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Anwyn

Fantasy Express

Novus 2nd Edition

Novus 1st Edition

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Lvl: 8 Hits: 80 Move: 15’
DEF: 23 AR: 10  
Attacks: 24 Claws (10); 21 Bite (see below)
Stats: Chr: 12(0)/5; Con: 18(2)/7; Dex: 16(2)/7;
  Int: 12(0)/5; Spd: 22(4)/9; Str: 21(3)/8;
  Will: 17(2)/7; Wis: 12(0)/5
Skills: Perc. (15); Stealth (12); Tracking (10)
Size: 5’-6’ tall;
# Enc: 1

Abilities:

  • Regenerates (1 hit per minute)
  • Non-magical weapons only do half damage.
  • Sunlight Allergy: takes 2-20 hits per round when in direct sunlight. 1-5 hits per round when in indirect sunlight.
  • Blood Drinking: Vampires must drink blood to survive. Each round spent drinking the blood of a victim results in that victim losing 1 point of Con. This stat loss heals at a rate of 1 point per full day of rest. Should Con be reduced to zero, the victim dies.
  • Hypnotic Gaze: A Vampire may attempt to magically hypnotize a target. He must spend a full round staring into the eyes of his target, who then gets a Save vs. Will (TN 17) to resist. If hypnotized, the victim will obey the commands of the Vampire. Commands to cause harm to oneself allow the victim another Save, with a +5 modifier.

 

The Vampire Spawn is among the weakest of the various types of vampires. They are what normal mortals become when they have been turned by a more powerful vampire. And it will take the Vampire Spawn decades to progress to becoming one of the more powerful types.

Luckily, Vampire Spawn, or just Spawn as they are more commonly called, cannot shape-shift or cast spells like many more powerful types of vampires. Spawn tend to spend their time learning and then branching out on their own and establishing their own feeding grounds. Luckily, Spawn cannot create new vampires or the world might be overrun as Spawn also tend to have massive egos and that sometimes leads them to take foolish risks.

Smarter Spawn will often move from town to town, feeding, but not killing their victims, so as to not arouse suspicion. In combat, Vampire Spawn can near instantly grow long sharp claws that they use for attacking, eschewing the need for such crutches as weapons.

Lvl: 2 Hits: 40 Move: 5’
DEF: 16 AR:  
Attacks: 8 Bash (6); 8 Claw (4)
Stats: Chr: 6(-2)/3; Con: 5(-2)/3; Dex: 7(-1)/4;
  Int: 3(-3)/2; Spd: 10(0)/5; Str: 12(0)/5;
  Will: 10(0)/5; Wis: 10(0)/5
Skills: Perc. (9); Stealth (3); Tracking (4)
Size: 5’-6’ tall; 150-200 lbs
# Enc: 1-20

Abilities:

  • Regenerates (1 hit per minute), cannot regenerate damage from fire or acid
  • Toughness (+10 hits, already figured in)
  • Takes no damage from bashing weapons, takes normal damage from slashing/piercing weapons
  • Brains: Zombies feed by eating the brains of those that they kill. Doing so gives them an amount of life-force equal to the Con of the person whose brain they are eating.

 

Zombies are corpses, raised from the dead by evil magic and given a semblance of life. These creatures sometimes appear have no real intelligence or free will. Once this undead creature has been raised, it must obey the commands of its creator.

In appearance, Zombies look much like they did in life, however, their bodies will be in varying states of decay and decomposition, and their hair will be stringy and the nails on their hands will be long, yellow and claw-like.

Zombies do not use weapons when attacking, they will bludgeon their foes with their fists or tear at them with their claws, which are surprisingly strong considering the condition of the rest of them.

Like many other undead, Zombies regenerate most damage quickly, at a rate of 1 hit per minute. They cannot regenerate Holy damage, fire damage or acid damage. Zombies are the opposite of Skeleton Warriors in that they take full damage from bladed weapons but are immune to damage from bludgeoning or bashing weapons.

Lvl: 7 Hits: 98 Move: 10’
DEF: 18 AR: 10  
Attacks: 22 Bash (16)
Stats: Chr: 12(0)/5; Con: 21(3)/8; Dex: 8(-1)/4;
  Int: 12(0)/5; Spd: 10(0)/5; Str: 29(6)/11;
  Will: 18(2)/7; Wis: 16(2)/7
Skills: Perc. (11); Stealth (8); Tracking (11)
Size: 20’-30’ tall; 4000-5000 lbs
# Enc: 1 (normal) or 5-50 (Treant conclave)

Abilities:

  • Animate Trees
  • Double Damage against structures
  • Speak with Plants

 

Treants are as ageless as the forests that they preserve and protect. They look like large humanoid trees, usually of the type that is most prevalent within their forests. They consider themselves to be shepherds of the forest rather than gardeners.

Treants are often slow to react and move in most things. But in defense of their charges, they can be frighteningly swift and vengeful, especially against those who are cutting down trees for any reason.

Treants are able to converse with all forms of plant life and trees, and they all consider Treants to be their friends. Treants are especially skilled at bringing down artificial structures, dealing double their normal damage against them.

Treants also have the unique ability to animate and control up to 2 trees at a time. It takes the tree 1 round to uproot itself and it will be able to move as fast as the Treant and must stay within 50’ of the Treant or it will plant itself and take root again. Animated Trees do just as much damage as a Treant, and do double damage to structures as well.

Lvl: 8 Hits: 96 Move: 15’
DEF: 19 AR: 15  
Attacks: 19 Claw (13)
Stats: Chr: 6(-2)/3; Con: 23(4)/9; Dex: 12(0)/5;
  Int: 12(0)/5; Spd: 13(1)/6; Str: 22(4)/9;
  Will: 13(1)/6; Wis: 16(2)/7
Skills: Perc. (12); Stealth (10); Tracking (12)
Size: 7’-9’ tall; 400-500 lbs
# Enc: 1-2

Abilities:

  • Regeneration (see below)
  • Damage from fire & acid does not regenerate

 

Trolls are large, misshapen humanoids with green skin and moss-like hair and wicked claws on the end of their arms. They are able to use those claws to literally rip the limbs off of another creature or being.

A Troll is tremendously strong and savage, willing to fight and kill nearly anything it encounters. It is incredibly tough and regenerates hits at a rate of 1 hit per round. It can even regrow lost limbs and body parts in 2 to 20 minutes, depending upon how much flesh needs to be regrown. Trolls can even reattach lost limbs by simply holding the limb to the stump for 1 minute.

The only damage that cannot be regrown/regenerated is that inflicted by fire or acid. In fact, experienced Troll hunters know that the only way to permanently kill a Troll is to make sure that every single piece has been destroyed by fire. Luckily, if a Troll is hacked into multiple pieces, only the largest piece will regrow into the Troll.

Lvl: 6 Hits: 87 Move:
DEF: 22 AR: 15 (bud)/5 (vines)  
Attacks: 20 Grapple x1-10 (14 each);
Stats: Chr: 10(0)/5; Con: 19(3)/8; Dex: 10(0)/5;
  Int: 4(-2)/3; Spd: 22(4)/9; Str: 23(4)/9;
  Will: 10(0)/5; Wis: 18(2)/7
Skills: Perc. (15); Stealth (8); Tracking (—)
Size: 6’-8’ tall; 300-400 lbs
# Enc: 1

Abilities:

  • Grapple: Trapping Plant has 1-10 vine-like tentacles (each 10’ long) that may make independent attacks each round. A successful hit means that the target is grappled and starting the following round, the target is dragged towards its bud, minimum of 1’ per round. Once pulled inside the bud, the target receives 5 points of Acid damage every round, no Save, until he is dead and fully dissolved. Target may attempt to break free from the vine each round by using a Save vs. Str (TN 19) or by chopping through the vine (15 hits per vine).

 

The Trapping Plant looks much like a giant flower bud comprised of large, tough leaves. From its base, what appear to be creeping “vines” extend outwards.

The Trapping Plant lies dormant, taking what nourishment it can from the ground, until a living creature passes within range of those vines. The vines will suddenly come alive, grappling and squeezing its prey until it deposits the prey into the now open bud of the plant to be dissolved by the acid that the inside of its leaves produce.

This acid cannot dissolve metal, so all bits of metal are eventually deposited at the base of the bud. This often serves as a lure to attract other unwary creatures or beings.

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