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Anwyn

Fantasy Express

Novus 2nd Edition

Novus 1st Edition

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Lvl: 7 Hits: 78 Move: 15’
DEF: 22 AR: 5  
Attacks: 22 Bite (10); 19 Claws (8)
Stats: Chr: 10(0)/5; Con: 20(3)/8; Dex: 18(2)/7;
  Int: 8(-1)4; Spd: 22(4)/9; Str: 20(3)/8;
  Will: 15(1)/6; Wis: 11(0)/5
Skills: Perc. (13); Stealth (6); Tracking (13)
Size: 6’-7’ tall; or 4’-6’ long; 150-250 lbs
# Enc: 2-20

Abilities:

  • Regenerates (1 hit per minute)
  • Toughness (+10 hits, already figured in)
  • Lycanthropic Bite: A character that is bitten must make a Con Save (TN 22) or be afflicted.

 

Werewolves are mortals who have been afflicted with lycanthropy, a magical disease which forces them to transform into a were-form on nights of the full moon. Lycanthropes, as they are sometimes called, have 3 forms; a mortal form, a were-form that is half man and half wolf, and a wolf-form.

To become a werewolf, one must be bitten by another werewolf under a full moon. He must then fail a Save vs. Con (TN 22) or he contracts lycanthropy. If it is not removed before his first transformation, then he is cursed with it forever.

On nights of the full moon, a lycanthrope cannot control his change, always changing to his were-form. At other times, he can try to, by making a Save vs. Will (TN 22). If the lycanthrope, in his mortal form, takes more damage than his Con stat in a single blow, he may also involuntarily change and a Save would be required to stop it. A werewolf gains a +1 to these Saves for every 5 years they have had lycanthropy.

Werewolves may only be hurt by magic, including magical weapons, and silvered weapons, all other damage regenerates.

Lvl: 4 Hits: 63 Move: 10’
DEF: 20 AR: 5  
Attacks: 15 Bite (9)
Stats: Chr: 11(0)/5; Con: 16(2)/7; Dex: 10(0)/5;
  Int: 5(-2)3; Spd: 19(3)/8; Str: 18(2)/7;
  Will: 10(0)/5; Wis: 18(3)/8
Skills: Perc. (13); Stealth (6); Tracking (13)
Size: 3’-5’ long; 50-150 lbs
# Enc: 2-20

 

Wolves are large canines with thick, wiry fur, ranging in color from gray to brown or even black. Wolves can hunt alone or in packs, and the pack can range widely in its hunt for food. Wolves are fiercely territorial and will often gather together to bring down larger prey or creatures that might invade its territory.

Lvl: 5 Hits: 40 Move: 10’ flight
DEF: 20 AR:  
Attacks: 16 Spectral Touch (7)
Stats: Chr: 9(-1)/4; Con: 5(-2)/3; Dex: 18(2)/7;
  12(0)/5; Spd: 18(2)/7; Str: 3(-3)/2;
  Will: 18(2)/7; Wis: 19(3)/8
Skills: Perc. (10); Stealth (9); Tracking (10)
Size: 5’-6’ tall
# Enc: 1

Abilities:

  • Incorporeal (may walk through objects)
  • Regeneration (1 hit per minute)
  • Able to see invisible, ethereal, & astral presences within 100’
  • Possession: Capable of possessing a living being who fails a Save vs. Will
  • Spectral Touch: does cold damage, Save vs. Con or lose 1 point of Strength for every 5 hits of damage done, Strength recovers 1 point per day of rest.

 

Ghosts are the undead and restless remains of a once living being or creature. These spectral entities are the remnants of a person or creature that usually died by violence, treachery, through an injustice, or evil beings attempting to hold on to life at any cost.

Ghosts are normally incorporeal, unable to interact with the physical world. In fact, a Ghost must make a Save vs. Will in order to even touch or move physical objects.

Any damage actually dealt to a Ghost through magical means will heal at a rate of 1 hit per minute. The only way to permanently destroy a Ghost is through burning the mortal remains of the Ghost, or if the Ghost fails its Save against a Repel Undead spell.

Ghosts attack using something called a Spectral Touch. This touch does cold damage to the target and requires the target to make a Save vs. Con or the Ghost will drain some of the target’s Strength. If the target survives the attack of the Ghost, he will recover that Strength at a rate of 1 point per each full day of rest.

Also, Ghosts of intelligent beings may attempt to possess another person (no more than once per hour). If that person fails a Save vs. Will, the Ghost has possessed them and taken over. The target gets another Save once every hour, or anytime that the Ghost attempts to do something that would harm the target. A Ghost may only make 1 attempt per day for each level that it has.

Lvl: 4 Hits: 61 Move: 10’
DEF: 20 AR: 5  
Attacks: 15 Claws (9); 13 Bite (7)*
Stats: Chr: 6(-2)/3; Con: 15(1)/6; Dex: 11(0)/5;
  Int: 11(0)/5; Spd: 19(3)/8; Str: 17(2)/7;
  Will: 8(-1)/4; Wis: 10(0)/5
Skills: Perc. (11); Stealth (6); Tracking (6)
Size: 5’-6’ tall
# Enc: 2-20

Abilities:

  • Regeneration (1 hit per minute); wounds from normal weapons do not heal instantly, but they do heal as per the Regeneration.
  • Darkvision 100’ (as per the Talent description) • Aversion to daylight. While not actually harmed by it, Ghouls will not willingly venture out into the daylight. They prefer the darkness.
  • Ghoul’s Curse*: When a person is bitten by a Ghoul, they must make a Save vs. Con (TN 19) or he will be afflicted with a disease that will eventually, over the course of a week, turn the victim into another Ghoul.

 

A Ghoul appears as a highly gaunt and wasted figure, with its skin stretched tightly across. They are scavengers and carrion eaters, feasting on the corpses of others. They prefer fresh corpses, or even living creatures over those that have been dead for any length of time, but it isn’t unusual to find them roaming graveyards and the aftermaths of large battles. However, they are not above trying to steal children or even pets for the occasional meal.

Ghouls prize the corpses of magical creatures even more than other corpses, and there is always the possibility of finding a pack of Ghouls following a band of adventurers looking to dine on their leavings.

Ghouls travel in packs, ranging from 2 to 20. If there are more than 10 Ghouls in the pack, then there is the possibility of there being a Ghoul of a higher level leading them.

In combat, Ghouls use their claws exclusively. The only time that they will bite somebody is if that person is dead or unconscious, or if they have captured a person for the purpose turning him a Ghoul. So long as the person has not been fully turned into a Ghoul, a spell may be used to cure the disease and save the victim from becoming a Ghoul.

Lvl: 3 Hits: 57 Move: 10’
DEF: 17 AR: 5  
Attacks: 9 Short Sword (7); 8 Claws (5)*
Stats: Chr: 7(-1)/4; Con: 16(2)/7; Dex: 13(1)/6;
  Int: 10(0)/5; Spd: 14(1)/6; Str: 15(1)/6;
  Will: 10(0)/5; Wis: 10(0)/5
Skills: Perc. (10); Stealth (4); Tracking (5)
Size: 5’-6’ tall; 50-70 lbs
# Enc: 1-20

Abilities:

  • Regenerates (1 hit per minute)
  • Non-magical weapons only do half damage, blunt/bashing weapons do full damage
  • Grave Touch*: This claw attack also drains the target’s Con, target must Save vs. Con or lose 1 point of Con for every 5 hits of damage that the attack did. The Con recovers 1 point per day of rest.

 

Skeleton Warriors are created using evil magic or alchemy. They are often made from powerful warriors who have died in combat and the stats given above are for the weakest of those creations. Most Skeleton Warriors are made from common fighters, but those made from more powerful fighters can often be of a higher level.

Skeleton Warriors share some traits with other undead, such as being repulsed by Holy Symbols and taking damage from Holy Water, and the ability to regenerate most damage at a rate of one hit per minute. Holy damage and damage from fire cannot be regenerated.

Most non-magical weapons will only do half their normal damage (base and scalable), although weapons designed specifically for bashing, such as clubs and maces, will do full damage. If a Skeleton Warrior is reduced to zero or less hits, he will regenerate at a much slower rate, healing only 1 hit of damage every 10 minutes until he once again has a hit point total of 1 or higher.

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