Savage Monsternomicon
For use with Savage Requiem, an Iron Kingdoms translation for Savage Worlds
About this Translation
Those entries that are Wild Cards are indicated by a ⚙.
This document provides Savage Worlds Adventure Edition (SWAdE) stat blocks for creatures
and NPCs found in the Monsternomicon for 5th Edition. We strongly recommend that you
purchase the Iron Kingdoms campaign setting and Monsternomicon by Privateer Press for
complete details about the setting and entries presented here.
Current Version: 1.2
Copyright and Trademark
This game references the Savage Worlds game system and the Savage Worlds Fantasy
Companion, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds
and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used
with permission. Pinnacle makes no representation or warranty as to the quality, viability, or
suitability for purpose of this product.
Privateer Press®, Iron Kingdoms®, Immoren, WARMACHINE®, Cygnar, Cryx, Khador,
Protectorate of Menoth, Protectorate, Retribution of Scyrah, Retribution, HORDES, Trollbloods,
Trollblood, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Grymkin, gun mage,
warjack, warcaster, and warbeast and their logos are trademarks of Privateer Press, Inc.
(www.privateerpress.com).
Credits
Iron Kingdoms created by: Matthew D. Wilson (Privateer Press)
Savage Worlds game designed by: Shane Hensley, with Clint Black
Setting adapted by: Peter Adams (architech99#7462) & Michael Scott with additional review
by SteelDraco. Find us on Discord or the new Savage Worlds Mastodon community!
Disclosure: The product links provided are affiliate links to DriveThruRPG.com.
New Special Abilities
Keen Senses
The character gains +2 to Notice rolls involving the specific sense (sight, sound, smell, touch,
taste).
Mechanikal Construct
These creatures are constructs created through mechanikal or arcanikal means. In addition to
the abilities granted by virtue of being a Construct, their attacks count as Heavy Weapon and
are magical and they are immune to poison, disease, paralysis, slumber, blind, Intimidation,
Taunt, and puppet.
Modular Weapons
Some adversaries have the ability to easily swap out their weapons or other means of inflicting
harm upon the inhabitants of Western Immoren. Creatures with this ability have a list of
weapons or attachments after. At the start of their turn and as a limited free action, the
creature may activate any one of the items in the list. The weapon is considered ready until the
start of their next turn.
Pain Fueled
These creatures treat modifiers from Wounds as a bonus to all Trait rolls instead of a penalty.
Shadow Stealth
As a limited free action, the creature may make a Stealth roll when in Dim or darker light.
Denizens of Immoren
Cultists
Devourer Cultist
Attributes: Agility d6, Smarts d6, Spirit d4, Strength d8, Vigor d8
Skills: Athletics d8, Fighting d8, Notice d6, Stealth d6, Survival d8
Pace: 6; Parry: 6; Toughness: 8 (1)
Hindrances: Bloodthirsty
Edges: Berserk, Brawny, Brute, Frenzy
Gear: Animal furs (+1 Armor), battle axe (Str+d8)
Infernal Cultist
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d4, Common Knowledge d4, Faith d6, Fighting d6, Notice d6, Persuasion d4,
Spellcasting d6, Stealth d6
Pace: 6; Parry: 5; Toughness: 8 (3)
Edges: Arcane Background (Infernalist), Savagery
Powers: Arcane protection, bolt, smite. Power Points: 10
Gear: Scale mail (+3 Armor), ritual dagger (Str+d4).
Special Abilities
● Marked Soul: The Summoning special ability can target this character.
Infernal Cultist, Dark Sentinel
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d10, Vigor d8
Skills: Athletics d6, Common Knowledge d6, Fighting d6, Notice d6, Persuasion d4, Spellcasting
d8, Stealth d6
Pace: 6; Parry: 5; Toughness: 9 (3)
Hindrances: Vow (Major - serve the infernal masters)
Edges: Arcane Background (Infernalist), Berserk, Blood Magic, Nerves of Steel, Power Points
Powers: Bolt, darkness, protection, smite. Power Points: 15
Gear: Scale mail (+3 Armor), greatsword (Str+d10, AP2, Two hands).
Special Abilities
● Marked Soul: The Summoning special ability can target this character.
Infernal Cultist, Infernalist
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Skills: Athletics d4, Common Knowledge d4, Fighting d6, Notice d6, Occult d8, Persuasion d8,
Spellcasting d10, Stealth d4
Pace: 6; Parry: 5; Toughness: 7 (2 Infernal Armor)
Hindrances: Ruthless (Major), Secret (Major)
Edges: Arcane Background (Infernalist), Blood Magic, Deceptive, Familiar, Infernal Armor,
Power Points
Powers: Bolt, boost/lower Trait, burst, curse, disguise, fear, illusion, puppet, stun. Power
Points: 15
Gear: Dark metal dagger (Str+d4, Target is –2 on Soak rolls).
Special Abilities
● Marked Soul: The Summoning special ability can target this character.
● Summoning: See Arcane Background (Infernalist)
Infernal Cultist, Wretch
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d4, Vigor d8
Skills: Athletics d4, Common Knowledge d4, Fighting d6, Notice d6, Occult d6, Persuasion d4,
Spellcasting d8, Stealth d8
Pace: 6; Parry: 5; Toughness: 8 (2)
Hindrances: —
Edges: Arcane Background (Infernalist), Power Points
Powers: Bolt, curse, darkness, entangle, protection, puppet, silence, stun. Power Points: 15
Special Abilities
● Armor +2: Thick chains reinforced with leather..
● Claws: Str+d4 poison damage.
● Entropic Force: Any creature adjacent to a wretch suffers a –2 penalty to Soak rolls.
● Marked Soul: The Summoning special ability can target this character.
● Poison: Mild.
● Shadow Stealth: As a limited free action, a wretch may make a Stealth roll when in
Dim or darker light.
Circle of Orboros
Blackclad Druids
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Athletics d6, Faith d8, Fighting d6, Notice d8, Occult d6, Stealth d6, Survival d8
Pace: 6; Parry: 5; Toughness: 6 (1)
Hindrances: Driven (Major)
Edges: Arcane Background (Druid), Woodsman
Powers: Boost/lower Trait, entangle, protection. Power Points: 15
Gear: Druid robes (+1 Armor), voulge (Str+d8, Reach 1, Two hands).
Blackclad Overseer
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d6
Skills: Athletics d6, Faith d10, Fighting d8, Notice d8, Occult d8, Stealth d6, Survival d8
Pace: 6; Parry: 6; Toughness: 7 (2)
Hindrances: Driven (Major)
Edges: Arcane Background (Druid), Command, Power Points, Woodsman
Powers: Blast, darkness, deflection, environmental protection, havoc. Power Points: 20
Gear: Druid robes (+2 Armor), voulge (Str+d8, Reach 1, Two hands).
Wolf of Orboros
Use Soldier from Savage Worlds core rules with the following additions:
Languages: Regional language (Native) and two other languages
Gear: Barbed spear (Str+d6, Reach 1, Parry +1, two hands), dagger (Str+d4), leather armor (+2
Armor).
Wolf of Orboros, Reeve
Use Soldier from Savage Worlds core rules with the following additions:
Languages: Regional language (Native) and two other languages
Gear: Bayonet (Str+d6, Reach 1, Parry +1, two hands), dual crossbow (Range 12/24/48,
Damage 2d6, AP 2, RoF 2, Shots 2), leather armor (+1 Armor).
Soldier, Winter Guard
Use Soldier from Savage Worlds core rules with the following additions:
Languages: Khadoran and one other language
Gear: Blunderbuss (Range 10/20/40, Damage 1-3d6, RoF 1, Shots 1, Reload 3) or Rocket
Launcher (Range 15/30/60, Damage 4d8, Heavy Weapon), hand axe (Str+d6), Winter Guard
armor (+2 Armor).
Creatures of Immoren
Archons
Archons have the Arcane Resistance (Improved) Edge and the following Special Abilities:
● Blindsense: Archons ignore invisibility, illusion, and all Illumination penalties.
● Divine Power: All archons’ attacks count as a Heavy Weapon and their armor counts as
Heavy Armor.
● Fearless: Archons are immune to Fear and Intimidation.
● Immunity: Fatigue, poison, and puppet. Archons cannot be knocked prone.
⚙ Archon, Dhunian
Attributes: Agility d8, Smarts d12, Spirit d12+1, Strength d12+1, Vigor d12
Skills: Athletics d8, Fighting d10, Notice d10, Spellcasting d12, Stealth d6, Survival d12
Pace: 5; Parry: 7; Toughness: 16 (6)
Edges: Berserk, Favored Terrain (Forest), Frenzy (Imp)
Gear: Mighty oak staff (Str+d4, Reach 1).
Special Abilities
● Armor +6: Natural armor.
● Fast Regeneration: The Dhunian archon may make Vigor roll to heal every round
unless it has taken fire or acid damage in the prior round.
● Font of Life: The Dhunian archon may cast healing at Range Smarts.
● Mother’s Embrace: When a friendly character is Incapacitated, the Dhunian archon
may spend a Benny to immediately cast healing with no modifiers. This can be
combined with Font of Life.
● Mother’s Fury: When a friendly character is Incapacitated, the Dhunian archon gains
Berserk for their next action.
● Powers: barrier, beast friend, blast, entangle, healing, protection, smite. Power Points:
40
● Size 2
● Soul Ward: Hostile creatures within 10” can’t collect souls from friendly creatures.
⚙ Archon, Menite
Attributes: Agility d10, Smarts d8, Spirit d10, Strength d12+1, Vigor d12
Skills: Athletics d8, Battle d10, Fighting d12, Notice d8, Survival d12
Pace: 6; Parry: 8; Toughness: 17 (6)
Edges: Ambidextrous, Command, Command Presence, Fervor, Frenzy, Natural Leader,
Two-Fisted
Special Abilities
● Armor +6: Enchanted plate armor.
● Ashen Veil: The Menite archon is always under the effect of the damage field power
with an area of effect modifier. This causes fire damage and the Distracted condition
for one turn.
● Fly: Pace 8
● Fuel for the Flames: Enemies within 3" loses and cannot gain or regain immunity or
resistance to fire damage. Creatures damaged by fire within 3” of the Menite archon
automatically catch fire (2d6).
● Immunity: Fire.
● Size 3
● Soul Ward: Hostile creatures within 10” can’t collect souls from friendly creatures.
● Spiritual Weapons: Flaming long sword (Str+d8, fire), flail (Str+d6, fire, ignores shield
bonus). These are spiritual extensions of the archon’s patron deity and disappear when
they are Incapacitated.
● Swift Vengeance: When a friendly character is Incapacitated the Menite archon may
spend a Benny to immediately move 3” and make one attack.
⚙ Archon, Morrowan
Attributes: Agility d10, Smarts d8, Spirit d10, Strength d12+1, Vigor d12
Skills: Athletics d8, Fighting d12, Notice d8
Pace: 6; Parry: 8 or 10 (shield); Toughness: 15 (4)
Edges: Aura of Courage, Extraction (Imp), Defender, Frenzy
Special Abilities
● Armor +4: Enchanted plate armor.
● Blinding Radiance: The first time during an encounter an enemy moves within 4” of
the Morrowan archon, they must make a Vigor roll at -2 or be affected by the blind
power with the strong modifier.
● Fly: Pace 8
● Holy Smite: After a successful attack with the radiant spear, as a limited free action,
the Morrowan Archon may cast the blind power with the strong modifier on the target
hit with the attack roll serving as the power’s activation roll.
● Radiant Spear: Str+d6 (Reach 1). The spear disappears if the archon is Incapacitated.
● Shield of Morrow: large shield (+2 Parry, -4 Cover).
● Size 3
● Soul Ward: Hostile creatures within 10” can’t collect souls from friendly creatures.
⚙ Archon, Primal
Attributes: Agility d6, Smarts d12+1, Spirit d10, Strength d12+3, Vigor d12+1
Skills: Athletics d8, Fighting d12, Notice d8, Survival d12
Pace: 6; Parry: 8; Toughness: 18 (6)
Edges: Frenzy (Imp), Savagery, Stunning Blow
Special Abilities
● Armor +6: Earth and Rock.
● Claws/Horn: Str+d6.
● Earth Shaker: Any time the primal archon hits a target with a melee attack, every
character within 3” of the target must make an opposed Strength roll against the
archon’s original Fighting roll. On a failure, the character is knocked down.
● Fast Regeneration: The primal archon may make Vigor roll to heal every round unless
it has taken acid damage in the prior round.
● Immunity: Fire, paralysis, and psychic.
● Innate Powers: Minor teleport.
● Reality Anchor: The primal archon may spend a Benny to make an immediate Fighting
roll against any creature just summoned within 10”. The attack deals 3d6 damage as
the primal archon forces reality to reject the invader.
● Rolling Earth: As an action, the primal archon can make a Fighting roll to slam the
ground, causing jagged rocks to erupt in a Cone Template. Characters within take 2d6
damage (3d6 and are knocked prone on a raise).
● Size 4 (Large): Primal archons can take one extra Wound.
⚙ Archon, Thamarite
Attributes: Agility 12+1, Smarts d8, Spirit d10, Strength d10, Vigor d12
Skills: Athletics d8, Fighting d8, Notice d12+2, Shooting d12+1, Stealth d12
Pace: 6; Parry: 6; Toughness: 13 (2)
Edges: Extraction (Imp), Marksman, Double Shot
Gear: Leather armor (+2), Murmur longbow (Range 15/30/60, Damage 3d6, AP 4).
Special Abilities
● Fly: Pace 10.
● Murmur Longbow: Each time the Thamarite Archon hits with Murmur, in addition to
damage, choose either Beguiling Arrow or Thamar’s Teeth as an additional effect.
★ Beguiling Arrow: A target hit by a successful attack using Murmur suffers the effects of
confusion, with the Shooting roll serving as the activation roll. This does not use the
Medium Blast Template. This does not stack with Thamar’s Teeth.
★ Thamar’s Teeth: A target hit by a successful attack using Murmur suffers the effects of
drain Power Points, with the Shooting roll serving as the activation roll. Thamarite
archons always count as having a different Arcane Background. This does not stack
with Beguiling Arrow.
● Size 3
● Shadow Stealth: As a limited free action, the Thamarite archon may make a Stealth
roll when in Dim or darker light.
● Soul Ward: Hostile creatures within 10” can’t collect souls from friendly creatures.
⚙ Archon, Void
Attributes: Agility 12, Smarts d8, Spirit d10, Strength d12, Vigor d12
Skills: Athletics d8, Fighting d8, Notice d12, Shooting d12+1, Stealth d10
Pace: 6; Parry: 6; Toughness: 13 (2)
Edges: Arcane Resistance (Imp), Epic Mastery, Frenzy
Special Abilities
● Dark Shroud: Hostile creatures within 2” of the Void Archon must make a Vigor roll at
-2 or reduce Vigor by one step (two steps on a Critical Failure) to minimum of a d4.
● Fly: Pace 8
● Incorporeal Movement: The void archon gains the intangibility power while moving.
● Innate Powers: Minorteleport.
● Powers: burst (Spirit, Void Howler). Power Points: 15
● Size 3
● Soul Ward: Hostile creatures within 10” can’t collect souls from friendly creatures.
● Strength of Death: The void archon can claim the souls of characters it kills. Each soul
claimed this way can be spent as a Benny.
● Void Touch: Str+d6
Argus, Common
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d8, Vigor d6
Skills: Athletics d6, Fighting d8, Notice d8, Stealth d8, Survival d6
Pace: 8; Parry: 6; Toughness: 7 (1)
Edges: Frenzy
Special Abilities
● All Around Vision: Ignore one point of Gang Up bonus, +2 to Notice rolls to resist
attacks from Stealth, and cannot be the target of a Sneak Attack.
● Armor +1: The Argus has thick skin and fur.
● Bite/Claws: Str+d6.
● Innate Powers: Stun (Vigor).
● Low Light Vision: Ignore penalties for Dim and Dark Illumination.
● Pack Tactics: The Argus applies Gang-Up Bonus from fellow Argus both to hit and
damage its prey.
● Size 1
Argus, Winter
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d8, Vigor d10
Skills: Athletics d6, Fighting d6, Notice d8, Stealth d8, Survival d6
Pace: 8; Parry: 5; Toughness: 9 (1)
Edges: Favored Terrain (Arctic), Frenzy
Special Abilities
● All Around Vision: Ignore one point of Gang Up bonus, +2 to Notice rolls to resist
attacks from Stealth, and cannot be the target of a Sneak Attack.
● Armor +1: The Argus has thick skin and fur.
● Bite/Claws: Str+d6.
● Breath Weapon: Cold (2d6 damage, cone template, Hinder).
● Low Light Vision: Ignore penalties for Dim and Dark Illumination.
● Pack Tactics: The argus applies the Gang-Up Bonus from fellow argus to both hit and
damage its prey.
● Size 1
Bog Trog
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Fighting d6, Notice d6, Stealth d8, Survival d6
Pace: 6; Parry: 5; Toughness: 7 (2)
Edges: No Mercy
Gear: Fishing gaff (Str+d6, +1 to Push maneuvers to trip).
Special Abilities
● Aquatic: Pace 8.
● Armor +2: Bog trogs have a protective, scaly skin.
● Bite/Claws: Str+d4.
● Camouflage (Swamp/Marshland): See the Savage Worlds Fantasy Companion.
● Low Light Vision: Ignore penalties for Dim and Dark Illumination.
Bog Trog, Trawler
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Athletics d6, Fighting d6, Notice d6, Shooting d6, Stealth d8, Survival d6
Pace: 6; Parry: 5; Toughness: 8 (2)
Edges: Assassin, No Mercy
Gear: Harpoon gun (Range 12/24/48, Damage 2d6 + special), harpoon (melee or Range
6/12/24 when thrown, Damage Str+d6, Reach 1).
Special Abilities
● Aquatic: Pace 8.
● Armor +2: Bog trogs have a protective, scaly skin.
● Bite/Claws: Str+d4.
● Camouflage (Swamp/Marshland): See the Savage Worlds Fantasy Companion.
● Low Light Vision: Ignore penalties for Dim and Dark Illumination.
● Size 1
Bog Trog, Mist Speaker
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Athletics d6, Faith d8, Fighting d4, Notice d6, Stealth d8, Survival d6
Pace: 6; Parry: 4; Toughness: 7 (2)
Edges: Arcane Background (Druid), No Mercy
Gear: Fishing gaff (Str+d6, +1 to Push maneuvers to trip).
Special Abilities
● Aquatic: Pace 8.
● Armor +2: Bog trogs have a protective, scaly skin.
● Bite/Claws: Str+d4.
● Camouflage (Swamp/Marshland): See the Savage Worlds Fantasy Companion.
● Low Light Vision: Ignore penalties for Dim and Dark Illumination.
● Powers: Beast friend, burst, darkness, dispel, entangle, environmental protection, stun.
Power Points: 20
Boneswarm
Attributes: Agility d10, Smarts d10 (A), Spirit d6, Strength d12+1, Vigor d12+1
Skills: Athletics d8, Fighting d8, Notice d6, Stealth d8, Survival d6
Pace: 6; Parry: 8; Toughness: 12
Edges: Berserk, Brute, Frenzy
Special Abilities
● Bash: Str+d8. Boneswarms rip and tear at the flesh of the living with single-minded
ferocity.
● Fear: Anyone seeing a boneswarm must make a Fear check.
● Fearless: Boneswarms are immune to Fear and Intimidation.
● Immunity: Bound, empathy, Entangled, Fatigue, paralysis and Stunned. Cannot be
grappled or knocked prone.
● Innate Powers: Locate (Spirit, living creatures only).
● Resilient: Boneswarms can take one Wound before being Incapacitated.
● Size 2
● Swarm: A swarm of bone and decaying plant material. +2 Parry and cutting/piercing
weapons do half damage. Area effect attacks work normally.
● Undead: +2 Toughness, +2 recover from Shaken, ignores additional damage from
Called Shots, ignores one point of Wound penalties. Immune to disease and poison.
Does not eat, breathe, or Bleed Out.
Burrow-Mawg
Attributes: Agility d10, Smarts d4 (A), Spirit d6, Strength d4, Vigor d6
Skills: Athletics d6, Fighting d6, Notice d8, Stealth d8, Survival d6
Pace: 6; Parry: 5; Toughness: 4 (1)
Hindrances: Thin-Skinned (major)
Edges: Danger Sense, Frenzy (Improved), Savagery
Special Abilities
● Armor +1: Burrow-mawgs have thick skin and fur.
● Bite/Claws: Str+d4.
● Burrow: Pace 2.
● Low Light Vision: Ignore penalties for Dim and Dark Illumination.
● Size: -2. Burrow-Mawgs are about the size of a badger.
● Sunlight Sensitivity: The burrow-mawgs are Distracted while in direct sunlight.
Buzzard Beetle, Swarm
Attributes: Agility d10, Smarts d4 (A), Spirit d12, Strength d8, Vigor d10
Skills: Notice d6, Fighting d6
Pace: 2; Parry: 4; Toughness: 7
Edges: —
Special Abilities
● Bite: 2d4 (Small swarms), 2d6 (Medium swarms), 2d8 (Large Swarms).
● Damage Transfer: When a swarm occupies the same space as another character,
attacks which damage the swarm inflict half damage to other characters in the same
space.
● Flight: Pace 8.
● Split: Splits into two smaller swarms when Wounded. Reduce Blast Template one size
after a Wound; Small swarms are destroyed.
● Swarm: +2 to recover from Shaken, Parry +2. Swarms take half damage from most
attacks. Only stomping and area effect attacks inflict full damage.
Cataphract Beetle
Attributes: Agility d4, Smarts d4 (A), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Notice d6, Stealth d8, Survival d6
Pace: 4; Parry: 6; Toughness: 7 (3)
Edges: Favored Terrain (Desert)
Special Abilities
● Armor +3: Thick, chitinous shell.
● Bite: Str+d6, AP 2.
● Breath Weapon: Acid (Cone Template, Damage 2d6, Lingering Damage).
● Burrow: Pace 2.
● Damage Field: Characters take 2d4 damage at the end of their turn when adjacent to a
Cataphract Beetle.
● Flight: Pace 4
● Environmental Resistance (Acid): +4 Armor against acid attacks and +4 to resist the
effects of acid.
● Size -2 (Small)
Cephalyx
⚙ Cephalyx Cognifex
Attributes: Agility d10, Smarts d12+1, Spirit d8, Strength d4, Vigor d6
Skills: Fighting d6, Healing d12, Notice d6, Psionics d10, Stealth d6
Pace: —; Parry: 5; Toughness: 9 (4)
Edges: Arcane Background (Psionics), Frenzy (Imp), Advanced Controller
Special Abilities
● Armor +4: Armored shell.
● Controller (Cephalyx Monstrosities)
● Flight: Pace 6.
● Night Vision: Ignores all Illumination penalties.
● Powers: Barrier, burst, confusion, deflection, entangle, fear, mind reading, mind wipe,
puppet, telekinesis. Power Points: 30
● Prosthetic Blades: Str+d4, if all Improved Frenzy attacks hit the same target, the
Cognifex can cast lower Trait as a limited free action on the target.
Cephalyx Drudge
Attributes: Agility d6, Smarts d6 (A), Spirit d4, Strength d8, Vigor d10
Skills: Athletics d6, Fighting d8
Pace: 6; Parry: 6; Toughness: 7
Hindrances: —
Edges: Brawler
Special Abilities
● Blindsense: Drudges ignore invisibility, illusion, and all Illumination penalties.
● Fearless: Drudges are immune to Fear and Intimidation.
● Hardy: A second Shaken result does not inflict a Wound.
● Immunity: Empathy, poison, and inhaled toxins.
● Modular Weapons: Circular Saw (Str+d6, roll a second Fighting die), Prosthetic Blade
(Str+d8, Reach 1), Slam (Str+d4), Wrecking Ball (Str+d8, ignore shields)
Cephalyx Slaver
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Healing d10, Notice d8, Occult d6, Stealth d6
Pace: 6; Parry: 5; Toughness: 5
Edges: Arcane Background (Psionics), Command, Healer, Frenzy
Powers: burst, entangle, mind reading, protection, puppet. Power Points: 20
Special Abilities
● Night Vision: Ignores all Illumination penalties.
● Powers: Burst, entangle, mind reading, protection, puppet. Power Points: 20
● Prosthetic Blades: 2d4
● Very Resilient: Slavers can suffer two Wounds before being Incapacitated.
Cephalyx Monstrosity, Subduer
Attributes: Agility d6, Smarts d6 (A), Spirit d4, Strength d12, Vigor d12+2
Skills: Athletics d8, Fighting d8, Shooting d8
Pace: 6; Parry: 6; Toughness: 14
Edges: Brawler, Bruiser, Brute, Frenzy
Special Abilities
● Blindsense: Monstrosities ignore invisibility, illusion, and all Illumination penalties.
● Fearless: Monstrosities are immune to Fear and Intimidation.
● Hardy: A second Shaken result does not inflict a Wound.
● Immunity: Empathy, poison, and inhaled toxins.
● Net Launcher: Range 4/8/16. On a successful ranged attack, the target is Entangled.
On a raise, the target is also Bound.
● Prosthetic Blade: Str+d8, Reach 1, Heavy Weapon.
● Size: 3
● Very Resilient: Monstrosities can suffer two Wounds before being Incapacitated.
Cephalyx Monstrosity, Warden
Attributes: Agility d6, Smarts d6 (A), Spirit d4, Strength d12+2, Vigor d12
Skills: Athletics d8, Fighting d8, Notice d8
Pace: 6; Parry: 6; Toughness: 13
Edges: Alertness, Brawler, Bruiser, Brute, Defender, Frenzy
Special Abilities
● Blindsense: Monstrosities ignore invisibility, illusion, and all Illumination penalties.
● Fearless: Monstrosities are immune to Fear and Intimidation.
● Hardy: A second Shaken result does not inflict a Wound.
● Immunity: Empathy, poison, and inhaled toxins.
● Meat Shield: Characters taking advantage of the Defender Edge treat the Warden as
being equipped with a large shield (+2 Parry, -4 Cover).
● Mechanical Clamps: Str+d6, Heavy Weapon, on a hit the Warden can initiate a grapple
as a limited free action.
● Size: 3
● Very Resilient: Monstrosities can suffer two Wounds before being Incapacitated.
Cephalyx Monstrosity, Wrecker
Attributes: Agility d6, Smarts d4 (A), Spirit d4, Strength d12+3, Vigor d12+2
Skills: Athletics d8, Fighting d10, Intimidation d8, Notice d6
Pace: 6; Parry: 7; Toughness: 14
Edges: Brawler, Bruiser, Brute, Frenzy, Savagery
Special Abilities
● Blindsense: Monstrosities ignore invisibility, illusion, and all Illumination
penalties.ignore all Illumination and sight-based penalties
● Fearless: Monstrosities are immune to Fear and Intimidation.
● Flailing Arms: melee attack as Flail, Reach 2. Heavy Weapon.
● Hardy: A second Shaken result does not inflict a Wound.
● Immunity: Empathy, poison, and inhaled toxins.
● Size 3
● Very Resilient: Monstrosities can suffer two Wounds before being Incapacitated.
Croak Hunter
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Fighting d6, Notice d6, Stealth d4, Survival d6
Pace: 6; Parry: 5; Toughness: 6 (1)
Hindrances: All Thumbs
Edges: Favored Terrain (Swamps)
Gear: Spear (Str+d6, Reach 1), leather/hide armor (+1).
Special Abilities
● Environmental Weakness: Croaks take +4 Damage from cold.
● Immunity: Poison.
● Leaper: The character can leap twice as far as listed under Movement in Savage
Worlds and gains +4 to damage when leaping as part of a Wild Attack.
● Poison (Contact): Mild
● Semi-Aquatic: Croaks can hold their breath for 15 minutes before checking for
drowning and swim at Pace 6.
● Wall Walker: Croaks can walk on vertical surfaces normally, or inverted surfaces at half
Pace.
Croak Sorcerer
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Athletics d4, Faith d8, Fighting d4, Notice d6, Stealth d4, Survival d6
Pace: 6; Parry: 4; Toughness: 6 (1)
Hindrances: All Thumbs
Edges: Arcane Background (Shaman), Favored Terrain (Swamps)
Gear: leather/hide armor (+1).
Powers: Arcane protection, bolt, confusion, entangle, protection. Power Points: 10.
Special Abilities
● Environmental Weakness: Croaks take +4 Damage from cold.(Cold)
● Immunity: Poison.
● Leaper: The character can leap twice as far as listed under Movement in Savage
Worlds and gains +4 to damage when leaping as part of a Wild Attack.
● Poison (Contact): Mild
● Semi-Aquatic: Croaks can hold their breath for 15 minutes before checking for
drowning and swim at Pace 6.
● Twin Soul: The sorcerer regains 5 Power Points every 15 minutes spent recharging.
● Wall Walker: Croaks can walk on vertical surfaces normally, or inverted surfaces at half
Pace.
Crypt Spider
Attributes: Agility d10, Smarts d4 (A), Spirit d6, Strength d8, Vigor d8
Skills: Athletics d8, Fighting d8, Notice d8, Stealth d10, Survival d4
Pace: 6; Parry: 6; Toughness: 8 (2)
Special Abilities
● Armor +2: Chitinous shell.
● Bite: Str+d6.
● Blindsense: Crypt spiders ignore invisibility, illusion, and all Illumination penalties for
any creature in contact with their web.
● Breath Weapon: Acid (Cone Template, 2d6 Damage, Lingering).
● Innate Power: Minor entangle.
● Wall Walker: Crypt spiders can walk on vertical surfaces normally, or inverted surfaces
at half Pace
Deathbound Revenant
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d6
Skills: Athletics d8, Fighting d8, Notice d6, Shooting d6
Pace: 6; Parry: 6; Toughness: 9 (2)
Edges: Ambidextrous, Arcane Resistance
Gear: Cutlass (Str+d6), pistol (Range 10/20/40, Damage 2d6, RoF 1, Shots 1), leather armor
(+2).
Special Abilities
● Fearless: Deathbound revenants are immune to Fear and Intimidation.
● Night Vision: Ignore all penalties for Illumination.
● Hullbound: While the Revenant is within 500 feet of their ship, the Revenant may make
a free healing roll at the start of each of its turns. The Revenant cannot heal damage
from holy/sunlight sources. If the Revenant fails the roll while Incapacitated, it turns to
ash and reforms in 1 minute on the ship or within 5”. The only way to permanently
destroy a revenant is to destroy its ship.
● Pack Tactics: Revenants apply the Gang-Up Bonus from fellow revenants to both hit
and damage its foes.
● Undead: +2 Toughness, +2 recover from Shaken, ignores additional damage from
Called Shots, ignores one point of Wound penalties. Immune to disease and poison.
Does not eat, breathe, or Bleed Out.
⚙ Deathjack
Attributes: Agility d6, Smarts d8, Spirit d12, Strength d12+4, Vigor d12+3
Skills: Athletics d12, Fighting d12+2, Notice d12, Spellcasting d12
Pace: 6; Parry: 9; Toughness: 22 (8)
Edges: Ambidextrous, Arcane Resistance (Improved), Counterattack (Improved), Danger Sense,
Epic Mastery, Frenzy (Improved), Level Headed (Improved)
Gear: Horns (Str+d8, Reach 1), Necroclaws (Str+d12, Reach 1, can initiate a grapple as a limited
free action).
Special Abilities
● Ain’t It Heavy: Deathjack’s attacks count as Heavy Weapons,magical, and a Necrotic
Energy hazard.
● Armor +8: Heavy Armor.
● Built for War: -4 to Called Shots to ignore Deathjack’s Heavy Armor.
● Construct: +2 to recover from being Shaken; ignores 1 point of Wound penalties; does
not breathe or suffer disease or poison.
● Fear (-3)
● Fearless: Deathjack is immune to Fear and Intimidation.
● Immunity: Empathy, necrotic energy, paralyzed, poison, puppet and shape change.
● Necrovent: As an action once per encounter, non-undead creatures within Large Blast
Template centered on Deathjack take 3d6 damage and must make a Vigor roll at a -2
penalty or take Fatigue.
● Night Vision: Ignore all penalties for Illumination.
● Powers: Blast, curse, darkness, darksight, detect/conceal arcana, dispel, entangle,
lower Trait, stun, zombie. Power Points: 30
● Size 5 (Large): Deathjack can take one additional Wound before being Incapacitated.
● Skulls of Hate: Deathjack can activate one Power per turn without incurring the
Multi-Action penalty. It regenerates five Power Points per turn.
● Soul Furnace: Deathjack can consume a soul to heal a Wound.
● Swallow Whole: Deathjack can shove a grappled character into the Soul Furnace with a
contested Strength roll. The swallowed character must make a Vigor roll at -2 at the
beginning of their turn or take a Wound. If the swallowed character is Incapacitated,
they are immediately slain and the Deathjack collects their soul if they have one.
Deathjacks can only swallow one character at a time. Each time Deathjack takes a
Wound, it must make a Spirit roll or the swallowed character is disgorged prone
adjacent to the deathjack. If the abomination is Incapacitated, the swallowed character
can escape the wreckage by spending an action.
● Swat: Deathjack ignores up to 4 points of Scale penalty when making attacks.
● Trample
● Unstoppable
⚙ Deathless
Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+1, Vigor d12+1
Skills: Academics d8, Athletics d8, Fighting d12, Intimidation d10, Notice d8, Occult d8,
Persuasion d8
Pace: 6; Parry: 7; Toughness: 16 (6)
Edges: Arcane Resistance (Imp), Charge, Extraction (Imp), Frenzy (Imp), Iron Jaw, Take the Hit
Gear: Orgoth greatsword (Str+d10, AP 2, two hands, Heavy Weapon).
Special Abilities
● Armor +6: Enchanted Orgoth plate.
● Blindsense: Deathless ignore invisibility, illusion, and all Illumination penalties.
● Fear (-2)
● Fearless: Deathless are immune to Fear and Intimidation.
● Hardy: A second Shaken result does not inflict a Wound.
● Innate Powers: Curse (Spirit), darkness (Spirit), entangle (Spirit), fear (Spirit), lower
Trait (Spirit).
● Invulnerability: Immune to non-magical attacks.
● Night Vision
● Undead: +2 Toughness, +2 recover from Shaken, ignores additional damage from
Called Shots, ignores one point of Wound penalties. Immune to disease and poison.
Does not eat, breathe, or Bleed Out.
● Weakness (Magic): Deathless take normal damage from magic attacks and characters
with the Champion or Holy Warrior Edges.
Devil Rat
Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d4-3, Vigor d6
Skills: Fighting d4, Notice d6, Stealth d8, Survival d6
Pace: 8; Parry: 4; Toughness: 1
Edges: Extraction (Improved)
Special Abilities
● Bite/Claw: Str. When Shaken or Wounded by this attack, a character must roll Vigor at
–2 or contract Devil Rat Fever.
● Keen Smell: The character gains +2 to Notice rolls related to smell.
● Low Light Vision: Ignore penalties for Dim and Dark Illumination.
● Size -3 (Very Small)
Devil Rat Matriarch
Attributes: Agility d6, Smarts d8 (A), Spirit d6, Strength d10, Vigor d10
Skills: Fighting d4, Notice d6, Stealth d6, Survival d6
Pace: 8; Parry: 4; Toughness: 11 (2)
Edges: —
Special Abilities
● Armor +2: Thick, blubbery hide.
● Bite/Claw: Str. When Shaken or Wounded by this attack, a character must roll Vigor at
–2 or contract Devil Rat Fever.
● Keen Smell: The character gains +2 to Notice rolls related to smell.
● Low Light Vision: Ignore penalties for Dim and Dark Illumination.
● Rupture: When the matriarch is Incapacitated, a swarm of devil rats bursts out of the
corpse. Replace the matriarch with a devil rat swarm.
● Size 2
● Tail Trip: The matriarch may make a trip attempt as a limited free action against a
creature within 1”.
Devil Rat Swarm
Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4, Notice d6, Stealth d10, Survival d8
Pace: 8; Parry: 6; Toughness: 4
Edges: Extraction (Imp)
Special Abilities
● Bite/Claw: Str. When Shaken or Wounded by this attack, a character must roll Vigor at
–2 or contract Devil Rat Fever.
● Low Light Vision: Ignore penalties for Dim and Dark Illumination.
● Size -4 (Tiny)
● Swarm: +2 to recover from being Shaken, Parry +2. Swarms are composed of many
small creatures, so cutting and piercing weapons do no real damage. Area effect
attacks work normally, and a character can stomp to inflict his damage in Strength each
round.
Devil Rat, Putrid
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d4-1, Vigor d6
Skills: Fighting d4, Notice d6, Stealth d6, Survival d6
Pace: 8; Parry: 4; Toughness: 2
Edges: —
Special Abilities
● Bite/Claw: Str. When Shaken or Wounded by this attack, a character must roll Vigor at
–2 or contract Devil Rat Fever.
● Breath Weapon: Bile Spray, Damage 2d4, Cone Template.
● Keen Smell: The character gains +2 to Notice rolls related to smell.
● Low Light Vision: Ignore penalties for Dim and Dark Illumination.
● Size -2 (Small)
● Stench: Adjacent characters must make a Vigor roll or be Distracted for a turn.
Dragonspawn
Lesser Dragonspawn
Attributes: Agility d4, Smarts d4 (A), Spirit d8, Strength d10, Vigor d10
Skills: Athletics d6, Fighting d8, Intimidation d6, Notice d6, Stealth d4, Survival d8
Pace: 8; Parry: 6; Toughness: 9 (2)
Edges: Arcane Resistance, Blight Mutation x 2, Frenzy
Special Abilities
● Armor +2: Dense, bony plates.
● Bite/Claw: Str+d6.
● Blindsense: Dragonspawn ignore invisibility, illusion, and all Illumination penalties.
● Breath Weapon: Damage type per progenitor (Stream Template, Damage 2d6).
● Dragonblight: Creatures adjacent to a dragonspawn at the end of its turn take 2d4
damage.
● Fearless: Dragonspawn are immune to Fear and Intimidation.
● Immunity: Dragonspawn are immune to the same type(s) of damage as their breath
weapon and poisons.
Greater Dragonspawn
Attributes: Agility d4, Smarts d6 (A), Spirit d8, Strength d12+2, Vigor d12
Skills: Athletics d8, Fighting d10, Intimidation d8, Notice d6, Stealth d6, Survival d8
Pace: 8; Parry: 7; Toughness: 14 (3)
Edges: Arcane Resistance, Blight Mutation x 2,Fleet-Footed, Frenzy
Special Abilities
● Armor +3: Dense, bony plates. Heavy Armor.
● Bite/Claw: Str+d6, Heavy Weapon.
● Blindsense: Dragonspawn ignore invisibility, illusion, and all Illumination penalties.
● Breath Weapon: Damage type per progenitor (Stream Template, Damage 3d6).
● Dragonblight: Creatures adjacent to a dragonspawn at the end of its turn take 2d6
damage.
● Fearless: Dragonspawn are immune to Fear and Intimidation.
● Immunity: Dragonspawn are immune to the same type(s) of damage as their breath
weapon and poisons.
● Size 3
⚙ Dracodile
Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+2, Vigor d12+2
Skills: Athletics d8, Fighting d10, Intimidation d8, Notice d8, Stealth d8
Pace: 6; Parry: 7; Toughness: 21 (4)
Edges: Brute, Favored Terrain (Swamp), Frenzy (Improved)
Special Abilities
● Aquatic: Dracodiles cannot drown in water and swim at Pace 8.
● Armor +4: Thick, scaly hide. Heavy Armor.
● Bite/Claws: Str+d8. Heavy Weapon.
● Breath Weapon: Poison gas (Cone Template, Damage 3d6).
● Fear (-2): Dracodiles are aggressive, massive, and fearsome apex predators.
● Fearless: Dracodiles are immune to Fear and Intimidation.
● Low Light Vision: Dracodiles ignore penalties for Dim and Dark Illumination.
● Size +8 (Huge): Dracodiles can take two additional Wounds before being incapacitated.
● Swat: Ignore up to 4 points of Scale penalties when Dracodiles attack with their claws.
● Tail Lash: Str+d4. Dracodiles may make a free attack against two foes to its side or rear
at no penalty.
Drake, Deep
Attributes: Agility d8, Smarts d8 (A), Spirit d6, Strength d12+4, Vigor d12+2
Skills: Athletics d8, Fighting d10, Intimidation d8, Notice d8, Stealth d8
Pace: 8; Parry: 7; Toughness: 17 (3)
Edges: Frenzy (Improved)
Special Abilities
● Armor +3: Thick, scaly hide.
● Bite/Claw: Str+d6. Heavy Weapon.
● Blindsense: Deep drakes ignore invisibility, illusion, and all Illumination penalties.
● Immunity: Electricity.
● Innate Power: Major fear (Fearsome Howl, Intimidation, Large Blast Template), minor
drain power points (Static Breath, Stream Template, only affects mechanikal
equipment).
● Size 5 (Large): Deep drakes can suffer an additional Wound before being incapacitated.
● Wall Walker: Deep drakes can walk on vertical surfaces normally, or inverted surfaces
at half Pace.
Drake, Fog
Attributes: Agility d6, Smarts d8 (A), Spirit d6, Strength d12, Vigor d12
Skills: Athletics d8, Fighting d8, Intimidation d6, Notice d6, Stealth d8
Pace: 6; Parry: 6; Toughness: 13 (2)
Edges: Frenzy
Special Abilities
● Aquatic: Fog drakes cannot drown in water and swim at Pace 6.
● Armor +2: Scaly hide.
● Bite/Claw: Str+d6. Heavy Weapon.
● Blindsense: Fog drakes ignore invisibility, illusion, and all Illumination penalties.
● Breath Weapon: Sonic (Cone Template, Damage 2d6).
● Innate Power: Minor darkness (The drake can emit a thick fog to conceal its presence
as it stalks its prey).
● Size 3
Drake, Frost
Attributes: Agility d8, Smarts d8 (A), Spirit d8, Strength d12+3, Vigor d12+1
Skills: Athletics d8, Fighting d10, Intimidation d6, Notice d8, Stealth d10
Pace: 8; Parry: 7; Toughness: 18 (4)
Edges: Favored Terrain (arctic)
Special Abilities
● Aquatic: Frost drakes cannot drown in water and swim at Pace 6
● Armor +4: Thick, scaly skin.
● Bite/Claw: Str+d6. Heavy Weapon.
● Immunity: Cold.
● Infravision: Halve Illumination penalties when attacking warm targets.
● Innate Power: Major stun (Bellow, Vigor, Medium Blast Template), minor havoc (Sleet
Breath, Vigor, Cone Template)
● Size 6 (Large): Frost drakes can suffer one additional Wound before being
Incapacitated.
● Wall Walker: Frost drakes can climb icy surfaces, including ceilings.
Drake, Sea
Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d12+2, Vigor d12+1
Skills: Athletics d10, Fighting d8, Intimidation d6, Notice d6, Stealth d8
Pace: 4; Parry: 6; Toughness: 15 (3)
Edges: Favored Terrain (aquatic)
Special Abilities
● Aquatic: Sea drakes cannot drown in water and swim at Pace 10.
● Armor +3:Thick, scaly hide.
● Bite/Claw: Str+d6. Heavy Weapon.
● Innate Power: Major darkness (Ink Cloud, underwater only), major havoc (Hurricane
Breath, Vigor, Large Blast Template).
● Night Vision: Ignore all penalties for Illumination.
● Size 4 (Large): Sea drakes can take one additional Wound before being Incapacitated.
Dread
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+1, Vigor d10
Skills: Athletics d8, Fighting d8, Notice d6
Pace: 6; Parry: 6; Toughness: 13 (4)
Edges: Arcane Resistance, Frenzy
Special Abilities
● Armor +4: Crudely-grafted armor plates.
● Fear: Dread are created to be weapons of terror.
● Fearless: Dread are immune to Fear and Intimidation.
● Handblades: Str+d8.
● Night Vision: Ignore all penalties for Illumination.
● Undead: +2 Toughness, +2 recover from Shaken, ignores additional damage from
Called Shots, ignores one point of Wound penalties. Immune to disease and poison.
Does not eat, breathe, or Bleed Out.
Dregg
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d10, Vigor d6
Skills: Athletics d6, Fighting d8, Notice d6, Stealth d6
Pace: 6; Parry: 6; Toughness: 7 (2)
Edges: Frenzy
Gear: Forearm Blade (Str+d8), Scavenged Rifle (Range 24/48/96, Damage 2d8-1, RoF 1, AP 2),
hide armor (+2).
Special Abilities
● Bite/Claw: Str+d4.
● Night Vision: Ignore all penalties for Illumination.
● Pain Fueled: Wound modifiers are treated as a bonus to Trait rolls instead of a penalty.
● Resilient: Dregg can take one Wound before they’re Incapacitated.
● Sunlight Sensitivity: Dreggs suffer -2 to attack and skill rolls when in direct sunlight.
Dregg Pain Monger
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12, Vigor d6
Skills: Athletics d6, Fighting d8, Notice d6, Stealth d6
Pace: 6; Parry: 6; Toughness: 8 (3)
Edges: Frenzy
Gear: Forearm Blade (Str+d8), Scavenged Rifle (Range 24/48/96, Damage 2d8-1, RoF 1, AP 2).
Special Abilities
● Armor +3: Hide armor and natural pain tolerance.
● Bite/Claw: Str+d4.
● Inflict Suffering: When a dregg Shakes or Wounds another character with a melee
attack the target is Distracted for one turn.
● Night Vision: Ignore all penalties for Illumination.
● Pain Fueled: Wound modifiers are treated as a bonus to Trait rolls instead of a penalty.
● Sunlight Sensitivity: Dreggs suffer -2 to attack and skill rolls when in direct sunlight.
● Very Resilient: Pain mongers can take two Wounds before they’re Incapacitated.
Dune Prowler
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12+2, Vigor d12+1
Skills: Athletics d6, Fighting d8, Notice d6, Stealth d8
Pace: 6; Parry: 6; Toughness: 14 (3)
Edges: Frenzy
Special Abilities
● Armor +3: Natural armor.
● Bite/Claw: Str+d8.
● Blindsense: Dune prowlers ignore invisibility, illusion, and all Illumination penalties
while underground.
● Burrow: Dune prowlers can dig through solid rock at Pace 2.
● Camouflage (Desert): See the Savage Worlds Fantasy Companion.
● Night Vision: Ignore all penalties for Illumination.
● Resilient: Dune prowlers can take one Wound before they are Incapacitated.
● Size 3
Duskwolf
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12, Vigor d10
Skills: Athletics d6, Fighting d6, Intimidation d6, Notice d8, Stealth d8
Pace: 6; Parry: 6; Toughness: 10 (1)
Edges: —
Special Abilities
● Armor +1: Thick hide.
● Bite: Str+d8.
● Night Vision: Ignore all penalties for Illumination.
● Pack Tactics: Dusk wolves apply the Gang-Up Bonus from fellow dusk wolves to both
hit and damage its foes.
● Shadow Stealth: As a limited free action, the dusk wolf may make a Stealth roll when
in Dim or darker light.
● Size 2
● Unnerving Howl: Once per encounter, a dusk wolf can Test with Intimidation. Any
character that can hear the dusk wolf’s howl and fails the Test must roll on the Fear
table.
⚙ Eldritch
Attributes: Agility d12, Smarts d10, Spirit d10, Strength d12, Vigor d12
Skills: Academics d10, Athletics d6, Fighting d10, Notice d8, Stealth d10, Spellcasting d10
Pace: 6; Parry: 7; Toughness: 11 (1)
Edges: Epic Mastery
Gear: —
Special Abilities
● Armor +1: Unnatural resilience.
● Aura of Desecration: Creatures adjacent to an eldritch at the end of its turn take 2d6
damage.
● Create Sythyss: Iosan or Nyss characters killed with Dread Touch within the last hour
can be raised as sythyss. An eldritch may only have up to five sythyss under its control.
● Dread Touch: Str+d8, for each Wound inflicted, the eldritch may immediately heal one
of its Wounds.
● Eldritch Weaknesses: An eldritch must commit 13 ritual murders a year. For every two
weeks without completing the ritual, reduce the eldritch’s Strength die by one step.
● Environmental Resistance (Cold): +4 to resist cold and cold-based damage.
● Fast Regeneration: Eldritch may attempt a natural healing roll every round, even if
Incapacitated, until slain.
● Immunity: Fatigue and poison
● Night Vision: Ignore all penalties for Illumination.
● Powers: Blast, bolt, darkness, disguise, fear, speed, stun. Power Points: 30
● Shadow Stealth: As a limited free action, the Eldritch may make a Stealth roll when in
Dim or darker light.
● Undead: +2 Toughness, +2 recover from Shaken, ignores additional damage from
Called Shots, ignores one point of Wound penalties. Immune to disease and poison.
Does not eat, breathe, or Bleed Out.
● Weakness: Holy/Light damage
Eldritch, Sythyss
A sythyss has all attributes, edges, gear, Hindrances, powers, and special abilities it had in life
and gains the following special abilities:
Special Abilities
● Environmental Resistance (Cold): +4 to resist cold and cold-based damage.
● Innate Power: Minor lower Trait (Strength), minor lower Trait (Fighting)
● Undead: +2 Toughness, +2 recover from Shaken, ignores additional damage from
Called Shots, ignores one point of Wound penalties. Immune to disease and poison.
Does not eat, breathe, or Bleed Out.
⚙ Entombed
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12, Vigor d8
Skills: Athletics d8, Fighting d10, Notice d8, Stealth d8
Pace: 6; Parry: 7; Toughness: 12 (4)
Edges: —
Special Abilities
● Armor +4: Ghostly plate.
● Dreadmaul: Str+d10, AP 2, Heavy Weapon.
● Fear (-1): Entombed are unstoppable ghostly tomb guardians.
● Fearless
● Immunity: Fatigue.
● Incorporeal Movement: The entombed gains the intangibility power while moving.
● Night Vision: Ignore all penalties for Illumination.
● Rejuvenation: While its soul cage is intact, the entombed will reappear adjacent to the
soul cage d10 hours after it is Incapacitated.
● Service Beyond Death: The entombed is bound to the Orgoth burial site it guards. It
cannot pass beyond the borders of its tomb. If the tomb is ever destroyed or purified
the entombed is destroyed.
● Undead: +2 Toughness, +2 recover from Shaken, ignores additional damage from
Called Shots, ignores one point of Wound penalties. Immune to disease and poison.
Does not eat, breathe, or Bleed Out.
Excrutiator
Attributes: Agility d10, Smarts d10, Spirit d10, Strength d12+1, Vigor d6
Skills: Athletics d8, Fighting d10, Healing d10, Intimidation d10, Notice d10, Persuasion d8,
Stealth d10
Pace: 6; Parry: 7; Toughness: 7
Edges: Deceptive, Menacing
Special Abilities
● Environmental Resistance (Acid, Cold, Fire, Lightning): +4 to resist damage from
the listed sources.
● Immunity: Cold and Stunned. Cannot be grappled or knocked prone.
● Master Tormentor: Excrutiators gain +2 to Healing, Intimidation, and Persuasion rolls
● Night Vision: Ignore all penalties for Illumination.
● Painwrack: When next to a Stunned character, the excrutiator can cast bolt with any
modifiers without spending Power Points.
● Powers: puppet, slumber, speak language, stun. Power Points: 15
● Torturous Implement: Str+d6, the excrutiator can cast minor stun as a limited free
action on a hit.
● Undead: +2 Toughness, +2 recover from Shaken, ignores additional damage from
Called Shots, ignores one point of Wound penalties. Immune to disease and poison.
Does not eat, breathe, or Bleed Out.
Farrow
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Athletics d6, Fighting d6, Notice d6, Shooting d6, Survival d6
Pace: 6; Parry: 5; Toughness: 8 (2)
Hindrances: —
Edges: —
Gear: Club (Str+d4), pig iron (Range 24/48/96, Damage 2d6, RoF 1, AP 2), hide armor (+2
Armor).
Special Abilities
● Keen Smell: The character gains +2 to Notice rolls related to smell.
Farrow Beast, Brute
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d10
Skills: Athletics d8, Fighting d8, Notice d6, Shooting d6, Survival d6
Pace: 6; Parry: 6; Toughness: 11 (2)
Edges: Brute, Charge, Frenzy
Gear: Cannon (Range 50/100/200, Damage 3d6, RoF 1, MBT, Heavy Weapon).
Special Abilities
● Armor +2: Thick hide.
● Claws/Tusks: Str+d6, Heavy Weapon.
● Keen Smell: The character gains +2 to Notice rolls related to smell.
● Resilient: Brute farrow beasts can take one Wound before they’re Incapacitated.
● Size 2
Farrow Beast, Giant
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+1, Vigor d12+1
Skills: Athletics d6, Fighting d8, Notice d6, Shooting d6, Survival d6
Pace: 6; Parry: 6; Toughness: 14 (3)
Edges: Charge, Frenzy (Imp)
Special Abilities
● Armor +3: Slabs of muscle and thick hide. Heavy Armor.
● Claws/Tusks: Str+d6, Heavy Weapon.
● Keen Smell: The character gains +2 to Notice rolls related to smell.
● Size 3
● Very Resilient: Giant farrow beasts can take two Wounds before they’re Incapacitated.
Farrow Shaman
Attributes: Agility d6, Smarts d6, Spirit d10, Strength d6, Vigor d8
Skills: Athletics d6, Faith d8, Fighting d6, Notice d6, Shooting d6, Survival d6
Pace: 6; Parry: 5; Toughness: 8 (2)
Hindrances: —
Edges: Arcane Background (Shaman)
Gear: Totemic Polearm (Str+d6), hide armor (+2 Armor).
Powers: blast, burst, darkness, entangle, smite, protection. Power Points: 10
Special Abilities
● Keen Smell: The character gains +2 to Notice rolls related to smell.
Farrow Warlord
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d8, Vigor d8
Skills: Athletics d6, Battle d6, Fighting d8, Notice d6, Shooting d6, Survival d6
Pace: 6; Parry: 6; Toughness: 8 (2)
Hindrances: —
Edges: Command, Command Presence, Frenzy, Hold the Line
Gear: Club (Str+d4), pig iron (Range 24/48/96, Damage 2d6, RoF 1, AP 2), hide armor (+2
Armor).
Special Abilities
● Keen Smell: The character gains +2 to Notice rolls related to smell.
● Resilient: Farrow warlords can take one Wound before they’re Incapacitated.
Feralgeist
Attributes: Agility d8, Smarts d6, Spirit d10, Strength d4, Vigor d6
Skills: Athletics d4, Fighting d6, Notice d6
Pace: -; Parry: 5; Toughness: 7
Edges: —
Special Abilities
● Environmental Resistance (Acid, Electricity, Fire): +4 to resist damage from the
listed sources.
● Ethereal: Feralgeists can become invisible and immaterial at will and can only be
harmed by magical attacks.
● Fearless: Feralgeists are immune to Fear and Intimidation.
● Flight: Pace 6
● Immunity: Cold and Fatigue.
● Sense Death: Feralgeists can sense the corpses of creatures with animal intelligence
from 1,000 feet away.
● Spirit Bind: The feralgeist possesses the corpse of a creature with animal intelligence.
It cannot be targeted by attacks or abilities except banish which will immediately end
the possession if successful. The feralgeist reappears adjacent to the corpse.
The creature gains the feralgeist’s Spirit and Smarts, and the following special abilities:
Fearless, Resilient, Undead. The feralgeist does not gain any of the creature’s memories
or skills. If the creature is Incapacitated while possesed, the possession immediately
ends and the feralgeist reappears adjacent to the corpse.
If a feralgeist’s possession ends, it cannot possess the corpse again for 24 hours.
● Undead: +2 Toughness, +2 recover from Shaken, ignores additional damage from
Called Shots, ignores one point of Wound penalties. Immune to disease and poison.
Does not eat, breathe, or Bleed Out.
Gatorman
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d10
Skills: Athletics d6, Fighting d6, Notice d4, Stealth d6
Pace: 6; Parry: 6 (spear); Toughness: 10 (2)
Edges: —
Gear: Spear (Str+d6, Reach 1).
Special Abilities
● Armor +2: Leathery hide.
● Bite: Str+d6, can initiate a grapple as a limited free action.
● Camouflage (Swamp/Marshland): See the Savage Worlds Fantasy Companion.
● Night Vision: Ignore all penalties for Illumination.
● Semi-aquatic: Gatormen can hold their breath for 15 minutes before checking for
drowning and swim at Pace 6.
● Size 1
Gatorman Bokor
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d10
Skills: Athletics d6, Faith d8, Fighting d6, Notice d4, Stealth d6
Pace: 6; Parry: 5; Toughness: 10 (2)
Edges: Arcane Background (Shaman)
Gear: Sacral Blade (Str+d6).
Special Abilities
● Armor +2: Leathery hide.
● Bite: Str+d6, can initiate a grapple as a limited free action.
● Camouflage (Swamp/Marshland): See the Savage Worlds Fantasy Companion.
● Night Vision: Ignore all penalties for Illumination.
● Powers: beast friend, blast, bolt, curse, havoc, smite, stun, zombie. Power Points: 15
● Semi-aquatic: Gatormen can hold their breath for 15 minutes before checking for
drowning and swim at Pace 6.
● Size 1
Gatorman Husk
Attributes: Agility d6, Smarts d6 (A), Spirit d4, Strength d8, Vigor d10
Skills: Athletics d6, Fighting d6, Notice d4, Stealth d6
Pace: 6; Parry: 5; Toughness: 12 (2)
Edges: —
Special Abilities
● Armor +2: Leathery hide.
● Camouflage (Swamp/Marshland): See the Savage Worlds Fantasy Companion.
● Claws: Str+d6.
● Death Burst: When a gatorman husk is Incapacitated, center a Large Blast Template on
the husk. Characters in the template take 3d6 damage and are Distracted for a turn.
● Fearless: Husks are immune to Fear and Intimidation.
● Innate Powers: Burst (Agility, on a successful attack the target is Distracted).
● Night Vision: Ignore all penalties for Illumination.
● Semi-aquatic: Pace 6.
● Size 1
● Undead: +2 Toughness, +2 recover from Shaken, ignores additional damage from
Called Shots, ignores one point of Wound penalties. Immune to disease and poison.
Does not eat, breathe, or Bleed Out.
Gatorman Soul Slave
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d10
Skills: Athletics d6, Faith d6, Fighting d6, Notice d4, Stealth d6
Pace: 6; Parry: 5; Toughness: 12 (2)
Edges: Arcane Background (Shaman)
Special Abilities
● Armor +2: Leathery hide.
● Bite: Str+d6, can initiate a grapple as a limited free action.
● Camouflage (Swamp/Marshland): See the Savage Worlds Fantasy Companion.
● Fearless: Soul slaves are immune to Fear and Intimidation.
● Mystical Aid: Gatormen with Arcane Background (Shaman) and within 5” of a Soul
Slave gain the Sacred Fetish Edge.
● Night Vision: Ignore all penalties for Illumination.
● Powers: smite. Power Points: 10
● Semi-aquatic: Pace 6.
● Size 1
● Soul Slave: A soul slave within 5” of a Gatorman with Arcane Background (Shaman) can
cast one of the Gatorman’s Powers with no modifiers. This uses the soul slave’s Power
Points.
● Undead: +2 Toughness, +2 recover from Shaken, ignores additional damage from
Called Shots, ignores one point of Wound penalties. Immune to disease and poison.
Does not eat, breathe, or Bleed Out.
Gorax
Attributes: Agility d4, Smarts d8 (A), Spirit d6, Strength d12, Vigor d8
Skills: Athletics d6, Fighting d6, Notice d4, Survival d6
Pace: 8; Parry: 5; Toughness: 10 (2)
Edges: Savagery
Special Abilities
● Armor +2: Thick hide.
● Claws: Str+d6, Heavy Weapon.
● Night Vision: Ignore all penalties for Illumination.
● Pain Fueled: Wound modifiers are treated as a bonus to Trait rolls instead of a penalty.
● Resilient: Gorax can take one Wound before they’re Incapacitated.
● Size 2
● Stench: Adjacent characters must make a Vigor roll or be Distracted for a turn.
Griffon, Scarsfell
Attributes: Agility d12, Smarts d8 (A), Spirit d6, Strength d10, Vigor d8
Skills: Athletics d8, Fighting d8, Notice d8, Survival d6
Pace: 4; Parry: 6; Toughness: 8
Edges: Charge
Special Abilities
● Bite/Claws: Str+d6, Heavy Weapon.
● Flight: Pace 10.
● Keen Sight: The character gains +2 to Notice rolls related to vision.
● Size 2
Grymkin
Grymkin do not require air, food, drink, or sleep.
Grymkin, Boatman
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d10, Vigor d8
Skills: Athletics d8, Fighting d8, Notice d6, Persuasion d8
Pace: 6; Parry: 6; Toughness: 8 (2)
Edges: Deceptive, Frenzy
Gear: Barge pole (Str+d6, Reach 1).
Special Abilities
● Armor +2: Unnatural resilience.
● Aquatic: Boatmen cannot drown in water and swim at Pace 6.
● Boat of Shades: The boatman can summon a boat that lasts up to 8 hours or until the
boatman is killed. As a free action, it can choose to make the boat start sinking.
● Boatman’s Bargain: The boatman demands an item with monetary or sentimental
value as payment. Characters that ask to negotiate adds +2 to their Persuasion roll
against the Boatman.
● Fearless: Boatmen are immune to Fear and Intimidation.
● Immunity: Empathy.
● Innate Powers: Confusion (Spirit), disguise (Spirit), entangle (Spirit), puppet (Spirit),
stun (Spirit), teleport (Spirit).
● Night Vision: Ignore all penalties for Illumination.
● Spawn Progeny: Characters who are killed or drown within 12” of the Boatman rise 24
hours later as Progeny. Use the zombie entry with Pace 4 swimming ability. Progeny
out of the water for more than one minute dissolve into a puddle of water. A boatman
can control up to 15 progeny.
● Watery Fortitude: While on its boat, the boatman gains the Combat Reflexes Edge.
Grymkin, Cask Imp
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d6, Notice d6, Stealth d8, Thievery d8
Pace: 6; Parry: 5; Toughness: 6
Edges: —
Special Abilities
● Claw: Str+d4
● Innate Powers: Confusion (Inebriating Belch, Spirit, Large Blast Template centered on
the cask imp), puppet (Drunken Domination, Spirit, can only target intoxicated
creatures).
● Intoxicated Empathy: Cask imps can detect any intoxicated creature within 100 feet.
● Night Vision: Ignore all penalties for Illumination.
● Shapechanger: Cask imps can change their form into alcohol and gain Invulnerability
but gains Weakness (Fire, Magic). They may move through any non-watertight opening.
Grymkin, Dread Rot
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d10
Skills: Fighting d6, Notice d6
Pace: 6; Parry: 5; Toughness: 8 (1)
Edges: Combat Reflexes, Savagery
Gear: Farming Implement (Str+d6).
Special Abilities
● Armor +1: Unnatural resilience.
● Fearless: Dread rots are immune to Fear and Intimidation.
● Night Vision: Ignore all penalties for Illumination.
Grymkin, Glimmer Imp
Attributes: Agility d12, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4, Notice d6, Stealth d10
Pace: 4; Parry: 4; Toughness: 5
Edges: —
Gear: Sharp spoon (Str).
Special Abilities
● Blindsense: Glimmer imps ignore invisibility, illusion, and all Illumination penalties.
● Borrowed Eye: Glimmer imps can put a stolen eye into their own empty eye socket.
Characters are at -2 to resist Paralyzing Gaze while the glimmer imp has one or more
eyes. Stolen eyes rot away after six months, and can be safely restored to the original
owner if recovered before then. A character who recovers their eye from a glimmer
imp is permanently immune to Paralyzing Gaze.
● Fearless: Glimmer imps are immune to Fear and Intimidation.
● Glimmer Imp Invisibility: Glimmer imps are permanently under the effects of the
invisibility power but can be seen normally in a reflective surface.
● Paralyzing Gaze: Any creature that can see the glimmer imp and is within 6” must
make a Spirit roll or be Distracted, or paralyzed on a Critical Failure. If a Distracted
creature fails their Spirit roll, they become paralyzed until the glimmer imp looks away.
A creature that isn’t surprised by the glimmer imp can choose to avert their eyes and
make all rolls against the glimmer imp at -6.
● Scoop: A glimmer imp may spend one minute to extract the eye of a paralyzed or
Incapacitated (but alive) target. The creature gains the One Eye hindrance if they have
two eyes, or the Blinded hindrance if they have lost both eyes.
● Size -1
Grymkin, Gremlin
Attributes: Agility d8, Smarts d12 (A), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4, Notice d6
Pace: 4; Parry: 4; Toughness: 4 (1)
Edges: —
Special Abilities
● Armor +1: Unnatural resilience.
● Bite: Str.
● Glitch: Gremlins can roll Spirit and target a mechanikal device (including steamjacks)
within Range Smarts. On a success, the targeted device malfunctions and will not work
until repaired by a successful Repair roll at –2. With a raise, any character using the
device when it malfunctions is Distracted.
● Immunity: Fatigue.
● Incorporeal Movement: The grymkin gains the intangibility power while moving.
● Innate Power: Major invisibility (cats ignore this).
● Machine Merge: As an action, the gremlin can target an adjacent steamjack which
must make a Spirit roll or be possessed by the Gremlin. The gremlin cannot be targeted
independently of the steamjack it possesses. Each turn, the gremlin can force the
steamjack to move in a random direction and then make one attack, regardless of its
controller’s wishes. Possession lasts until the gremlin chooses to end it, the steamjack
is Incapacitated, or the gremlin uses the steamjack to make an attack. When the
possession ends, the gremlin appears adjacent to the steamjack.
● Night Vision: Ignore all penalties for Illumination.
● Size -2 (Small): Gremlins are typically under 3’ tall.
Grymkin, Hollowman
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d6, Notice d6, Shooting d6
Pace: 6; Parry: 5 or 6 (Bayonet); Toughness: 6
Edges: —
Gear: Military Rifle (Range 24/48/96, Damage 2d8, AP 2), Bayonet (Str+d4, Reach 1, Parry +1).
Special Abilities
● Apparition: Each turn as a limited free action, a hollowman may teleport up to 2” as
per the teleport power.
● Blindsense: Hollowmen ignore invisibility, illusion, and all Illumination penalties.
● Fearless: Dread rots are immune to Fear and Intimidation.
● Immunity: Empathy.
Grymkin, Murder Crow
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Athletics d6, Fighting d6, Notice d6, Stealth d6
Pace: 6; Parry: 5; Toughness: 5
Edges: Sneak Attack
Special Abilities
● Claw: Str+d6
● Fearless: Murder crows are immune to Fear and Intimidation.
● Immunity: Empathy.
● Night Vision: Ignore all penalties for Illumination.
● Pack Tactics: Murder crows get the Gang-Up Bonus from fellow crows to both hit and
damage their prey.
● Shadow Stealth: As a Limited Free Action, the murder crows may make a Stealth roll
when in Dim or darker light.
Grymkin, Trapperkin
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d4, Vigor d8
Skills: Fighting d6, Notice d8, Persuasion d6, Stealth d8
Pace: 7; Parry: 5; Toughness: 6 (2)
Edge: Arcane Resistance, Sneak Attack
Special Abilities
● Armor +2: Unnatural resilience.
● Bite/Claws: Str+d8.
● Fearless: Trapperkin are immune to Fear and Intimidation.
● Immunity: Empathy.
● Innate Power: Slumber (Trapper’s Croon, Spirit, Large Blast Template and creatures
cannot awaken for 1d4 hours).
● Night Vision: Ignore all penalties for Illumination.
● Shadow Stealth: As a limited free action, the murder crows may make a Stealth roll
when in Dim or darker light.
● Trapdoor: Trapperkin can create a magical trap door on any flat surface with 10 miles
of its current location. The trapdoor is large enough for Small creatures to fit though,
creatures Size 0 or -1 can squeeze through, but are Distracted while in the Trapperkin’s
domain. Regardless of the distance from the door, the tunnel to the trapperkin’s lair is
60 feet long. Notice rolls to detect the closed trap door are at -4.
● Size -2 (Small)
⚙ Grymkin, Twilight Sister (Agrona)
Attributes: Agility d8, Smarts d10, Spirit d12, Strength d8, Vigor d8
Skills: Fighting d6, Healing d10, Notice d8, Persuasion d10
Pace: 6; Parry: 5; Toughness: 8 (2)
Edge: Arcane Background (Witch), Arcane Resistance
Special Abilities
● Armor +2: Unnatural resilience.
● Fearless: The Twilight Sisters are immune to Fear and Intimidation.
● Immunity: Empathy and poison.
● Night Vision: Ignore all penalties for Illumination.
● Powers: Arcane protection, boost/lower Trait, detect/conceal arcana, healing, locate,
shape change, summon animal. Power Points: 25
● Sisterhood: The Twilight Sisters are always encountered together. While within 24” of
each other, Heidrun and Agrona can spend each other’s Power Points as needed.
● Witch’s Blade: Str+d4. If one sister hits a target with an attack, the other sister gets a
free raise on their next hit with their Witch’s Blade.
⚙ Grymkin, Twilight Sister (Heidrun)
Attributes: Agility d8, Smarts d6, Spirit d12, Strength d6, Vigor d8
Skills: Fighting d6, Intimidation d10, Notice d8, Persuasion d10, Stealth d8
Pace: 6; Parry: 5; Toughness: 8 (2)
Edge: Arcane Background (Witch), Arcane Resistance, Elan
Special Abilities
● Armor +2: Unnatural resilience.
● Fearless: The Twilight Sisters are immune to Fear and Intimidation.
● Immunity: Empathy and poison.
● Night Vision: Ignore all penalties for Illumination.
● Powers: Confusion, curse, dispel, empathy, illusion, puppet. Power Points: 25
● Sisterhood: The Twilight Sisters are always encountered together. While within 24” of
each other, Heidrun and Agrona can spend each other’s Power Points as needed.
● Witch’s Blade: Str+d4. If one sister hits a target with an attack, the other sister gets a
free raise if they hit with their Witch’s Blade.
Grymkin, Witchwood
Attributes: Agility d6, Smarts d6, Spirit d10, Strength d10, Vigor d12
Skills: Fighting d6, Notice d6, Persuasion d8
Pace: —; Parry: 5; Toughness: 15 (4)
Special Abilities
● Armor +4: Unnatural resilience.
● Claws: Str+d8, Reach 1, Heavy Weapon.
● Environmental Weakness (Fire): Both the witchwood and its familiar take +4 damage
from fire-based sources and are Distracted until the end of their next turn.
● False Appearance: The tree is indistinguishable from a normal tree when it doesn’t
move.
● Familiar (Sprout): A Witchwood can create from one of its branches a humanoid
familiar with the same stats as a Bodyguard (see summon ally). The familiar is able to
move about as the tree’s eyes and ears but it is bound to the tree and must remain
within the tree’s Spirit in inches of the tree or suffer a level of Fatigue each round. This
can Incapacitate the Familiar. The familiar receives one Advance from the Familiar Edge
(Second Sight, Training, or Enhancement) when created and this cannot be changed.
★ Innate Power (Sprout): Puppet (Spirit).
● Fearless: Witchwoods are immune to Fear and Intimidation.
● Immunity: Empathy. Cannot be knocked prone.
● Night Vision: Ignore all penalties for Illumination.
● Siren’s Call: Targets under the effect of the witchwood’s puppet are Vulnerable to the
witchwood.
● Size 3
● Strange Growth: As a limited free action, the tree can teleport adjacent to its familiar.
● Very Resilient: A witchwood can take two Wounds before its Incapacitated.
Grymkin Nightmare, Frightmare
Attributes: Agility d10, Smarts d8 (A), Spirit d6, Strength d8, Vigor d12
Skills: Fighting d8, Notice d6
Pace: 6; Parry: 6; Toughness: 12 (2)
Edges: —
Special Abilities
● Armor +2: Unnatural resilience.
● Claws: Str+d8, Heavy Weapon.
● Fast Regeneration: A frightmare may make Vigor roll to heal every round unless it has
taken fire or Holy/Light Damage in the prior round.
● Fear (-2): Frightmares are a sack full of nightmares, literally.
● Fearless: Frightmares are immune to Fear and Intimidation.
● Immunity: Acid, Fatigue, and shape change.
● Innate Power: Burst (Acid Bile - Agility, Heavy Weapon).
● Night Vision: Ignore all penalties for Illumination.
● Resilient: A frightmare can take one Wound before its Incapacitated.
● Size 2
Grymkin Nightmare, Gorehound
Attributes: Agility d12, Smarts d8 (A), Spirit d6, Strength d10, Vigor d8
Skills: Fighting d8, Notice d8, Stealth d8
Pace: 8; Parry: 6; Toughness: 7
Edge: Frenzy
Special Abilities
● Bite: Str+d6, Heavy Weapon.
● Fear (-1): Gorehounds are a frightening sight to behold.
● Fearless: Gorehounds are immune to Fear and Intimidation.
● Immunity: Fatigue.
● Incorporeal Movement: Gorehounds gain the intangibility power while moving.
● Night Vision: Ignore all penalties for Illumination.
● Resilient: A gorehound can take one Wound before its Incapacitated.
● Size 1
● Tongue Lash: Str+d6, Reach 2. A character hit must make an opposed Strength roll or
be pulled 2” towards the gorehound.
Grymkin Nightmare, Rattler
Attributes: Agility d8, Smarts d6, Spirit d10, Strength d12, Vigor d8
Skills: Fighting d10, Notice d10
Pace: 6; Parry: 7; Toughness: 10 (2)
Edge: Berserk, Savagery
Special Abilities
● Armor +2: Thick chains and metal spikes.
● Claws: Str+d8, Heavy Weapon.
● Fear (-2): Rattlers are a sack full of nightmares, literally.
● Fearless: Frightmares are immune to Fear and Intimidation.
● Immunity: Empathy and Fatigue.
● Night Vision: Ignore all penalties for Illumination.
● Size 2
● Very Resilient: A rattler can take two Wounds before its Incapacitated.
Grymkin Nightmare, Skin & Moans
Attributes: Agility d8, Smarts d6, Spirit d10, Strength d12, Vigor d12
Skills: Fighting d8, Notice d8
Pace: 6; Parry: 7; Toughness: 16 (4)
Edges: —
Special Abilities
● Armor +4: Unnatural resilience.
● Butcher’s Blade: Str+d8, Reach 1, Heavy Weapon.
● Death Feast: A skin & moans may heal one Wound after incapacitating a character and
gains the Savagery Edge until the end of its next turn. Extras Incapacitated by a skin &
moans are dead, do not make a Vigor roll for them after the fight.
● Fear (-1): The faces stitched into a skin & moans whisper to its victims.
● Fearless: Frightmares are immune to Fear and Intimidation.
● Immunity: Empathy and Fatigue.
● Night Vision: Ignore all penalties for Illumination.
● Size 4 (Large): Skin & moans can take one additional Wound before being
Incapacitated.
● Very Resilient: A skin & moans can take two Wounds before its Incapacitated.
Grymkin Nightmare, Slaughterhouse
Attributes: Agility d4, Smarts d6, Spirit d10, Strength d12+3, Vigor d12
Skills: Athletics d10, Fighting d10, Notice d8, Spellcasting d10
Pace: 6; Parry: 7; Toughness: 21 (6)
Edges: Frenzy
Special Abilities
● Armor +6: It’s a house.
● Door Maw (Bite): Str+d8, Heavy Weapon.
● False Appearance: Until it moves, a slaughterhouse is indistinguishable from a normal
house.
● Fearless: Slaughterhouses are immune to Fear and Intimidation.
● Immunity: Empathy, Fatigue, paralysis, and poison.
● Night Vision: Ignore all penalties for Illumination.
● Powers: Puppet. Power Points: 20
● Size 7 (Large): A slaughterhouse can take one additional Wound before being
Incapacitated.
● Swallow Whole: A character hit with a bite attack may make an Evasion roll or be
swallowed whole. Each turn the swallowed character takes one Wound from the
gremlin’s insane violence. If the slaughterhouse is Shaken or Wounded a character can
make an opposed Athletics roll to escape. If the slaughterhouse is Incapacitated,
swallowed characters may simply walk out.
● Tree Limbs: Str+d6, Reach 3. A character hit must make an opposed Strength roll or be
pulled 2” towards the slaughterhouse
● Very Resilient: A slaughterhouse can take two Wounds before its Incapacitated.
Hollowed
Attributes: Agility d6, Smarts d8 (A), Spirit d6, Strength d10, Vigor d10
Skills: Athletics d6, Fighting d6, Notice d6
Pace: 6; Parry: 5; Toughness: 9
Edges: —
Special Abilities
● Claws: Str+d6.
● Death Rise: A humanoid slain by a hollowed and had its organs consumed will rise as a
hollowed in 24 hours unless the corpse is decapitated.
● Fear: The hollowed eye their next meal with a cold, hungry gaze.
● Fearless: Hollowed are immune to Fear and Intimidation.
● Hardy: Hollowed do not suffer a Wound from a second Shaken result.
● Night Vision: Ignore all penalties for Illumination.
● Organ Fuel: A hollowed can make a second attack without the Multi-Action penalty.
After the attack is resolved the hollowed is Shaken.
● Undead: +2 Toughness, +2 recover from Shaken, ignores additional damage from
Called Shots, ignores one point of Wound penalties. Immune to disease and poison.
Does not eat, breathe, or Bleed Out.
Hornbeak Trask
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Fighting d6, Notice d6, Stealth d6
Pace: 6; Parry: 5 ; Toughness: 3
Edges: —
Special Abilities
● Adrenaline Surge: The hornbeak trask gains the Level Headed and Fleet-Footed Edges
for a number of turns equal to half its Vigor. The hornbeak trask’s pace is then halved
and it is Distracted for an equal number of turns.
● Bite: Str+d4.
● Keen Smell: Hornbeak trasks gain +2 to Notice rolls related to smell.
● Night Vision: Ignore all penalties for Illumination.
● Size -2 (Small)
Hull Grinder
Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12+2, Vigor d10
Skills: Athletics d10, Fighting d8, Notice d6, Stealth d8
Pace: 12 (Swim only); Parry: 6 ; Toughness: 16 (3)
Edges: Frenzy
Special Abilities
● Aquatic: Hull grinders can only breathe in water.
● Armor +3: Thick scales.
● Bite: Str+d8, Heavy Weapon.
● Bone Barbs: Creatures, objects, and structures adjacent to a hull grinder take Str+d10
damage. The hull grinder can also inflict this damage during its movement by moving
within 1” of another creature. A creature can only be damaged once per turn by a hull
grinder’s Bone Barbs during its movement.
● Keen Hearing: Hull grinders gain +2 to Notice rolls related to hearing.
● Night Vision: Ignore all penalties for Illumination.
● Size 6 (Large): Hull grinders can take one additional Wound before being
Incapacitated.
● Very Resilient
Infernals
Infernals share the following Special Abilities:
● Blindsense: Infernal curators ignore invisibility, illusion, and all Illumination penalties.
● Fearless: Curators are immune to Fear and Intimidation.
● Immunity: Empathy and Fatigue.
Infernal, Curator
Attributes: Agility d12+1, Smarts d12, Spirit d12+3, Strength d12, Vigor d10
Skills: Athletics d12, Fighting d12, Intimidation d12, Notice d12, Persuasion d12, Spellcasting
d12+2
Pace: 6; Parry: 8; Toughness: 13 (3)
Edges: Arcane Background (Gifted), Arcane Resistance (Imp), Deceptive, Epic Mastery,
Menacing
Special Abilities
● Armor +3: Unnatural resilience. Heavy Armor.
● Immunity: Curators cannot be knocked prone.
● Infernal Presence: The curator twists reality around itself, all Fear rolls by characters
within 500 feet take an additional -1 penalty.
● Pain Touch: Str+d4. On a hit, the attack roll serves as the casting roll for stun targeting
the creature hit.
● Powers: boost/lower Trait, confusion, curse, disguise, dispel, divination, empathy,
illusion, plane shift, puppet, resurrection, scrying, slumber, stun, summon infernal,
wish. Power Points: 50
● Soul Mark: Marks a willing soul for collection by infernals. The soul can be used as part
of the Summon Infernal ability. Anyone killed by the character also has their soul
marked for collection.
● Size 3
Infernal, Griever
Attributes: Agility d10, Smarts d10 (A), Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Notice d6, Shooting d8
Pace: 0; Parry: 2; Toughness: 3
Edges: Dodge (Imp)
Special Abilities
● Flight: Pace 6.
● Size -2 (Small): Grievers are roughly 3' spheres with 3' of tendrils trailing behind them.
● Soulless: The griever does not have a soul.
● Void Fire: Damage 2d10 fire, Range 10/20/40, Heavy Weapon, Magical.
Infernal, Howler
Attributes: Agility d6, Smarts d10 (A), Spirit d6, Strength d10, Vigor d12
Skills: Athletics d8, Fighting d8, Intimidation d8, Notice d6, Survival d6
Pace: 6; Parry: 6; Toughness: 13 (3)
Edges: Berserk, Brute
Special Abilities
● Armor +3: Thick, bony plates.
● Grievous Wounds: A character Wounded by a howler cannot regain Wounds except via
natural healing.
● Hardy: A howler does not suffer a Wound when Shaken a second time.
● Impaler: Str+d10, Reach 1, Heavy Weapon.
● Size 2: Howlers are massively armored Infernal shock troops standing 9 feet tall.
● Soulless: Howlers do not have a soul.
Infernal, Umbral Reaver
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d12+1, Vigor d12
Skills: Athletics d12, Fighting d10, Notice d10, Stealth d12
Pace: 6; Parry: 6; Toughness: 12 (4)
Edges: Arcane Resistance (Imp), First Strike (Imp)
Gear: Soulforged greatsword (Str+d10, AP2, Heavy Weapon), soulforged armor (+4 Armor)
Special Abilities
● Fear (-1): Beings of shadows and malice, umbral reavers terrify their victims and
bystanders.
● Light Sensitivity: Umbral reavers are Distracted in bright light.
● Innate Powers: Minor teleport (Shadow step, can teleport as a limited free action into
another creature’s shadow).
● Soulless: Umbral reavers do not have a soul.
● Soul Mark: When an umbral reaver kills a character with a soul, the soul is marked for
infernal collection.
Infernal Horror, Desolator
Attributes: Agility d6, Smarts d10 (A), Spirit d6, Strength d12+3, Vigor d12+1
Skills: Athletics d8, Fighting d10, Notice d8, Shooting d8
Pace: 5; Parry: 6; Toughness: 15 (4)
Edges: Frenzy
Special Abilities
● Anathema: Desolators emit a thick acidic cloud that obscures vision (-4) when first
summoned. Place a Large Blast Template that does 2d6 acid damage to non-infernal
characters who are in the cloud or enter it. The cloud stays until the start of the
Desolator’s next initiative.
● Armor +4: Thick carapace and muscle. Heavy Armor.
● Claw: Str+d8, can initiate a grapple as a Limited Free Action, Heavy Weapon.
● Immunity: Desolators cannot be knocked prone.
● Innate Powers: Minor burst (Black bile, Shooting, Acid damage, Greater Burst, Heavy
Weapon).
● Size 3
● Soulless: Infernal horrors do not have a soul.
● Very Resilient: Desolators can take two Wounds before they’re Incapacitated.
Infernal Horror, Foreboder
Attributes: Agility d12, Smarts d10 (A), Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Fighting d6, Notice d6, Stealth d8
Pace: —; Parry: 6; Toughness: 5
Edges: —
Special Abilities
● Arcane Backlash: When a Foreboder is Incapacitated, any spell inside it bursts out
dealing 1d6 damage for every five Power Points of the spell stored. Characters within
2” may try to Evade to avoid the damage.
● Arcane Delivery: As an action, the foreboder can cast a stored spell using the original
caster’s skill die and Power Modifiers.
● Arcane Payload: The foreboder’s controller may cast a spell into the foreboder by
paying the full cost of the spell and all modifiers immediately while the foreboder is
within 6”. A foreboder can only store one spell at a time and can only contain a spell
costing its Power Points value or less..
● Attuned: Foreboders are attuned to a single spellcaster and will only obey that
character. The character can deliver instructions telepathically up to a mile away.
● Fly: Pace 6
● Immunity: Foreboders cannot be knocked prone.
● Powers: — Power Points: 10
● Soulless: Infernal horrors do not have a soul.
● Tendrils: Str+d4, can initiate a grapple as a limited free action.
Infernal Horror, Lamenter
Attributes: Agility d12, Smarts d8, Spirit d10, Strength d12, Vigor d12
Skills: Athletics d8, Fighting d10, Notice d8, Shooting d8
Pace: 6; Parry: 6; Toughness: 12 (2)
Edges: Frenzy, Uncanny Reflexes
Special Abilities
● Armor +2: Carapace and thick muscle.
● Claw: Str+d8, Reach 1, Heavy Weapon.
● Innate Powers: Minor lower Spirit (Soul Parasites, all characters within 2”).
● Leaper: Lamenters can leap twice as far as listed under Movement in Savage Worlds
and gains +4 to damage when leaping as part of a Wild Attack.
● Paralysis: Any creature Shaken or Wounded by a lamenter must make a Vigor roll or
be Stunned.
● Resilient: Lamenters can take one Wound before they’re Incapacitated.
● Size 2
● Soulless: Infernal horrors do not have a soul.
● Soul Mark: When a lamenter kills a character with a soul, the soul is marked for
infernal collection.
● Wall Walker: Lamenters can walk on vertical surfaces normally, or inverted surfaces at
half Pace.
Infernal Horror, Shrieker
Attributes: Agility d10, Smarts d10 (A), Spirit d8, Strength d12, Vigor d10
Skills: Fighting d4, Notice d6, Shooting d8
Pace: 6; Parry: 4; Toughness: 11 (2)
Edges: Arcane Resistance
Special Abilities
● Admonisher: d3 enemies within 4" of a target hit by Spectral Fire take 2d6 fire
damage. This can be evaded.
● Armor +2: Carapace and thick muscle.
● Bash: Str+d6.
● Resilient: Shriekers can take one Wound before they’re Incapacitated.
● Size 2
● Shriek: Creatures within 6” of a shrieker are Distracted and Vulnerable. Creatures
within 12” are Distracted. Verbal communication is impossible within 12”.
● Soulless: Infernal horrors do not have a soul.
● Spectral Fire: 2d8 fire Damage, Range 10/20/40, AP 2, RoF 1, Heavy Weapon.
Infernal Horror, Soul Stalker
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+1, Vigor d10
Skills: Athletics d10, Fighting d10, Notice d10, Stealth d8
Pace: 6; Parry: 7; Toughness: 14 (4)
Edges: Frenzy
Special Abilities
● Armor +4: Thick carapace and muscle. Heavy Armor.
● Bite: Str + d10, Heavy Weapon.
● Constrict: +2 to Athletics and Strength rolls made to grapple.
● Incorporeal Movement: The void archon gains the intangibility power while moving.
● Sense Marked Soul: Soul stalkers can locate any marked soul within 10 miles.
● Shadow Stealth: As a limited free action, the soul stalker may make a Stealth roll when
in dim or darker light.
● Size 3
● Soul Claiming: A soul stalker can claim the soul of a creature that died in the past hour
by spending one minute adjacent to the creature’s corpse. If the soul is a marked soul,
the soul stalker can give the soul to its master as a limited free action. Otherwise the
soul stalker can consume the soul to heal a Wound. A creature whose soul is claimed
by a soul stalker cannot be restored to life.
● Soulless: Infernal horrors do not have a soul.
● Very Resilient: Soul stalkers can take two Wounds before they’re Incapacitated.
⚙ Iron Lich
Attributes: Agility d8, Smarts d12+1, Spirit d10, Strength d6, Vigor d10
Skills: Athletics d10, Fighting d10, Intimidation d8, Notice d10, Persuasion d8, Spellcasting
12+2
Pace: 6; Parry: 7; Toughness: 14 (4)
Edges: Frenzy
Gear: Fell staff (Str+d8, Reach 1).
Special Abilities
● Armor +4: Armored chassis.
● Environmental Resistance (Cold, electricity): +4 Armor against attacks that deal the
listed damage type(s) and +4 to resist the effects.
● Fearless: Iron liches are immune to Fear and Intimidation.
● Immunity: Empathy, Fatigue, and paralysis.
● Powers: blast, bolt, boost/lower Trait, detect/conceal arcana, deflection, empathy,
invisibility, mind reading, protection, puppet, zombie. Power Points: 30
● Reconstruction: An iron lich is not destroyed when its physical form is destroyed. As
long as its phylactery remains intact it can have a new body constructed.
● Size 1
● Soul Cages: An iron lich can capture the soul of a vessel (living or otherwise) that is
destroyed or killed within 3” as a limited free action. Iron liches generally carry four
soul cages.
● Steam Power: Iron Liches are powered by steam. After 12 hours of general use or six
hours of combat, the steam engine must be replenished with necrotite. If it is not, the
lich suffers one level of Fatigue per hour.
● Strength from Death: By consuming a soul from a soul cage, the iron lich can
immediately take an additional attack action without the Multi-Action penalty, or
replenish 10 Power Points as limited free action.
● Undead: +2 Toughness, +2 recover from Shaken, ignores additional damage from
Called Shots, ignores one point of Wound penalties. Immune to disease and poison.
Does not eat, breathe, or Bleed Out.
● Vulnerability (Water): When submerged in water or exposed to a sufficient amount of
water (GM’s discretion), the Lich’s boiler is extinguished and it is Incapacitated.
⚙ Iron Maiden
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+1, Vigor d12+1
Skills: Athletics d10, Fighting d10, Notice d8, Stealth d4
Pace: 6; Parry: 7; Toughness: 12 (4)
Edges: Frenzy
Special Abilities
● Armor +4: Armored chassis.
● Claws: Str+d8 (Heavy Weapon), after a hit the iron maiden can initiate a grapple as a
Limited Free Action.
● Construct: +2 to recover from being Shaken; ignores 1 point of Wound penalties; does
not breathe or suffer from disease or poison.
● Environmental Resistance: Fire, electricity.
● Fearless: Iron maidens are immune to Fear and Intimidation.
● Immunity: Empathy, Fatigue, paralysis, and poison.
● Night Vision: Ignore all penalties for Illumination.
● Size 1
● Soul Vessel: Despite being a construct, the iron maiden has a soul.
● Spikeskin: Creatures adjacent to or grappled by an iron maiden at the end of its turn
take 2d4 damage.
Junker Hulk
Attributes: Agility d4, Smarts d8 (A), Spirit d6, Strength d12+2, Vigor d12+1
Skills: Athletics d6, Fighting d8, Notice d6
Pace: 6; Parry: 6; Toughness: 15 (4)
Edges: Berserk, Frenzy
Special Abilities
● Armor +4: Metal and scrap. Heavy Armor.
● Built from Scrap: By spending one minute incorporating parts of a wrecked steamjack
a junker hulk can gain one of the following abilities: increase the damage die of its claw
attack a step, gain the Frenzy (Improved) Edge, gain the damage field Innate Power
with the Greater Damage Field modifier, or the major havoc Innate Power (only
affecting characters and metal objects).
● Claws: Str+d6, AP 2, Reach 1, Heavy Weapon.
● Construct: +2 to recover from being Shaken; ignores 1 point of Wound penalties; does
not breathe or suffer from disease or poison.
● Environmental Resistance (Fire, electricity): +4 Armor against attacks that deal the
listed damage type(s) and +4 to resist the effects.
● False Appearance: When motionless the junker hulk is indistinguishable from scrap
parts and junk.
● Fearless: Junker hulks are immune to Fear and Intimidation.
● Immunity: Empathy, Fatigue, paralysis, poison, and shape change.
● Junker Rage: If a character attempts to issue a ‘jack marshal command or a warcaster
character attempts to contact the junker hulk’s cortex, the junker hulk immediately
gains the benefits of the Berserk Edge.
● Resilient: Junker hulks can suffer one Wound before being Incapacitated.
● Size 3
● Toss Junk: Range 20/40/80, Damage 2d6.
⚙ Lord of the Feast
Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+2, Vigor d12
Skills: Athletics d12, Fighting d12+2, Intimidation d10, Notice d12
Pace: 8; Parry: 9; Toughness: 15 (6)
Edges: Combat Reflexes, Frenzy (Imp), Nerves of Steel (Imp), Sweep (Imp)
Special Abilities
● Armor +6: Unnatural resilience.
● Devour Trophy: The Lord of the Feast can consume a trophy as an action to gain one
of the following effects: cast curse on every target within Range Smarts and line of
sight, heal a Wound, or major shape change (Swarm of Ravens or Razorbats only).
● Fear (-2): Horrifying visage.
● Fearless: The Lord of the Feast is immune to Fear and Intimidation.
● Immunity: Empathy, Fatigue, and poison.
● Innate Powers: Major teleport (Crow’s Flight)
● Night Vision: Ignore all penalties for Illumination.
● Rejuvenation: When the Lord of the Feast is Incapacitated it is completely restored
within 3d6 days or the next new moon of Calder, whichever occurs first.
● Size 1
● Wurmblade: Str+d12, AP 2, Reach 1, Heavy Weapon. The Lord of the Feast gains a
trophy for each living creature Incapacitated with this attack.
Machine Wraith
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12, Vigor d6
Skills: Athletics d6, Fighting d6, Notice d6
Pace: 6; Parry: 5; Toughness: 9 (2)
Edges: —
Special Abilities
● Armor +2: Metallic frame.
● Claws: Str + d4.
● Construct: +2 to recover from being Shaken; ignores 1 point of Wound penalties; does
not breathe or suffer from disease or poison.
● Environmental Resistances (Acid, cold, electricity, fire): +4 Armor against attacks
that deal the listed damage type(s) and +4 to resist the effects.
● Ethereal: Machine wraiths are always immaterial and can only be harmed by magical
attacks.
● Fearless: Iron maidens are immune to Fear and Intimidation.
● Immunity: Empathy, Fatigue, and paralysis. Cannot be grappled or knocked prone.
● Machine Meld: The machine wraith casts puppet with the strong Modifier using Spirit
as their Arcane Skill on an adjacent steamjack. The machine wraith inhabits the
steamjack’s body and cannot be affected separately. The steamjack uses the machine
wraith’s Skills, Smarts and Spirit for Tests. The puppet spell lasts until the steamjack is
Incapacitated or it is forced out by banish (the machine wraith resists with Spirit). The
machine wraith loses Ethereal until the end of its next turn after being forced out.
● Night Vision: Ignore all penalties for Illumination.
● Size 2
Mechanithralls
All mechanithralls have the following Special Abilities:
● Night Vision: Ignore all penalties for Illumination.
● Steam Power: Requires fuel to operate; 12 hours of general use; 2 hours of combat.
● Undead: +2 Toughness, +2 recover from Shaken, ignores additional damage from
Called Shots, ignores one point of Wound penalties. Immune to disease and poison.
Does not eat, breathe, or Bleed Out.
● Vulnerability (Water): If submerged or water is poured in the boiler the steamjack is
immediately Incapacitated.
Mechanithrall
Attributes: Agility d6, Smarts d4 (A), Spirit d4, Strength d8, Vigor d6
Skills: Athletics d6, Fighting d6, Notice d4, Stealth d4
Pace: 6; Parry: 5; Toughness: 7
Edges: —
Special Abilities
● Steam Fist: Str+d6
● Steam Slam: 2d8, Heavy Weapon, Reload 3, the target must succeed on a Strength roll
opposed by the attack roll or be knocked prone. Can forfeit movement to perform a
Reload action at no penalty.
Mechanithrall, Bile
Attributes: Agility d6, Smarts d4 (A), Spirit d4, Strength d6, Vigor d6
Skills: Athletics d6, Shooting d6, Notice d4, Stealth d4
Pace: 6; Parry: 2; Toughness: 7
Edges: —
Special Abilities
● Bile Cannon: Damage 2d8 Acid, Range 10/20/40, Heavy Weapon.
● Purge: Damage 2d10 Acid, Cone Template, Heavy Weapon, the Bile Thrall is
immediately destroyed.
Mechanithrall, Bloat
Attributes: Agility d6, Smarts d6 (A), Spirit d4, Strength d10, Vigor d10
Skills: Athletics d6, Fighting d6, Notice d6
Pace: 6; Parry: 5; Toughness: 11
Edges: —
Special Abilities
● Bash: Str+d4.
● Death Burst: When the bloat thrall dies, center a Large Blast Templateon the character.
Other creatures take 2d6 acid damage which may be evaded. Heavy Weapon.
● Despoiler Cannon: Range 6/12/24, Damage 2d10 Acid, Large Blast Template, Heavy
Weapon, the attack can be evaded.
● Size 2
Mechanithrall, Brute
Attributes: Agility d6, Smarts d4 (A), Spirit d4, Strength d12, Vigor d10
Skills: Athletics d6, Fighting d8, Notice d4, Stealth d4
Pace: 6; Parry: 6; Toughness: 9
Edges: —
Special Abilities
● Hardy: This creature doesn’t suffer a wound from being Shaken twice.
● Massive Steam Fist: Str+d8, Heavy Weapon, +4 damage against objects
● Massive Steam Slam: 2d10, Heavy Weapon, Reload 3, +4 damage against objects,
target must make a Strength check vs the attack roll or is knocked prone. Can forfeit
movement to perform a Reload action at no penalty.
Mechanithrall, Scrap
Attributes: Agility d4, Smarts d4 (A), Spirit d4, Strength d6, Vigor d4
Skills: Athletics d8, Fighting d4, Notice d4, Stealth d4
Pace: 6; Parry: 4; Toughness: 6
Edges: —
Special Abilities
● Bash: Str.
● Deadly Embrace: When a Scrap Thrall makes a successful grapple attack, on its
following turn it can initiate Death Burst, see below. The grappled character may not
evade the attack and takes +1d6 damage.
● Death Burst: When the Scrap Thrall dies, center a LBT on the character. Other
characters take 2d6 damage which may be evaded.
Mechanithrall, Soulhunter
Attributes: Agility d8, Smarts d6 (A), Spirit d4, Strength d12, Vigor d8
Skills: Athletics d8, Fighting d8, Notice d6
Pace: 10; Parry: 6; Toughness: 11
Edges: Ambidextrous, Charge, Two-Fisted
Gear: Scythe (Str+d6, Reach 1, Heavy Weapon), sickle (Str+d4).
Special Abilities
● Hooves: Str+d4. Soulhunters may make a free attack against one target to their side or
rear.
● Size 3
● Soul Phase: After incapacitating a living character with a soul, the soulhunter can gain
the Ethereal Special Ability until the end of its next turn.
Pistol Wraith
Attributes: Agility d12+1, Smarts d6, Spirit d6, Strength d8, Vigor d12
Skills: Athletics d6, Battle d6, Fighting d6, Intimidation d6, Notice d6, Shooting d8, Stealth d6
Pace: 6; Parry: 5; Toughness: 7
Hindrances: —
Edges: Ambidextrous, Level Headed, Quick, Two-Gun Kid
Special Abilities
● Ethereal: Pistol wraiths can become immaterial at will and can only be harmed by
magical attacks.
● Fear: Anyone seeing a pistol wraith must succeed on a Fear test.
● Fearless: Pistol wraiths are immune to Fear and Intimidation.
● Immunity: Fatigue and poison.
● Night Vision: Ignore all penalties for Illumination.
● Undead: +2 Toughness; +2 to recover from being Shaken; no additional damage from
Called Shots; ignores 1 point of Wound penalties; doesn’t breath; immune to disease
and poison.
● Wraithlock Pistol: Pistol wraiths are armed with two pistols (range 12/24/48, damage
2d6). A successful attack that causes at least a Shaken result requires the target to
make a Vigor roll or suffer a level of Fatigue in addition to the damage. Any creature
suffering from a Fear effect that is slain by this weapon must succeed on a Spirit roll or
rise as a Pistol Wraith in one day.
Raevhan Buffalo
Attributes: Agility d4, Smarts d6 (A), Spirit d6, Strength d12+2, Vigor d12+1
Skills: Fighting d8, Notice d6
Pace: 10; Parry: 6; Toughness: 14 (1)
Edges: Charge
Special Abilities
● Antlers: Str+d10, Heavy Weapon.
● Armor +1: Thick hide.
● Hooves: Str+d4. Raevhan buffalo may make a free attack against one target to their
side or rear.
● Size 5: Raevhan buffalo can take one additional Wound before being Incapacitated.
● Trample: Str+d6.
Razorbat Swarm
Attributes: Agility d12, Smarts d4 (A), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Notice d6
Pace: 1; Parry: 6; Toughness: 5
Edges: —
Special Abilities
● Bite: Razorbats deal 2d4 damage to each creature inside the template at the end of
their turn. This damage is to the least armored location on each creature.
● Blindsense: Razorbats ignore invisibility, illusion, and all Illumination penalties.
● Fearless: Razorbat swarms are immune to Fear and Intimidation.
● Flight: Pace 10.
● Immunities: Empathy, paralysis, poison, and Stunned. Cannot be grappled or knocked
prone.
● Innate Powers: Stun (Sonic Shriek, Vigor, Medium Blast Template, once per
encounter).
● Keen Hearing: Razorbats gain +2 to Notice rolls related to hearing.
● Size 0: Large Blast Template.
● Split: When the razorbat swarm takes a Wound, it will split into two Medium Blast
Template swarms. Medium Blast Template swarms that take a Wound are
Incapacitated.
● Swarm: +2 to recover from being Shaken, Parry +2. Swarms are composed of many
small creatures, so cutting and piercing weapons do no real damage. Area effect
attacks work normally, and a character can stomp to inflict his damage in Strength each
round.
Riven
Attributes: Agility d12+2, Smarts d10, Spirit d12+2, Strength d4, Vigor d10
Skills: Athletics d6, Fighting d8, Notice d6
Pace: 6; Parry: 6; Toughness: 9
Edges: —
Special Abilities
● Environmental Resistances (Acid, Cold, Fire, Electricity): +4 Armor and +4 to resist
damage and effects from these sources.
● Ethereal: Riven are immaterial at will and can only be harmed by magical attacks.
● Fearless: Riven are immune to Fear and Intimidation.
● Futile Fatality: If the character possessed by the riven is Incapacitated, place a Large
Blast Template over the character. All other living creatures in the Template take 2d4
damage (ignoring Armor).
● Immunity: Bound, empathy, Entangled, Fatique, necrotic energy, paralysis, and poison.
Riven cannot be grappled or knocked prone.
● Innate Powers: Curse (Spirit), darkness (Spirit), empathy (Spirit), lower Trait (Spirit),
smite (Spirit).
● Incorporeal Touch: Str+d6.
● Night Vision: Ignore all penalties for Illumination.
● Possession: The riven makes an opposed Spirit roll to possess an adjacent intelligent
humanoid. It cannot be targeted by attacks or abilities except banish which will
immediately end the possession if successful. The riven reappears adjacent to the host
from which it was ejected.
While possessed, the creature gains the riven’s Spirit and Smarts, and the following
special abilities: Fearless, Resilient, Undead. The riven does not gain any of the
creature’s memories or skills. If the creature is Incapacitated while possesed, the
possession immediately ends and the riven reappears adjacent to the corpse.
● Undead: +2 Toughness, +2 recover from Shaken, ignores additional damage from
Called Shots, ignores one point of Wound penalties. Immune to disease and poison.
Does not eat, breathe, or Bleed Out.
● Unwelcome: A riven cannot cross any border or threshold without permission. If it
attempts to do so while possessing a body it is immediately forced out.
Saqu
Attributes: Agility d6, Smarts d12 (A), Spirit d8, Strength d10, Vigor d8
Skills: Fighting d8, Notice d6, Stealth d6
Pace: 4; Parry: 6; Toughness: 5
Edges: Charge (Only while flying), Frenzy
Special Abilities
● Bite/Claws: Str+d6, Heavy Weapon, as a limited free action the Saqu can initiate a
grapple.
● Flight: Pace 16.
● Keen Sight: The character gains +2 to Notice rolls related to vision.
● Size 7 (Large): Saqu are up to 15 feet tall with a 30 foot wingspan when fully grown.
Saqu can take one additional Wound before being Incapacitated.
Satyr, Gnarlhorn
Attributes: Agility d8, Smarts d10 (A), Spirit d8, Strength d12, Vigor d10
Skills: Athletics d10, Fighting d8, Notice d6
Pace: 8; Parry: 6; Toughness: 14 (4)
Edges: Charge, Free Runner, Frenzy
Special Abilities
● Armor +4: Thick hide and dense muscles and bones.
● Claws/Horns: Str+d8, Heavy Weapon.
● Night Vision: Ignore all penalties for Illumination.
● Resilient: Satyrs can suffer one Wound before being Incapacitated.
● Size 3
● Stench: Living creatures who end their turn adjacent to a satyr must make a Vigor roll
or be Distracted until the end of their next turn.
Satyr, Rip Horn
Replace the Stench Special Ability with the Savagery Edge.
Satyr, Shadowhorn
Replace the Stench Special Ability with the Leaper Special Ability.
Scylla Flock
Attributes: Agility d8, Smarts d8 (A), Spirit d8, Strength d6, Vigor d8
Skills: Fighting d4, Notice d8, Stealth d8
Pace: 2; Parry: 6; Toughness: 8
Edges: Nerves of Steel, Sneak Attack
Special Abilities
● Bite: Scylla deal 2d4 damage to each creature inside the template at the end of their
turn. This damage is to the least armored location on each creature.
● Dead Memory: If the flock consumes the corpse or an intelligent creature it gains the
ability to speak in the creature’s voice and the creature's Smarts, Skills, Powers, and
current Power Points for one week. The flock does not regain any Power Points spent.
● Fearless: Scylla flocks are immune to Fear and Intimidation.
● Flight: Pace 8.
● Immunities: Disease, empathy, paralysis, poison, and Stunned. Cannot be grappled,
knocked prone, or Bleed Out. Does not eat or sleep.
● Size 0: Large Blast Template.
● Night Vision: Ignore all penalties for Illumination.
● Poison (Mild)
● Split: When the Scylla flock takes a Wound, it will split into two Medium Blast Template
swarms. Medium Blast Template swarms that take a Wound are Incapacitated.
● Swarm: +2 to recover from being Shaken, Parry +2. Swarms are composed of many
small creatures, so cutting and piercing weapons do no real damage. Area effect
attacks work normally, and a character can stomp to inflict his damage in Strength each
round.
● Unnatural Creature: +2 Toughness
Sepulchral Lurker
Attributes: Agility d8, Smarts d12 (A) , Spirit d6, Strength d12+1, Vigor d12+1
Skills: Fighting d10, Notice d8, Stealth d8
Pace: 6; Parry: 7; Toughness: 16 (4)
Edges: Assassin, Frenzy
Special Abilities
● Armor +4: Supernaturally toughened hide and bones.
● Bite/Claw: Str+d8, can initiate a grapple as a Limited Free Action.
● Burrow: Pace 2.
● Camouflage (Desert): See the Savage Worlds Fantasy Companion.
● Create Spawn: Living humanoids slain by a lurker rise in 1d4 turns as zombies under
the lurker’s control.
● Fear: Sepulchral lurkers are horrific mockeries of the people they used to be.
● Immunity: Poison.
● Innate Powers: Burst (Pestilent Breath, Vigor, Greater Burst Modifier).
● Night Vision: Ignore all penalties for Illumination.
● Size 2
● Undead: +2 Toughness, +2 recover from Shaken, ignores additional damage from
Called Shots, ignores one point of Wound penalties. Immune to disease and poison.
Does not eat, breathe, or Bleed Out.
Slicer-Dicer
Attributes: Agility d8, Smarts d8 (A), Spirit d8, Strength d8, Vigor d6
Skills: Athletics d4, Fighting d8, Notice d6, Stealth d4
Pace: 10 (d10); Parry: 6; Toughness: 11 (4)
Edges: Dodge, Fleet-Footed
Gear: Bone Saw (Str+d4, Once per round, roll two Fighting dice for one attack with this
weapon.)
Special Abilities
● Ain’t It Heavy: Slicer-Dicer’s attacks count as heavy weapons and are magical.
● Armor +4: Heavy Armor.
● Bonded: Does not receive bennies; does not roll a Wild Die on Trait rolls unless
controlled by a warcaster.
● Built for War: -4 to Called Shots to ignore the Slicer-Dicer’s Heavy Armor.
● Construct: +2 to recover from being Shaken; ignores 1 point of Wound penalties; does
not breathe or suffer disease or poison.
● Cortex: Aurum-grade (Cryxian equivalent).
● Fearless: Steamjacks are immune to Fear and Intimidation.
● Size 2: Slicer-Dicer is 6’ tall and weighs 5,200 lbs.
● Steam Power: Requires fuel to operate; 18 hours of general use; 3 hour of combat.
● Vulnerability (Water): If submerged or water is poured in the boiler the steamjack is
immediately Incapacitated.
Skigg
Attributes: Agility d6, Smarts d6 (A) , Spirit d4, Strength d4-3, Vigor d8
Skills: Fighting d4, Notice d6, Stealth d6
Pace: 8; Parry: 4; Toughness: 3
Edges: —
Special Abilities
● Bite: Str+d4.
● Deadly Diet: A skigg can eat one pound of blasting powder as an action. Skiggs are full
once they have eaten two pounds of blaster powder, but can consume up to 10 pounds
in a day.
● Night Vision: Ignore all penalties for Illumination.
● Powder Keg: When Shaken or Wounded, a skigg full from eating blasting powder must
make a Vigor roll or explode, dealing 2d6 damage in a Medium Blast Template centered
on the skigg.
● Size -3 (Very Small)
⚙ Sovox the Resurrector
Attributes: Agility d4, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Athletics d4, Common Knowledge d6, Fighting d6, Notice d6, Persuasion d6, Repair d8,
Stealth d4
Pace: 6; Parry: 5; Toughness: 8
Edges: ‘Jack Marshal
Gear: Vice Claw (Damage Str + d6, Reach 1, can initiate and maintain a grapple using Fighting
instead of Athletics)
Special Abilities
● Echo: Damage Str+d8, Reach 1, Parry +2, 10 Power Points - can cast any spell cast in
the wielder’s Command Range in the previous round by spending points from its own
pool, but using the original caster’s skill die.
● Experienced ‘Jack Marshal: While a steamjack is in their Command Range, Sovox can
provide one of the following benefits:
○ Crush: The steamjack gains +1 to attack rules during its turn.
○ Hurry: The steamjack can run without suffering a -2 penalty to all other actions.
● Master Necrotech: Sovox can use repair in combat on any Construct or Undead
character at -2.
● Undead: +2 Toughness; +2 to recover from being Shaken; no additional damage from
Called Shots; ignores 1 point of Wound penalties; doesn’t breath; immune to disease
and poison.
Spine Ripper
Attributes: Agility d8, Smarts d10 (A) , Spirit d8, Strength d12+1, Vigor d12+1
Skills: Fighting d8, Notice d8, Stealth d6
Pace: 8; Parry: 4; Toughness: 13 (3)
Edges: Charge
Special Abilities
● Armor +3: Thick, spiny hide.
● Bite/Claws: Str+d6, Heavy Weapon. On a hit, a spine ripper can initiate a grapple as a
limited free action.
● Innate Powers: Minor damage field (Spine Hide, Greater Damage Field Modifier).
● Night Vision: Ignore all penalties for Illumination.
● Resilient: Spine rippers can take one Wound before becoming Incapacitated.
● Size 2
Tatzylwurm, Black
Attributes: Agility d8, Smarts d8 (A) , Spirit d8, Strength d10, Vigor d12
Skills: Athletics d8, Fighting d8, Notice d6, Stealth d8
Pace: 6; Parry: 6; Toughness: 10 (2)
Edges: —
Special Abilities
● Armor +2: Scaly hide.
● Bite: Str+d6.
● Breath Weapon: Range 6”, Damage 2d6 poison.
● Fearless: Black tatzylwurms are immune to Fear and Intimidation.
● Immunity: Poison.
● Innate Powers: Stun (Transfix, Spirit).
● Night Vision: Ignore all penalties for Illumination.
● Poison: Disabling (Smarts).
● Semi-aquatic: Pace 4.
Tatzylwurm, Painted
Attributes: Agility d8, Smarts d8 (A) , Spirit d8, Strength d12+1, Vigor d12
Skills: Athletics d10, Fighting d10, Notice d8, Stealth d8, Survival d8
Pace: 6; Parry: 7; Toughness: 13 (3)
Edges: —
Special Abilities
● Aquatic: Painted tatzylwurms can breath in both air and water and swim at Pace 8.
● Armor +3: Thick scaly hide.
● Bite: Str+d6.
● Breath Weapon: Damage 3d6, heat hazard, Stream Template.
● Fearless: Painted tatzylwurms are immune to Fear and Intimidation.
● Immunity: Poison and Stunned.
● Innate Powers: Minor stun (Kaleidoscopic Scales, all creatures within 2” of the painted
tatzylwurm at the end of its turn).
● Night Vision: Ignore all penalties for Illumination.
● Resilient: Painted tatzylwurms can take one Wound before becoming Incapacitated.
● Size 2
Tatzylwurm, Pale
Attributes: Agility d10, Smarts d8 (A) , Spirit d8, Strength d12+2, Vigor d12+1
Skills: Athletics d12, Fighting d10, Notice d8, Stealth d8, Survival d8
Pace: 8; Parry: 7; Toughness: 15 (4)
Edges: Frenzy
Special Abilities
●
● Armor +4: Thick scaly hide.
● Bite: Str+d8, Heavy Weapon.
● Breath Weapon: Damage 4d6 acid, Heavy Weapon, Stream Template.
● Burrow: Pace 2.
● Fear (-1): Frightful presence.
● Fearless: Pale tatzylwurms are immune to Fear and Intimidation.
● Immunity: Acid and poison.
● Night Vision: Ignore all penalties for Illumination.
● Semi-Aquatic: Pale tatzylwurms can swim at Pace 8.
● Size 3
● Very Resilient: Painted tatzylwurms can take two Wounds before becoming
Incapacitated.
Tatzylwurm, Viper
Attributes: Agility d10, Smarts d8 (A) , Spirit d8, Strength d6, Vigor d6
Skills: Athletics d6, Fighting d6, Notice d6, Stealth d8, Survival d6
Pace: 6; Parry: 5; Toughness: 4 (1)
Edges: —
Special Abilities
● Armor +1: Scaly hide.
● Bite: Str+d4 (poison).
● Fearless: Viper tatzylwurms are immune to Fear and Intimidation.
● Immunity: Poison.
● Night Vision: Ignore all penalties for Illumination.
● Poison: Paralyzing.
● Semi-Aquatic: Viper tatzylwurms can swim at Pace 4.
● Size -2 (Small)
● Venom Tracking: Viper tatzylwurms get +2 to Survival rolls to track a creature that has
been poisoned (even if their victim’s Vigor roll to resist the poison was a success) within
the last 24 hours.
Thornwood Mauler
Attributes: Agility d6, Smarts d4 (A) , Spirit d6, Strength d12+4, Vigor d12+3
Skills: Athletics d6, Fighting d8, Notice d10
Pace: 8; Parry: 6; Toughness: 16 (3)
Edges: Charge, Frenzy, Sweep
Special Abilities
● Armor +3: Thick, tough hide. Heavy Armor.
● Bite/Claws: Str+d8, Heavy Weapon.
● Keen Smell: Thornwood maulers gain +2 on Notice rolls related to smell.
● Size 4 (Large): Thornwood maulers can take one Wound before being Incapacitated.
Thralls
Thrall, Risen
Attributes: Agility d4, Smarts d6 (A) , Spirit d4, Strength d6, Vigor d10
Skills: Fighting d4, Notice d4
Pace: 4; Parry: 4; Toughness: 9
Edges: —
Special Abilities
● Claws: Str+d4.
● Night Vision: Ignore all penalties for Illumination.
● Pack Tactics: Risen apply the Gang-Up Bonus from fellow risen to both hit and damage
rolls.
● Undead: +2 Toughness, +2 recover from Shaken, ignores additional damage from
Called Shots, ignores one point of Wound penalties. Immune to disease and poison.
Does not eat, breathe, or Bleed Out.
Thrall, Warrior
Attributes: Agility d6, Smarts d8 (A) , Spirit d4, Strength d10, Vigor d10
Skills: Fighting d6, Notice d6
Pace: 6; Parry: 5; Toughness: 12 (3)
Edges: —
Gear: Greatsword (Str+d10, AP2), chain mail (+3 Armor)
Special Abilities
● Night Vision: Ignore all penalties for Illumination.
● Undead: +2 Toughness, +2 recover from Shaken, ignores additional damage from
Called Shots, ignores one point of Wound penalties. Immune to disease and poison.
Does not eat, breathe, or Bleed Out.
Thrullg
Attributes: Agility d6, Smarts d6 , Spirit d8, Strength d12, Vigor d10
Skills: Athletics d8, Fighting d6, Notice d6, Stealth d6
Pace: 8; Parry: 5; Toughness: 9 (2)
Edges: Arcane Resistance (Imp)
Special Abilities
● Aquatic: Thrullg can breath in both air and water and swim at Pace 6.
● Armor (+2): Rubbery hide.
● Camouflage (Water): See the Savage Worlds Fantasy Companion.
● Claws: Str + d6
● Innate Powers: Minor dispel (Blackout Pulse, Anti-Magic Field Power Modifier), minor
drain Power Points (Absorb Magic, grappled targets only and heals one of the thrullg’s
Wounds), minor locate (Magic Sense, all magic items within 100 feet).
● Night Vision: Ignore all penalties for Illumination.
● Resilient: Thrullg can take one Wound before becoming Incapacitated.
● Size 2
● Tentacle Bite: Str+d4, Reach 1, can initiate a grapple as a Limited Free Action.
⚙ Totem Hunter
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10, Vigor d10
Skills: Athletics d10, Fighting d12, Notice d8, Stealth d10, Survival d10
Pace: 7; Parry: 7 or 9 (shield); Toughness: 10 (3)
Edges: Arcane Resistance, Assassin, Frenzy (Imp), Sneak Attack.
Gear: Kelkax (Str+d8+2, Reach 1, barbed), scale armor (+3 Armor), medium shield (+2 Parry, -2
Cover).
Special Abilities
● Cry of the Hunter: Once per encounter, a totem hunter can Test with Intimidation.
Any character that can hear the totem hunter’s shrill, booming cry and fails the Test
must roll on the Fear table.
● Fearless: Totem hunters are immune to Fear and Intimidation.
● Innate Power: Fear (Spirit, shrill booming cry targeting a single creature).
● Leaping: Totem hunters can leap 8” vertically and 16” horizontally. When not restricted
from leaping, a totem hunter’s Wild Attacks cause +4 damage instead of +2.
● Low Light Vision: Ignore penalties for Dim and Dark Illumination.
● Semi-Aquatic: Totem hunters can swim at Pace 4.
Trolls
All Trolls have the following Special Abilities:
● Beast: A troll’s attacks count as Heavy Weapons and are magical.
● Fast Regeneration: Trolls may attempt a natural healing roll every round, even if
Incapacitated, unless their Wounds were caused by their Weakness or they’re put to
the torch afterward.
● Weakness (Necrotic Energy): A troll’s ability to regenerate is hindered by necrotite
and necrotic energy.
Troll, Common
Attributes: Agility d6, Smarts d10 (A), Spirit d6, Strength d12+1, Vigor d12+1
Skills: Athletics d8, Fighting d8, Notice d6, Survival d6
Pace: 6; Parry: 6; Toughness: 13 (3)
Edges: Frenzy, Improvisational Fighter
Gear: Jagged tree trunk (Str+d8, Reach 1, Two hands).
Special Abilities
● Armor +3: Tough hide.
● Hurl Boulder: Range 4/8/16, Damage 3d6, Knockback.
● Low Light Vision: Ignore penalties for Dim and Dark Illumination.
● Resilient: Common trolls can take one Wound before becoming Incapacitated.
● Size 2
Troll, Dire
Attributes: Agility d6, Smarts d8 (A) Spirit d6, Strength d12+3, Vigor d12+3
Skills: Athletics d8, Fighting d10, Notice d6, Survival d8
Pace: 6; Parry: 7; Toughness: 16 (4)
Edges: Frenzy (Imp), Savagery.
Special Abilities
● Armor +4: Tough, rocky hide. Heavy Armor.
● Low Light Vision: Ignore penalties for Dim and Dark Illumination.
● Bite/Claws: Str+d8.
● Size 3
● Snacking: After swallowing a creature whole, dire trolls gain +4 to their natural healing
roll until the swallowed creature is Incapacitated by digestion.
● Swallow Whole
● Unstoppable
● Very Resilient: Dire trolls can take two Wounds before becoming Incapacitated.
Troll, Night
Attributes: Agility d6, Smarts d12 (A), Spirit d6, Strength d12+2, Vigor d12+1
Skills: Athletics d8, Fighting d8, Notice d6, Survival d6, Stealth d6
Pace: 6; Parry: 6; Toughness: 13 (3)
Edges: Frenzy, Savagery
Special Abilities
● Armor +3: Tough, scaly hide.
● Claw: Str+d8, poison.
● BlindSense: Night trolls ignore invisibility, illusion, and all Illumination penalties.
● Immunity: Poison.
● Innate Powers: Minor puppet (requires line of sight and forces the target to move its
Pace toward the night troll).
● Luminous: Night trolls emit a Dim light in a Small Blast Template centered on the night
troll.
● Poison: Paralyzing.
● Resilient: Night trolls can take one Wound before becoming Incapacitated.
● Size 2
Troll, Pyre
Attributes: Agility d6, Smarts d12 (A), Spirit d6, Strength d12+2, Vigor d12+1
Skills: Athletics d8, Fighting d8, Notice d6, Survival d8
Pace: 6; Parry: 6; Toughness: 13 (3)
Edges: Frenzy
Special Abilities
● Armor +3: Tough, stoney hide.
● Claw: Str+d6.
● Breath Weapon: Pyre trolls can spit fire at targets in Range Vigor for 3d6 fire damage
in a Large Blast Template. This attack may be evaded.
● Damage Field: Characters adjacent to a pyre troll at the end of its turn take 2d6 fire
damage. This can ignite flammable materials.
● Immunity: Fire.
● Low Light Vision: Pyre trolls ignore penalties for Dim and Dark Illumination.
● Resilient: Pyre trolls can take one Wound before becoming Incapacitated.
● Size 2
Troll, Slag
Attributes: Agility d6, Smarts d10 (A), Spirit d6, Strength d12+3, Vigor d12+1
Skills: Athletics d8, Fighting d8, Notice d6, Survival d6
Pace: 6; Parry: 6; Toughness: 14 (4)
Edges: Frenzy (Imp), Savagery.
Special Abilities
● Armor +4: Subdermal, metallic ore. Heavy Armor.
● Claw: Str+d6.
● Breath Weapon: Slag trolls can spew acid at targets in a Cone Template, dealing 3d6
acid damage. This attack may be evaded..
● Corrosive: Slag trolls inflict +4 damage to constructs (including Steamjacks) and
structures. Damage inflicted by a slag troll can destroy armor if the damage roll
exceeds the object’s hardness.
● Immunity: Acid.
● Low Light Vision: Slag trolls ignore penalties for Dim and Dark Illumination.
● Resilient: Slag trolls can take one Wound before becoming Incapacitated.
● Size 2
Troll, Swamp
Attributes: Agility d8, Smarts d12 (A), Spirit d8, Strength d12+2, Vigor d12+1
Skills: Athletics d8, Fighting d8, Notice d6, Survival d8
Pace: 6; Parry: 6; Toughness: 12 (2)
Edges: Favored Terrain (Swamp)
Special Abilities
● Aquatic: Swamp trolls can breathe in both air and water.
● Armor +2: Rubbery hide.
● Don’t Bug Me: Swamp trolls are always surrounded by swarms of insects. Anyone that
ends their turn adjacent to a swamp troll is Distracted.
● Claw: Str+d6.
● Hardy: A second Shaken result does not cause a Wound.
● Low Light Vision: Slag trolls ignore penalties for Dim and Dark Illumination.
● Resilient: Swamp trolls can take one Wound before becoming Incapacitated.
● Tongue Lash: As limited free action, a swamp troll can strike one target (Str+d4, Reach
1).
● Size 2
Troll, Winter
Attributes: Agility d6, Smarts d10 (A), Spirit d8, Strength d12+2, Vigor d12+1
Skills: Athletics d8, Fighting d10, Notice d8, Survival d8
Pace: 6; Parry: 7; Toughness: 13 (3)
Edges: Frenzy
Special Abilities
● Armor +3: Natural armor.
● Breath Weapon: Damage 3d6 cold, Hinder, Cone Template, may be evaded.
● Claw: Str+d8.
● Immunity: Cold.
● Low Light Vision: Slag trolls ignore penalties for Dim and Dark Illumination.
● Resilient: Winter trolls can take one Wound before becoming Incapacitated.
● Rime: Any character adjacent to a winter troll at the end of its turn must make a Vigor
roll against a cold hazard or suffer the effects of Hinder (reduce base Pace by 2).
● Size 2
Vektiss
Attributes: Agility d12, Smarts d8 (A), Spirit d8, Strength d10, Vigor d6
Skills: Athletics d8, Fighting d8, Notice d6, Stealth d10, Survival d8
Pace: 8; Parry: 6; Toughness: 6 (1)
Edges: —
Special Abilities
● Armor +1: Insectoid carapace.
● Bite: Str+d6
● Egg Detection: Vektiss are +2 on Survival rolls to track a vektiss larva or any character
or creature implanted with a vektiss egg.
● Poison: Mild.
● Shadow Stealth
● Spawn Progeny: Characters Incapacitated by a vektiss are implanted with one egg.
After two days, the character suffers a level of Fatigue. On the third day, the character
must make a Vigor roll at -2. Success and the character is Exhausted. Failure means the
character is paralyzed and egg hatches. The host character takes 2d6 damage per
round as the hatched vektiss begins to feed. The egg or a hatched larva can be
removed with a successful Healing roll made at -2.
● Sunlight Sensitivity: Vektiss suffer -2 to attack and skill rolls when in direct sunlight.
● Wall Walker
Warpwolf, Feral
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+1, Vigor d10
Skills: Athletics d8, Fighting d10, Notice d8, Stealth d10, Survival d8
Pace: 8 (d8); Parry: 7; Toughness: 13 (3)
Edges: Berserk, Fleet-Footed, Frenzy (Improved), Savagery
Special Abilities
● Armor +3: Armor plating protects the warpwolf from harm.
● Bite/Claws: Str+d8.
● Infravision: Halve Illumination penalties when attacking warm targets.
● Size: 3
● Warp Strength: Over the three nights around each new moon, the Warpwolf gets a
free re-roll on any opposed Strength test.
Widow Bear
Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+1, Vigor d10
Skills: Athletics d8, Fighting d8, Notice d6, Survival d8
Pace: 8; Parry: 6; Toughness: 13 (3)
Edges: Brute, Charge, Frenzy, Savagery
Special Abilities
● Armor +3: Thick hide and fur.
● Blood Berserker: Widow bears go berserk (per Berserk Edge) when a Wounded
character is within a Large Blast Template centered on the widow bear.
● Bite/Claw: Str+d8, Heavy Weapon.
● Keen Senses: Widow bears are +2 on Notice rolls involving sight or smell.
● Low Light Vision: Ignore penalties for Dim and Dark Lighting.
● Resilient: Widow bears can take one Wound before becoming Incapacitated.
● Size 3
Wolds
All wolds have the following special abilities:
● Ain’t it Heavy: Wolds are constructs of magically enhanced stone and wood. All
attacks from a wold are considered to be both from a Heavy Weapon and Magical. All
wolds have Heavy Armor.
● Construct: +2 to recover from being Shaken; ignores 1 point of Wound penalties; does
not breathe or suffer from disease or poison.
● Fearless: Wolds are immune to Fear and Intimidation effects.
● Immunity: Fatigue, paralysis, and psychic.
● Mindless: Immune to puppet, Intimidation, Taunt, and any attempt to manipulate it by
Testing its Smarts.
Wold Guardian
Attributes: Agility d4, Smarts d6 (A), Spirit d10, Strength d12+2, Vigor d12+1
Skills: Athletics d10, Fighting d10, Notice d8
Pace: 4; Parry: 7; Toughness: 21 (6)
Edges: Frenzy, Stunning Blow
Special Abilities
● Armor +6: Solid rock.
● Natural Weapon: Str+d6.
● Immunity: Cannot be knocked prone or pushed (i.e. Push maneuver).
● Low Light Vision: Wold guardians ignore penalties for Dim and Dark Illumination.
● Size 7 (Large): Wold guardians have one additional Wound.
● Very Resilient
Woldwarden
Attributes: Agility d6, Smarts d6 (A), Spirit d10, Strength d12+1, Vigor d12+1
Skills: Athletics d10, Fighting d8, Notice d8
Pace: 6; Parry: 6; Toughness: 18 (6)
Edges: Frenzy
Special Abilities
● Armor +6: Solid rock.
● Rune Fist: Str+d6 (knockback).
● Geomancy: When an allied character with Arcane Background (Druid) is within Spirit,
the Woldwarden can activate any Power the character possesses with Spirit serving as
its Arcane Skill.
● Immunity: Entangle (plant-based Trappings).
● Low Light Vision: Woldwardens ignore penalties for Dim and Dark Illumination.
● One with Nature: Woldwardens ignore movement penalties from Difficult Ground.
● Resilient
● Size 4 (Large): Woldwardens have one additional Wound.
Woldwatcher
Attributes: Agility d8, Smarts d6 (A), Spirit d10, Strength d12, Vigor d12+1
Skills: Athletics d10, Fighting d8, Notice d8, Survival d8
Pace: 6; Parry: 6; Toughness: 16 (6)
Edges: Frenzy
Special Abilities
● Armor +6: Solid rock.
● Rune Fist: Str+d6.
● Blindsense: Woldwatchers ignore invisibility, illusion, and all Illumination penalties.
● False Appearance: When motionless the woldwatcher is indistinguishable from a pile
of rocks.
● Innate Powers: Bolt (Spirit), elemental manipulation (Spirit; earth only), entangle
(Spirit).
● Size 2
● Stone Form: When a woldwatcher takes the Defend action, it confers Medium Cover to
all adjacent creatures.
Wold Wight
Attributes: Agility d8, Smarts d6 (A), Spirit d10, Strength d8, Vigor d12
Skills: Athletics d6, Fighting d8, Notice d6, Survival d6
Pace: 6; Parry: 6; Toughness: 12 (2)
Edges: Frenzy
Special Abilities
● Armor +2: Amalgamation of bark, stone, and bones.
● Light it Up: As a limited action, a wold wight may immolate itself using its lanterns. The
wold wight is Berserk (per the Berserk Edge) and inflicts 2d4 fire damage to itself
immediately and each round at the start of its turn. Any characters adjacent to the
wold wight at the end of its turn take 2d4 fire damage and are Distracted.
● Environmental Resistance (Fire): +4 Armor against attacks that deal the listed
damage type(s) and +4 to resist the effects.
● Innate Powers: Bolt (Spirit), elemental manipulation (Spirit; earth only), entangle
(Spirit).
● Lantern Strike: Str+d4 (fire).
● Low Light Vision: Wold wights ignore penalties for Dim and Dark Illumination.
● Size 2
Woldwyrd
Attributes: Agility d12, Smarts d6 (A), Spirit d8, Strength d4, Vigor d12+1
Skills: Notice d8, Survival d6
Pace: —; Parry: 2; Toughness: 12 (2)
Edges: Arcane Resistance
Special Abilities
● Armor +2: Natural armor.
● Flight: Pace 8
● Innate Powers: Bolt (Spirit, Damage 3d6, Heavy Weapon), detect arcana (Spirit), dispel
(Spirit; always counts as the same power type as the target power).
● Low Light Vision: Woldwyrds ignore penalties for Dim and Dark Illumination.
● Size 2
● Spell Suppression: When a hostile character activates a Power within 6” of the
woldwyrd the Power Point cost to activate it is doubled.
● Witch Hunter: When a hostile character makes a power activation roll, a woldwyrd
may spend a Benny to target the caster with a bolt. If the attack results in the target
being Shaken or Wounded, the power is not activated but the Power Points are still
expended.