The Bestiary

(Basic System Edition)

This page is not current, and is kept here for archival purposes.

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This page was last edited on 24 Feb 2010.

Images are taken from the Aberdeen Bestiary, 12th century.


This document is intended as an update and replacement for the Bestiary written by Mark Potter in 1999 (a copy of which should be available here) The previous bestiary was an invaluable write up of many of the more common (and, thankfully, less common) monsters which have been known to rear their fair (and not-so-fair) heads into the view of characters. Crucially, this Bestiary is designed for use with the Basic System voted in at summer OGM 2003. This is especially important when bearing in mind that now, monsters are not assumed to have three points of normal armour - any armour they have is just extra hits, as per characters. A general rule for monster resistance levels is monsters resist at 1/4 their hits (rounded down). Updates and inclusions for the Bestiary can be sent to the interactive ref team, who will check them and forward them (if required) to the Web Master for inclusion upon the web page. Obviously, any stats given are merely recommendations designed to bring some sort of continuity.

Bestiary format

Monster type (e.g. humanoid, undead)

Monster type notes

Monster name


Monster description and physrepping

Monster notes

Monster stats

Rob Pike 2003

Acknowledgements to Mark Potter, Si Wright, and all the other inventive and not-so-inventive refs throughout the years.



This definition is considered to cover any non-sentient, natural creature. Animals have no special rules, although it should be noted that effects that require the target to comprehend their meaning (e.g. Voice of Power) will not work on anything of animal intelligence except via the means of a Speak to Animal spell or equivalent.



Bears are furry bipedal creatures, with a wide variety of temperaments and sizes. Generally they will not attack people unless coerced, threatened, or their young are being threatened. They are capable of climbing trees. Smaller bears (black, brown) are omniverous. Larger bears (kodiaks, polar bears) are carniverous. The traditional roaring man-killing bears from adventures will tend towards the kodiak variety.

Physrepping: Furry kit, with a bear mask or face-covering hood. Can move on two legs or four, but shouldn't sprint on four. Have gloves with claws on. Roar a lot.


Small (brown) bear - 4 hits, halves by claw.

Large (kodiak) bear - 15 hits, singles by claw. Will go berserk within 10 seconds of a fight starting and become: 30 hits, doubles by claw.


Wolves need little introduction. They're social creatures, pack animals, with excellent hunting instincts. Will only attack humans if starving or defending their young, otherwise will slink away. Generally dislike un-natural things unless they're warg-type wolves that serve as mounts to humanoids and will be obedient to their masters.

Physrepping: Furry kit, with a wolf mask or face-covering hood. Move on four legs. Have gloves with claws on. Howl to communicate.


Wolf - 6 hits, singles by claw.

Warg - 12 hits, doubles by claw.


Subterranean creatures, Yorril are small, black and furry with long forearms with bone extrusions. Carniverous, mainly prefer small prey. Can learn to wield weapons. Very territorial.

Physrepping: Furry kit, black face makeup. Small singlehanded weapons, preferrably daggers, wielded ambidextrously.

Stats: 6 hits, singles by weapon, immune to darkness-based debilitating vision effects (Blackflash, Globe of Darkness). Acute sense of smell allows them to penetrate stealth distances to be able to see the stealther.


Fire Lizards

Fire lizards are found around warm places - basking on sunlit rocks, sneaking into forges, etc. They are large, quadrupedal, and passive unless provoked. Some blacksmith traditions hold that the presence of a fire lizard in a forge is a sign of good luck and excellent craftsmanship. Their preferred diet is insects and fruit, and until attacked they move at a very relaxed speed.

Physrepping: Scale makeup (put a fishnet stocking over the skin area and spray with red spraypaint makeup), black around the eye hollows, long extended snout or mask with large teeth. Move slowly except when avoiding blows. A water squirter (bulb and piping) for physrepping the breathweapon.

Stats: 12 hits, singles by claw, can breathe fire giving one firedart every 10 seconds which should be physrepped as above - and which needs to hit the target to inflict the damage.


Mewlips are small, black lizards. They are very social, and always move in packs. When they meet strange new people (or things), they are friendly and inquisitive. Mewlips die frequently as a result of this. They often emit a loud `MEEP' noise. Their preferred diet is the larva of the Ravesheck, a fact that saved them from extinction in the past (hated by all they were almost exterminated until it was discovered they were responsible for preventing the spread of the Ravesheck). Slightly-larger-than-normal mewlips have the ability to self-destruct in a `bog-demon blast' that inflicts a magic single to all creatures within ten feet. This should be preceeded by a long and frantic "mip-mip-MEEP"ing that goes on for at least ten seconds.

Physrepping: Scale makeup (put a fishnet stocking over the skin area and spray with green or brown spraypaint makeup), long extended snout or mask with large teeth. Green or brown clothes.

Stats: 1 hit, nothings by weapon.



Beholders are rare beings, possessed of a fearsome intellect and frequently ambitious. However, their natural power and their willingness to use it to coerce other races into becoming their slaves has given them a dark reputation and made them hated. Long lived, a beholder will probably be capable of speaking any humanoid or goblinoid language. Many are philosophers and historians, able to tell useful and interesting tales of long ago. However, this contends with the fact that they like to eat meat - and humans are like dinner that walks to you of its own volition. Beholders prefer the company of lesser races to that of other beholders.

Physrepping: beholders should be physrepped by the construction of a large `sphere' worn by the monster that should cover at least from neck to knees whilst leaving it able to run (beholders are considered to `float' and have no legs). A large central eye should be positioned at the `front' of the monster, with a maw below it. Other eyes (preferrably upon eyestalks) are positioned around the circumference of the sphere. Beholders can be any natural colour, although brown seems most common.


60 hits. A varied number of eyestalks (bear in mind the more calls the monster has to know, the less likely it is to use any of them successfully). The eyes of a beholder are associated with different powers.

Central Eye: Emits a constant Dispel 10 in a forward 90-degree arc.

Eye powers (usable once every 10 seconds, range 10 feet): Trip, Blackflash, Firedart, Spin

Beholders may become elemental mages (as per normal characters) if they put out their central eye. The ones that do this tend to be very powerful.



Demons are inhabitants of planes and worlds other than the Treasure Trap world (earth) on the Prime Material plane. This does not necessarily indicate any predilection towards being evil - however, they no more have goals that benefit humans than humans have goals that benefit cows and sheep. For this reason, demons are often thought of as evil by those who come into contact with them. Another point against them is that for a demon to be able to be in this plane, it must be powerful in its own right - and this alien power causes fear.

Types of demons are too numerous to mention, so this entry will contain the theory behind demons and some rules for the creation of demons, as well as descriptions of the most common.

Demons consist of up to three `parts' - aetheric (spiritual), elemental, and physical.

Any one demon will consist of one, two or three of these parts, and that is what determines their power. Within the Elemental sphere is each element - light, dark, fire, water, air, earth. The aetheric part is split into six also - creation, restoration, destruction, gifting, sundering, and binding. The physical part is the demon's link to the Prime Material plane. A demon consisting of purely physical form would be like a human - intrinsically `normal'. A demon consisting of all three (a rare type indeed) would be similar to an elemental elf - intrinsically linked to one (or more) elements, possessed of a physical form, and possessing of an (albeit weak) spirit. Each demon will possess either a greater or lesser affinity to the parts - a demon may be strong in all three (and subsequently, insanely dangerous) or it may be weak in all three (vulnerable to all but with no power). Demons may have magic and spirit simultaneously

Demons are all intrinsically linked to the Pit of Endings, a place where demonic essence is drawn after a demon is destroyed, and from whence creation spells (or occasionally creation by pure chance) knit together demons. It has been theorised that the Pit of Endings is itself a giant `mother' demon. A demon, once created, is linked to the place where it was formed - this is the place where it will reform. The act of changing a demon's linking place is one that requires tremendous power. However, at least one demon has managed to link itself to the Prime Material - meaning that should it be killed, it will reform there within a week.

Demonology is the science of studying demons - not necessarily to summon them, but often it leads to that. Sympathetic magic holds great sway on demons - this is why, to summon a demon, an offering or sacrifice of people or animals is most likely to get a response - the offering, once correctly dedicated, will become available to the demon as power with which it can reach the place and plane that the offering originated from. The stronger the demonic essences, the more power this takes. The simple result is that to summon an immensely powerful demon of all three essences takes a huge amount of physical, spiritual and elemental sacrifice.

One point of interest of this tripartheit demon essence is that it is possible to create venoms that play upon the theory of sympathetic energies to work on demons. A small demon made of fire and with a physical form could provide blood similar enough to a balrog for alchemists to brew a venom working on sympathetic links (creating something that is innately anathemic to the blood of the small demon and mixing it with that demon's blood) that would subsequently hurt the far more dangerous large demon.

Creating Demons:

Creation miracles are those that bring things into being - summoning undead for example, and resurrection. Restoration miracles are those that heal and mend. Destruction miracles are those that deal damage - causes and spirit bolt. Gifting miracles are those that grant people boons - spirit armour etc. Sundering miracles are those that debilitate - beguiles, and cause disease/pestilence. Binding miracles are wards and communications.

Assign the demon you wish to create a number of points. Demons are sometimes grouped in circles - every 10 points or fraction thereof gives the demon a circle, eg 93pt demon = rank 9.





Requires feeding to remain on plane (can include worship)

-5 points

Limited duration of stay away from home plane

-10 points


Double damage from (one) element of magic (double points for fire)

-5 points/ type

Touch of (one) material is anathema (doubled damage)

-3 points


Bound by invocation of true name

-10 points

Double damage from spirit

-10 points





Grants the demon (points+1)x2 hits.



Reduces melee damage by 1 degree per 5 points



Demon regains 1 hit per minute per point



Demon is totally immune to physical damage






Demon cannot use magic and is unaffected by magic

25 points


Demon cannot use 1 colour of elemental magic and is unaffected by that colour of magic

5 points


Use of one elemental spell or spell-like effect per hour. Cost = level of the spell or spell-like effect.



Use of one elemental spell or spell-like effect per minute. Cost = level of the spell or spell-like effect x5


Ability at will

Use of one elemental spell or spell-like effect at will (1 word vocal). Cost = level of the spell or spell-like effect x10


Casting level

Grants the demon elemental awakening, elemental skill at this level and level^2 mana


Casting color

Demon can access to one sort of element (and spells therein)






Demon cannot use spirit and is unaffected by spirit

25 points


Demon cannot use 1 type of spirit and is unaffected by that type of spirit (see below for demonic spirit spheres)

3 points


Use of spirit miracle or effect per hour. Cost = level of the spirit miracle or effect x2



Use of one spirit miracle or effect per minute. Cost = level of the spirit miracle or effect x10


Ability at will

Use of one spirit miracle or effect at will (1 word vocal). Cost = level of the spirit miracle or effect x15


Casting level

Grants the demon spiritual awakening, devotion at this level, and 3 spirit per level


Casting type

Demon can access to one type of spirit (and spells therein)


A demon cannot have immunities to all three of physical, magical and spiritual whilst it is upon the prime material plane. They should all smell of sulphur.

Common Demons


`Axemen' are a variety of demons used frequently as servitor warriors by demonologists. They are pliable, violent, and not too bright. They tend to have red skin, and vestigial stumps of horns on their foreheads. Their culture is clan-based, with shamans leading each clan. In exchange for gifts or services, demonologists have been known to be granted a guarantee of safety from a clan's warriors. Axemen are summoned by smearing a weapon in the blood of an orc, a troll, and a human, at least one of which must be sacrificed during the ritual itself. Shamans may not be summoned, instead they will appear when a certain number of axemen are in any one location.

Physrepping: red faces, with black circles with white veins on their temples (the stumps of horns). Dressed in any variety of costume, with the axe as their preferred weapon. Clan markings visibly displayed.

Stats: 40 hits, doubles by weapon. Shamans have Devotion 6, Cause Light, Serious and Grievous Wounds, Cure Light, Serious and Grievous Wounds, Remove Paralysis, Cause Fear and Cause Terror (with full vocals). They have 20 spirit.


Servitors of the lords of Hell, hellhounds begin their existences as mindless dogs and slowly gain intelligence for every life they take.

Physrepping: fur. Wolf mask. Red wrappings.

Stats: 18 hits, doubles by claw. When killed, explode with a Mana Flare. This gives surrounding (10 foot radius) elementalists +3 mana up to their maximum. For every point of mana that they cannot absorb, they take one degree of damage to the head. Non-elementalists take a single to the head.

Shadow Demons

These demons are strongly aligned to Elemental Darkness, and are frequently used as spies and scouts and even assassins by those more powerful than themselves. They communicate via the use of `Wind Words'. Summoning requires one sacrifice and some item enchanted with a black magic spell, which is consumed in the summoning.

Physrepping: green and black patchwork makeup, soft camouflage colours (browns and greens) of clothing. Short stabbing or slashing weapons.

Stats: 14 hits, singles by weapon, can `lick' a weapon and invoke their demonic essence with a short but audible vocal to create a one-use Venom Paralysis bladevenom that retains potency for five minutes. When stationary in areas of shadow, they immediately become invisible to normal sight.

Succubi and Incubi

The succubi are amongst the most favoured servitors of demon princes and demonologists alike, and also one of the most misunderstood species of demon, attributed with a greater degree of lasciviousness than is correct. The purpose and ability of a succubus is to provide a creature's most immediate desire, in exchange for some sort of payment or service. The fact that they seem to be beautiful women and their victims male makes their reputation more of a testament to the baseness of humans rather than of the demons themselves. The correct procedure for summoning a succubus is to prepare a dark gem with the blood of a nobleman and keep the gem in a cold, dark room in which the summoning ritual should take place.

Physrepping: a person of the requisite gender, well-dressed, well-spoken, carrying no weapon larger than a dagger and wearing no armour.

Stats: 20 hits, spirit singles by weapon, immune to magic and physical attacks. Ability to do 7th level Beguile five times a day, and a 7th level Befriend as frequently as they wish. Can do Level Drain, Cause Serious and Cause Light by touch, although they cannot harm any one person more than once per midnight with any of these attacks. When standing in any form of shadow, may strip their spirit out of their body and return to reform where their summoning gem is. If they have none, their spirits will return to Gehenna and they will be most grievously angered by the demonologist who summoned them without providing them with a haven.



Dragons are ancient, powerful creatures, created in a time beyond mortal comprehension by forces long departed from the world. The original elder dragons then created all manner of progeny, many of which survive in lesser form to this day. The creatures that currently call themselves dragons are a far cry from the colossal flying reptiles whose wings obliterated the sun when they flew. The current dragons are powerful, undoubtedly, but without the protection of their disappeared creators they have chosen or been bound into service by more powerful beings, desiring to draw upon their knowledge and their affinity to magic. Below these dragons, a large number of drakes still roam the earth, long-forgotten results of experiments with draconic blood.

Physrepping: Old dragons who could shatter castles with a swipe of their paws are relatively hard to physrep (you could possibly build an eye in a cliff, or a claw, to represent something so large), but the smaller drakes are possible. Scaled constructed wings (fake red diamond fabric or linoleum over a series of wooden or light metal struts, which can be held by monsters standing inside them) and a dragon mask should be used - drakes are meant to be impressive monsters, so effort should be made with their appearance. The young dragons that wander around to this day tend to adopt human form to make their lives easier, and have no set special abilities other than the ability to communicate with any living creature and their long, long memories.



100 hits, quads by claw, fireball at will, disrupt every 60 seconds.



Elementals are beings unusual for being made entirely from one element, granted a crude intellect and obedience by the magic that makes them. They have no personality and no motivation except to obey the commands of the creature that instructs them. Unlike many other summoned beings, they will not attempt to twist the commands of their creator - something that makes them a popular choice for the discerning mage.

Elementals are generally summoned via the use of the elemental spell `Summon Elemental', and will be of small, medium or large size depending upon the spell used to summon them. Stats are given in order of small, medium, large. All elementals are immune to venoms, poisons, blinding attacks, mental attacks, stealth distances, and spiritual attacks. They take double effect from opposite negative elemental magics, and are unaffected by positive effects of the opposite element. They are immune to hostile elemental magics of their own element. Elementals do not Rec. Spirit and have no spirit. Elementals can travel at great speed (instantaneously) to anywhere via movement through the elemental planes, however they are unable to take objects or people with them. To move to the elemental planes from the prime material, an elemental must stand still for three seconds as it aligns itself (during this time it can be hit but this will not stop it moving into the other plane - providing it survives the hits). With a protection spell, an elemental can carry a person or item in this plane and they move as fast as a very fast person.

Air - Sylph

Physrepping: blue clothes, with scarves and other draping bits. Light blue and white patched makeup. Smell of pine needles.


10, 20 or 30 hits. Singles, doubles or triples by weapon. Ability to do Jump Other once, twice or thrice a day. Gust of Wind at will. Can fly.

Darkness - Shade

Physrepping: black, black, black!


10, 20 or 30 hits. Freezing singles, doubles or triples by weapon. Ability to do Globe of Darkness once, twice or thrice a day.

Earth - Gnome

Physrepping: brown lumpy makeup, with green or brown clothes. Artificial ridges of damp tissue to the face covered in makeup give a good effect. Smell of earth.


10, 20 or 30 hits. Singles, doubles or triples by weapon. Ability to call `Strike Down' with a ten foot range once, twice or thrice a day.

Fire - Salamander

Physrepping: red with yellow, green and blue tinges. Red clothes. Smell of charcoal.


10, 20 or 30 hits. Flaming singles, doubles or triples by weapon. Can cast three fireballs a day. Can fly.

Light - Alkar

Physrepping: white clothes, with grey to white face makeup. In an interactive, luminous face paint, lightsticks and UV reflective clothes and lamps can all be used to good effect. Smell of peppermint.


10, 20 or 30 hits. Singles, doubles or triples by weapon. Can cast Aura three times a day, can cast Light at will, can fly.

Water - Undine

Physrepping: green clothes, grey-green makeup. Smell of salt.


10, 20 or 30 hits. Singles, doubles or triples by weapon. Can cast Freeze once, twice or thrice a day, at level 2 (small), 5 (medium), or 7 (large). Can Walk through Water at will, can Range Douse at will.



The word `fae' is as broad a delineation as the word `demon'. A fae is a creature native to Arcadia, a realm of the Dreaming, and most of the inhabitants of that place are also the children of the Dream Lords, rulers of the Dreaming. Unlike most things, which are forces bound into one form, fae are collections of forces that create form around them. From the lowliest house bixie to the malevolent redcaps to the mighty Lords and Ladies, fae are unbound by constraints that apply upon the prime material plane.

The most influential fae in the mortal realms (and so by one measure at least, the most important ones) are the two courts of the Seelie and Unseelie. A shared trait with the two types is that mortals fascinate them and therefore they frequently observe them in one manner or another. Seelie fae are creatures of persona. A Seelie fae has a persona - sometimes an entirely illogical one, such as a fae that will give aid to anyone but kill anyone who tries to help him - that governs their existence. These personae will change, often suddenly and on a whim, but at any point the Seelie will be acting exactly as their persona dictates. Seelie fae tend towards human forms, human society structures, and human desires. Unseelie fae are entirely purpose based. Their purposes are often unclear, but as soon as one is achieved they will become dedicated to another purpose - sometimes one entirely contradictory to the previous. The reputation of Unseelie as `evil' is entirely unjustified - unless one has the purpose of acting in an evil manner. They are merely unbound by any constraints of morals or justifications in their undertakings. The difference of the Seelie and Unseelie causes them to aggravate each other - indeed, wars were organised every fae year by their rulers (Queen Titania, Lady of All Seelie, and King Oberon, Lord of all Unseelie) during the fae summer seasons (having no relation to mortal seasons) in order that this antagonism should be bled rather than build up. The Seelie have the sense of a wider picture but are easily distracted by other aspects of their personae, and the Unseelie have the overriding focus to achieve anything, but lack the depth to perceive what they should achieve. Seelie and Unseelie who should happen to begin to bond together are exiled immediately from their courts as a danger to all Arcadia.

Recently, a group of adventurers were manipulated into using a scroll of immense power for the purpose of destroying the Seelie. This was done, with only those Seelie with a presence outside Arcadia surviving. This has left Arcadia out of balance, and the Dreaming is run amok with Unseelie causing nightmares to all that cross their paths, angering Lukanites and Morpheans alike by occasionally slaying dreamers. The surviving Seelie were the ones with personas that caused them to spend time amongst humans, and have created a court at Caer Skiddaw, a fortress of the same name, where they have all adopted personas of noble questing lords and gracious ladies. The court of Caer Skiddaw sends knights out on heroic quests, and membership of the court is becoming increasingly sought after by human knights. Ruling Caer Skiddaw, but almost always slumbering as she dreams of her home, Queen Titania will hold audience infrequently with those who request it, often after her seneschal has them prove their purity of heart and mind. Her knowledge and wisdom is reputed to be unsurpassed.

Fae traits: the Fae are creatures of the Dreaming. They do not have spirits, as humans would understand it, nor are they linked strongly to the Elemental planes. Fae have no bodies as such things are normally understood, and therefore the only alchemical agent that will affect them is acid. Their power is in glamour, which manifests itself in many ways - it is not simple illusion, but rather the twisting of things to their will. Nor is it mathemagics, for it does not rely on the use of numbers that bind the universe together. Glamour is unique to the Fae, and on Arcadia limited only by the will of the wielder. On Earth, which is more densely populated and rational, glamour is harder to use and often fae will use it to enhance existing things rather than create new ones. The armour of a fae is capable of withstanding any sort of attack, and a blow struck by a fae will ignore any protection save that of another fae.

Stat examples:

Bixie Underling - 5 hits, singles by weapon.

Fae Knight - 30 hits, takes 2 degrees less damage from everything, dream triples by weapon



One of the most common species of creature to cross the paths of adventurers, goblinoids range from the insignificant night goblins to the mighty ogres and trolls. Their kind tend to be avaricious and quick to anger, bullying and cowardly. Oh, and green skin or brown skin tends to be the natural. It is widely rumoured that the gods of the goblinoid races grant their shamans the ability to wield both magic and spirit at once. Goblinoids are capable of learning classes in the same way as other adventuring races. Most goblinoids fight a fair amount in darkness or underground and can be considered to have Blindfighting 2.


Goblins are small and scrawny critters that tend towards tribal societies. Often overlooked by adventurers, they may be cowardly but they have a natural cunning that lends itself to making traps and poisons - and picking pockets. However, they are frequently bullied not only by humans but by larger members of their own species. This means they tend to have little culture of their own, rather stealing things from others.

Physrepping: pale green skin, small weapons, dull-coloured clothing. Certain nomadic tribes will cry `Boots!' frequently, because they walk a lot but have no skilled cobblers.


6 hits, singles by one-handed weapon. Occasionally will have such specials as venom, trained spiders, or dangerous potions to throw. Goblin shamans tend towards Befriend, Forget, Cures, and Elemental Water magic. Devotion 3, Spirit 9, Casting Level 3, Mana 9.


Huge creatures, but generally of very `special' intelligence. Ogres eat only meat, and the more the meat tried to run away the better. They are popular bodyguards for smarter goblinoid chieftains or shamans. However, ogre shamans are not uncommon, and there are even some rare ogre magi.

Physrepping: normal ogres have dark brown or green mottled skin, furs or rough clothes, and big weapons. Big people make better ogres. Ogre shamans have paler green or brown skin, with hints of white. Ogre mages have human-toned skin and appearance (just are generally very tall) but favour tattoos in bright colours on their faces shaped like symbols of elemental lords (or other things that can grant spells).


Ogre - 40 hits, double by one-handed weapon or triple by two-handed weapon. Resist spiritual hostile effects at level 4.

Ogre Shaman - 20 hits, double by weapon. Miracle list by deity, devotion 6, 15 spirit.

Resist spiritual hostile effects at level 5.

Ogre Magi - 25 hits, double by weapon. Spell list by colour (1 colour high, two colours low). Casting at level equal to their highest colour (generally 6th). Mana equal to casting level squared.


The most visible of the goblinoid races, orcs combine a tendency towards savagery, the ability to breed quickly, and human levels of intelligence to make them one of the biggest potential threats to civilisation. Normally they are happy to fight each other in one of many fractious tribal wars, but when a charismatic (powerful) leader gains control of a tribe of orcs, they will mass into an army and are fully capable of sieging and levelling strong human cities. Orcs tend to be more brave than other goblinoids, having no fear of death.

Physrepping: dark green skin, furs or rough clothes, as many weapons as the orc can carry.


10 hits, singles by one-handed weapon, doubles by two-handed weapon. Berserker orcs are common (double hits, +1 degree of damage). Orc shamans tend towards Cause miracles, Ward miracles, and Elemental Darkness and Fire magic. Devotion 5, Spirit 12, Casting Level 5, Mana 25.


Often held to be the most feared of the goblinoid races, trolls are big hulking creatures feared for their ability to regenerate faster than most adventurers can hurt them. Only fire and acid can stop a troll regenerating. Fortunately, trolls are almost universally stupid and even learning to fight with a weapon rather than their claws takes them most of a lifespan.

Physrepping: vibrant bright green skin, orange around the eyes. Green clothes. Either green claws or a one-handed weapon.


30 hits, singles by claw or doubles by weapon. Immune to fear/terror/befuddle effects. Trolls regenerate 1 monster hit per 10 seconds unless damage is dealt with fire or acid.



Two arms. Two legs. Generally one head. Rarely from Hatfield.


Female spirits of the woodland bound to oak trees, dryads are generally mistrusted by the populace, although rarely feared. It has not been unknown for adventurers to go out of their way to get captured by dryads, because they're quite a lot more pleasant than most other monsters out there. Good lunchbreak monsters.

Physrepping: females. Brown clothes or green clothes. Wrapped around with non-thorny vegetation. No weapons.


10 hits. Befriend at will (6th level), Beguile three times a day (5th level). If killed, spirit will reform at the Dryad's oak tree (not necessarily close).


Creations of magic and substance, powered by long-lost enchantments, golems are almost unknown. Once in a blue moon, a party will be lucky enough to find one. Once in a century, a member will be lucky enough to escape it. The creation of golems requires a vast expenditure of magical power and alchemical ink and metal - and the casting of the permanency spell, currently lost. All golems are immune to hostile magic effects (but not damage, such as fireball). Golems have no spirit and are wholly unaffected by alchemical creations.


Flesh golem - 50 hits, doubles by weapon.

Stone golem - 70 hits, triples by weapon.

Iron golem - 100 hits, quads by weapon.


Top half of the body is male human, lower part is goat. Satyrs are renowned for their lust for life, for wine, and for women. Not necessarily in that order. They are also guardians of the forest, and protect natural creatures from overly cruel hunts and humans. But during their free time, they like to beguile maidens and cure them.

Physrepping: furry trousers. No shirt (obviously, male monster) depending on weather conditions and aesthetics. Horns. Pipes.


14 hits, singles by one-handed weapon, doubles by two-handed weapon. Befriend (5th level, female targets only) at will. Beguile (5th level, female targets only) by playing pipes for 10 seconds.


Werewolves are people that turn into wolves on the night of the full moon, and the nights immediately preceding and following that night. In wolf form, they become ravenous killing beasts impervious to pain - but they have very little memory of it when they wake up. They have an amazing appetite for babies.

Physrepping: wolf mask, claws, fur clothes with a hunched back. Growls a lot.


30 hits, doubles by claw. Anyone taken to unconscious within a day of being hit by a werewolf contracts lycanthropy. Werewolves regenerate all damage except acid damage or silver damage at 1 hit per 10 seconds. They take double damage from silver weapons. Tracking 7.



Creatures of beauty, fire, destruction and rebirth, phoenixes are incredibly rare and intelligent magical creatures. Fiercely territorial, phoenixes will challenge any intruders giving them once chance to quickly leave its land or perish in flames. Phoenixes are intelligent, capable of communication with any living creature. They retain the knowledge of previous incarnations through each rebirth, and so often have magical abilities. In combat, death holds no fear for them because they know they will return - unless it is death to a creature of water, in which case the phoenix will flee rather than risk its existence. Very rarely, one will adopt an area and protect it as a guardian, often becoming revered by locals.

Physrepping: bright red and oranges with yellow tinges. Bird head mask, feathery wings. Damage by hand.


50 hits, magic flaming triples by hand. Immune to fire damage and hostile fire effects. Double duration from beneficial fire effects. Disrupt once per minute, fireball once per 10 seconds, firedart at will.



Undead are creatures created by binding the spirit of a dead thing into an organic body. This is considered an abomination in many parts of the world, and frowned upon. The art of creating undead is known as `necromancy', and the most notable necromancers tend to be Vivamortians. There are an almost infinite variety of undead, but they all share several traits:

They are unaffected by magical or spiritual mental effects (beguile, sleep, befuddle etc) with the exception of the Control Undead miracles. They see partially using spirit sight so flash, blackflash, blindness, invisibility, and stealth are no protection from them. They are unaffected by non-acid alchemical things. Minion undead are unable to communicate except with their master. All undead, unsurprisingly, rec. as undead.



The most standard fare of any necromantic army, the zombie is easy to make, not particularly effective, but needs no sustenance or rest. They move slowly, only being animated by weak energies, but are very hard to kill. When a necromancer discovers how to make his zombies speed up, he is a force to be reckoned with.

Physrepping: movement at half-speed, fight at half-speed. Blood and flesh hanging off the skin - fake wounds are fairly easy to make. Torn clothes if possible.


20 hits, singles by weapon. If a limb is lopped off, it will slowly head back towards the main body. Burning the limb will destroy it. Dismiss level: 1.

Chromatic Undead

These are zombies infused with the power of elemental magic to give them a slight extra edge over the bog-standard zombie. They are generally produced through a partnership between an immoral elementalist and a necromancer. To produce an elemental zombie, the body used must have been killed by or in the requisite element - e.g. at night for a darkness chromatic undead, by drowning for a water chromatic undead.

Physrepping: movement at half-speed, fight at half-speed. Blood and flesh hanging off the skin - fake wounds are fairly easy to make. Torn clothes if possible. Signs of death to the element where possible - e.g. green and blue tinge to face if drowned, burn marks if burned, frost if killed in darkness.


Air: 20 hits, singles by weapon. If a limb is lopped off, it will slowly head back towards the main body. Burning the limb will destroy it. Can do Gust of Wind once per day.

Darkness: 20 hits, singles by weapon. If a limb is lopped off, it will slowly head back towards the main body. Burning the limb will destroy it. Can rise again on half hits once destroyed.

Earth: 20 hits, singles by weapon. If a limb is lopped off, it will slowly head back towards the main body. Burning the limb will destroy it. Can do `Cause disease' by touch or weapon once per day.

Fire: 20 hits, singles by weapon. If a limb is lopped off, it will slowly head back towards the main body. Burning the limb does not destroy it. Can do "magic flaming double" by touch once per day.

Water: 20 hits, singles by weapon. If a limb is lopped off, it will slowly head back towards the main body. Burning the limb will destroy it. Can do "magic acidic double" by touch once per day.

All are dismiss level 1.


The first summoning of a ghoul gives the necromancer his first taste of real power. These undead are smart enough to communicate, capable of stealth, incredible trackers, and ravenously hungry for carrion or fresh meat. Ghouls can only be raised from whole bodies.

Physrepping: elongated nose, dark patches around the eyes, sallow green-tinged skin, claws, sibilant voices.


6 hits, singles by claw, 6 spirit single paralysis per day. Has equivalent of Tracking 7, Rec. Scent all humans, elves, goblinoids, animals. Dismiss level: 3.


Horrific combinations of raised human and demon, necrodaemons are infused with the power of unlife and the power of Gehenna. Generally a necrodaemon will be created by inserting the heart and brain of a dead human into the corpse of a demon, at which point a spirit may be bound into and animate the whole with a spirit that would normally be used to make a ghoul. The challenge of getting dead demons is such that generally necrodaemons will be made from weaker members of the demon species - however, ambitious necromancers may be able to acquire more powerful bodies to work from. The below stats are for Necrodaemons made from implings. Necrodaemons can communicate if their demonic selves were capable of so doing. They are animalistic and predatory, although this will be tempered with a malign intellect if a more powerful necrodaemon is raised.

Physrepping: demon mask. Skeleton mask strapped round waist. Ghoul claws. Dark clothes. Smell of sulphur.


12 hits. Doubles by claw. One spirit double paralysis per day. Regenerate normal damage at a rate of 1 hit per 10 seconds. Rec. as demonic and undead. Dismiss level: 4.


Returners are the returned spirits of the dead, come back to achieve some goal. This will tend to be through the power of a god, with the majority of returners being sworn on their souls to achieve something, and being given one last chance. They can communicate only with people directly related to their quest - e.g. if a Vivamortian returner was sworn to kill a Humakti high priest, it could talk only to the Humakti - and the returner dies if it achieves its goal.

Physrepping: white eyes, single-minded, focused stare.


As in life except counts as unattuned to any elemental focus. Can wield spiritual power as in life if brought back by the will of a god. Dismiss level: 7.


Skeletons are simple things. Much like zombies, they are unintelligent, have no need for sustenance, and do what they're told.

Physrepping: skeleton masks, white ribcage clothes, awkward but fast movement (like fast puppets).


10 hits, singles by weapon. Dismiss level: 2.



Banshees are tormented spirits of those who have betrayed ones who loved them to their deaths, especially through suicide. Banshees are always female (men who do it obviously don't have the guilt to become a tortured spirit). They will guard places that were significant to them during life, or the grave of the one they betrayed. Harbingers of doom, banshees are avoided by all. If approached peaceably, they can be reasoned with - but to not be killed you will need to pique their interest. Wise adventurers will research banshees to learn of their past if they expect to meet one, and avoid dangerous things such as names from the past, and so on. If salvation can be offered, the Banshee will probably be interested. Otherwise the strangers are defiling her land. In very rare cases, banshees have been known to bring up orphans - perhaps some legacy of a mothering instinct frustrated in life.

Physrepping: torn dark clothes. Female. Wild hair. SCREAMS.


20 hits. Unaffected by normal or magical weapons or spells. Resists at level 7. Spirit single by touch, one level drain per 10 minutes, which requires a vocal. Three times a day, may Scream. This knocks everyone to the floor and induces a weakness (-1 degree of damage dealt, move at half speed). Once a day, may Wail at one person. This is reserved for people who go out of their way to harrass, harm, or impugne the banshee's past - or anyone who insults the loved one that caused their condition.

The target dies. Dismiss level: Exorcism required.


Ghosts are the restless spirits of those people who died in such an emotional fashion (to a kinsman, or a loved one) that they refuse to go to their afterlife. This unwillingness to accept often drives them insane with hatred against living creatures, and rarely will a ghost wish to talk. Occasionally benevolent ghosts are found - ones who merely wished to continue here after their death, and had the willpower to do so - but they are rare. It is not unheard for a ghost and a banshee to haunt the same area as the results of a shared betrayal in life.

Physrepping: white, white, white. Rags. Softly spoken. Pale face.


30 hits. Unaffected by normal or magical weapons or spells. Resists at level 7. Spirit doubles by touch. May perform one level drain per 10 seconds with a full vocal. Once per person per day, may cause that person to age 20 years (weakness giving -1 degree of damage, half movement speed). This ageing does not wear off naturally - it can only be removed by having the victim first Cursed then Blessed by priests. Ghosts only leave the plane when their mission is resolved - not even an Exorcism will get rid of them. Lastly, they have the ability to manipulate objects at range as poltergeists. If used as weapons, these objects do Singles. Not dismissable.


Liches are mages and priests who feared the thought of death, and attempted to escape it by making themselves undead. The transformation will frequently make them mad, and morbid, and jealous of those who are still alive. Liches are bound to phylacteries, physical objects which hold their essence. They cannot be destroyed until after the phylactery is destroyed - otherwise, when killed, they reform at it within a lunar cycle. The process of becoming a lich requires evil necromantic stuff, nasty black magic stuff, and the sacrifice of ten people over ten days, and then a final bloodbath wherein the lich-to-be must immerse itself in a deep pool of blood (the favoured way is to simply trap some peasants in a room with a descending ceiling, and channel blood through rivulets into a pool below). If the ritual has been done successfully, when the ritualist drowns he will return to life as a lich. If it fails, he just drowns.

Physrepping: rich clothes. Lichs tend to be well-off in death, even if not in life. Only a retarded lich would carry its phylacteries on them, and those are the ones that mostly don't succeed the ritual in the first place.


1 hit per decade of unlife. 1 mana or spirit (depending on the nature of the person who performed the ritual) per year of unlife. Only the most powerful mages or priests can hope to become liches, so Devotion 8 or Elemental Skill 8 is the minimum.

Any lich can, with a full vocal, perform a Control Undead miracle of up to level 7 without the expenditure of spirit. Not dismissable.


Mummies are well-preserved noblemen from ancient times and distant countries where embalming was (or is) practised. A few mummies are intelligent, and their power in death is very much determined by their power in life. As do all undead, they tend towards evil. Stats below are for a standard mummy - more powerful mummified personages will be more powerful still. Creation of a mummy requires the Cause Disease miracle.

Physrepping: bandages. Be traditional. Egyptian headdress and masks if you want to steal a cliché (which is always good).


20 hits, spirit singles by touch. Cause Disease by touch. Intelligent mummies can

Cause Pestilence with a full vocal, and can with a full vocal, perform a Control Undead miracle of up to level 4 without the expenditure of spirit. Dismiss level: 4.


Spectres are unique amongst the undead, in that they are not the spirits of creatures who's souls happened to touch the plane of unlife - they are natives of that plane. They are very dangerous, and even the most powerful necromancers hesitate over their use. They require sustenance to the value of three levels a day to remain on this plane, via the feeding method of level draining. They will obey the commands given to them by their masters in such a way as to deliberately misinterpret those commands if they think they can get away with it. Spectres hate daylight, and flee it.

Physrepping: dark robes, shadowed face (dapple black-grey eyes on a grey face).


30 hits, unaffected by normal and magical weapons and effects. Cause Serious by touch. Level drain with a full vocal. 6' stealth distance in darkness or shadow. Ethereal. Can, with a full vocal, perform a Control Undead miracle of up to level 6 without the expenditure of spirit. Dismiss level: 6.


Terrors of the night, vampires are creatures and parasites of the spirit. They are as individual as humans, but often nastier (especially if they were a nasty human to start with). They need to drink blood to survive - 3 pints. Draining this from a willing victim will result in a weakness (-1 degree of damage, half movement speed) per pint drained. Every pint drained requires 1 day to be recovered. Vampires cannot enter private dwellings uninvited. Vampires hate mirrors and avoid them at all costs. Vampires cannot cross running water unaided. Vampires take one degree of damage to the chest and head per minute spent in sunlight. Vampires are instantly killed if a stake or crossbow bolt or arrow hits them in the heart.

Physrepping: pale face, but red lips. Sharp pointy teeth. Preference for black.


30 hits, spirit doubles by hand, spirit triples by weapon. Beguile by gazing into someone's eyes for 10 seconds (7th level). Can turn into a wolf, a bat or mist at will but takes 10 minutes to turn back from either. If killed, will reform in coffin unless staked through the heart or force-fed garlic. Sometimes are priests. Can, with a full vocal, perform a Control Undead miracle of up to level 7 without the expenditure of spirit. Dismiss level: 6. Potentially higher for older vampires.


Wights are the spirits of very seven very evil people bound into a ghoul. This makes the ghoul very dangerous, and rather full of hatred for everyone and everything - especially the necromancer responsible. Like spectres, few necromancers consider them worth the risk. They are smart, communicative, and although won't directly help people kill their necromancer, they sometimes deliberately make mistakes. Wights only roam around in darkness.

Physrepping: black makeup over top part of face, grey over bottom (delineated by cheekbones). Often in armour or other combat-suitable costume.


24 hits. Spirit triple by weapon. Can life drain by full vocal. Can, with a full vocal, perform a Control Undead miracle of up to level 4 without the expenditure of spirit. When they die, unless it is through a dismissal, a wraith will be released and disappear into the ground. Dismiss level: 5.


A wraith is an evil spirit that became undead unwillingly. They dislike their creators, although less than everything else, and prefer to spend their times out of the sunlight draining sustenance from the living. They will talk but rarely do.

Physrepping: black makeup over top part of face, white makeup over bottom (delineated by cheekbones). Robes.


20 hits, immune to normal damage, spirit doubles by weapon. Can level drain by full vocal. Can, with a full vocal, perform a Control Undead miracle of up to level 3 without the expenditure of spirit. Dismiss level: 5.