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Monsters in the Fallen Empire

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A Warg scouting ahead of his pack.
Many of the creatures that wander the realm of the Fallen Empire are neither animals nor people. Not all of them are bad either.

Basilisk

===161 points===
Basilisk
  • ST 21 DX 13 IQ 4 HT 12 - Will 12 Per 10 Speed 7 Dodge 10 Move 8 - SM 0 (6 hexes) Weight 350 lbs. HP 21 Bite 2d imp + venom, Constrict
  • Traits: Fangs (2), Cold-Blooded (-5), Constriction Attack (15), High Pain Threshold (10), Venom: (1d toxic attack, follow up -0%, cyclic 10 sec 10 cycles +500%, onset 10 sec -5%, resistable HT-4 -10%), Vermiform (-35) (24), Wild Animal (-30)
  • Skills: Brawling-15(4), Stealth-15(8), Wrestling-15 (+2 ST) (8)

The Adder's larger and meaner cousin. Common only to the orcishlands and the blasted land where the empire once was. They will actively stalk people and orcs, waiting for a chance to ambush a lone target. They tend to strike from concealment, first biting an arm or leg, to clamp ahold of their prey, then immediately wrapping their coils around the target. Unlike an Adder once they've coiled around a target they will let go with their bite to attack other targets within a range of 1. If there are no other targets they will keep biting the constriction victim adding more poison damage. People who die from the poison stiffen up rock hard. Note that simple healing magic doesn't stop the poison damage.

Ghoul

===- 37 points===
ghoul
  • ST 12 DX 10 IQ 8 HT 10 - Will 8 Per 10 Speed 6 Dodge 9 Move 6 - SM 0 Weight 180 lbs. HP 14 Bite 1d-1 cr, Grab
  • Traits: Doesn't Breathe (20), Doesn't Eat or Drink (10), Doesn't Sleep (20), Dominance (20), High Pain Threshold (10), Immunity to Metabolic Hazards (30), Immunity to Mind Control (30), Indomitable (15), Injury Tolerance (No blood, No vitals, Unliving) (30), Single-Minded (5), Temerature Tolerance (10), Unaging (15), Unfazeable (15), Appearance (Monstrous, Universal) (-25), Automation Meta-Trait (-85), Cannot Learn (-30), Disturbing Voice (-10), Fragile (Unnatural) (-50), Reprogrammable (-10), Social Stigma (Dead) (-20), Unhealing (Total)(-30), Wealth (Dead broke) (-25)
  • Features: Affected by control zombie, Pentagram and Turn zombie, No mental skills, Sterile.

If not ordered to take a specific action Ghouls will normally walk around searching for victims. Once a person (any humanoid) is spotted the Ghoul will sprint toward the target. Ghouls first grapple their target then bite, they are smart enough to bite for an area not covered by armor. They will continue to attack until destroyed. If there are no other targets present they will begin eating their victim. Anyone bitten by a Ghoul becomes infected as per Dominance (Basic Set page 50). If a victim dies because of the infection he will rise as a Ghoul 2d minutes later. However, as Ghouls have no CP to spend they cannot "take control" of the new Ghoul, who will instead start to seek out new victims. Ghouls never attack other Ghouls.

==Orc Raider==
orcraider

50 points

  • ST 12 DX 10 IQ 9 HT 11 - Will 9 Per 11 Speed 5 Dodge 8 Move 5 - SM 0 Weight 180 lbs. HP 13 Bite 1d-1 cr, Punch 1d cr
  • Traits: Acute Smell +3 (6), Fearlessness +2 (4), Fit (5), Night Vision +5 (5), Bad Temper (resist 12 or less) (-10), Intolerance (all non-orcs) (-10), Reputation (Raiders and killers) -3 (civilized races) (-10), Short Lifespan 1 (-10), Unattractive (-4)
  • Skills: Axe/Mace-10 (DX/A) (2), Boating-9 (DX/A) (1), Brawling-12 (DX/E) (4), Climbing-10 (DX/A) (2), Crossbow-10 (DX/E) (1), Jumping-10 (DX/E) (1), Riding-10 (DX/A) (2), Running-12 (HT/A) (8), Search-11 (Per/A) (2), Shortsword-10 (DX/A) (2), Spear-12 (DX/A) (8), Stealth-11 (DX/A) (4), Staff-12 (DX/A) (8), Survival-10 (Per/A) (2), Swimming-11 (HT/E) (1), Throwing Spear-11 (DX/E) (2), Tracking-11 (Per/A) (2), Wrestling-10 (DX/A) (2)
  • Raider Spear = reach 1 or 2 swing 2d cut, thrust 1d+2 imp(& thrown), swing 2d cr (if the target steps), Parry = 11
  • Large Dagger (shortsword) = swing 1d+2 cut, thrust 1d-1 imp

Recognizeable by their distictive Raider Spear (Naginata). They use this to great affect. They wear usually wear Buff Coats, occasionally Mail Shirts, or whatever armor they can plunder. Orc Raiders are elite troops responsible for getting items that their tribes can't manufacture for themselves, slaves, and anything else valuable they can pick up.

Mummy

- 67 points

  • ST 11 DX 10 IQ 10 HT 10 - Will 10 Per 10 Speed 5 Dodge 8 Move 5 - SM 0 Weight 180 lbs. HP 14 Bite 1d-2 cr, Punch 1d-1 cr
  • Traits: Doesn't Breathe (20), Doesn't Eat or Drink (10), Doesn't Sleep (20), High Pain Threshold (10), Immunity to Metabolic Hazards (30), Immunity to Mind Control (30), Indomitable (15), Injury Tolerance (No blood, No vitals, Unliving) (30), Single-Minded (5), Temerature Tolerance (10), Unaging (15), Unfazeable (15),
    skeleton
    Appearance (Monstrous, Universal)(-25), Automation Meta-Trait (-85), Cannot Learn (-30), Disturbing Voice (-10), Fragile (Combustible) (-5), Fragile (Unnatural) (-50), No Sense of Smell/Taste (-5), Reprogrammable (-10), Social Stigma (Dead) (-20), Unhealing (Total) (-30), Wealth (Dead broke) (-25)
  • Features: Affected by control zombie, Pentagram and Turn zombie, No mental skills, Sterile.

Skeleton

- 122 points

  • ST 9 DX 12 IQ 8 HT 10 - Will 8 Per 8 Speed 6.5 Dodge 9 Move 6 - SM 0 Weight 25 lbs. HP 9 Bite 1d-3 cr, punch 1d-2 cr
  • Traits: Doesn't Breathe (20), Doesn't Eat or Drink (10), Doesn't Sleep (20), High Pain Threshold (10), Immunity to Metabolic Hazards (30), Immunity to Mind Control (30), Indomitable (15), Injury Tolerance (Homogenous) (40), Single-Minded (5), Temerature Tolerance (10), Unaging (15), Unfazeable (15), Vaccum support (5), Appearance (Monstrous, Universal) (-25), Automation Meta-Trait (-85), Cannot Learn (-30), Fragile (brittle)(-15), Fragile (Unnatural)(-50), Mute (-25), No Sense of Smell/Taste (-5), Reprogrammable (-10), Skinny (-5), Social Stigma (Dead) (-20), Unhealing (Total) (-30), Vulnerability (Crushing attacks x2) (-30), Wealth (Dead broke) (-25), Cannot float (-1), Sexless (-1)
  • Features: Affected by control zombie, Pentagram and Turn zombie, No mental skills, Skull has only 2 DR.

Giant Spider

===149 points===
Wolfspider
  • ST 12 DX 11 IQ 8 HT 10 - Will 10 Per 10 Speed 6 Dodge 9 Move 6 - SM 0 Weight 2000 lbs. HP 10 Bite 1d imp, Pounce 2d cr, Venom
  • Traits: Acute Taste and Smell +5 (10), DR 4 (Body only) (18), Combat Reflexes (15), Extra Legs (8 legs, Long) (30), Fangs (2),Venom: (Affliction 2 HT-1 to resist, extended duration x3 +20%, follow up -0%, onset 10 seconds -5%, paralysis +150%) (53), Peripheral Vision (15), Super Jump 1 (10), Web spinning (Binding 5, melee attack C -30%, sticky +20%) (9), Horizontal (-10), No Fine Manipulators (-30), Wild Animal (-30)
  • Skills: Brawling-13 (+1dam) (4), Jumping-14 (8), Stealth-12 (4), Wrestling-13 (+2ST) (8), Tracking-12 (8)

Giant Wolf Spiders are very cunning. They may stalk their prey for some time, waiting for a chance to pounce on a lone victim. They will attack by pouncing upon their target(+4 to hit, 19 hex range), inflicting 2d damage. The very next round they will grapple their target(+8 because of extra limbs), and then bite to inject venom. If fighting multiple opponents they will often shove others away with their legs and concentrate their bite on a single target. Once a target is paralysed they will wrap it in 5 or 6 layers of webbing and then drag it away to its lair.

Warg

98 points

  • ST 12 DX 12 IQ 5 HT 12 - Will 11 Per 14 Speed 6 Dodge 9 Move 9 - SM 0 Weight 140 lbs. HP 12 Bite 1d cut x2
  • Traits: Discriminatory Smell (15), DR 3 (15), Extra Attack (25), Extra Head (15), High Pain Threshold (10), Night Vision 7 (7), Sharp Teeth (1), Temperature Tolerance 1 (1), Bad Temper (12 or less) (-10), Quadruped (-35), Wild Animal (-30)
  • Skills: Brawling-14 (4), Stealth-14 (8), Tracking-14 (2)

Wargs act just like wolves. Tough armored wolves with two heads and attitude! They roam the cold lands north of the Barony.

Zombie

- 112 points

  • ST 11 DX 10 IQ 8 HT 10 - Will 8 Per 8 Speed 5 Dodge 8 Move 5 - SM 0 Weight 180 lbs. HP 14 Bite 1d-2 cr, Grab
  • Traits: Doesn't Breathe (20), Doesn't Eat or Drink (10), Doesn't Sleep (20), High Pain Threshold (10), Immunity to Metabolic Hazards (30), Immunity to Mind Control (30), Indomitable (15), Injury Tolerance (No blood, No vitals, Unliving) (30), Single-Minded (5), Temerature Tolerance (10), Unaging (15), Unfazeable (15), Appearance (Monstrous, Universal) (-25), Automation Meta-Trait (-85), Bad Smell (-10), Cannot Learn (-30), Disturbing Voice (-10), Fragile (Unnatural) (-50), No Sense of Smell/Taste (-5), Reprogrammable (-10), Social Stigma (Dead) (-20), Unhealing (Total) (-30), Wealth (Dead broke) (-25)
  • Features: Affected by control zombie, Pentagram and Turn zombie, No mental skills, Sterile, Will become a skeleton.

If ordered to attack the Zombie will run toward the target. Zombies first grapple their target then bite, they are smart enough to bite for an area not covered by armor. They will continue to attack until destroyed. If there are no other targets present they will begin eating their victim.

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This page was last modified on 13 March 2006, at 19:55.
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