• No results found

Stat Block Format

In document [AGE] Age of Mystara - Core Book.pdf (Page 98-104)

The stat block includes some shorthand

designed to move especially common sentences out of the powers sections.

Sense Keywords

Dark Vision ∞: The creature can see perfectly in total darkness.

Dark Vision ∞ (-1 in light): The creature can see perfectly in total darkness but suffers a penalty to most actions in bright light.

Dark Vision X yards: The creature can see perfectly out to a certain distance in total darkness. Their vision dims within 10 yards beyond the listed distance.

Night Vision: The creature lowers penalties by 1 in low light and night conditions.

Descriptions

In most cases, thinking individuals will have their ethos worded in their description. If such is the case, the word will be italicized. Text that applies to choices such as spells and post combat effects are listed here as well. As much as possible, each creature’s natural habitat and motivations will be included in the description.

Ghoul Grade D

Undead Humanoid Defense 13, AR 0 Health 30, Speed 10

Senses Dark Vision ∞ (-1 penalty) -2 Communication

+4 Constitution (Stamina) +1 Cunning

+2 Dexterity +2 Magic

+0 Perception (Smelling)

+3 Strength (Claws, Intimidation) +2 Willpower

Melee Bite +2 (1d3+3), Claws +5 (1d6+5) Favored Stunts: Knock Prone and Mighty Blow.

Weapon Groups: Brawling Powers

Flesh Knitting: Ghouls gain Health equal to damage dealt when they bite an incapacitated foe or corpse.

This will kill an unconscious enemy.

Howling Madness: Ghouls automatically pass any Willpower (Morale) tests.

Touch Attack [Paralyze]: Any living non-fey creature (includes Elves) must test Willpower

(Self-Discipline) : TN 12 or be paralyzed for 1d3 rounds.

Ghouls are horrible undead monstrosities, that appear to be slightly desiccated corpses that view everything around them with an ardent hunger. The hint of animal cunning in their eyes shows all that they are far from mindless, which makes them scarier still.

Those with advanced knowledge of ghouls have good reason to be afraid. The merest touch of a ghoul can cause the subject to be paralyzed, frozen in place for a nearly a minute. A pack of ghouls will often descend on a party of adventurers or normal people and paralyze all of them.

Once every target is incapacitated they will each choose a target and begin to feed. When they are far from living prey, ghouls will dig up corpses and indulge in the dead flesh. The only flesh they will avoid is plant matter and undead flesh.

Goblin Skirmisher Grade E

Humanoid Defense 12, AR 3 Health 17, Speed 9

Senses Dark Vision 30 yards +0 Communication

+0 Constitution

+1 Cunning (Evaluation)

+1 Dexterity (Light Blades, Stealth) +0 Magic

+2 Perception (Searching) +1 Strength (Climbing) +0 Willpower

Melee Dagger +3 (1d6+2)

Ranged Short Bow +1 (1d6+3, 16/32 yards) Favored Stunts: Pierce Armor and Skirmish.

Weapon Groups: Bows, Brawling and Light Blades Equipment: Dagger, Light Leather

Goblins are forest or cave dwelling diminutive humanoids with green or dark grey skin. They are the size of halflings or gnomes, but their ferocious nature makes them a threat to larger creatures.. They tend to be manic in combat, harassing larger creatures if they think there is something to gain. They are most deadly in large numbers, and small hordes of goblins will raid towns, torch buildings and murder

townspeople for no reason other than they can make

off with a small supply of food or gold. Goblins make mercenary choices however, and for the promise of riches or power will tie their fortunes to others. They are also somewhat cowardly and will run if the tide turns against them. Goblins speak Goblin, but may also know orc, or any human tongue.

Goblin Chief Grade D

Humanoid

Defense 14, AR 4 (-1 penalty) Health 25, Speed 9

Senses Dark Vision 30 yards +2 Communication

+1 Constitution

+1 Cunning (Evaluation) +2 Dexterity (Brawling, Stealth) +0 Magic

+2 Perception (Searching) +2 Strength (Climbing, Spears) +2 Willpower (Morale) Melee Dagger +2 (1d6+3)

Ranged Throwing Spear +4 (1d6+5, 8/16 yards) Favored Stunts: Pierce Armor and Skirmish.

Weapon Groups: Brawling, Light Blades and Spears Talents: Armor Training (N), Command (J)

Equipment: Throwing Spear, Dagger, Light Shield, Heavy Leather

The most cunning and tenacious goblins advance to lead the tribes of small humanoids. These warriors have the best gear present, and often use javelins or spears as their weapon of choice, standing out in the open on the battlefield. Their courage allows their fellows to be driven into a great frenzy and attack without fear. Most chieftains are concerned with the wellbeing of the entire tribe, so they often will try to negotiate from a position of strength. They are also smart enough to know how much power

their group of goblins really has and will drive hard bargains or lie as

necessary to get their goals to come to fruition.

Goblin Skulker Grade E

Humanoid Defense 13, AR 3 Health 17, Speed 10 Senses Dark Vision 30 yards +0 Communication

+0 Constitution

+1 Cunning (Evaluation) +2 Dexterity (Bows, Stealth) +0 Magic

+2 Perception (Searching, Tracking) +0 Strength (Climbing)

+1 Willpower

Melee Dagger +2 (1d6+1)

Ranged Short Bow +4 (1d6+3, 16/32 yards)

Favored Stunts: Pierce Armor and Seize the Initiative.

Weapon Groups: Bows, Brawling and Light Blades Talents: Archery Style (N), Scouting (N)

Equipment: Dagger, Light Leather, Short Bow Goblins skirmishers are often suicidally bold and rarely concerned with stealth after they’ve

encountered their unsuspecting targets until they’ve encountered the enemy. Goblin scouts however are more reserved. The most skilled of these scouts are warriors who have learned to be quiet and strike from the shadows. They are known as skulkers and

primarily serve the orders of the chieftains.

ins are concerned with the e, so they often will try to of strength. They are also ow much popopopopopopopopopopopopopopowewewewewewewewewewewer

y has and will as

ls to

Hill Giant Grade C

Giant Humanoid Defense 11, AR 7 Health 70, Speed 12 Senses Night Vision +0 Communication +5 Constitution (Stamina) -1 Cunning

+1 Dexterity (Thrown) +0 Magic

+2 Perception (Smelling)

+8 Strength (Intimidation, Might) +3 Willpower

Melee Club +8 (3d6+8)

Ranged Rock +3 (2d6+8, 30/60 yards) Favored Stunts: Dual Strike and Mighty Blow.

Weapon Groups: Brawling, Bludgeons and Thrown weapons

Talents: Armor Training (N)

Equipment: Light Leather, Massive Club

Hill Giants are the least threatening of the true giants, but that does not make them easy opponents. Rather they are the dangerous creatures that are the tip of the iceberg of giant strength and power. Hill giants look like stocky primitive humans that stand twelve feet tall and have shoulders seven feet wide. Their

limbs are thick and they cover their bodies with the furs of bears and other large animals.

Although they have a reputation for being dense, hill giants are very perceptive and have long memories. If left alive they remember how they were tricked before. In terms of personalty, most hill giants are cruel, and adopt the mentality of bullies. Few hill giants are industrious enough to farm for themselves or conduct true animal husbandry. They might raise a lone bear cub or wolf as a pet, but they won’t raise livestock. All hill giants speak Giantish, but many also master a pidgin or full command of the prevailing human language. This is primarily so that they can make demands of humans in the area, but occasionally you will find giants living peaceful but isolated lives. Giantish has its own runic alphabet, but few hill giants can read.

Kobold Ambusher Grade E

Humanoid Defense 13, AR 2 Health 16, Speed 10 Senses Dark Vision 30 yards +0 Communication

-1 Constitution +1 Cunning

+2 Dexterity (Initiative, Traps) +1 Magic

+1 Perception (Searching, Smelling) +0 Strength (Spears)

-1 Willpower

Melee Bite +2 (1d6), Dagger +0 (1d6+1 (halved))

Ranged Throwing Spear +2 (1d6+3, 8/16 yards)

Favored Stunts: Defensive Stance and Seize the Initiative.

Weapon Groups: Brawling and Spears Equipment: Dagger, Throwing Spear

Kobolds are burrowing, reptilian humanoids of small, lean stature. They are cowardly when factors are against them, (especially numbers or size and apparent power of opponents). They set traps in their tunnels and use guerilla tactics extensively. Because of their natural assets they are never truly disarmed, but kobolds without an advantage run at the earliest opportunity. Kobolds speak draconic, although they can learn other languages.

Kobold Witch Grade D

Humanoid Defense 13, AR 2

Health 16, Mana 9, Speed 10 Senses Dark Vision 30 yards +0 Communication

-1 Constitution +1 Cunning

+2 Dexterity (Initiative) +2 Magic (Arcane Lance) +1 Perception (Smelling) +0 Strength (Intimidation) -1 Willpower

Melee Bite +2 (1d6), Dagger +2 (1d6+1 (halved)) Ranged Arcane Lance +4 (1d6+2, 16 yards) Favored Stunts: Mana Shield and Skillful Casting.

Weapon Groups: Brawling and Light Blades Powers

Spells (1): Arcane, Spellpower 12, 3 spells Equipment: Dagger

Kobold witches tend to learn one spell that mimics dragon breath such as flame burst, shock, cone of acid (flame burst), Winter’s Grasp, and later on Cone of Cold, Noxious Cloud, Lightning, Fireball, etc. Then they concentrate on utility magic or more subtle spells, such as Obscuring Darkness. Most of the Kobold’s priests are actually witches rather than shamans. They learn the lore of Kurtulmak, the entropic immortal patron of Kobolds, and wreak havoc in that name.

an ds

Ogre Grade D

Giant Humanoid Defense 10, AR 6 Health 40, Speed 11 Senses Night Vision

Melee Club +6 (1d6+9)

Favored Stunts: Knock Prone and Dual Strike.

Weapon Groups: Brawling and Bludgeons Equipment: Light Leather, Two-Handed Club

Ogres are giantish oafs that appear to be nine foot tall humanoids with distorted faces. They often resemble goblinoids, or have the hint of bestial ancestry, but a small number are bald and resemble giants. Like most giants or bigger goblinoids, ogres are cruel, killing to cause suffering or from perceived hatred, not because they have to. Unlike their true giant cousins, most Ogres speak orc, goblin, or a human language depending on where they live, and who lives with them. Ogres often congregate with goblinoids or orcs because their strength is respected.

Orc Warrior Grade E

Humanoid

Defense 12, AR 4 (-1 penalty) Health 22, Speed 10

Senses Night Vision

Melee Battle Axe +5 (2d6+3), Dagger -1 (1d6+4 (halved))

Favored Stunts: Knock Prone and Mighty Blow.

Weapon Groups: Axes, Brawling and Bludgeons Talents: Armor Training (N), Weapon and Shield Style (N)

Equipment: Battle Axe, Heavy Leather

Orcs are savage humanoids that have greyish green skin, big ears, large porcine noses, a lack of body hair

and big tusks that protrude from their bottom lips.

Most orcs have profound bellies, but to assume they are in poor condition is often the death of many would-be adventurers. They are prolific breeders and squabble amongst themselves for status and territory, until their numbers grow so large they must raid nearby civilized areas in an attempt to sate their lust for food and baser desires. The raiding culture is ingrained in the cruel orcs and they view a death in battle as a desirable one, although like most bullies they’d rather not die if possible.

Orcs always gather in hunting groups and are never encountered alone unless gathering food in the wilderness or as the result of a poorly executed raid.

They make their homes in all climes and environs, from marshes and swamps, to arid wastelands. If they move into cold climes they slay animals and make thick clothing, if they move to a hot climate they wear the minimal for survival. Orcs are not very modest, although they aren’t as dumb as most people believe them to be either. There are orc shamans, who have mastered divine magic and orc witches, who use arcane magic. As orc culture is based on the right of the leaders to rule by personal might, orc war chieftains and kings are often brutally powerful.

Orcs speak their own language, but also have dialects between tribes and regions. Most orcs don’t

care about learning human

languages, but some care enough to learn what their potential

dialects between tribes and regions. Most orcs don’t

care about learning human

languages, but some care enough to learn what their potential

Wolf Grade E

Beast

Defense 14, AR 0 Health 25, Speed 15 Senses Night Vision +0 Communication +2 Constitution (Running) -1 Cunning

+3 Dexterity (Bite, Stealth) +0 Magic

+2 Perception (Smelling, Tracking) +2 Strength (Jumping)

+0 Willpower

Melee Bite +5 (1d6+2)

Favored Stunts: Knock Prone and Pack Tactics.

Pack Tactics: 2 SP, As part of a group, a wolf can allow another wolf to attack the same target as a free action if it is close enough to do so.

Wolves are canine predators with excellent senses of smell. Alone, a wolf is rarely a threat to an adventurer unless it has a disease, such as rabies, which it can spread. An entire pack of wolves however is a threat to much larger creatures such as bears, or a group of adventurers. Packs are often led by an Alpha wolf which is often tougher than the others. Wolves live in hills, forests and mountainous regions, even living in extremely cold climes.

In document [AGE] Age of Mystara - Core Book.pdf (Page 98-104)

Related documents