BESTIARY

This section details some of the creatures that may inhabit your Dawn of Legends campaign. Feel free to modify them to suit your game.

Key:
INT
= Intelligence
WILL = Willpower
PRE = Presence
TEC = Technique
REF = Reflexes
DEX = Dexterity
CON = Constitution
STR = Strength
BOD= Body
MOV = Movement
RES = Resistance
LUCK = Luck (Note that most monster shouldn’t use luck unles they are special. Use GM discretion.)
SPD = Speed
END = Endurance
SD = Stun Defense
REC = Recovery
STUN = Stun
HITS = Hits
RUN = RUN
SPRINT = SPRINT
SWIM = SWIM
LEAP = LEAP

Instant Stats:
Mental = Average of INT, WIL, and PRE
Combat = Average of TEC, REF, and DEX
Physical = Average of CON, STR, and BOD
Move = MOVE

Instant Stats can be useful when you are dealing with a large number of generic creatures in an encounter since it simplifies the number of stats you have to keep track of.

Listed skills contain the minimum usual number of points for the adult of a creature. Add this number to a Characteristic to find the Action Value to use with a dice roll.

Abilities list the natural (or unnatural!) talents a creature may have. Deadly Damage refers to damage that does both Hits and Stun and which requires Armor as defense. Knockout Damage refers to damage that does Stun and requires either Stun Defense or Armor as defense.

Reduced Penetration attacks are less effective against armor. Apply the damage inflicted in Stun as normal, but multiply the armor’s rating by 2 before finding the damage to Hits. For instance, if a bear attacked an armored man with a massive paw, it will do 8D6 of damage. In this case we roll the dice and find the total damage to be 30 points. The man is wearing armor worth 10 points. Thus we can find the amount of Stun taken as usual, 30 - 10 = 20 Stun. To find the amount of Hits taken we take the 10 Armor x 2 and subtract it from 30. Thus the man takes only 10 Hits. He will likely be badly stunned by the attack, but still alive.

Complications list the weaknesses of the creature.

Description both describes the creature and lists habits and other important things of note.

Location lists where the crature may most often be found.

Offensive X and Defensive X are given for your reference as an overall power level of the crature. The GM can then better. guage the creature’s power compared to the Heroes’.

Avanc

INT 2 WIL 2 PRE 7 RES 6 LUCK 9
TEC 4 REF 7 DEX 6 END 60 REC 17 SD 18
CON 6 STR 11 BOD 8 STUN 40 HITS 60
MOV 3 RUN 3 SPRINT 9 SWIM 13 LEAP 3

Instant: Mental 4, Combat 6, Physical 8, Move 3.

Skills: Hand to Hand 4 (REF), Evade 4 (DEX), Perception 4 (INT), Concealment 3 (INT).

Abilities:
• Bite for 8D6 Deadly Damage.
• Maul for 11D6 Knockout Damage.
• Good Swimmer (note the improved SWIM stat)
• Extra thick fur (noted in the improved SD stat)
• Tough to kill (extra Hits noted in the improved HITS stat)
• Natural 25 Armor.

Complications: Frequently Hungry (-10), No Fine Manipulation (-15).

Description: Few are sure what it looks like as few encounters result in survivors. It is suspected that it looks something similar to a giant beaver, but as large as a bull!

Location: This fearsome beast lurks in or near secluded lakes and rivers.

Offensive X: 22
Defensive X: 26

Banshee

INT 3 WIL 6 PRE 8 RES 18 LUCK 7
TEC 4 REF 4 DEX 4 END 50 REC 12 SD 10
CON 5 STR 7 BOD 10 STUN 50 HITS 50
MOV 4 RUN 8 SPRINT 12 SWIM 4 LEAP 4

Instant: Mental 6, Combat 4, Physical 7, Move 4.

Skills: none.

Abilities:
• Can not be harmed by any non-magical physical attack.
• Flies at RUN speed in meter/yards.
• May remain invisible at will (although a Banshee is always visible to full blooded Fey creatures).
• A Banshee has a natural ability to know when someone is about to die, usually becoming visible at this time and weeping for the one who is to die.

Note that a Banshee has no particular ability to fight.

Complications: none.

Description: A Banshee most often appears as a beautiful, weeping woman dressed all in white. Some tales say that a Banshee can also appear as a horrible old hag also dressed in white. When she is seen, onlookers may notice her eyes have become fiery red from weeping.

Locations: Ireland and the kingdom of Dal Riada, the Isle of Man and Britain. In Britain, she often avoids being seen but can still be heard weeping for the dead. A Banshee in Britain may also weep at the home of someone who has died abroad. Sometimes, a group of Banshees may weep together, foretelling the impending doom of an important noble or hero. Often, it is seen as a sign of high station if a Banshee is known to give a particular family attention consistently.

Offensive X: 11
Defensive X: 16

Bear

INT 2 WIL 2 PRE 10 RES 6 LUCK 9
TEC 4 REF 7 DEX 7 END 50 REC 14 SD 11
CON 5 STR 11 BOD 7 STUN 35 HITS 35
MOV 3 RUN 6 SPRINT 9 SWIM 3 LEAP 3

Instant: Mental 5, Combat 7, Physical 8, Move 3.

Skills: Hand to Hand 4 (REF), Climbing 3 (STR), Concealment 3 (INT), Evade 4 (DEX).

Abilities:
• A bear may bite for 6D6 Deadly damage or claw for 11D6 Reduced Penetration Deadly damage.
• A bear’s natural hide is worth 8 KD (for the bear, only!).
• If the bear wishes to intimidate someone, it may roar, adding +3 to its PRE in a Presence attack.
• The bear’s acute senses give it a +1 to all Perception checks.

Complications: No Fine Manipulation (-15), Frequently Hungry (- 10).

Description: This is a fearsome large brown bear. It still manages to survive in the wilds and has seen a bit of a come back since the departure of Rome a couple centuries ago.

Location: Any remote wilderness.

Offensive X: 22
Defensive X: 20

Boar

INT 2 WIL 2 PRE 5 RES 6 LUCK 8
TEC 4 REF 6 DEX 6 END 30 REC 7 SD 6
CON 3 STR 4 BOD 6 STUN 30 HITS 30
MOV 9 RUN 18 SPRINT 27 SWIM 9 LEAP 9


Instant: Mental 3, Combat 5, Physical 4, Move 9.

Skills: Hand to Hand 6 (REF), Melee Evade 6 (DEX), Concealment 5 (INT).

Abilities:
• 4D6 Reduced Penetration gore attack.
• Natural hide of 4 KD.
• +2 PRE while charging and only for use in a Presence Attack.
• +4 on all Hearing and Smell Perception rolls.

Complications: No Fine Manipulation (-15), Physical Limitation: Poor sight gives a -3 to Sight Perception rolls (-5), Bad Temper (-10).

Description: An ill-tempered creature if ever there was one, a wild boar is a dangerous quarry. The challenges involved in locating and spearing this beast makes the hunt still an important one to young nobles who must earn their manhood by hunting and killing a wild boar.

Location: Wooded areas in any of the British Isles.

Offensive X: 16
Defensive X: 19

Cat, Large Hunting

INT 2 WIL 2 PRE 7 RES 6 LUCK 9
TEC 4 REF 7 DEX 6 END 50 REC 12 SD 10
CON 5 STR 8 BOD 7 HITS 35 STUN 35
MOV 7 RUN 14 SPRINT 21 SWIM 7 LEAP 7

Instant: Mental 4, Combat 6, Physical 7, Move 7

Skills: Climbing 3 (STR), Concealment 4 (INT), Stealth 3 (DEX), Hand to Hand 5 (REF), Evade (DEX) 5.

Abilities:

• Large and heavy: add +2 to BOD when calculating Knockback or Knockdown.
• Claws (8D6 Reduced Penetration).
• Bite (2D6 Killing Attack)
• +5 PRE to create Fear, but only when the Cat is roaring.
• Natural hide provinding 2 Armor
• Tracking Scent
• Perception 4, +3 for Smell and Hearing
• Night Vision

Description: This is a large hunting cat that is quite rarely found, if ever found in Europe at this time. However, the Otherworld has a tendency to send people to strange faraway lands.

Location: Remote areas.

Offensive X: 20
Defensive X: 18

Cu Sith [Cooshee]

INT 2 WIL 2 PRE 6 RES 6 LUCK 10
TEC 3 REF 8 DEX 6 END 30 REC 8 SD 6
CON 3 STR 5 BOD 10 STUN 50 HITS 50
MOV 7 RUN 14 SPRINT 21 SWIM 7 LEAP 7

Instant: Mental 3, Combat 6, Physical 6, Move 7.

Skills: Stealth 8 (DEX), Perception 11 (INT), Hand to Hand 3 (REF), Evade 3 (DEX).

Abilities:
• This animal can track by scent, like a normal dog.
• It has a bite capable of doing 4D6 Deadly damage.
• The cu sith can hear ultrasonic frequencies.
• Sees well at night (similar effect as the Night Vision Talent).
• Cu sith can track by scent and also gain a +3 to all Smell and Hearing Perception rolls.

Complications: No Fine Manipulation (-15).

Description: A Cu Sith is a faerie dog the size of a year old calf and with green fur. Befriending and domesticating such an animal can be as rewarding as it is dangerous.

Location: The Otherworld, sometimes also seen as companions to Fey Lords.

Offensive X: 15
Defensive X: 20

Deer

INT 2 WIL 2 PRE 3 RES 6 LUCK 8
TEC 4 REF 6 DEX 6 END 20 REC 5 SD 10
CON 2 STR 3 BOD 5 STUN 25 HITS 25
MOV 8 RUN 16 SPRINT 24 SWIM 8 LEAP 8

Instant: Mental 2, Combat 5, Physical 3, Move 8.

Skills: Perception 2 (INT), Hand to Hand 3 (REF), Melee Evade 3 (DEX), Ranged Evade 3 (DEX).

Abilities:
• Heightened Senses (+2 on all Perception rolls).
• Acute Hearing & Smell (+2 on Hearing and Smell Perception rolls).
• Horns — 4D6 Deadly damage, Reduced Penetration.
• Bite — 2D6 Deadly damage.
• Kick — 6D6 Knockout damage attack.

Complications: No Fine Manipulatio (-15), Timid (-10).

Description: This is a normal deer. Only adult males will have horns.

Location: Any.

Offensive X: 12
Defensive X: 16

Pict War Dog

INT 2 WIL 2 PRE 4 RES 6 LUCK 8
TEC 4 REF 6 DEX 6 END 30 REC 7 SD 6
CON 3 STR 4 BOD 6 STUN 30 HITS 30
MOV 5 RUN 10 SPRINT 15 SWIM 5 LEAP 5

Instant: Mental 3, Combat 5, Physical 4, Move 5.

Skills: Hand to Hand 3 (REF), Evade 3 (DEX), Perception 2 (INT).

Abilities:
• This animal has the equivalent of the Light Sleeper Talent.
• The bite does 4D6 Deadly damage.
• The tough hide of the animal provides 4 KD of protection.
• If the dog growls while performing a Presence attack, add +3 to the effective Presence.
• The dog can hear ultrasonic frequencies, and sees well at night (similar effect as the Night Vision Talent).
• War dogs can track by scent and also gain a +3 to all Smell and Hearing Perception rolls.

Complications: No Fine Manipulation (-15).

Description: These large fighting mastiffs are often trained for war by the Pict people. They are also used as guard dogs by noble families throughout Britain.

Location: Any.

Offensive X: 13
Defensive X: 16

Dragon

INT 6 WIL 5 PRE 13 RES 15 LUCK 12
TEC 6 REF 6 DEX 6 END 60 REC 19 SD 12
CON 6 STR 13 BOD 15 STUN 80 HITS 80
MOV 8 RUN 16 SPRINT 24 LEAP 8 SWIM 8

Instant: Mental 8, Combat 6, Physical 11, Move 8.

Skills: Hand to Hand 3 (REF), Evade 3 (DEX), Perception 2 (INT).

Abilities:
• A dragon can attack with its mighty claws, inflicting 13D6 of Reduced Penetration Deadly damage.
• Bite -- 6D6 Reduced Penetration Deadly damage.
• Thick scales cover the animal providing 18 KD of armor.
• Night Vision.
• All dragons receive a +2 on Perception rolls.

Dragons have a multitude of abilities and even the Characteristics given above can vary widely depending on the size of the dragon. The one listed here is a very large one. At your option, you may choose to give your individual dragon any of the following additional abilities:
• 7D6 Deadly damage Fire Breath which can reach up to 18 m/yds in a cone (the widest point part of the cone should also be 18 m/yds in diameter).
• 11D6 Deadly damage Poison Spit with a range of 110 m/yds (the caustic material eats into the victim on impact).
• Protection against Fire (reduce all damage done by fire based attacks by 50% after armor).
• Flying at 30 m/yds per round (with wings).
• Shapeshifting ability to become the same size and shape as a human.
• able to Regenerate up to 10 Hits per turn.

Complications: none.

Description: These large reptillian creatures may appear in almost any color including red, white, green, or black. A large creature such as this can easily reach over 10 m/yds long and weighs in at well over 20 tons. It usually has two hind legs and two fore legs, although the winged variety may not have fore legs. It’s said that the creature may cross have crossed over from the Otherworld. For its size, a dragon has surprising agility and speed. Dragons are quite intelligent and may pick up various languages from time to time. They sometimes also, know a form of draconic magic. Both smaller and larger dragons have been encountered. Simply adjust the Strength, Body, Armor, and amount of damage done to match the size of dragon encountered.

Location: Occasionally found in Britain, but more often in the Otherworld. Shapeshifted dragons have been known to move among human populations.

Offensive X: 21
Defensive X: 27

Dwarf

INT 4 WIL 4 PRE 4 RES 12 LUCK 9
TEC 4 REF 5 DEX 4 END 60 REC 12 SD 12
CON 6 STR 6 BOD 6 STUN 30 HITS 30
MOV 3 RUN 6 SPRINT 9 LEAP 3 SWIM 3

Instant: Mental 4, Combat 4, Physical 6, Move 3.

Skills: Perception 2 (INT), Concealment 3 (INT), Local Expert - Home 3 (INT), Professional 3 (TECH), Artisan (pick one) 3 (TECH), Native Language - Dwarven 3 (INT), Axes or Hammers 5 (REF), Melee Evade 5 (DEX).

Abilities:
• Night Vision Eyes.
• Resistance to Heat and Cold (+8 SD versus cold and heat).

Complications: Distinctive Features - short burly humanoid (- 10).

Description: Dwarves are small people, nearly as wide as they are tall, who are noted for their craftsmanship. Some may be warriors, dressed in any manner of metal armor, and may be proficient in crossbows as well as axes or hammers. They are not known to be actual fey creatures, but have occassionally been known to journey to the Otherworld on a quest to deliver some specially made item to a faerie lord. They have a particular affinity for mechanical tools, and it is thought that the light but powerful crossbows they use were taken from old Roman designs, as were the Pict variety.

Locations: They tend to live in small communities hidden in or near mountains.

Offensive X: 16
Defensive X: 17

Each Uisge
[Ek Wisky] (Water Horse)

INT 3 WIL 3 PRE 3 RES 9 LUCK 10
TEC 5 REF 7 DEX 5 END 30 REC 12 SD 6
CON 3 STR 9 BOD 6 STUN 30 HITS 30
MOV 9 RUN 18 SPRINT 27 SWIM 9 LEAP 9

Instant: Mental 3, Combat 6, Physical 6, Move 9.

Skills: Perception: Hearing and Smell 4 (INT), Perception: Sight 2 (INT), Concealment 6 (INT), Stealth 3 (DEX), Hand to Hand 4 (REF), Evade 4 (DEX).

Abilities:
• Can Breathe in Water as if it was air.
• Bite - 4D6 Deadly damage.
• Kick - 12D6 Knockout damage (including +3D6 bonus for very hard hooves).
• Thick Hide - 6 Armor.
• Adhesive Hide - Once a character has mounted the horse, she is stuck there until the creature is killed or the rider is dead!
Optional Abilities:
• Shapeshift to the form of a giant eagle. This grants the appearance of a giant eagle and ability to fly at a rate of 30 m/yds per round. 45 m/yds per round can be achieved by an all-out “sprint”.
• Shapeshift to the form of a Handsome Man with seaweed in his hair. The Each Uisge does not retain the biting and kicking abilities as a man, but may have social skills instead. This form enables the Each Uisge to lure a woman to him, which he will attempt to take to the sea or salt water lake. The he drowns them and gobbles them up.

Complications: Vicious and Carnivorous (will drown any would-be riders and eat them -- except for their livers) (-20). This behavior triggers only when it comes within site of salt water sea or lakes.

Location: Frequently near salt water, but may venture onto land for extended periods.

Offensive X: 20
Defensive X: 16

Fairies
Water Fairy

INT 4 WIL 5 PRE 6 RES 15 LUCK 10
TEC 5 REF 6 DEX 6 END 20 REC 5 SD 4
CON 2 STR 3 BOD 5 STUN 25 HITS 25
MOV 4 RUN 8 SPRINT 12 SWIM 24 LEAP 4

Instant: Mental 5, Combat 6, Physical 3, Move 4.

Skills: Perception 2 (INT), Concealment 6 (INT), Local Expert - Home 5 (INT), Singing 3 (PRE), Dance 3 (DEX), Expert - Healing 3 (INT), First Aid 3 (TECH), Native Language - British 3 (INT), Expert - current hobby 3 (INT), Seduction 6 (PRE), Stealth 5 (DEX), Climbing 2 (STR), Conversation 2 (PRE), Hand to Hand 3 (REF), Spears 3 (REF), Swords 3 (REF), Evade 3 (DEX).

Abilities:
• Breathe under water.
• Does not age.
• Not susceptible to disease.
• Water animal control (roll 4D6 vs. creatures RES success means the creature will do as the fairy asks) — one command per round.
• Otherworld Gate — the water fairy can transport herself and one other person instantly back to the Otherworld.
• Water fairies can speak telepathically to any other water animal.
• She can also telepathically speak to water plants with 5 minutes of concentration and 4 END.
• She can become invisible at will while under water although other fey creatures can still see her.
• With 5 minutes of concentration and 4 END she can sometimes (GM discretion) know the future in the form of a prophecy.
• Healing — she can heal someone 1D6 Hits per round by concentrating and spending 1 END per round.
• Water fairies can shapeshift into any one favorite water animal.
• Night Vision.
• Beautiful +1.
• Enhanced Perception while under water — +4 to applicable Perception rolls.

Complications: Very protective of home waters (-20), Vulnerable to iron — takes 2x damage (-15), Mischevious (-8).

Description: These beautiful fey creatures appear as beautiful women with golden or blue hair. They are usually alone. Some may have the ability to make enchanted items, others may know powerful magic.

Location: In Britain, any water. Also found in underwater Otherworld kingdoms.

Offensive X: 12
Defensive X: 15

Wood Fairy

INT 4 WIL 5 PRE 6 RES 15 LUCK 10
TEC 5 REF 6 DEX 6 END 20 REC 5 SD 4
CON 2 STR 3 BOD 5 STUN 25 HITS 25
MOV 6 RUN 12 SPRINT 18 SWIM 6 LEAP 6

Instant: Mental 5, Combat 6, Physical 3, Move 6.

Skills: Perception 2 (INT), Ceoncealment 6 (INT), Local Experte - Home 5 (INT), Dance 3 (DEX), Expert - Healing 3 (INT), First Aid 3 (TECH), Language - British 3 (INT), Expert - current hobby 3 (INT), Seduction 6 (PRE), Stealth 5 (DEX), Climbing 2 (STR), Conversation 2 (PRE), Hand to Hand 3 (REF), Swords 3 (REF), Spears 3 (REF), Archery 3 (REF), Evade 3 (DEX).

Abilities:
• Does not age.
• Not susceptible to disease.
• Land animal control (roll 4D6 vs. creatures RES success means the creature will do as the fairy asks) — one command per round.
• Wood fairies can speak telepathically to any other land animal.
• Night Vision.
• Enhanced Perception in wooded areas — +4 to applicable Perception rolls.
• Shapeshift into one familiar land animal,
• Healing — she can heal someone 1D6 Hits per round by concentrating and spending 1 END per round.
• She can become invisible at will although other fey creatures can still see her.
• With 5 minutes of concentration and 4 END she can sometimes (GM discretion) know the future in the form of a prophecy.
• Otherworld Gate — the water fairy can transport herself and one other person instantly back to the Otherworld usually through a tree or rock.
• Beautiful +1.

Complications: Very protective of home forest (-20), Vulnerable to iron weapons - 2x damage (-15), Mischevious (-8).

Description: The wood fairy appears most often as a tanned, beautiful woman. Like the water fairy, a wood fairy can sometimes have powers beyond those listed above. As with all fey creatures, the GM should feel free to change or add to the listed abilities.

Location: Woods or mountains.

Offensive X: 12
Defensive X: 15

Giant Eagle

INT 2 WIL 2 PRE 5 RES 6 LUCK 8
TEC 4 REF 6 DEX 6 END 30 REC 11 SD 6
CON 3 STR 8 BOD 6 STUN 30 HITS 30
MOV 1 RUN 2 SPRINT 3 SWIM 1 LEAP 1

Instant: Mental 3, Combat 5, Physical 6, Move 1.

Skills: Perception 3 (INT), Hand to Hand 5 (REF), Evade 3 (DEX).

Abilities:
• Beak — 4D6 Reduced Penetration Deadly attack.
• Claws — 8D6 Reduced Penetration Deadly attack.
• Fly at 38 m/yds per round but pay 2 END each round while flying.
• Enhanced Sight - - +4 to Perception rolls to offset range penalties.

Complications: No Fine Manipulation (-15).

Description: This is a huge version of the eagle. It measure about 3 m/yds from head to tail and has a 7 m/yds wingspan.

Location: This bird is extremely rare to find in any of the British Isles. It can be found in mountainous areas of Otherworld kingdoms, however. Sometimes it is used as a mount by fey lords.

Offensive X: 19
Defensive X: 16

Giants
Half Giant

INT 3 WIL 3 PRE 4 RES 9 LUCK 7
TEC 3 REF 4 DEX 4 END 70 REC 15 SD 14
CON 7 STR 8 BOD 8 STUN 45 HITS 45
MOV 5 RUN 10 SPRINT 15 SWIM 5 LEAP 5

Instant: Mental 3, Combat 4, Physical 8, Move 5.

Skills: Perception 2 (INT), Any one Melee skill 3 (REF), Melee Evade 3 (DEX), Native Language - British 2 (INT).

Abilities: Acute Sense - Smell.

Complications: Large Size and Weight (-10).

Description: Half Giants are the smallest of the breeds of giants, standing at around 2.6 m/yds tall and weighing 200 kg (around 440 lbs). They can be found using almost any kind of giant sized weapons, although they favor large spears. They can use long spears with only one hand, enabling them to easily heft a large shield in the other. They favor leather armors, but half giant heroes can sometimes be seen wearing the fearsome looking bone armor.

Location: Britain. These giants are rarely found in the Otherworld, and thus usually have few fey abilities, if any. They tend to travel alone or in small groups. Half giants like to keep to remote areas as they tend to be favorite targets of young would-be heroes looking to make a name for themselves.

Offensive X: 15
Defensive X: 18

Lesser Giant

INT 3 WIL 4 PRE 7 RES 12 LUCK 8
TEC 4 REF 5 DEX 5 END 70 REC 20 SD 14
CON 7 STR 13 BOD 12 STUN 65 HITS 65
MOV 7 RUN 14 SPRINT 21 SWIM 7 LEAP 7

Instant: Mental 5, Combat 5, Physical 11, Move 7.

Skills: Perception (INT), Hand to Hand 3 (REF), Great Clubs 3 (REF), Melee Evade 3 (DEX).

Abilities:
• Tough skin gives them effectively 4 KD.
• They can wield any normally two-handed weapon with only one hand.

Complications: Distinctive Features - Massive Size (-15), Clumsy (-10).

Description: These huge men average 4 m/yds tall and weigh around 800 kg (1760 lbs). At this size they are quite dangerous and can do terrific damage to stone structures as well as creatures if it chooses. Given its clumsy nature, this happens more often than anyone likes. They are termed “lesser” not due to any reference to size, but rather because they tend to have few fey abilities.

Location: Lesser Giants like to roam the high moors and mountains of Britain and Ireland. They are occassionally seen as residentsof the Otherworld.

Offensive X: 21
Defensive X: 23

Giant

INT 3 WIL 4 PRE 10 RES 12 LUCK 8
TEC 4 REF 5 DEX 5 END 70 REC 24 SD 14
CON 7 STR 17 BOD 13 STUN 65 HITS 65
MOV 7 RUN 14 SPRINT 21 SWIM 7 LEAP 7

Instant: Mental 6, Combat 5, Physical 12, Move 7.

Skills: Perception 2 (INT), Hand to Hand 3 (REF), Great Clubs 3 (REF), Melee Evade 3 (DEX).

Abilities:
•Tough skin giving 4 KD.
• They can wield any normally two-handed weapon with only one hand.

Choose from the following giant fey abilities:
• Fire Resistance - reduce damage from fire based attacks by 75% after armor.
• Cold Resistance - reduce damage from cold based attacks by 50% after armor.
• Night Vision.
• +4 KD extra tough skin.
• Lightning Spears - can through bolts of lightning up to 100 m/yds for 10D6 of Knockout damage. The giant pays 5 END each round he throws a bolt.
• Weather Control - can summon mist or fog to envelop a 32 m/yd radius giving a -5 to all Perception rolls made within the area of effect. The giant pays 3 END each round this ability is used.
• Cloud Walking - the giant can literally walk on air at his normal Move, Run or Sprint rates.

Complications: Distinctive Feature - Large Size and Weight (-25).

Description: Giants range from 4 to 6 m/yds tall and 1,600 to 6,400 kg. The STR and BODY listed above represents a fairly large giant, smaller or young giants may have considerably less. Their appearance will generally match the abilities they have. For instance a giant with resistance to Cold may appear very pale and have white hair. They will only very rarely band together, usually just to raise a family.

Location: Very remote areas. They are more common in various kingdoms of the Otherworld.

Offensive X: 25
Defensive X: 24

Goblin
Forest Goblin

INT 4 WIL 4 PRE 3 RES 12 LUCK 9
TEC 5 REF 5 DEX 6 END 60 REC 11 SD 12
CON 6 STR 5 BOD 5 STUN 25 HITS 25
MOV 4 RUN 8 SPRINT 12 SWIM 4 LEAP 4

Instant: Mental 4, Combat 5, Physical 5, Move 4.

Skills: Perception 4 (INT), Concealment 4 (INT), Professional - Bandit 2 (INT), Melee Weapon 4 (REF), Archery 3 (REF), Melee Evade 4 (DEX), Ranged Evade 3 (DEX), Native Language - Goblin 3 (INT), Language - British or Saxon 2 (INT).

Abilities:
• Direction Sense.
• Infravision - allows the forest goblin to “see” heat sources in the dark.

Complications: Distinctive Features - mottled greenish skin (- 15).

Description: These creatures are twisted versions of humans with mottled greenish skins, spindly limbs and ape-shaped heads with heavy brows and jaws. Forest goblins are men and women who have been cursed by an Erlking, although local superstition may mistake it for a curse by the gods. Typically, they are human babies who were stolen as a baby by goblins and taken to their Erlking. The Erlking uses his power to warp the children into his own preferred image — that of a forest goblin. Such a curse is quite permanent. Goblins tend to avoid people and retreat to areas where they can hide. Usually this is the deep forests but sometimes also abandoned mines. Here they band together into large groups and villages for protection and strength. Goblins are so repugnant even to each other, that they reproduce naturally only very slowly. They therefore rely on kidnapping human children and turning them into goblins to replenish their numbers. Because their appearence immediately alarms other folk, the goblins take to moving about at night, when their skin and features give them away less easily. The largest and most skilled goblins usually serve as the Erlking’s bodyguard and lieutenants.

Goblins tend to be fiercely loyal to the Erlking. They have completely accepted their fate and believe that to serve their powerful lord is a far better thing than to follow any lowly mortal.

Goblins favor leather and bone armor, but may use any kind of melee and ranged weapon.

Location: Deep, dark forests or anywhere the Erlking resides.

Offensive X: 15
Defensive X: 17

Erlking

INT 4 WIL 4 PRE 6 RES 12 LUCK 10
TEC 5 REF 7 DEX 7 END 60 REC 14 SD 12
CON 6 STR 8 BOD 8 STUN 40 HITS 40
MOV 7 RUN 14 SPRINT 21 SWIM 7 LEAP 7

Instant: Mental 4, Combat 6, Physical 7, Move 7.

Skills: Perception 4 (INT), Concealment 4 (INT), Professional - Bandit 2 (INT), Melee Weapon 6 (REF), Melee Evade 5 (DEX), Ranged Evade 5 (DEX), Native Language - Goblin 3 (INT), Language - British or Saxon 2 (INT), Singing 3 (PRE), Seduction 6 (PRE), Oratory 3 (PRE).

Abilities:
• Direction Sense.
• Infravision - allows the Erlking to “see” heat sources in the dark.
• Beautiful or Handsome + 2 levels.
• Erlkings do not age.
• Nor are they susceptible to disease.
• Fey Powers including but not necessarily limited to:
• Gobin Curse - this curse can be performed only once per month, at midnight of the night of the new moon. Most Erlkings like to make it a great ritual celebration welcoming the new child goblin into its new life.
• Create Otherworld Gate - creates an opening between the Otherworld and the real world that lasts for one night. This power requires undisturbed concentration for one turn.
• Create Illusions - the Erlking can create illusions in an area of up to 32 m/yds radius. The power is so strong that it requires a subject to make a Concentration roll versus a Heroic difficulty (DV 22) to realize it is an illusion. Even then, the subject must have a valid reason he is attemption to resist the illusion. The Erlking must spend 3 END every round the illusion is kept up.

Complications: none.

Description: The Erlking is a striking and unusual looking fey creature whose features vary depending upon the individual Erlking. They tend to appear as a very beautiful or handsome human with perfect skin. Eye color ranges between blue, green and yellow depending on its mood. Its fey powers bely its Otherworldly origins. The Erlking is a vain creature who enjoys creating goblins from humans and making them serve and worship it. This the goblins do willingly, as they have a natural tendency to bask in the beauty of others — it makes them forget their own imperfection.

Erlkings are highly individualist creatures. Their armor and weapons, should they choose to use them, are highly ornate. The GM is encouraged to give each Erlking their own special armament and skills to use them.

Location: Remote forest areas or other hidden places. An Erlking may have its own small Otherworldly kingdom and use its Otherworld Gate power to allow its minions travel to the British Isles. The British sometime refer to this creature as the Goblin King or Goblin Queen.

Offensive X: 21
Defensive X: 22

Hawk

INT 2 WIL 2 PRE 3 RES 6 LUCK 9
TEC 4 REF 7 DEX 9 END 10 REC 2 SD 2
CON 1 STR 1 BOD 2 STUN 10 HITS 10
MOV 1 RUN 2 SPRINT 3 SWIM 1 LEAP 1

Instant: Mental 2, Combat 7, Physical 1, Move 1.

Skills: Perception 2 (INT), Hand to Hand 7 (REF), Hand to Hand Evade 3 (DEX), Ranged Evade 3 (DEX).

Abilities:
• Beak — 1D6 Reduced Penetration Deadly attack.
• Claws — 2D6 Reduced Penetration Deadly attack.
• Flies at 50 m/yds per round at a cost of 2 END.
• Enhance Sight — +4 versus range penalties for sight based Perception rolls.

Complications: No Fine Manipulation (-15).

Description: A small predatory bird.

Location: Any.

Offensive X: 15
Defensive X: 14

Horse
Riding Horse

INT 1 WIL 2 PRE 5 RES 6 LUCK 6
TEC 3 REF 5 DEX 3 END 40 REC 12 SD 8
CON 4 STR 8 BOD 6 STUN 33 HITS 33
MOV 12 RUN 24 SPRINT 36 SWIM 12 LEAP 12

Instant: Mental 3, Combat 4, Physical 6, Move 12.

Skills: Hand to Hand 3 (REF), Evade 3 (DEX).

Abilities:
• Hide worth 2 KD.
• Enhanced Hearing — +4 to all Hearing Perception rolls.
• Bite — 2D6 Deadly damage.
• Kick 11D6 Knockout damage attack.

Complications: No Fine Manipulation (-15), Fear of Combat and Loud Noises (-15).

Description: This is a typical horse, bred and trained for riding. It comes in a number of colors, brown being the most common. This animal, while good for the long journey, is not trained for combat and will attempt to flee at a full sprint at the first scent of blood. It will likely rear and run when shouted at or hit. It may attack when cornered.

Location: Few, if any horses run wild in Dawn of Legends.

Offensive X: 19
Defensive X: 14

War Horse

INT 2 WIL 3 PRE 5 RES 9 LUCK 8
TEC 4 REF 6 DEX 4 END 40 REC 14 SD 8
CON 4 STR 10 BOD 7 STUN 50 HITS 50
MOV 8 RUN 16 SPRINT 24 SWIM 8 LEAP 8

Instant: Mental 3, Combat 5, Physical 7, Move 8.

Skills: Hand to Hand 3 (REF), Melee Evade 3 (DEX), Tactics 1 (INT), Language of Trainer — commands only 1 (INT).

Abilities:
• Hide worth 2 KD
• Enhanced Hearing — +4 to all Hearing Perception rolls.
• Bite -- 2D6 Deadly damage.
• kick — 13D6 normal attack.

Complications: No Fine Manipulation (-15).

Description: These are larger and more powerful horses. They are not as fast as riding horses, but thye make up for it in intelligence and a will to fight. A properly trained war horse can react to simple one-word commands by a rider.

Location: The horses are strictly the pervue of the British horse lords and nobility. Commoners are not permitted to own such a magnificent animal. Saxons have limited stocks of these types of horses, and have not yet learned the secret of training them for war.

Offensive X: 22
Defensive X: 16

Kelpie

INT 3 WIL 3 PRE 3 RES 9 LUCK 10
TEC 5 REF 7 DEX 7 END 30 REC 12 SD 6
CON 3 STR 9 BOD 6 STUN 30 HITS 30
MOV 9 RUN 18 SPRINT 27 SWIM 9 LEAP 9

Instant: Mental 3, Combat 6, Physical 6, Move 9.

Skills: Perception 2 (INT), Concealment 6 (INT), Riding 5 (REF), Stealth 3 (DEX), Hand to Hand 4 (REF), Evade 2 (DEX), Climbing 2 (STR).

Abilities:
• Bite — 2D6 Deadly damage.
• Kick — 12D6 Knockout damage.
• Tough hide provides 6 KD.
• Can breathe normally under water.
• Ability to shapeshift into a shaggy humanoid form with a featureless face and black eyes.
• Enhanced Hearing and Smell — +3 to applicable Perception rolls.
• Bind Rider — anyone climbing onto the back of a kelpie is stuck there unless he can tear himself free by making a Strength check versus the kelpie’s Strength.

Complications: No Fine Manipulation (-15), Temporary Steed (- 10), Wails before Storms (-15), Bad Reputation (-10).

Description: This is a fairy water-horse that can also appear as a human. The creature likes to appear as a handsome steed and entice a victim to ride it. It then proceeds to charge to the nearest water and drown the victim, sometimes even devouring the hapless fellow. Other times, the kelpie can appear in human form. In this form, it has been known to jump riders, gripping them and tearing them to pieces. As a fairy creature, often this creature has some weakness that may be exploited. This can even result in the kelpie serving a master for a short period of time.

Location: Any freshwater.

Offensive X: 24
Defensive X: 16

Knocker (also known as a Coblyn)

INT 3 WIL 3 PRE 3 RES 9 LUCK 7
TEC 4 REF 4 DEX 7 END 20 REC 7 SD 4
CON 2 STR 5 BOD 6 STUN 30 HITS 30
MOV 4 RUN 8 SPRINT 12 SWIM 4 LEAP 4

Instant: Mental 3, Combat 5, Physical 4, Move 4.

Skills: Perception 2 (INT), Climbing 3 (STR), Expert - sapping 5 (INT), Local Expert - Home Area 3 (INT), Expert - Tunnels & Underground 3 (INT), Expert - Mining/minerals 4 (INT), Stealth 3 (DEX), Axes 3 (REF), Hammers 3 (REF), Language - knocking 2 (INT).

Abilities:
• Can become invisible at will although fey creatures can still see it as well as those with an appropriate spell or ability.
• This creature can see through earth and stone to spot valuable minerals and crystals at will and it gains a +3 to Perception rolls to spot such things using this ability.
• It is also capable of tunneling through earth and stone at great speed, although the tunnel it builds is only big enough for a creature of its minute size to move through.
• They do not age, and
• are immune to disease.

Complications: Distinctive Features (-10), Seclusive (-20), Susceptibility — 1D6/minute when not underground (-5).

Description: These small fey creatures stand a mere 18 inches tall. They are usually thought of as helpful creatures as they can guide miners to rich ores. They have occassionally be known to rescue lost miners.

Location: Mines.

Offensive X: 12
Defensive X: 14

Nameless Horror

INT 1 WIL 6 PRE 17 RES 18 LUCK 5
TEC 2 REF 4 DEX 2 END 40 REC 9 SD 8
CON 4 STR 8 BOD 12 STUN 60 HITS 60
MOV 4 RUN 8 SPRINT 12 SWIM 4 LEAP 4

Instant: Mental 8, Combat 3, Physical 8, Move 4.

Skills: Hand to Hand 6 (REF), Evade 3 (REF).

Abilities:

• Blood tentacles: 2-12, roll 2d6 to determine the active number of tentacles the creature has available to attack with. The creature may use the tentacles in the following ways:

• Very tough. This creature's hide is considered to have an equivalent Armor rating of 8.

Warg (Werewolf)

INT 3 WIL 3 PRE 7 RES 9 LUCK 9
TEC 4 REF 6 DEX 6 END 30 REC 8 SD 6
CON 3 STR 5 BOD 6 STUN 30 HITS 30
MOV 5 RUN 10 SPRINT 15 SWIM 5 LEAP 5

Instant: Mental 4, Combat 5, Physical 5, Move 5.

Skills: Perception 2 (INT), Concealment 4 (INT), Tactics 3 (INT), Hand to Hand 4 (REF), Evade 2 (DEX).

Abilities:
• Animal Empathy with wolves.
• Acute Perception — +1 on all Perception rolls.
• Acute Smell and Hearing — additional +2 to related Perception rolls.
• Claws which can rend for 10D6 Reduced Penetration Deadly damage.
• Bite which can do 4D6 Deadly damage and lock on to a target — this means no further rolls to hit are necessary.
• Naturally tough skin provides 6 KD
• The creature is tough to kill — all damage except that from silver or fire is reduced by 75% after armor.
• It can track by scent.
• It has Night Vision.
• Shapeshift into the man the creature once was complete with the original set of Characteristics — this takes a full round.

Complications: Distinctive Features (-20), Berserk on a roll of 8+ at the beginning of combat, roll an 11+ to break out of it (- 25), No Fine Manipulation (-15), Limited memory of human life (- 10).

Description: The above describes a warg in his half-man, half- wolf shape. In human form, the creature resembles the person it was. However, he can not retain his human shape when the moon rises into the sky, and can not control how long he remains in the beastial shape. Often a warg will control a pack of normal wolves as their leader. He will hunt and kill anything that crosses his path, possibly even friends and family of his former life.

A warg was once a human, but was transformed into this menacing shapeshifter by the power of a Rune Priest’s curse. As a result, the creature’s first impulse is to flee from the Priest and his kind for fear something even worse might befall him.

Location: Any non-settled area with game or livestock.

Offensive X: 20
Defensive X: 21

Wolf

INT 2 WIL 2 PRE 5 RES 6 LUCK 8
TEC 4 REF 6 DEX 6 END 30 REC 6 SD 6
CON 3 STR 3 BOD 5 STUN 25 HITS 25
MOV 5 RUN 10 SPRINT 15 SWIM 5 LEAP 5

Instant: Mental 3, Combat 5, Physical 4, Move 5.

Skills: Perception 2 (INT), Hand to Hand 4 (REF), Evade 4 (DEX), Tactics - pack 3 (INT), Concealment 4 (INT).

Abilities:
• Acute Hearing and Smell — +4 on applicable Perception rolls.
• Night Vision.
• Track by scent.
• Tough hide worth 2 KD.
• Bite for 2D6 Reduced Penetration Deadly damage.

Complications: No Fine Manipulation (-15), Loyal to Pack (-15).

Description: Furry ancestor to the dog. A pack hunter that is especially dangerous in winter.

Location: Remote Wilderness.

Offensive X: 13
Defensive X: 16