at best (e.g. the body will open its mouth to allow it to stuff a dagger through the back of the throat).

Demons, Lesser & Greater (ITL, 54)

Devilkin (Adapted from Diablo II)
Creatures from the planes of Hell, the devilkin are the crudest instruments of infernal legions to invade Cidri. All devilkin have dark vision and mage sight. Illusions do not affect them.

Fallen
ST:
5 MA:8
DX:12 Armour:0
IQ:
8
Resembling 1m high flame-red imps brandishing daggers, these creatures may sometimes know other IQ 8 talents such as running, thrown weapons and shield. They are immune to all fire-based attacks. Fallen will generally attack fearlessly until their shaman is killed, at which point they become quite cowardly. A shaman is larger, 1.5m high, and wields a skull-topped staff that can hit as a mace for 2-1 damage. The staff also functions as an ST battery of varying strength, most often 10 or 15 fST. The staff-mace has 2 powers; first, the shaman is able to resurrect the fallen for 1 fST. For some reason, minimal ST from the wand initiates a mysterious anabolic process that revives the dead fallen in 1 turn to full strength. This ability has quite a range; treat as a missile weapon for determining adjDX.
Secondly, the fallen shaman may cast a fireball, but may only put 2 ST maximum into this. They are generally reluctant to do this as resurrecting fallen is much more cost efficient. A fallen shaman will have ST 11, DX 12, IQ 11.

Carver
ST:
9 MA:8
DX:13 Armour:0
IQ:
8
Similar in appearance to the fallen, these 1.3m high imp-like creatures are frosty blue-white in colour and brandish large dirks (treat as rapiers) for 1 die damage. They are immune to all cold-based attacks, and also take only half damage from fire-based attacks as well. They sometimes know other IQ 8 talents such as running, thrown weapons and shield. Carvers will generally attack fearlessly until their shaman is killed, at which point they become quite cowardly. A shaman is larger, 2m high, and wields a demonic horned skull-topped staff that can hit as a morningstar for 2+1 damage. A carver shaman will have ST 13, DX 13, IQ 12. The staff also functions as an ST battery of varying strength, most often 10 fST. The staff has 2 powers; first, the shaman is able to resurrect the carvers for 1 fST. For some reason, minimal ST from the wand initiates a mysterious anabolic process that revives the dead carvers in 1 turn to full strength. This ability has quite a range; treat as a missile weapon for determining adjDX.
Secondly, the carver shaman may cast a sleet spell, but may only put 2 ST maximum into this. They are generally reluctant to do this as resurrecting carvers is much more cost efficient.

True Devilkin
ST:
11 MA:8
DX:13 Armour:0
IQ:
8
Similar in appearance but a little larger (1.5m high) again, these gold coloured imps wield shortswords for 2-1 damage. They are immune to all electricity-based attacks and take only half damage from fire-based attacks. They sometimes know other IQ 8 talents such as running, thrown weapons and shield. True devilkin will generally attack fearlessly until their shaman is killed, at which point they become quite cowardly. A shaman is larger, 2.5m high, and wields a demonic horned skull-topped staff that can hit as a great hammer for 2+2 damage. A devilkin shaman will have ST 14, DX 13, IQ 12. The staff also functions as an ST battery of varying strength, most often 10 fST. The staff has 2 powers; first, the shaman is able to resurrect the devilkin for 1 fST. For some reason, minimal ST from the wand initiates a mysterious anabolic process that revives the dead devilkin in 1 turn to full strength. This ability has quite a range; treat as a missile weapon for determining adjDX.
Secondly, the devilkin shaman may cast a lightning spell, but may only put 2 ST maximum into this. They are generally reluctant to do this as resurrecting devilkin is much more cost efficient.

Displacer Beast
ST:20 MA:14
DX:12 Armour:1 pt hide
IQ:
5
These blue-black, 2-hex, 6 legged pumas are always blurred (-4 to hit except bugs, troglodytes, slimes and those using mage sight). They attack twice with their tentacles for 2 dice each.

Doppelganger

ST:16+ MA:10
DX:12 Armour:0
IQ:10
Doppelgangers use their shapechanging abilities to gain treasure and magic. They have telepathy to 2-megahex range, thus avoiding areas of far visibility such as plains. They are so good that victims are allowed to roll 5 dice vs. IQ (4 for a naturalist) for people well known to them only. Doppelgangers are immune to sleep or control spells and have double strength tactics due to their telepathy.

Dragons
(ITL, p52-53)
Dragons come in a variety of colours, as well as sizes, in Cidri. They can be classified according to colour, size or shape, i.e traditional dragon-shape or wyrm-shape (see below).

Black Dragons are fell beasts, found in dismal swamps or underground, where they can use acid to excavate large limestone caves for well-protected lairs. They breathe a gout of hydrochloric acid instead of fire, which inflicts horrendous burns and corrodes metals on a roll of 5 or 6 on 1 die (gold, silver and mithril excepted). Ancalagon was a famous black dragon; like him they can often go into alliance with weaker creatures. Blacks rarely grow past 4 hexes in size.
Green Dragons are sneaky and clever, often commanding or colluding with evil monsters of all types. They breathe a puff of hazardous chlorine gas instead of fire, which also corrodes metals on a 5 or 6 on 1 die (gold, silver and mithril excepted). Fafnir and Glaurung were famous green dragons.
Red Dragons are the dragons described in In The Labyrinth, greedy for gold, clever and malevolent. They can be found anywhere there is a potential for treasure and a good hidey-hole. This means they generally favour mountains. Smaug was a typical red dragon. Red dragons are never wyrm-shaped.
White Dragons are residents of colder climes, glaciers, icy caves and tundra being to their liking. They breathe icy frost instead of fire, enjoying turning their prey into blocks of ice. They aren't as clever as other dragons (IQs of 8, 9, 10, 12 and 14 for the 5 sizes) and more aggressive (-1 on reaction, +1 on morale). Probably half of all white dragons are wyrm-shaped (as detailed below)

Wyrms come in 3,4 or 6-hex sixes: 3-hex (long) serpentine 'wyrms' have MA 6/14* ST 22 DX 13 IQ 14 Armour 2 hits Claw 1+1 Breath 2-2 ST spent to breathe 2, 4-hex wyrms have the same stats as normal 4 hex dragons, and 6-hex wyrms MA 8/18* ST 45 DX 14 IQ 17 Armour 4 hits Claw 2-1 Breath 2+2 ST spent to breathe 4. (only some wyrms fly). Wyrm DNA is more adaptive than many creatures and many mutations are seen (roll 1d6 on the following table)

Wyrm Mutations

1:
regenerates 1 (1-3), 2 (4-5) or 3 ST per turn (known as the Lambton variant), but not if ST reaches 0 or burnt.
2: can fly magically, MA given above.
3: has small wings (can fly at half MA given above)
4: odd-placed eyes, treat as eyes-behind spell.
5:
can cast sleep spell with eyes at normal ST cost (counts as action though)
6: no breath weapon

Dragonet, Ice

ST:4-6 MA:4/14
DX:14 Armour:0
IQ:6
These silvery-white relatives of normal dragonets are treated like them but their breath is sleet(i.e. claw = 1-1; breath = 1 ST/ 1 die). They are also immune to cold-based magic. They can be trained and wizards sometimes keep them as pets.

Drider
ST:
16-20 MA:14
DX:12-13 Armour:0
IQ:10-11
These hateful subterranean creatures are drow-spider 'centaurs', living by drinking the blood of their victims as their digestive systems cannot handle solid food. Two hex figures, they have the following talents: climbing, acute hearing, dark vision ( with a -2 on DX in bright light) and tracking. They often use missile weapons and will try to capture rather than kill their victims in order to drink their blood.

Giant Eagles

ST:16-20 MA:4/36
DX:13 Armour:1 pt feathers
IQ:8
These beautiful 1-hex birds live in rocky high places, generally inaccessible to those without the power of flight. They claw/bite for 1+1 damage but can dive and attack at +2 DX and +2 damage. They have alertness and far vision talents and are friendly with birdmen.

Ettin

ST:30+ MA:10
DX:
9 Armour:0
IQ:6
These large (3-hex) 2-headed ogres have innate alertness, as 1 head is always on guard. They cannot use a 2-handed weapon in a coordinated manner, but 2 weapons, the wrong hand (usually the left) attacking at -1 DX and -2 damage. Ettins are none too bright despite having 2 heads. They speak their own primitive dialect of Ogre.

Furies (Eumenides)

ST:20+ MA:6/20
DX:14 Armour:2 pt skin
IQ:10
These female humanoids have either dog or ugly human faces and are sent to avenge wrongs done to demons or similar creatures (e.g. a demon may send a couple when a wizard tries to cast an illusion of a demon.). They can only be hit by silver or magical weapons and themselves wield a rope spell lasso and a +1 damage poison dagger (5 dice vs. ST or suffer 2 dice damage and 1-1 the following turn, + -2 DX for 1d6 turns). They have mage sight, silent movement, fireproof and invisibility (1ST/turn). Like demons, they can't enter nor exit a pentagram.

Giants

General Information: Giants compared to most other sentient races, are brutish and quite stupid, relying on their great size to make their way in the world. As a general rule, giants are quite hostile to mankind and make a practice of preying on any species weaker than themselves - preferring to loot and steal for their sustenance With a few exceptions (notably the Cloud and Fire Giant sub-species) giants manufacture few things for themselves that do not involve wood or stone They rely heavily on slaves to do 'menial' work such as farming, handicrafts and metalworking. Giants prefer to occupy themselves with raids, feasts and terrible bloodsport. Giants generally live in small clans and lead primitive nomadic lifestyles. Very powerful Chieftains can form Steadings, however. These 'permanent' communities usually quickly convert the surrounding area to wasteland - as all the resources are quickly exhausted by the rapacious nature of the giants. The good news is that few giants are ever able to wield weapons that require more skill than a club, obtain armour or possess abilities such as alertness, literacy or leadership.

All Giants have an innate thrown weapons skill that is similar to the talent. However, the instantaneous pickup rules assume that throw objects are readily available and prepared for throwing. Giants are usually too stupid to think of this, and must spend time picking up the item as if readying a weapon. Although if a giant is attempting to throw item in a damage category below his maximum (30 ST giant throwing a chair or a pig) he may ready and
throw in the same round, because it is theoretically lighter an much easier to snatch up and throw.

Another modification to the giant's thrown weapons ability is that these items may only be thrown a maximum of ST/5 hexes of distance. For each level down the strength chart an item is, add 5 hexes to the maximum range. (Ex. A 35 ST giant may throw a pig 17 hexes: 7+5+5=17)

ST score determines damage caused by the thrown object. Damage is 1d6 +
½ d6 for every 5 ST above 20 (rounded down).

ST Damage (d6) Example (furniture, livestock, etc.)

20 1d6 butter churn, bar stool, goat, large rock
25 11/2d6 wing chair, rain barrel, pig, street urchin
30 2d6 bookcase, wine barrel, calf, small boulder
35 2 1/2d6 kitchen table, ale keg, donkey, average man
40 3d6 ox cart, pony, wild boar, medium boulder
45 3 1/2 d6 billiard table, riding horse, large man
50 4d6 large boulders, petard, armored knight
55 4 1/2 d6 wagon, large ox, armored warhorse
60 5d6 oak trees, farmer's cottage, huge boulders

Any time a giant misses his target with one of these items, roll as if it were a molotail or grenade to see where it goes. In addition to damage from a direct hit, large objects (those requiring 30 ST and higher) roast ox, tend to bounce around a little if they miss their target (and perhaps even if they hit). To reflect this any figure in the same megahex as the target will receive collateral or 'splash' damage from shrapnel, whirling legs, etc. The damage inflicted in surrounding hexes will be 1d6 less than that inflicted on the direct hit hex.

One other hazard giants pose in combat is where they land, should they fall. If a giant is knocked down there is a very real possibility that he will crush someone in doing so. Any time this occurs, roll 1d6 (with the forward facing hex counting as 1) and moving counter clockwise around the figure to determine in which direction the giant falls. Any one doing double damage, triple damage, or inflicting the death blow to the giant may decide where he
falls - if applicable. Anyone unlucky enough to be in the chosen hex must make a roll against his DX to avoid being hit for 1d6 damage (2d6 if the giant is 40 ST or larger). In addition to the damage - the figure will be pinned on the ground each round until he makes a successful roll against his ST on 3d6 (4d6 is the giant is 40 ST or more).

Giants & Fomorianism: Fomorians are apparently the result of a disease or genetic instability (thought to be a recessive gene) peculiar to giants, which manifests itself usually around the age of twenty. The giant begins to change in terrible ways, bones warping, muscles bulging and knotting, and flesh bunching up or sloughing off in spots. In extreme cases, new limbs and occasionally entire new heads have been known to form, although they are often not functional.
"Fomorianism" is obviously terribly disfiguring and painful; any giant that begins to manifest the symptoms will be killed or (more often) driven out of the community. Many Fomorians realize what is happening themselves before anyone else does, and remove themselves from the community.

It is commonly believed among giants that the condition is some sort of curse. It is also often thought to be hereditary in nature, and giants trying to cover up a "tainted bloodline" will sometimes go to great lengths to hide or destroy Fomorian offspring - particularly those who are the chiefs of groups of giants. Sometimes a parent will retain some concern for the Fomorian, secretly supplying the exile with food and supplies. In general, though, giants hate Fomorians, considering them a racial shame and blight. Fomorians
likewise generally hate giants as much as they do anything else.

Because their outcast state, Fomorians will never be found with other giants, but are generally encountered singly or in small groups. In general they are even more violent and ill-tempered than giants. Their stats are based on those of their parents, but modified as shown below:

ST add d6x2
DX roll d6: on a 1-3, subtract one
IQ roll d6: on a 1-2, subtract one.
HS roll d6: on a 1-4, add one
MA subtract two

These statistic alterations represent the effects, good and bad, of the chaotic addition of muscle mass and new organs that accompanies Fomorianism. As far as skills are concerned, most Fomorians retain the skills of their parent race, and many develop the equivalent of Alertness (4 in 6) and/or Acute Hearing (2 in 6) from the addition of eyes or ears to their bodies. 1 in 6 will have the equivalent of the eyes behind spell, due to conveniently placed eyes and limbs. Some one in six have additional arms (and sometimes a head) that allow them to make two attacks per round at normal DX. Those with two heads are often referred to as "Ettins", and often figure prominently as the boogie-men of giant folklore and are often used to scare unruly young giants into line.
As Fomorianism is a recessive gene, two fomorians that mate will produce fomorian giants only (with a 50% chance of inheriting bonuses of one parent)

Random Giant Table (alternative to above)
(1) Roll a d6 to determine the number of times to roll on the tables:
Once (1-4)
Twice (5)
Thrice (6)

(2) Roll a d6 to determine which of the following tables to roll on:
- Common (1-3)
-Less common (4-5)
-Rare (6)

Common Mutations or Fomorianisms
1: tough skin - warrior talent
2: big or odd eyes - alertness talent
3:big/odd ears (can be humanoid-, donkey- or dog-shaped) - acute hearing
talent
4: really dumb - IQ 6 (like an ogre)
5: 1 eye - -2 DX to throw, automatic 2d6/IQ to disbelieve illusions
6: acute smell (& big nose) - tracking talent
Uncommon
1:odd eyes - eyes behind talent
2:very tough skin- veteran talent
3: long legs - running talent
4:2 heads - 2 weapons + alertness talents
5:HUGE - a 4-hex figure with a minimum of 50 ST.
6: Clubfoot - MA reduced by 2.
Rare
1:kinship for animals -animal handler talent (pick wild animals from local encounter tables)
2: totally immune to fire
3: half body (fachanism) - hops for MA 8, can't use shield or 2-hands
(obviously) or throw things, 1 eye (as above)
4:True Sight - mage sight (may have funny-looking eyes)
5: IQ 8 or 9 and a propensity to cast spells
6: REALLY tough skin - treat as stone flesh

If the giants are a family group, related individuals are 3 in 6 likely to
have the same mutation(s) - roll for each.



Cloud Giant
ST:
40 MA:10
DX:
10 Armour: 0
IQ:
10
A 'civilized' race, the Cloud Giants are the most human-like species of giant. They stand about 5m tall, and have a wide variety of hair and skin coloration. They will often dress in good-quality clothing and are skilled in many areas such as building, metal working and art-crafts. They are fond of heights and will often live on mountains - restoring abandoned castles or building their own to live in. They also pursue many 'human' pastimes such as hunting, reading and music. Despite this veneer of culture, they are exceptionally wicked and enjoy hunting and eating humans. While their eyesight is poor - they have an extremely keen sense of smell and are very difficult to surprise or ambush (treat as the skill alertness).

Fire Giant

ST:45-60 MA:12
DX:9-11 Armour:0
IQ:9-11
Fire giants live in or near regions of volcanic activity. They are also generally malevolent, consorting with trolls and other evil creatures they can bully or threaten. They are immune to all forms of heat, including lava. In combat, they wield huge swords for 3+1 damage and armour such as chain or plate, being good blacksmiths. Fire giants are generally nonmagical.

Frost Giant (Jotun)

ST:35-50 MA:12
DX:9-10 Armour:0
IQ:8-10
Frost giants, or jotuns, live in cold climes, being immune to all cold. They are generally devious and malignant. In combat, they wield huge axes for 3 dice damage, or clubs and wear whatever is handy as armour (mammoth or woolly rhino pelts). Fully 1 in 6 jotuns is a wizard, often using spells such as aid, image or magic fist. Like other giants, they are 3-hex figures. They are immune to all cold-based attacks.

Mountain Giant
ST:
50 MA: 12
DX: 11 Armour: 1 pt skin (warrior talent)
IQ:10
These noble giants live in remote mountain areas. They resemble larger versions of normal giants, averaging 4m in height. Unfortunately they are troubled by low fertility and a very low birthrate, thus they are rare and often solitary. They make up for this by using their animal handler and monster follower I skills (though they can have double the number of followers that humans have, thanks to their racial aptitude). Typical animals and dumber monsters include ogres, trolls or normal giants, as well as cave bears and eagles.
A mountain giant's other area of expertise is not only throwing large objects, but catching them. Any large missile (which includes missiles from ballistas and trebuchets as well as other giants) that is aimed at the giant, or whose trajectory passes within 2 hexes gives the mountain giant a chance to catch it if he can roll 3 dice under his DX, or 4 if 2 hexes distant.

Stone Giant
ST: 35 MA:10
DX: 9-10 Armour: 2 pt skin
IQ: 9
Stone Giants are a species of subterranean giant. They stand about 4m tall, and are totally hairless and usually shun garments. Their gray skin is very smooth and reminiscent of stone and have heavy, dour continuance with jutting brows and shadowed eyes. Stone Giants are expert miners and are seldom seen on the surface world. They are not, as a
rule, particularly hostile to humans. The rock hard hide of these giants give them the natural equivalent of the veteran talent. A Stone Giant's coloration makes it very difficult to spot one in the caverns where they make their homes. They will automatically attack with surprise on the first round of combat in such an environment - unless detected by such skills as alertness or spying. They can fight with picks and hammers - but prefer to crush their opponents with large rocks.

Ghasts
(HP Lovecraft's Dream Quest Of Unknown Kadath)
ST:20-30 MA:12
DX:11-12 Armour:0
IQ:10
Ghasts are large (2-2.5 metre tall) hopping monstrosities that live underground. They have an MA of 12 and can easily clear 1 or 2 hexes of obstacles. Anything more ambitious, such as jumping over figures or 3 or 4 hexes, requires a 3 dice roll vs. DX. No-one is sure whether they are alive or dead, but sunlight is harmful to them, doing 1 die damage per turn they are exposed to it. They may (1 in 6) also be encountered with spells (as an IQ 10 wizard). They inflict 1+3 damage (2+2 in HTH).

Ghouls
(ITL, p55)
ST:10-20 MA:10
DX:9-11 Armour:0
IQ:8
Ghouls are foul subterranean creatures created when a humanoid creature is slain by a ghoul (1 in 6 chance; rises 1d6 hours later). They inflict 1+1 damage (1+3 in HTH) generally. Some (2 in 6) also inflict paralysis: victim must make a 3 dice vs ST roll or be affected as per freeze spell. Others (1 in 6) have some spell-like abilities (treat as IQ 8 wizards). It is believed they were wizards in their former lives.
All ghouls are considered to have dark vision and silent movement talents.

Ghosts(ITL, p56)


Gremlins

ST:4 MA:12/12
DX:12 Armour:0
IQ:12
Less than a metre tall, gremlins are subterranean winged humanoids who live to cause trouble. They hate sunlight, which gives them a -4 DX penalty, and have the following powers: dark vision, silent movement, spying and thief. They usually use daggers, darts or nets. Leaders have a ST of 6 or more, a DX of 14 and an IQ of 12. They actually gain 1 ST every time they drain an item of its dweomer, which takes 3 turns undisturbed. They are also master thieves and poisoners.

Gugs
(HP Lovecraft's Dream Quest Of Unknown Kadath)
ST:55 MA:12
DX:11 Armour:1 pt fur
IQ:8
These large 3-hex monsters rend for 3+1 damage (3+5 in HTH). They live in lightless caverns deep beneath the earth. Their eyes are extremely sensitive; any light brighter than torchlight gives them a -2 DX penalty fighting. Naturally they have dark vision, acute hearing and tracking. Due to their keen senses, they save at +2 bonus when disbelieving illusions and images.

Halektite (AcidHT, Rick Smith)

Harpies
ST:13-16 MA:6/12
DX:
13 Armour:1 pt feathers
IQ:
8
These horrible bird-women prey on humanoids, preferring to torture and eat their captives slowly. They attack with claws in HTH combat or weapons (select talents as for IQ 8). 3 turns of singing or their touch acts as a control person spell (i.e. victim gets a 3/IQ roll to avoid). As they are found outdoors, there'll be a -4 DX penalty to hit them (and vice versa)
They generally live in warmer climes, as they don't wear clothes, and lair in trees or cliffs, places generally inaccessible to those without the power of flight. Exploring their filthy caves will bring about a chance (1 in 6) of contracting disease. If a disease is contracted, then there is a 5 in 6 chance it will be gastroenteritis (lasts 2 days, -2 adjST, -1 adjDX; cleansing will not work as the diarrhea is a result of the toxins produced rather than the bacteria themselves.), on a 1 in 6 it will be a more chronic problem –3 adjST until cured. A naturalist may remember about the disease if s/he makes a 4/IQ roll.
Harpies generally have whatever they've stolen from victims nearby.

Harpy Hags:
ST:
14-19 MA:6/14
DX:
14 Armour:1 pt feathers
IQ:
9-11
Nastier and tougher than ordinary harpies, they may be found leading small groups of their less skilled sisters, in which case they may have taught them all sorts of dirty tricks, like dropping boulders or worse on their enemies for -4 adjDX and +2 damage.
Harpy hags are skilled fliers and can attack earthbound targets with no DX penalty ( and are hence reluctant to engage in HTH combat, unlike normal harpies). Fully 2 in 6 harpy hags may know some spells, such as shock shield (cast on a harpy in HTH combat), trip or clumsiness. These ones are generally known as harpy witches.

Hell Hounds
ST:16-31 MA:12
DX:9 Armour:2 pt skin
IQ:6
These ugly beasts resemble muscular wolfhounds with glowing red eyes, dark red skin and huge black wicked teeth. Those of ST 25 and above are 2-hex figures, and can bite for 2+2 damage in regular or HTH combat. Smaller ones inflict 2-1 damage. These canines can also breathe fire onto one of their front hexes for 1-1 for each 2 ST invested into it, to a maximum of 6 ST.
Hell Hounds come from planes whence come demons, and may be found with them.
They are immune to all types of fire and have mage sight as well as acute hearing. They cannot enter or leave a pentagram and take +1 per die of damage from cold.

Hydra(ITL, p55)

Incubus
ST:
30-40 MA:12*
DX:12 Armour:6 point skin
IQ:18
An incubus is a type of demon whose natural form resembles an imposing tall winged humanoid with green-grey skin and small fangs and horns. An MA is given as the incubus will not use its natural teleport ability while pretending to be a humanoid. Like other demons, an incubus has mage sight and cannot enter or leave pentagrams. It can also cast glamour, 4-hex shadow and freeze. An incubus also has natural sex appeal in glamoured form and uses this to lure victims. Its kiss will permanently drain 1 attribute point (roll at random) from a victim. This is reversible with a wish. Once a victim reaches 0 in any one attribute, she dies and the incubus gains 1 ST permanently
Incubi generally prefer to act by stealth so they can increase ST. However, if forced to fight they will draw a small weapon, usually a very fine (+2 damage) shortsword, which does 2+1 damage and bestows half the damage inflicted onto the incubus. The shortsword is actually a semisentient demonic being in a symbiotic relationship with the incubus. A 5/IQ roll (4/IQ for a naturalist) will notice that the 'sword' has minute pulsating veins which seem to draw something back up into the handle (and incubus). This is noticeable even when the incubus is glamoured. The sword-being dissolves into metallo-ectoplasm once the incubus is slain. No-one has yet isolated the sword-creature or used it.
Instead, incubi have been known to be bound into powerful weapons of life stealing, usually evil-looking bastard swords or bigger which bestow half the damage they inflict as fST onto the wielder. However, these weapons also bestow a berserk like bloodlust onto their wielders, who must make a 3/IQ roll at the end of any combat where they slew more than one opponent personally or attack anyone left standing. They can check each round thereafter to try and stop killing. Dumb adventurers with these weapons will often have arrangements – either very fast compatriots who flee at the first sign of trouble or a mage with a spare sleep spell at the end of combat…

Jack-o-bear
ST:
15 MA:10
DX:10 Armour:3 points of tough skin
IQ:11
Jack-o-bear are shaggy wiry ursine monsters that with bloated orange heads resembling pumpkins. They normally inhabit mountains and forests, using silent movement and spy talents to sneak up on victims. They attack with a claw or bite for 1+2 damage each or attack with both at -3 DX penalty.
A jack-o-bear's gaze can also be treated as a freeze spell (treat a an attack).
Furthermore, 1 in 6 Jack-o-Bears will have a random chaos feature (q.v.).

Lamia
ST:30 MA:24
DX:13 Armour:1 pt skin
IQ:12
. These 2-hex lion bodied women live in remote, desolate places. They prey on humanoids with their spells control person and 4-hex image. Their favourite tactic is to charm an keep their captives, whom they regularly drain blood from. The touch of a lamia drains 1 IQ point unless a 4 dice roll vs. IQ is made, wizards receiving a +2 bonus.

Man, Neanderthal(ITL, p55)

Man, Tribal (North American) (body of work by David Michael Grouchy II)
The following are just some guidelines for North American Indians. Note that there would be a great many variations. For instance North American indians of the Far north used spears or harpoons instead of the bow. These may be useful for tribes encountered in wilderness areas.
Indian Shamans may also be encountered; treat them as mages without literacy and having certain spells available to them via oral tradition such as:

Shaman will seek to find new spells and knowledge, and this may be used as a bartering tool

Indian Brave
ST:
9 MA: 10
DX: 13
IQ: 10
Weapons: Hatchet 1D, Small bow 1-1
Talents:Axe/mace(2), Bow(2), UC I(2),Swimming(1), Silent movement(2),
Sign language(1)

Indian Brave, feathered
ST:
9 MA: 10
DX: 14         Armour:0
IQ: 12
Weapons: Hatchet 1D, Small bow 1-1
Talents: Axe/mace(2), Bow(2), UC I(2),Swimming(1), Silent movement(2),Sign language(1), Tracking(1),Tactics(1)

Indian Brave, two feathered
ST:
9 MA: 10
DX: 14         Armour:0
IQ: 14
Weapons: Hatchet 1D, Small bow 1-1
Talents: Axe/mace(2), Bow(2), UC I(2), UC II (2), Swimming(1), Silent movement(2),Sign language(1), Tracking(1),Tactics(1)


Indian Brave, three feathered
ST:
9 MA: 10
DX: 14         Armour:0
IQ: 16
Weapons: Hatchet 1D, Small bow 1-1
Talents: Axe/mace(2), Bow(2), UC I(2), UC II (2), Naturalist (2), Swimming(1), Silent movement(2),Sign language(1), Tracking(1),Tactics(1)

Indian Chief
ST:
9 MA: 10
DX: 14         Armour:0
IQ: 16
Weapons: Hatchet 1D, Small bow 1-1
Talents: Axe/mace(2), Bow(2), UC I(2), UC II (2), Naturalist (2), Swimming(1), Silent movement(2),Sign language(1), Tracking(1),Tactics(1), Woodsman(1),Strategist(2)


Man, Tribal (South American) (body of work by David Michael Grouchy II)
Mocha Indian
ST:
11 MA: 12
DX: 11 Armour: 0
IQ: 10
Weapons: Stone Mace 2-1, Spear thrower 1+1
Talents: Axe/Mace(2), Pole weapons (2), Running(2)
Spear thrower(1), Acute hearing(3)

Mandrake (AcidHT, Rick Smith)

Manticore
ST:30 MA:10/16
DX:11-12 Armour:1 pt skin
IQ:5
These 2-hex monsters are stupid, aggressive lion-bodied, bat-winged humanoids with reddish skin and numerous rows of shark like, pointed teeth. Manticores are found in warmer climes, in desolate areas as they have often eaten or ruined everything nearby.
They attack with claw/bite for 2-1 damage or a volley of tail spikes, firing 6 a turn for up to 4 turns, inflicting 1+1 damage each (accuracy as per molotail).
Manticores are the result of a failed experiment long long ago, where a wizard attempted to mix a man (for intelligence), with a bat (for flight) and a lion and shark (both for ferocity; sharks are resistant to disease). Unfortunately, the resultant creature, the first manticore, also had the intelligence of a shark and was a hunting and killing machine, totally unable to be trained. Furthermore, it escaped and was able to breed with large felines (lions, tigers, sabretooths, pumas) and the offspring were always manticores. Manticores mature quickly and are long lived and resistant to most diseases. They are rapacious and always hungry and will hunt and eat anything organic. All manticores are considered to have alertness and some of the electromagnetic sensory equipment of their shark parents. They thus get an automatic 2/IQ roll for any illusion they come across, which is automatic and not counted as an action for a combat turn.


Medusa (Gorgon)

ST:12-16 MA:10
DX:12 Armour:0
IQ:10
These exceptionally evil and ugly women have poisonous snakes for hair. Their gaze causes petrification. Anyone confronting one must roll 6 dice vs. IQ + DX, 7 if unaware - if successful this nets 10 XP .If they fail, a 4 dice vs. ST roll is required to avoid being turned to stone. This does not affect equipment. Additionally, 1-3 snakes may attack each adjacent figure, each biting for 1-1 damage plus poison (3 dice vs. ST or 2 dice damage).
Otherwise they may be treated as humans for the purpose of learning talents for weapons or whatever. Not surprisingly, thrown and missile weapons are popular.

Medusa (Gorgon) - Beastly Version
ST:
30-40 MA:8
DX:12 Armour: 0 or 2 pt scales
IQ:10
These horrid variants of the above monsters are 2 hex figures, with the body and tail of a great corpulent serpent. The rear and side hexes are armoured (2 point scales) while the front is not. Their gaze also causes petrification. Anyone confronting one must roll 6 dice vs. IQ + DX, 7 if unaware - if successful this nets 10 XP .If they fail, a 4 dice vs. ST roll is required to avoid being turned to stone. This does not affect equipment. Additionally, 1-3 snakes may attack each adjacent figure, each biting for 1-1 damage plus poison (3 dice vs. ST or 2 dice damage).
Otherwise they may be treated as humans for the purpose of learning talents for weapons or whatever. Not surprisingly, thrown and missile weapons are popular

Mi-Go (Fungi from Yuggoth) (From H.P. Lovecraft's Cthulhu Mythos)
ST:15 MA:8/12
DX:12 Armour:3 pt exoskeleton
IQ:10 upwards
These lobster-like aliens are actually intelligent fungi. They come to Cidri to mine for precious metals and materials not found on their world. They can attack with their pincers for 1 die damage each (no DX penalty), or use weapons with their smaller appendages but not both. Mi-Go wizards often employ such spells as control person to gain slaves to use for their own ends, often having a wide array of artifacts to help them. Mi-go have natural eyes behind and alertness talents, and are immune to cold-based attacks. Heat or fire is reduced by 1 for every 1 die inflicted.

Minotaur

ST:20-30 MA:10
DX:12 Armour:1 pt hide
IQ:7
These malign bull-headed humanoids are about 2 m tall. They generally use large weapons such as pikeaxes (2+2) or battleaxes(3 dice), and may butt opponents who are 1.5 m tall or above for 1 dice damage (-4 DX if they do both). They have dark vision, acute hearing and tracking talents, all excellent for their maze-like habitats.

Night-gaunt(ITL, p56)

Nightmare
ST:30+ MA:14/30
DX:14 Armour:1 pt hide
IQ:11
These 2 hex horses from the lower planes are often found as the steeds of demons, furies and myrddraal. Their burning hooves inflict 1+2 damage +1 die fire damage. They may also breathe a gout of burning steam for 1+2 damage once an hour for 2 dice damage to the hex directly in front of them. They have dark vision and mage sight, and are immune to all forms of fire. However, they are unable to enter or exit pentagrams. Nightmares are malign and hate all life forms, attacking gratuitously.

Nixie
ST:6-12 MA:8//14
DX:12 Armour:0
IQ:8-12
Nixies are a hybrid race of humanoids with origins from the elemental plane of water and from Cidri. A long time ago, a powerful wizard who liked the idea of amphibious servants bred a sentient race of water elemental creature with human and elf stock. Having a human parent gave them, literally, flesh and bone and the ability to reside on Cdri indefinitely. However, succeeding generations of nixies would gradually recede to their water elemental ancestors unless there was a regular infusion of human or humanlike genes every three generations or so.
After many years, the wizard died and the nixies escaped into Cidri, having lost the ability to return to the water elemental plane. They can now be found in remote rivers and streams (much easier to defend these places than the open ocean. As well, they seem to prefer fresh to salt water.). They will venture up to 250m from water. Being dry for an extended period is damaging to a nixie, costing 1 fST per half hour out of water. This is instantly reversed upon being submerged. A nixie ranges from 1 to 1.75m in height and is a blue-green in colour. They have webbed hands and feet to help them swim. They generally keep to themselves, bearing humans no great love (their original captor was human). They sometimes make themselves unpopular when they kidnap humans for breeding with every so often.
Treat nixies as having the following skills: swimming, diving, water breathing, silent movement, acute hearing. Fire does double damage to nixies and they will flee if it is used in combat against them. They are not strong physically, with no natural armour and not often wearing any (it impedes movement underwater). They thus prefer not to fight directly but use either water creatures (giant crabs or crayfish, snapping turtles or crocodiles) as guards, or resort to magic. Nixie wizards are not uncommon (1 in 3 nixies), and most of their dealings with humans are characterized by use of magic (images, illusions and glamour are frequently used to trick or kidnap humans). If nixies have to fight, they use thrusting weapons or nets generally.
All nixies are able to harvest and brew a salve which imbues the drinker with the ability to breathe water for one month. This is what they use to keep captives alive while they breed with or learn from them. Nice nixies may even let their captives return home one day, rather than kill them.

Ny-Cassis (AcidHT, Rick Smith)

Octopus(ITL, p54)

Ogre(ITL, p55)

Otyugh
ST:25-35 MA:6
DX:11 Armour:3 pt hide
IQ:8
Otyughs are the garbage disposal units of dungeon ecologies, often living in the refuse dumps of underground creatures. They are quite territorial, but do not value treasure. Their eyestalk gives them natural alertness and their 2 tentacles can reach 2 hexes to strike for 2-1 damage each, even into side hexes (though at -2 DX). A successful tentacle hit means the victim must make a 3 dice vs. ST roll or suffer an infection resulting in fevers and debility (-3 ST and DX for 1d6 days) until healed. An 18 on this roll results in a progressive septicaemia resulting in a cumulative 2 pt loss from ST and DX per day until dead. A physicker can attempt a 4 dice vs. IQ roll to fix either of these conditions (3 for master physicker.

Ogre Magi

ST:35+ MA:10/12
DX:10+ Armour:1 pt skin
IQ:12
These powerful magical oriental ogres use armour and weapons as their occidental counterparts, but their huge swords are fine (+1 DX and damage). They have the following powers: fly(1 ST/turn), glamour(as spell), sleet(treat as fireball but is made of driving icy cold shards- it is rumoured enterprising wizards have paid handsomely to learn this spell) and regenerate 1 ST per turn, like a troll. They love magic and jewelry and enslaving other creatures.

Pixies
ST:
2-4 MA:8
DX: 14 Armour:0, generally wear 1 pt cloth armour
IQ: 8-12
These mischievous folk of sylvan woodlands and meadows are about 0.3 - 0.5m high. They resemble small humanoids with ruddy skin and red hair with upturned noses. They always wear green. They are unpredictable and capricious in the extreme and enjoy playing tricks on the 'big folk' they run into. Some of their tricks can be downright dangerous and many a bloodthirsty feud has erupted from deteriorating relations with human neighbours. They do hate cruel people and injustice, and their tricks have a much greater chance of doing harm to those they perceive guilty of such misdeeds. They are also intensely territorial, and strongly resent intrusion into their territory. Pixies do however maintain a good relationship with halflings in general, however, and may aid in defending their communities.
Pixies have odd ideas about death; scholars conversing with them have discovered an elaborate belief system involving them being reincarnations of other sentient races (humans, halflings, elves and gnomes), to which they shall return again one day. This makes them brave (but not stupid) in combat.
All pixies' clothes are the equivalent of cloth armour with no DX penalty, and all are experts at naturally dodging and weaving, being so small and agile. They have the talents of tracking, silent movement, alertness, acute hearing, tactics and woodsman. This means that all opponents get a -3 DX penalty when fighting them. They generally fight with either tiny daggers for 1-2 damage or blowgun darts for 1-2 damage with an array of nasty poisons to go on them (and like halflings, they get a +3 to DX with missile weapons). For each pixie, roll either once (1-3), twice (4-5) or thrice (6) on the following table:

(roll a d6, then a d6)

1-2:fencing
talent
3:two weapons talent
4:can cast 4-hex image at 1 ST cost
5-6:can cast 1-hex illusion at 1 ST cost
7:dagger or blowgun with nasty poison (2 dice damage (4/ST to save) if initial roll inflicts damage)
8:dagger or blowgun with sleep poison (4/ST to avoid sleeping for 1-6 hours)
9:
dagger or blowgun with insanity poison (4/IQ to save to avoid attacking nearest creature for duration of next combat) if initial roll inflicts damage)
10:
can cast blur at 1 ST cost, then self-powered, for 12 turns.
11:can fly at 1 ST cost, then self-powered, for 12 turns
12:can cast trailtwister at 1 ST cost (a favourite trick this…)

Pixies have been known to use giant wasps or giant weasels as steeds, guards or pets.

Quilligan Quail

ST:10-15 MA: 10
DX: 11 Armour:1 pt feathers
IQ: 7-9
These malign creatures live in deserted, barren lands. They live in loose tribal bands hunting down prey. The dumber ones generally use clubs, while smarter ones will use an axe/mace of appropriate strength. They can track and have alertness. Their feathers render them vulnerable to fire (+1 damage per die inflicted). They use stirges (called Skritzes in their language) and weasels (called skrinks) in combat.

Revenant(ITL, p57)

Rezari
ST:8-12 MA:14, 12 with leather.
DX:9-12 Armour: 2 point skin
IQ:8-14
This Demon bred humanoids can be found in densely forested and secluded areas. They are bipedal. All of their exposed skin is covered with thorns of hardened cartilage. These thorns are absent from the soles of their feet, scalp and their palms. They have almond-shaped eyes which contain cat like pupils. They also have taloned toes and fingers. They are nocturnal and their climbing ability is exceptional. Their average height is 5 feet. They can wear any flexible armour.

The weapon of choice for the Rezari is the spear. They are excellent hunters by nature. They have a keen sense of smell, and talent equivalents of climbing, woodsman, alertness and tracking. They hunt in groups of 4 to 6 for medium game and 2's for small game. For larger and more predatorial game they will hunt with more. They are cannibalistic. Anything they eat must be freshly killed and raw. They prefer sleeping in tight cubbies or with rocks with very low overhangs. If damaged they heal quickly by ingesting a human heart. A fresh heart will yield 5 points of heal to a Rezari. And, their blood is a highly sought component by other races, including humans as a component in healing spells.

When Rezari achieves shaman status at age 50. He receives the following spells from his demon lineage: slow movement, detect life, darkness, dark vision, control animal, silent movement, invisibility, repair, control person, fireproof, 3 hex wall, summon lesser demon. Once a rezari becomes a shaman, he will half to leave his tribe if a shaman already exists. He may join another tribe or live in solitude.

Despite their demon lineage, they are not innately evil. A Rezari will never eat another Rezari. They are mortal enemies of the gargoyles.

Roper
ST:
25-40 MA:4
DX:12 Armour:3 pt hide
IQ:12
These cigar-shaped subterranean horrors attack with 6 tentacles, each striking for 1-2 damage and sticking (4/ST to free self each turn), dragging victims toward the mouth at an MA of 2. It bites for 2 dice damage, and has 5 front hexes and a side hex (as eyes behind). They store gems in their gullets.

Rotund

ST:60+ MA:14
DX:12 Armour:4 pt frill
IQ:6
8-legged 10-hex creatures, they trample for 4 dice damage (3 dice vs. DX to avoid) or bite for 2+2 damage. A large frill behind the head extends to prevent an extra 4 pts damage from frontal attacks only, but then the creature may only fire rocky missiles which explode on impact for 2+1 damage (range as missile weapon).

Sasquatch(ITL, p54)

Scorpionman

ST:17 MA:10
DX:12 Armour:3 pt tough chitinous shell
IQ:7-8
A 2-Hex Creature, the scorpionman fights with a club, sling or sting for 1d6+d6 poison. On a 4/ST roll, damage from poison is halved. If armor is penetrated Roll for poison damage and player rolls his save.)Scorpionmen have the following talents: climbing, detect traps, and sling.
They are usually found in deserts and small mountain villages. Like a centaur it has a human chest, arms and head but the abdomen, 8 legs and tail of a scorpion. They serve their gigantic queen. They live by raiding and hire out to optimistic employers who forget their employees' chaotic nature. Loss of 1 leg will not incapacitate it, though 2 on 1 side will slow it down. Loss of 3 on 1 side will immobilize it.
1 in 6 scorpionmen may know some spells, and 3 in 6 will have a random chaos feature (roll on table. q.v.)

Shadowights(ITL, p55)
Here are some spells known only to these creatures;

Shadowfire
Shadowights cast a version of the Fire spell where the 'fire' is made of shadowstuff and burns a dark purplish grey and is hard to distinguish from normal shadow. In combat, a nonshadowight must make a 4/IQ roll to notice something different about the 'shadow' hexes created.
Vampiric Shadow
These shadow hexes created drain 1 ST from all non shadow creatures in or passing through them and give it to the shadowight wizard casting the spell first, then any other shadow creatures within 2 megahexes. Somehow living material is transmuted to shadowstuff and the victims look pale and wasted. The shadow hexes look identical to normal shadow hexes.

1-Hex: 1ST to cast, IQ 11
3-Hex: 2ST to cast, IQ 13
7-Hex: 4ST to cast, IQ 16

Nurturing Shadow
This shadow will give 1ST to any wounded shadow creature which runs through it, once a turn, somehow transmuting shadow to the ectoplasm of the aforesaid shadow creatures. It too is indistinguishable from normal shadow.

1-Hex: 1ST to cast, IQ 11
3-Hex: 2ST to cast, IQ 13
7-Hex: 4ST to cast, IQ 16


Slig
ST:
15-20 MA:10
DX:12 Armour:3 pt hide
IQ:9-11
Sligs are malevolent goblinoids with rock-hard, orange plated hides and long snouts with very sharp teeth. They often associate with bands of humanoids they can bully, such as hobgoblins or kobolds, or outsmart, such as ogres. A slig prefers a poleaxe, great axe or heavy crossbow as a weapon, while eschewing armour generally. They can also spit venomous spittle (treat as thrown weapon) for 1-1 damage. A slig can also elect to spit at a victims eyes with a -4 to his adjusted Dex. They can spit only once every 6 turns. Slig hide is resistant to fire, reducing damage by 1 point per die rolled.
Sligs have the following talents: thrown weapon, detect traps, linguist, alertness and mechanician.

Sphinx

androsphinx ..........................gynosphinx ............................hieracosphinx
ST:40-50...................................35-40..........................................35-40
DX:13...........................................12..............................................12
IQ:10............................................14...............................................10
MA:14/24..................................12/20.........................................10/20
Armour:3 pt hide.......................3 pt hide.....................................2 pt hide
All sphinxes are intelligent, powerful 2-hex figures. Noble androsphinxes can roar thrice daily. All who hear must make a 3 dice roll vs. IQ or flee, and 4 dice vs. ST or suffer a -2 DX penalty for 2d6 turns. In any case, all within 10 hexes fall down.
Gynosphinxes cannot roar but have the following spell-like powers: detect magic, analyze magic, mage sight, magic fist and remove thrown spell. They are as arrogant as they are knowledgeable, expecting humans to pay them great respect (and money)
Evil hieracosphinxes are often used as mounts by powerful evil creatures.

Sprites
ST:
2-7 MA:6/12
DX:14 Armour:0
IQ:10-12
Sprites are partially transparent winged humanoids of bluish white colouration approximately 0.3-0.5m in height. Their origin is unknown but some feel them to be hybrids between sylphs and pixies, bred by some long-dead wizard. In any case they appear to have some link with the elemental plane of air. When they get angry, they become a dark stormy grey colour and attack in combat by means of electrical discharge for 1d6 damage (treat as a thrown weapon for range). For every extra fST they expend, they can do an extra 1d6 damage, but will generally not do this because of their naturally low ST. Being small flying creatures, others suffer a -4 adjDX penalty in trying to hit them.
Sprites are generally friendly with pixies and equally as mischievous.

Stalking Soul Sippers (Acid HT, Rick Smith)

Succubi
ST:
25 MA:12*
DX:12 Armour:7 point skin
IQ:18
A succubus is a type of demon whose natural for resembles a tall attractive winged humanoid with silvery-grey skin and small fangs and horns. Her skin is, however, harder than plate armour! An MA is given as the succubus will not use her natural teleport ability while pretending to be an attractive humanoid. Like other demons, a succubus has mage sight and cannot enter or leave pentagrams. She can also cast glamour, 4-hex shadow and control person. She attacks with a weapon or with iron-hard claws which rake for 2 dice damage. A succubus also has natural sex appeal in glamoured form and uses this to lure victims. Her kiss will permanently drain 1 attribute point (roll at random) from a victim. This is reversible with a wish.

Swamp Rantzies
ST:
12-18 MA:12
DX:11-13 Armour:1 pt hide
IQ:7
These green ape-like creatures live in marshy areas. Their natural mastery of swimming, diving, climbing, tracking and alertness enable them to be very efficient troops in these adverse conditions. They also seem to have a 'sixth sense' when it comes to combat; treat as though they have tactics. However, they fear fire, and if it is used in combat, the subjected rantzy must make a 2/IQ roll to resist fleeing.


Swordwraiths
ST:
as needed to wield the weapon in question MA:12 (flying)
DX: 2d4+6, or former owner's DX if it is known Armour: (see below)
IQ:2d3+6
Swordwraiths are a type of undead being that occasionally comes into existence when a weapon-wielding creature is slain in battle, most typically when the slain creature
is a berserker or someone who has lavished great amounts of time and effort on the mastering of weapons. Some portion of the slain person's spirit is drawn into their
weapon, effectively 'possessing' it and turning it into a swordwraith. (This can happen with any melee weapon, but most typically is seen with swords, hence the name.)

Swordwraiths exist purely for battle. Unlike many types of undead they have no knowledge of or interest in any unfinished goals their progenitor may have had. They
are focused entirely on fighting and killing, and most will ceaselessly seek out opponents until destroyed.
Swordwraiths with max IQ may behave more intelligently, fleeing from overwhelming opposition or even pretending to be normal weapons and only animating occasionally.
Such a weapon might actually be a useful companion, acting as a 'dancing weapon' at its owner's request, or it might animate while its owner sleeps, going out to slay people,
incidentally making its owner look like a murderer. (Or maybe it does both. Heh...)

The swordwraith has no existence outside of the weapon. They can animate the weapon they are in, causing it to move and attack. While so doing they often generate an Image of the person who's death gave rise to the swordwraith; the Image will appear to be wielding the sword, but the opposite is more the case. Striking the Image will cause it to disappear as usual, but it will re-appear next round on the swordwraith's DX (this does not count as an action for the wraith). If the swordwraith has an IQ of 10 or more, it may cause itself to fall to the ground until the image reforms, in an attempt to deceive those whom it is fighting into focusing on attacking the image.

The only way to destroy the swordwraith is to break the possessed weapon or subject it to Exorcism. Normal means of weapon breakage (such as the spell) are effective.

Because the weapon is held in place more firmly by the animating force than by merely being gripped, it is also possible to break the weapon by attacking it. Any such attempt must be specifically announced. The difficulty of effectively striking such a target imposes a 'to hit' penalty as follows:

-3 if swordwraith inhabits a weapon doing 1d+1 or less damage
-1 if swordwraith inhabits a two-handed weapon
-2 otherwise
PLUS: an additional -2 if the former owner wielded the weapon with Fencing ability.

If the weapon is struck roll damage as usual and roll damage for the swordwraith's weapon. If the other weapon's total is higher the swordwraith weapon has
been broken. All magical bonuses on both weapons are applied normally for this purpose--other than the 'flaming weapon' enchantment. An 'immune to break
weapon' swordwraith rolls an extra die to resist breakage.

If the possessed weapon is enchanted, all such enchantments function normally. The wraith must use the fST shown above to power any enchantment requiring fST.

Swordwraiths appear to sense their surroundings by a sort of 'spatial awareness' akin to radar. They are also sensitive to vibrations in the air. For most purposes they can be considered as having normal hearing and sight with no perception of colour. They do not have any sort of ability to sense 'life' the way many undead do.

If you desire random creation of these critters, keep them quite rare, no more than one in a hundred slain berserkers would give rise to a swordwraith. They typically arise
one full day after their progenitor's death. (Stan Rydzewski)

Ice Toads
ST:20 MA:8
DX:13 Armour:1 pt warty skin
IQ:7
These creatures live in glaciers, tundra and similar places. They radiate 1+1 cold damage to all within 1 hex every 6 turns. They are 3-hex figures and immune to cold. Fire does +1 point per die of damage to them.

Troglodytes

ST:
13-20 MA:10
DX:12 Armour:1 pt scales
IQ:8
These 1.7 to 2m tall subterranean blind reptilian humanoids are quite hostile to most creatures, being very carnivorous. They look like greenish white blind bipedal cave lizards with sharp calws, spines and teeth. They have four excellent senses to make up for their lack of sight. Images and Illusions do not affect them. They emit a stench in combat that causes weakness (-2 DX if a 3 dice roll vs. ST is failed). They use stony javelins for +2 DX and damage as spear when thrown (i.e. 1 die). They also fight with tooth and claw for 1+1 to 1+3 damage in HTH combat, or stony clubs for 1+2 to 1+4 damage. Troglodytes also carry flint knives but do not use these in combat. They have minor chameleon powers; if given 3 turns warning, they can hide in cave surroundings (4 dice vs. IQ to see, 3 dice for a naturalist.). Troglodyte society is primitive to say the least, being equivalent to Stone- or Bronze Age man or earth. They live in unmodified caves generally and are not known to domesticate animals on a regular basis, getting food by either cave fishing or raiding surface settlements at night.
Trog Elite:As they age, troglodytes continue to grow. Furthermore, the elite of a tribe will receive more food and grow more quickly. Thus, in some large tribes, troglodytes have been known to reach giantlike proportions – 3 hex figures with ST 30 or more, 2-point scaley natural armour and attack with claws for 2+2 damage or a club for 2+3.
Giant Trogs: Even rarer, exceptionally large trogs (ST 45 and up) may be 4 hex figures and like a miniature Allosaurus in proportion, striking with claws for 3+2 damage or a club for 3+3. Due to their bulk, they often have a reduced DX, 10 or 11.

Trolls
(ITL, p54)
Trolls are humanoid life-forms of unknown origin. Normal, or cave trolls are the most common. Ice trolls appear to be part ice, and more vulnerable. Trollocs, or wood trolls, are also weaker. It is unclear how they are all related, though different types my occasionally be found together.
Trollvirus:There is a disease spread through some communities, a latent virus which renders them vulnerable to sunlight. The severe form means that sunlight turns the afflicted troll to stone by inducing powerful enzymes. The troll can avoid this by making a 3/DX roll to duck for cover. A milder form means the troll suffers a -3 DX penalty and an MA of 4 while in sunlight. This disease is quite rare (about 1 in 6 trolls affected, with equal ratios of severe and mild forms), but has given rise to tales of trolls turning to stone in daylight.
Trolls afflicted with this virus find that the low levels of this enzyme released over the years in response to ambient light causes their skin to gradually harden and toughen to the point where they eventually end up with one, sometimes two, points of armour.

Deceitful Trolls (Trow)
ST:
10-20 MA:12
DX:11-13 Armour:1 pt hide
IQ:
12-13
Wiry grey trolls, this is an offshoot with heightened intelligence and dexterity, originally engineered by some wizard using trollish and drow stock. They will use missile weapons and poison, as well as being proficient trap setters. They regenerate 1 ST a turn, and have the following talents/powers: 1-hex shadow, dark vision, silent movement and darkness. They are malign creatures generally found deep underground, either with trolls or drow.

Ice Trolls
ST:
15-30 MA:12
DX:9-10 Armour:0
IQ:8-9
These monsters resemble thin, tall trolls (2.5-3 m tall, but always 1-hex figures) made of ice. Their origin is unclear, though their purpose is malign. They live in subarctic forests and tundra-like terrains. They are quite brittle and vulnerable to physical attack. Any hit of over 8 points damage may shatter the troll on a roll of 1 or 2 on 1 die. They are immune to cold and take extra damage from fire (1 point per die). They attack with claws or club for damage according to their strength. Ice trolls can also track.
Ice trolls can only regenerate in running water, which they do at a rate of 1 ST a turn.

Two-Headed Trolls
ST:50 MA:12
DX:9-10 Armour:1 pt skin
IQ:6-8
These 3-hex monsters are rumoured to be the offspring of ettins and trolls. They are nastier than either parent however. They possess alertness, dark vision and regenerate 1 ST a turn. They attack with 2 separate weapons, the weaker arm striking at -1 DX and -2 damage.

Trollocs(From Robert Jordan's Wheel Of Time Books)
ST: 14-18 MA:10
DX: 9-11 Armour: 1 pt skin
IQ: 6-7
Trollocs are large, stupid humanoids about 2-2.5 m tall. They are heterogeneous in appearance, resembling small ogres, large orcs or even boar- , wolf- or hawk-headed humanoids. Though they are none too clever, any given trolloc may have alertness, acute hearing or tracking (roll a d6, with a 1,2 or 3 corresponding to the appropriate skill.). An IQ 7 trolloc will have enough intelligence to use an appropriate weapon, usually a maul or big sword, others relying on clubs. Their thick skin stops 1, or occasionally 2, hits per attack, though they often augment this with cloth or leather armour. Their origin is unclear but they have some strange link with the dreaded Myrddraal - detailed below. Trollocs fighting with Myrddraal fight in a more intelligent fashion but suffer as if struck by a Dazzle gem if the Myrddraal is slain.

Myrddraal (Fade)(From Robert Jordan's Wheel Of Time Books)
ST: 13 MA: 12
DX:
16 Armour: 3 pt skin
IQ: 15
These horrid creatures resemble pale grey-skinned humanoids with eyeless sockets and dark capes. Their lack of eyes doesn't hinder them, they have the following natural abilities in fact: alertness, eyes-behind, tactics and can cast a 4-hex shadow as their strength allows. Their weapons are often envenomed, which makes them dangerous opponents indeed. Their origins are unknown, but they may be hired for a (high) price.
Myrddraal are often found with trollocs as cannon-fodder/guards/servants, the latter being fearful of the hateful Fades and obeying their every command.

Umber Hulks
ST:50 MA:6(1-4)
DX:12 Armour:4 pt skin
IQ:8
These large, 3-hex creatures love to eat dwarves and gnomes. They are great burrowers and have dark vision. They attack by rending with their claws for 2 dice or biting with their mandibles for 2-1 damage, or both at -4 DX. Anyone standing directly in front of an umber hulk must make a 3 dice roll vs. IQ or be confused for 1d6+1 turns, rolling on the following table:
1-2 stand stupidly
3 attack umber hulk
4 run away
5-6 attack allies

Ur-Viles (from S Donaldson's 'Chronicles Of Thomas Covenant)
basic.................................................loremaster
ST:13................................................18-20
DX:11...............................................13
IQ:8..................................................10
MA: 8 on 2 feet, 10 on 4 feet, 6 in wedge
Armour:0...........................................0
Ur-viles are malign long-limbed eyeless creatures of the dark. They have an excellent sense of smell and invisibility, images and illusions are useless against them. Basic ur-viles attack with cutlasses for 2-2 damage, while loremasters wield staves for 2 dice damage. They are also able to cast avert and megahex avert.
When encountered in numbers, ur-viles form wedges which greatly increases their attacking power:
wedge loremaster
no.in wedge armour(vs. missiles) damagearmour staff dam. ST DX acid -DX/mag.
10-21...............3(4)..........................2-1.........4............2+2........25...14...2+2....-1/-2
22-50..............4(5)...........................2............5.............3...........30...15...3+1....-2/-3
51-200.............5(7).........................2+1.........6............3+2........40....17...4+2....-2/-4
201-1500.........6(9).........................2+3.........8............4+1........50....19...5+2....-3/-4
1501+..............7(11).........................3...........10..........5+1........65....21...6+3....-3/-5
Acid is a Thrown weapon with a range of 10 hexes once every 4 turns. It takes 4 turns/10 creatures to form a wedge of up to 50 ur-viles and 6 turns/10 creatures for larger wedges. Killing the loremaster breaks the wedge as do large disruptions (e.g. slippery floor, megahex fireball etc.).

Vampire(ITL, p55)

Vampyre(IP6, p12)

Water-Horses
Each Uisge
(ech-ooskya) Kelpie
ST:24-36...................................20-22
DX:13.........................................13
IQ:8...........................................10-12
MA:24 (10 in amoeba form)........30 (10 in amoeba form)
Armour:2 pt membrane..........2 pt membrane
Water Horses are malign protoplasmic creatures so named after their most frequent forms they are encountered as. All can be classed as flesh eating protoplasm-things of possibly extraplanar origin (possibly water elemental), and variable intelligence and aggressiveness. All have a limited form of telepathy which allows them to judge what would be an appealing form to the local inhabitants. They have been known to appear as attractive women, but are mute as they have no vocal chords. As a horse they can get away with being silent.
All water horses take only 1 point per die of damage from heat or cold-based attacks but full damage from electricity. Their rubbery, slimy protoplasm forms a thick cell membrane that acts as 2 point armour.
Anyone is allowed a 5/IQ roll when they see a water horse in another form to know it is no what it seems to be (4/IQ for naturalists & horsemen, 3/IQ for expert naturalists & master horsemen.), this roll is reduced by 1 die when the beast is in combat.
Each Uisge in their natural form resemble a 3-hex goo, but will commonly manifest as a 2-hex war-horse. For many years they were endemic to an wilderness area inhabited by horseclans (you know, the IQ 8 folk who spent their spare talent points on horsemanship rather than swimming.). The water-horses found that appearing as a horse was the best way of luring young braves to their deaths. In their natural form, they feel most at home in a briny, hypertonic environment (i.e. the sea), where they regenerate 1 ST per turn. They are formidable fighters in horse form (treat as a war-horse - stats as above, kick for 2+1 damage, bite for 1+1 damage or do both at -4 DX), but this exhausts them - lose 1 fST per turn fighting. They prefer to trick or drown people - an Each Uisge is able to control the adhesiveness of its skin (to either sticky or slippery). Rider who mount the creature must make a 4/ST roll each turn to try and remove themselves and perform no other action (generally while the beast is running headlong into the surf). Other attacks on the creature assume it is in HTH combat with the rider for hit determination.
In the water, the creature can attack without the fST penalty and at +2 DX bonus in its natural environment. Generally, once someone enters the water with the beast, they don't come out again…..
An each uisge can also make itself slippery, which allows it a 1 die bonus to avoid being netted or entrapped.
Each Uisge hate fresh water, which is hypotonic and confers none of the bonuses of salt water.
Kelpies are weaker fighters in horse form (treat as light horse - 1 die damage only) but what they lack in strength they make up for in cunning and guile. They also have a limited form of telepathy, which is useful if they appear as a shaggy man or attractive girl, in that they can form short sentences which victims feel are verbalizations (thus making up for the creature's lack of vocal chords). For each sentence, a 4/IQ roll (3/IQ for naturalists ) is allowed to determine whether the victim suspects all is not what it seems.
They may also become slippery, but not sticky, like their larger brethren. Once a day they may leave a residue which they can use as a slippery floor, if they have time to set up a trap.
If a kelpie appears as a female, its aim will be to kiss the victim. If this happens, the kelpie will infuse the victims' lungs with watery protoplasm (use drowning rules). Treat the kelpie as if it is in HTH combat with the victim for hit determination.
Kelpies prefer to kill their victims by drowning and store them and let them rot, rather than devour them fresh. No-one is quite sure why this is.
Kelpies are native to fresh, rather than salt, water. They recuperate 1 ST a turn in the former and none in the latter.

Werewolf(ITL, p55)

Wight(ITL, p56)

Will-o'-Wisp ( Corpse Candle, or Ignis Fatuus)
ST:30 MA:20
DX:14 Armour:0
IQ:14
These electrical, glowing creatures feed on the dying essences of victims' fear, thus they often lurk near quicksand, bogs, cliffs and such places. They are extremely hard to hit, being naturally blurred and very quick flying, giving all opponents a -8 DX to hit or cast spells at them. Treat all their hexes as front hexes. Adult will-o-wisps have an ST of 30, attacking by means of electricity, which costs them 2 fST to inflict an arc causing 2+2 damage. Treat this as a thrown weapon attack, which they can utilize once a turn (i.e. -1 adjDX per hex distant). They can also go invisible at a cost of 1ST/turn.
Immature will-o'-wisps, also known as boggarts, may have a ST of 15 or 20 and do less damage, say 1 or 1+2, for a cost of 1fST.

Winter Wolves
ST:20-25 MA:12
DX:12 Armour:2 pt thick fur
IQ:7-9
Great white wolves with piercing sapphire eyes, these intelligent and wicked beasts are found in very cold climes. They bite for 2 dice damage in regular or HTH combat, and their thick fur stops 2 hits per attack. They also breathe a frosty blast of cold air for 1-1 damage per ST invested to a maximum of 3 ST, every 2nd turn. They radiate intense cold, inflicting 1 ST damage to those within 1 hex
They are immune to cold but take +1 per die of damage from fire-based attacks. They are quite clever and can often understand the language(s) of other fell creatures of cold lands, such as frost giants or yeti. Winter wolves also have alertness and acute hearing.

Wraith(ITL, p54)

Wyvern(ITL, p54)