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:
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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:
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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:
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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:
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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:
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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.