ELEMENTALS
Annis
Annis appear
to be a type of genie closely associated with the element of darkness.
More than just intelligent shades or powerful hags, annis are among the
nobility of darkness races.
Annis are typically
powerful spellcasters, utilizing darkness spells at their skill/2.
Annis | SV: 159 |
STR | CON | SIZ | INT | POW | DEX |
6d6 | 3d6 | 4d6 | 5d6 | 6d6 | 4d6 |
Chaggrin (Earth Grue)
Resembling squat
moles comprised of tainted soil and rocks, these corrupted earth elementals
live to spread their taint as far and wide as possible.
Those chaggrin
summoned by followers of Urdlen generally have a high percentage of white
stones and a pale, leprous moss that furthers the likeness to their dread
lord.
Characteristics | Average | |
STR | 1d6 | 3-4 |
SIZ | 1 cubic meter | |
INT | 1d3 | 2 |
POW | 1d6 | 3-4 |
HP | 1d6 | 3-4 |
AP | 1d3 | 2 |
Move | 6 | 6 |
Chaggrin generally
burrow close to the surface, and either allow their tunnel to collapse
beneath a foe or spring forth to rend targets on the surface. The claws
of a chaggrin do 1d6+3 damage, ignoring armor made from metal or earth.
Chagrin themselves
are immune to critical hits, and have a disruptive aura (equal to their
POW in meters) that disrupts any spell that affects the earth or minerals
(enchanted effects are not dispelled, and Control Chaggrin isn't affected,
either). Such spells simply do not work whenever a chaggrin is near, and
spells cast at such a time are wasted.
Chaggrin, though
loathe to speak at all, generally know their own tongue as well as that
of the dao.
Dao
Ancient legends
among the Bakluni say centuries prior to the Twin Cataclysms, Warlocks
serving their Elements infused themselves with their chosen element, becoming
wild and strange to their fellows until they merged with the Element they
had chosen, and became the first members of the various genie races.
Whether this
is true or merely a fanciful legend, none now can say; whether the most
ancient temples of these gods still contain the formulae for such transformations
or not is similarly unknown. What is known is that the Fate of the Bakluni
is definitely tied to the genie races, for good or ill.
Dao are the
type of genie most closely associated with the element of earth. More than
just intelligent gnomes, dao are the nobility of the Plane of Earth.
Dao are typically
powerful spellcasters, utilizing earth spells at their skill/2.
Dao | SV: 151 |
STR | CON | SIZ | INT | POW | DEX |
12d6 | 3d6 | 5d6 | 5d6 | 6d6 | 5d6 |
Djinni
Ancient legends
among the Bakluni say that centuries prior to the Twin Cataclysms, Warlocks
serving the Elemental Courts infused themselves with their chosen element,
becoming wild and strange to their fellows until they merged with the Element
they had chosen, and became the first members of the various genie races.
Whether this
is true or merely a fanciful legend, none now can say; whether the most
ancient temples of these gods still contain the formulae for such transformations
or not is similarly unknown. What is known is that the Fate of the Bakluni
is definitely tied to the genie races, for good or ill.
Djinni are the
type of genie most closely associated with the element of air. More than
just intelligent sylphs, djinni are the nobility of the Plane of Air.
Djinni are typically
powerful spellcasters, utilizing air spells at their skill/2.
Djinni | SV: 185 |
STR | CON | SIZ | INT | POW | DEX |
6d6 | 3d6 | 4d6 | 5d6 | 6d6 | 5d6 |
Drains (Void Elementals)
Drains are commonly
found onlyin the deepest reaches of the spirit plane, where they are exceptionally
rare, or on the Negative Material Plane, where they are common.
While most are
similar to elementals of other planes, it is whispered that there are some
with a malevolent intellect, who rule over the others with iron discipline.
Characteristics | Average | |
STR | 1d6 | 3-4 |
SIZ | 1 cubic meter | |
POW | 1d6 | 3-4 |
HP | 1d6 | 3-4 |
Move | equal to POW |
Drains manifest
as balls of ebony colored flame. The flames of their body hiss and crackle
ominously, for they are the very antithesis of life and living things.
A drain attacks
targets by lashing out with a pseudopod of flame (range equal to 2x SIZ
in meters, 1 psuedopod per cubic meter of SIZ) and wrapping it around it's
target (dodge to evade, otherwise it hits automatically).
Once in contact
with any living creature, it matches its STR vs. the STR of his victim,
and on any round that it maintains it's hold, that target loses 1d4 hit
points. In addition, at the end of each round of contact, it will match
it's POW vs. the POW of it's target, success indicating that the target
must make Aging and Inaction check, as well as physically age 1 year in
the process. On a critical success, the target ages 10 years, and must
make 3 Aging & Inaction checks.
Efreet
Ancient legends
among the Bakluni say centuries prior to the Twin Cataclysms, Warlocks
serving their Elements infused themselves with their chosen element, becoming
wild and strange to their fellows until they merged with the Element they
had chosen, and became the first members of the various genie races.
Whether this
is true or merely a fanciful legend, none now can say; whether the most
ancient temples of these gods still contain the formulae for such transformations
or not is similarly unknown. What is known is that the Fate of the Bakluni
is definitely tied to the genie races, for good or ill.
Efreet are the
type of genie most closely associated with the element of fire. More than
just intelligent salamanders, efreet are the nobility of the Plane of Fire.
Efreet are typically
powerful spellcasters, utilizing fire spells at their skill/2.
Efreet | SV: 141 |
STR | CON | SIZ | INT | POW | DEX |
10d6 | 3d6 | 6d6 | 5d6 | 6d6 | 6d6 |
Flares
Flares are elementals
of the purest light; some say they are native to the Positive Material
Plane, while others argue that their true home is the Plane of Brilliance.
Characteristics | Average | |
STR | 1d6 | 3-4 |
SIZ | 1 cubic meter | |
POW | 1d6 | 3-4 |
HP | 1d6 | 3-4 |
Move | 6 | 6 |
Flares manifest
as globes of brilliantly shining light. Anyone within a flare has all of
their senses overloaded, sight is impossible in the light, a vast roaring
fills the ears, and the senses of taste, touch and scent fluctuate wildly
from one extreme to another.
A flare's primary
attack is it's blinding presence, whereby it matches it's magic points
vs. the target's CON. The flare must be touching or partially englobing
the target's head to use this attack form.
When a flare
attacks, it may engulf 10 SIZ worth of opponents for each cubic meter of
SIZ it possesses. Victims within a flare are grasped by it's STR (match
STR vs. STR to overcome) and anyone grasped by the flare is subject to
it's blinding attack. Anyone else remaining within the flare's presence
loses 1 fatigue point per round to the wildly changing sensory input inside
the flare's volume.
Marids
Ancient legends
among the Bakluni say centuries prior to the Twin Cataclysms, Warlocks
serving their Elements infused themselves with their chosen element, becoming
wild and strange to their fellows until they merged with the Element they
had chosen, and became the first members of the various genie races.
Whether this
is true or merely a fanciful legend, none now can say; whether the most
ancient temples of these gods still contain the formulae for such transformations
or not is similarly unknown. What is known is that the Fate of the Bakluni
is definitely tied to the genie races, for good or ill.
Marids are the
type of genie most closely associated with the element of water. More than
just intelligent water elementals, marids are the nobility of the Plane
of Water.
Marids are typically
powerful spellcasters, utilizing water spells at their skill/2.
Marids | SV: 145 |
STR | CON | SIZ | INT | POW | DEX |
12d6 | 3d6 | 5d6 | 5d6 | 6d6 | 5d6 |
Skriax
The skriax are actually
a unique type of sylph that takes the form of a small whirlwind
loaded with sand and debris.
Whenever a follower
of Ragniyah commits an offense against her, somewhere in the world a skriax
is created. Slowly these skriax come together, until at last they find
the offender and attack.
For each skriax
that has come together with the others, the size of the skriax increases
by 1 cubic meter, and all of it's stats are similarly increased. Offenders
engulfed by a skriax are blinded by the flying debris, and take damage
equal to 1d8 per cubic meter of the skriax each round.
Temporal Spirits
Temporal spirits
are often viewed as a kind of Elemental, as their statistics are similar.
However, Time (as much as it is understood, anyway) is not an Element,
so they are referred to simply as spirits.
Temporal spirits
all have common statistics:
Characteristics | Average | |
STR | 1d6 | 3-4 |
SIZ | 1 cu m. | |
POW | 1d6 | 3-4 |
HP | 1d6 | 3-4 |
Move | POW | 3-4 |
Much like an
elemental, temporal spirits are measured in cubic meters, though that is
not precisely accurate, either, but it is a useful measurement for comparison.
While there are several varieties of spirit, the two most common ones are
known as Passages and Pauses.
Passages
attack
by matching their STR vs. the STR of their target. If successful, they
grasp the victim and match POWs; if successful the victim is effectively
aged a number of months equal to the POW of the spirit and must make an
immediate Aging and Inaction check.
Pauses attack
in much the same way, but when successful their victims stand motionless,
trapped by the moment and unable to act. While so trapped, the victim must
make a Fatigue check each round.
Each type of
spirit can engulf 10 SIZ points of opponent per cubic meter of volume.
SPIRITS
Archons
Archons are said
to be the spirits of all the mortals who have ever fallen in the service
of Rao. They continue to serve their Lord in spirit form, by answering
the calls of mortals in need of aid.
Archons come
in several forms, representing various levels of "purity" or perhaps rank
in Rao's service.
Most common
are the Lanterns, softly glowing spheres of light, who will come to the
aid of any who call them by means of the Summon Archon spell.
Next most common
are the Warden Archons, who resemble Lanterns in form, but are usually
larger, and more blocky in appearance. Wardens will not usually answer
the call of initiates, sending Lanterns to aid them instead.
Least common
are the Sword Archons, that take the form of a glowing warrior with a sword;
Swords will only answer the summons of priests.
Other forms
of Archons are known to exist, but these are the ones that answer summons
most often.
Lantern Archons | |||
SIZ: | 2 | MV: | 20 |
INT: | 4d6 | HP: | 3d6+6 |
MP | equal to hit points | ||
AP | equal to hit points |
(Lantern Archons
are effectively the same as Hellions. Their entropic attack weakens and
tires opponents, but does not kill. See the RQ3 creature book for more
detailed information.)
Warden Archons | ||
Characteristics | Average | |
STR | 1d6+2 | 3-4 |
SIZ | 1 cubic meter | |
POW | 1d6 | 3-4 |
HP | 1d6+2 | 3-4 |
Move | 10 | |
AP | equal to hp / 3 |
Warden Archons
do not possess an attack form; rather, they either impose themselves between
the summoner and harm, or can encircle and entrap 10 SIZ worth of opponents
for each cubic meter of SIZ it possesses. Victims trapped within a Warden
can be grasped by it's STR (match STR vs. STR to overcome) if they attempt
escape, and anyone so held loses 2d6 fatigue points per DEX strike rank
in their struggle to escape.
When performing
either function, the Warden takes on the appearance of a wall or fence,
and either encircles the target or keeps itself between the caster and
his enemies. (Think of a gnome turned inside out; rather than a pit, it
forms a cell above ground.)
Sword Archons | |
Attribute | Equals |
SIZ | POW |
INT | 4d6 |
POW | varies |
DEX | POW |
Move | POW |
Armor | MP |
Hit Points | MP |
Attack/Parry% | 5xMP |
Weapon Damage | MP |
Sword Archons
are so named because they alone will fight for the cause of peace. Sword
Archons are beings of pure force; possessing only INT and POW. Most of
their stats are based on their POW or current magic points.
As Sword Archons
accrue damage, they become weaker, but they cannot be truly destroyed unless
their POW somehow is reduced to zero.
Binla
Thought to be the offspring
of Ekaaron's Spirit of Retribution, Binlar, these spirits are a perverse
fusion of a shade and a hate spirit.
Binlas attack much like shades,
matching their STR vs. the STR of thier target to hold them fast. Rather
than fearshock, however, a Binla engages its target in spirit combat, and
if victorious, possesses the target as a hate spirit would.
Such a possessed victim takes
on the black color of the shade and their hair turns white of it's own
accord. Driven by the hate spirit, they go on a berserk rampage, attempting
to kill anything nearby or seeking their own violent end if alone.
Even if another successfully
exorcises the Binla, the victim's hair retains the white coloration as
a reminder of the experience.
Characteristics | Average | |
STR | 1d6 | 3-4 |
SIZ | 1 cu m. | |
POW | 1d6 | 3-4 |
HP | 1d6 | 3-4 |
Move | POW | 3-4 |
Hearth Spirits
Hearth spirits are typically
found in homes or lodges where a particular family or clan has dwelled
for more than a single generation. When they choose to manifest, they usually
appear as translucent members of the family they have under their care.
Most hearth spirits go unnoticed
in a home, preferring to help in small ways. They typically aid those who
live under their protection find lost items, make small repairs, or drive
out unwelcome vermin. Their most useful function, however, is in driving
out unwelcome spirits.
Any disease or passion spirit
attempting to enter their domain is instantly attacked by the hearth spirit.
If defeated, the hearth spirit will recover it's magic points and seek
out the invader anew, attempting to cast it out of any member of it's household
that it might have affected. Each such failed attempt, however, costs the
spirit 1 POW in order to reform.
Hearth Spirits | ||
Characteristics | Average | |
INT | 3d6 | 11 |
POW | 4d6 | 14 |
All hearth spirits possess the following innate abilities: Repair (spell level equal to POW/6), Extinguish (spell level equal to POW/6) and Disruption. They can also add their POW to the percentage chance of any member of their household performing any of the following skills: Craft (any normal household craft, such as cooking, etc.), First Aid, or Search.
Tzolktal
Tzolktal is the
spirit of reprisal for this cult, taking the form of a churning cloud of
purple mist or smoke, within which can be glimpsed a single golden eye,
surrounded by three mottled purple and mauve tentacles.
Tzolktal has
an INT of 16, a POW of 18, and his tentacles have 14 HP / 3AP each, but
possesses no spells (though see below). Each of the three 6m tentacles
attacks with 95% skill.
Once manifested,
it will emit a beam of golden light from it's Eye, that will instantly
cancel the effects of any spell on it's quarry with an Intensity less than
6 (i.e. Countermagic 6 or Shield 3 would both fail), and proceed to attack
with it's three tentacles.
When the first
tentacle strikes, all of the poison the offender has ever resisted through
Ghaunadaur's favor takes effect at once; with the second hit, all the acid.
The third tentacle delivers 1d20 points of damage, ignoring armor.
Once it has
landed three successful hits, Tzolktal draws it's substance back into the
Spirit Plane and troubles the offender no more.
Zzym
The Zzym are
actually six related spirit types, namely the T'zzym, Pa'zzym, Gre'zzym,
Eol'zzym, Ma'zzym, and Nar'zzym, in order of complexity, power, and difficulty
to bind.
What sets the
Zzym apart from other spirit types is the variety of forms they may take
once bound. In their natural state, or 'free form', they are luminous globes
of colored light that flit about like ponderous fireflies, physically insubstantial
but unable to pass through walls and subject to strong air currents. Bound
Zzym kept in this form often are bound into doorways, arches, or other
portals to deter trespassers.
When a physical
creature comes in contact with a Zzym bound in it's free form, it immediately
loses a number of points of STR that varies with each Zzym subtype. The
Zzym then matches it's POW vs. the current MP of the creature involved
to paralyze it, and if successful, continues to drain the same number of
STR from the victim until the victim reaches 0 STR and falls unconscious.
Anyone attempting to physically pull a victim out of the Zzym's clutches
(rather than by use of a rope, etc.) is also subject to it's attack; targets
that remain trapped by a Zzym will eventually die of starvation or thirst,
and sometimes spontaneously combust or rise as zombies, ghouls, or some
other form of minor undead.
The physical
object used to bind a Zzym serves as it's inanimate form, in which it can
communicate telepathically with it's possessor (assuming it is bright enough
to do so) and be called upon to use it's special powers, if any. The more
powerful Zzym are the most useful in this aspect, of course, as they can
also be taught spells and be commanded to cast them at need.
Thier third
form, known as their 'animate form', is that of a plant, animal, or humanoid,
depending upon the power and capabilities of the type of Zzym involved.
This is actually their weakest form, for while such a magical creature
has no need of sustenance or air, the physical death of the animate form
will free a bound Zzym instantly.
By means of
example, a T'zzym will typically manifest as a simple creature, such as
a frog, a Pa'zzym as a dog or small monkey, Gre'zzym could take the form
of a goblin or a horse, Eol'zzym could manage a lion or bear, Mar'zzym
a large crocodyle or wyvern, and the fabled Nar'zzym could assume the form
of a small dragon.
However, no
attribute of the assumed form may exceed the POW of the Zzym in question,
so this does pose a limit on what they may or may not accomplish.
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Zzyym move at a rate equal to their
POW in free form, or equal to that of the animal form they assume while
in animate form.
* Zzym of this order are reliable
enough to be taught spells, and to cast them as magic spirits would.
** Zzym communicate either by empathy
or telepathy.
T'zzym are the
equivalent of vermin, and as such manifest as simple creatures when in
their animate form. They are usualy quite dim and are unable to follow
orders (except under the influence of a Dominate spell).
Pa'zzym lack
any trace or reason or intellect, and are effectively on the level of cattle
or pets. Their animate forms are always smaller than that of a man.
Gre'zzym, while
capable of true thought, have lousy memories and are frivolous in the manner
in which they follow orders. They often complain vocally when in animate
form, or telepathically in their other forms, often to the detriment of
their owner.
Eol'zzym are
generally considered the best blend of abilities, as they are still weak
enought to be easily dominated but powerful enought to be effective in
a fight.
Mar'zzym often
serve best as advisors, bound into staves or amulets. Though keenly intelligent
and possessing excellent memories, they have a love of wordplay and subtlety
that they often employ to lead their master's astray.
Nar'zzym are
seldom successfully bound, and they often seek to subvert the commands
of their masters to their own ends. Some have been known to seek
physical death to escape their binding, always in a manner that takes others
with them in as spectacular a manner as possible.
UNDEAD
Liche1
A Liche is a form of undead
related to vampires and mummies, but whose thirst for knowledge has overwhelmed
them, so much so that they have exchanged their mortal lives for the chance
to spend eternity learning and discovering more about the world around
them.
A Liche can be created in
one of two ways. The first (and most common) is the Create Liche ritual
spell, which the prospective liche must cast on himself. Details of the
ritual vary from cult to cult, and between magic types (currently only
sorcery and divine magic spells of this type are known to exist), but in
one cult the caster must sacrifice seven virgins of a sentient species,
then commit ritual suicide and succeed in a successful ceremony roll. Success
means that the character's soul is dissolved (much like a vampire's) and
they have become a Liche. Failure means that the character dies, their
soul being sent to whatever afterlife it is meant for where it will be
damned to whatever Hell that character's God has waiting for those who
dabble in Chaos, Undeath and the mysterious Arts.
The second means is far more
rare, but has been known to happen from time to time. If a particularly
diligent sage should pass away while pouring over his tomes, sometimes
his raw will to continue is enough to animate his body in unlife, negating
the need for the ritual or spell at all.
While the spell can be cast
by anyone with the will and knowledge, Liches are often found in Truth
Rune cults, especially those additionally tied to the runes of Magic, Chaos,
Undeath, or Loss. In divine cults, it is rare for anyone other than a Priest
or Rune Lord to voluntarily become a Liche, as cult advancement becomes
far more difficult once the soul has been burned away.
Liches appear as withered,
emancipated figures, drained of fluids and with their flesh wrapped like
dry, brittle pages around their bones. Normally there is no smell of decay,
but if the liche spends sufficient time in a moist enviroment, rot or mold
can set in. Liches in this predicament often use perfumes to cover the
smell.
Liches who dwell close to
their old human habitats will sometimes emerge under the cover of heavy
clothing and venture back to purchase books, tomes and grimoires, but otherwise
spend most of their time secluded in their libraries. Liches are often
solitary in nature, though a few have been known to tutor others if approached
correctly.
Stats | Avg | |||
STR | 3d6x2 | 22 | HP | 22 |
CON | 3d6x2 | 22 | FP | 32 |
SIZ | 2d6+6 | 13 | MV | Species+1 |
INT | 2d6+6 | 13 | DB | 1d6 |
DEX | 3d6+6 | 17 | ||
APP | 1d6 | 3 |
Liches often wear armour if expecting trouble, and usually have some forms of protective magic.
Weapon SR
att
dmg
Touch
7 25% base
1d3+db+special
Magic: Never has Spirit Magic, but they are often either powerful sorcerors or priests.
The touch of a Liche is especially
devastating. Upon striking it drains 3d6% of a skill chosen by the Liche.
This skill can be any Knowledge skill, Speak skill, Magical Art or Sorcery
spell. The loss is permanent. In return the Liche gains an "experience
tick" in that skill, even if one cannot normally be gained in (lores etc…).
The tick is instant, and if it suceeds then the Liche gains 1d6% in that
skill to reflect the knowledge it has learnt from the drained victim. Liches
often capture victims alive to use this upon. They usually have a myriad
of Lores, some in the region of 150% to 200% if the Liche is of any reasonable
age.
Sorcery Notes: Liches
have access to the Vow of Lichehood. This adds their old POW as Presence.
It is lost if they ever attempt to stop being a Liche.
Sons of Kyuss
The form of undead
known as the Sons of Kyuss are particularly loathesome. While resembling
zombies at a distance, their decaying flesh is riddled with thousands of
green worms, and they are surrounded by a powerful aura of fear.
The curse which
creates a Son of Kyuss resembles a disease in some ways, and those tainted
by the touch of a Son can have the onset of the transformation into one
of these horrid creatures slowed or halted by the service of a Healing
Spirit. Once the victim has died of the infection, however, nothing can
bring them back, and death of the body is the only thing that will free
the spirit to rest.
Each successful
blow struck by a Son has a 25% chance of a worm leaping from the body of
the attacker to his target, which will immediately begin squirming it's
way towards the nearest piece of exposed flesh. Once it reaches such a
juncture (which takes a number of strike ranks equal to the AP rating of
the armor worn by the target), the worm furiously begins burrowing beneath
the skin towards the belly of the target, there to gestate and breed more
of their kind until such time that they are numerous enough to overcome
the victim and slay him, turning his corpse into another Son of Kyuss.
Each worm that
occupies a body is considered to have a VIRulence of 1, and each worm can
reproduce itself every hour. When the total number of worms equals the
CON of the afflicted character, they will begin to spread throughout the
body, and the target must at that time make a CON x5 roll, or become prostrate
with the pain of the worms burriwing though his flesh.
At the same
time, the worms attack the POW of the target, pitting their combined VIR
vs. the POW of the target in much the same manner as the Soul Waste disease.
A target dies
when it's POW is consumed, transforming into a Son of Kyuss over the next
few hours after death. A Son of Kyuss has the following typical stats:
Stats | Avg | |||
STR | 3d6x1.5 | 16 | HP | 17 |
CON | 3d6x1.5 | 16 | FP | 32 |
SIZ | 2d6+6 | 13 | MV | 3 (S-1) |
INT | 2d6+6/2 | 6 | DB | 1d6 |
DEX | 2d6 | 7 | ||
APP | 1d4 | 2 |
Location | d20 | HP | AP |
R Leg | 01-03 | 6 | * |
L Leg | 04-06 | 6 | * |
Abdomen | 07-11 | 6 | * |
Chest | 12-15 | 7 | * |
R Arm | 16-17 | 5 | * |
L Arm | 18-19 | 5 | * |
Head | 20 | 6 | * |
*Armor is typically that which the victim wore at or near his time of death.
Sons of Kyuss
typically possess fixed INT, and thus cannot know or cast magic spells.
They attack anyone whom they encounter with their bare hands, seeking to
either kill them outright or infect them with sufficient worms so that
they join the Sons as a new 'convert'.
The attack roll
of a Son of Kyuss is always equal to their DEX x10, and their fists do
normal damage plus damage bonus, where applicable.
1 by
Tal Meta & Nikk Effingham