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Creatures of Albion

This document describes various creatures found in Albion, including beetles, wasps, hobbes, stalker imps, a beetle queen, screamers, scorpions, bandits/guards, a bandit chief, an ogre, a treant, nymphs, an earth troll, undead, saberfangs, a dire bear, a banshee, black guards, a scorpion king, balverine whelps, mature balverines, and a white balverine. It provides statistics for encounters with these creatures such as hit points, initiative, abilities, and damage dealt.

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0% found this document useful (0 votes)
119 views19 pages

Creatures of Albion

This document describes various creatures found in Albion, including beetles, wasps, hobbes, stalker imps, a beetle queen, screamers, scorpions, bandits/guards, a bandit chief, an ogre, a treant, nymphs, an earth troll, undead, saberfangs, a dire bear, a banshee, black guards, a scorpion king, balverine whelps, mature balverines, and a white balverine. It provides statistics for encounters with these creatures such as hit points, initiative, abilities, and damage dealt.

Uploaded by

baconwellington
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Beetle

Beetles are more of a nuisance than anything else, they frequent areas that are warm and
humid with an ample supply of water.

Encounter a swarm of D20 Beetles


Each Beetle has 2 HP
Initiative 1
Physique:
1-5 Beetles = 1
6-10 Beetles = 2
11-15 Beetles = 3
16-20 Beetles = 4
Succeed on 4+
Deal D2 damage
Weakness to fire

Wasp
Wasps are a little more dangerous than Beetles; they have a larger stinger that injects a
potentially deadly toxin. Heroes never have much trouble with Wasps; however, the traders
of Albion have been known to be killed by large swarms of the blighters.

Encounter a swarm of D10 Wasps


Each wasp has 4 HP
Initiative 2
Physique:
1-3 Wasps = 1
4-6 Wasps = 2
7-10 Wasps = 3
Succeed on 4+
Deal D3 damage
Weakness to fire

1
Hobbe
Hobbes are ancient beasts that feed off of the natural Mana in the world (whether they know
it or not). Rumours have been around for centuries that children who go missing in Hobbe
caves are transformed into the violent critters.

Encounter group of 5+D6


Each Hobbe has 7HP
Initiative 1
Physique 2
Succeed on 4+
Deal D2 damage

Each Hobbe rolls to upgrade on a D6

On a 5 the Hobbe is a Bigger Hobbe


+7HP +2 Initiative +1 Physique Deal D3 damage

On a 6 the Hobbe is a Mage Hobbe


+3HP +2 Initiative Resolve 3 Deal D3 damage

Stalker Imp
These invisible tricksters find a gang at an early age and will set out to annoy as many
people as possible. They revel at the sight of people angered as a result of their actions and
can be heard cackling uncontrollably.

Encounter group of 10+D6


HP = 30
Initiative 4
Physique 4
Resolve 4
Succeed on 4+
Deal D3 damage

2
Beetle Queen
The hive mind behind swarms of Beetles and the only ones capable of reproduction, Beetle
Queens are rarely seen outside of the nest but should be approached with extreme caution.
A Beetle Queen is usually 150x the size of a normal Beetle and has 150x the appetite!

HP = 30
Initiative 5
Physique 5
Succeed on 4+
Deal D3 damage

Screamer
Screamers are the souls of men and women who have not made it to the afterlife and have
been driven insane by their constant state of purgatory. Often found near graveyards feeding
on the life force of mourners, these spectral beings can be dangerous in large groups.

Encounter group of D6
Each Screamer has 14 HP
Initiative 7
Resolve 5
Succeed on 4+
Drain D3 health
Resistance to ice

3
Scorpion
Originating in the deserts of Aurora and accidentally introduced to Albion by an adventurer
looking for a new creature to take to Witchwood Arena, Scorpions have a deadly sting and
have been known to feast on human flesh when birds or other small animals are not found.
Nymphs took a liking to these creatures and learned to summon them through tremendous
effort.

Encounter group of D6
Each Scorpion has 5 HP
Initiative 3
Physique 2
Succeed on 4+
Deal 1 damage

Bandit/Guard
Bandits are the outlaws of society and live for the plunder of traders and Heroes alike. They
were once led by the Hero Twinblade but he has not been seen since his defeat at the
hands of the Hero of Oakvale. Guards on the other hand are the force for justice and
lawfulness in the world; they are highly trained and will stop at nothing to bring criminals to
justice.

Encounter group of 2D6


Each Bandit/Guard has 10 HP
Initiative 4
Physique 2
Succeed on 4+
Deal D3 damage

Each Bandit/Guard rolls to upgrade on a D6

On a 6 Bandit/Guard is a Veteran
+7HP +1 Initiative +2 Physique

4
Bandit Chief
A Bandit Chief is a Bandit that has lived long enough to gather a following of men and has
more control over what Bandits do as a collective. They can be easily identified by the
standards they carry on their backs.

HP = 25
Initiative 6
Physique 6
Succeed on 4+
Deal D6 damage

Ogre
Semi intelligent and capable of simple speech, Ogres tend to live in swampy areas and are
quite social with their own kind. They are very fond of eating travellers who have lost their
way.

HP = 75
Initiative 4
Physique 5
Succeed on 4+
Deal D6 damage

5
Treant
These ancient creatures have existed for almost as long as the Trolls and Krakens. They
inhabit areas with strong concentrations of Will Energy and like to hide themselves in the
forests of Albion and the Edge Lands. They are ambush hunters that use their natural
camouflage to great advantage.

HP = 150
Initiative 3
Physique 6-12
Succeed on 4+
Deal D6 damage

25% chance to ensnare targets on roll of 6


Weakness to fire

Nymph
Nymphs are said to be fairies that lost their innocence at an early age. As the name
suggests, they became rather obsessed with sex and will do whatever they can do get it.
Many men have been lured to their doom by Nymphs, most of them willingly.

HP = 30
Initiative 5
Resolve 4
Succeed on 3+
Deal D3 damage

Each Nymph rolls for its type on a D3

1 – Hobbes Spawning Nymph, summons D3 Hobbes every 3 turns


2 – Scorpion Spawning Nymph, summons D6 Scorpions every 3 turns
3 – Fire Nymph, uses pyromancy

6
Earth Troll
Earth Trolls are beings created when a concentration of dark Mana pools in one spot. The
Earth around it clumps together to form the large dopey creatures. They have the ability to
seamlessly sink into the ground and reform themselves wherever there is a plentiful supply
of Earth.

HP = 500
Initiative 4
Physique 4
Accuracy 4
Succeed on 4+
Deal D3 damage
Always takes D6 damage from successful hits
Immune to lightning

Undead
The Undead are the reanimated corpses of soldiers who have fallen in battle but have not
gained the honour they feel they needed to join their comrades in the afterlife. Shuffling
around the mortal world seeking a glorious death, most Heroes are more than willing to give
it to them.

Encounter groups of 2D6


Each Undead has 20 HP
Initiative 2
Physique 3
Succeed on 4+
Deal D3 damage
Resistance to ice

7
Saberfang
These big cats prowl the jungles, mountains and tundras of the world. They are stealth
hunters and use their natural camouflage to their advantage. They will usually avoid
humans, but if pushed by hunger they will hunt humans with fearsome efficiency.

Encounter group of D6
HP = 80
Initiative 7
Physique 5
Succeed on 3+
Deal D3 damage

Dire Bear
Huge and lumbering, the Dire Bear wonders the forests and mountains looking for food and
shelter. It will avoid conflict if possible, however if it is backed into a corner or its young are
threatened it is a powerful adversary.

HP = 150
Initiative 5
Physique 6
Succeed on 4+
Deal 2D6 damage

8
Banshee
Said to be the souls of women who died in violent circumstances, the Banshee is one of the
most ominous and widely feared creatures in the world. They frequent forests at night and
take great joy in shrieking through the night, striking fear into the heart of anyone who hears
them.

HP = 70
Initiative 5
Resolve 6
Succeed on 4+
Drain D6 health
Successes of 6 have a chance to deafen Heroes
Resistance to ice

Black Guard
The most elite and well trained off all the Guards, the Black Guard are the equivalent of the
Albion Special Forces and Interpol. They are the next best thing to a Hero when a town or
city is in need. To become a Black Guard, a Guard must have at least 10 years of
experience and a spotless record.

Encounter groups of 3D6


Each Black Guard has 50 HP
Initiative 5
Physique 6
Succeed on 3+
Deal D3 damage
On a critical success, they incapacitate and arrest their target

9
Scorpion King
A gargantuan Scorpion that has lived for over a century, Scorpion Kings wield a giant stinger
that would kill an ordinary man in less than 10 minutes. This is a great test for Heroes and
has proven to be an arena favourite!

HP = 1200
Initiative 4
Physique 7
Succeed on 3+
Deal D6 damage
Summons D6 Scorpions every 3 turns

Balverine Whelp
A Balverine Whelp is a Balverine that has only lived through their curse for around a year.
They are still unfamiliar with their new forms and are usually eager to prove themselves to
the rest of the pack. They are the weakest of the Balverines, but underestimating their
strength can be a fatal mistake.

Encounter pack of 2D6


Each Balverine Whelp has 30 HP
Initiative 7
Physique 7
Succeed on 3+
Deal D6 damage
A pack is led by a Mature Balverine for every 10 Whelps

10
Mature Balverine
Mature Balverines are well aware of their abilities and have lived through decades of the
curse; they are far more dangerous than Balverine Whelps and will even have their own
packs of Whelps under them. Mature Balverines enjoy the thrill of the hunt and are driven by
an uncontrollable bloodlust.

Encounter pack of 2D6


Each Mature Balverine has 60 HP
Initiative 8
Physique 8
Succeed on 3+
Deal D6 damage
A pack of 12 Mature Balverines always contains a White Balverine

White Balverine
The rarest and most dangerous of the Balverines is the White Balverine. Only those bitten by
a White Balverine can become one and if the human survives the initial attack, they will be
revered by other Balverines. Seen as the alphas among all Balverines, they command all
others to do their bidding but are viciously powerful themselves.

HP = 100
Initiative 9
Physique 9
Succeed on 3+
Deal 2D6 damage
Summons D3 Balverine Whelps every 2 turns

11
Vampire
One of the most dangerous and frightening creatures in the known world, Vampires are long
lived, charismatic and harbour a burning hatred for Balverines. If a Vampire has fed recently,
they can hide their true form making them much harder to detect. If a victim of a Vampire
attack survives, they themselves are at risk of turning.

HP = 250
Initiative 8
Physique 6
Resolve 6
Succeed on 4+
Drain 2D6 health
On a crit, target is knocked out and contracts Vampirism
Resistance to ice
Weakness to fire

Alpha Vampire
Alpha Vampires are those that have lived long enough to enhance their powers to frightening
levels. They are fast as lightning, strong as trolls and devilishly intelligent. They are also
extremely charismatic and can command dominance over lesser creatures. An Alpha
Vampire typically has multiple brides with which he can create a hive, there will always be a
favourite among his companions though, which the brave (or foolish) Hero could use to their
advantage. Alpha Vampires are also capable of polymorphing into any form they choose, no
one knows for certain what they actually look like.

HP = 500
Initiative 10
Physique 8
Resolve 8
Succeed on 3+
Drain 4D6 Health
Immune to Silence
Resistance to Ice
On crit target is knocked out and contracts Vampirism

Can only be truly killed by beheading.

12
Rock Troll
Rock Trolls are formed in much the same way that Earth Trolls are, however their skin has
turned to stone and they have a much hardier resilience to damage. Rock Trolls frequent
Witchwood, lured in by the power of the Witchwood Stones.

HP = 700
Initiative 4
Physique 6
Accuracy 6
Succeed on 4+
Deal D6 damage
Resists D6 damage every time they are hit
Immune to lightning
Resistance to fire

Great Fin
The Great Fins are huge predatory fish that inhabit the oceans of the world. Great Fins often
swim in small schools however they are also very capable solitary hunters in both open
water and narrow estuaries.

Encounter group of D6
Each Great Fin has 80 HP
Initiative 7
Physique 5
Succeed on 3+
Deal D6 damage
Weakness to lightning
Resistance to fire

13
Kraken
The mighty Krakens have existed since the ages of the Gods and would have been driven to
near extinction along with Dragons and Trolls if they didn’t live in the vast oceans. A Kraken
is a large dragon like creature with 10-100 tentacles depending on its age. They are a
danger to sailors, however will rarely show themselves as they spend most of their time at
the bottom of the ocean.

Encounter group of D6 Krakens


HP = 400
Initiative 5
Physique 12
Succeed on 2+
Deal D6 damage to Hero/Ship per success
Weakness to lightning
Resistance to fire

Ice Troll
Ice Trolls are the youngest of the Troll archetypes, created towards the end of the War of the
Gods, they were a secret weapon, hidden in the Northern Wastes. However, the Gods plans
soon fell short when the Ice Trolls travelled to Aurora and promptly melted!

HP = 800
Initiative 4
Physique 6
Accuracy 6
Succeed on 3+
Deal D6 damage
Resists D6 damage every time they are hit
Weakness to fire
Immune to ice

14
Basilisk
The Basilisk is a mighty serpent; they can grow to over 50ft in length and have been known
to dwell in wetlands. A Basilisk has many weapons in its arsenal including a vicious venom
that solidifies its’ preys blood. It has also been rumoured that staring a Basilisk in the eye will
turn you to stone.

HP = 1000
Initiative 6
Physique 7
Resolve 7
Succeed on 3+
Deal 3D6 damage
Biting attacks have a 50% chance to envenom

Minotaur
Minotaur’s are ancient beasts, a cross between man and bull, their strength is almost
unrivalled. They have excellent special awareness, a useful skill as they are usually found
within labyrinths.

HP = 1100
Initiative 5
Physique 6
Succeed on 4+
Deal 2D6 damage

15
Minion
Jack of Blades created the Minions as a force that he would use to take over Albion, with the
evil Jack banished from the world; the Minions were left behind wandering the world with
only hatred in their twisted hearts.

Encounter group of D6
Each Minion has 100 HP
Initiative 7
Physique 5
Succeed on 3+
Deal D6 damage

Each Minion rolls to upgrade on a D6

On a 6 the Minion is a Minion Summoner


Resolve 5 -10HP +1 Initiative

Summoner
Summoners are powerful beings created by the dark wizard Hallik. After being cast out of
the Old Kingdom for his dangerous Will Power, he created the Summoners by reanimating
the dead bodies of fallen warriors.

Encounter group of D3 Summoners


Each Summoner has 450 HP
Initiative 3
Resolve 9
Succeed on 3+
Deal 2D6 damage

Each Summoner rolls to upgrade on a D6

On a 6 the Summoner is a Melee Summoner


Replaces Resolve with Physique 9

16
Ghouls
Similar to the Undead, Ghouls are usually found after great battles scavenging the corpses
of the deceased. They love nothing more than eating rotting flesh, though they won’t turn
their noses up at fresh meat. Ghouls can also be found in graveyards if recently buried
bodies are not put into deep enough graves.

Encounter group of D6 Ghouls


HP = 80
Initiative 5
Physique 4
Succeed on 4+
Deal D6 Damage
Weakness to fire
Resistance to ice

Each Ghoul rolls to upgrade to an Alghoul on a D6


On a 6 add 20HP, 1 Initiative and 1 Physique
Succeed on 3+
Deal D6+D3 Damage

Leshen
Worshipped by some, feared by many more, the Leshen is said to be a forest deity older
than the trees themselves. It comes in many forms but one common trait is it’s tree like body
adorned with an animal skull for a head. The Leshen itself is a being of pure Will energy, the
physical body simply offers it a sturdy defence as well as incredible offensive capabilities.
The older the Leshen is, the stronger it becomes.

HP = 70-300
Initiative 7
Physique 4-7
Resolve 5-8
Succeed on 2-4+
Weakness to fire

Ensare target on crit

17
Wolf
The common wolf should not be underestimated. They hunt in packs and can bring down
prey much larger than themselves. Some Heroes have taken to taming wolves to use as
battle companions, though they rarely return home with all limbs intact!

Encounter pack of D10 Wolves


HP = 30
Initiative 3
Physique 3
Succeed on 4+
Deal D3 Damage

Crocodilicous
Half man, half crocodile. These creatures are bipedal but can move extremely quickly on all
fours. They sport rows of razor sharp teeth and wickedly strong claws. Their skin is as tough
as steel and their tails can be utilised with devastating efficiency. They are native to Aurora
but can be found in rivers and lakes if the weather is warm enough.

HP = 400
Physique 6
Succeed on 3+
Deal 2D6 Damage
Can use Scale Armour saves
Resistance to fire

18
Dragon
Dragons were once mighty creatures that, according to the Snowspire Oracle, dominated the
skies of Albion in the age before the rise of man. Many once lived in Albion, but with the rise
of the Old Kingdom, huntsmen killed them for sport. The final Dragons to be seen in
mainland Albion were the mounts of the legendary Dragonknights, led by the great Hero
known as Holdr. The surviving Dragons fled to the mountains and the Northern Wastes, and
over time they grew less powerful, and their fiery breath less dangerous. Without man, they
had no natural enemies.
HP = 10,000
Initiative 10
Physique 10
Accuracy 10
Resolve 10
Succeed on 2+ re-rolls fails
Deals 5D6 damage
Recovers D6 HP every 3 turns
Rolls to feel no pain on every hit it receives and succeeds on a 6, this changes to 5+ at 50%
HP and 4+ at 2000 HP

Dragon Combat

Fighting a Dragon is no easy task and no Hero, even an Archon, would be strong enough to
defeat one alone. There are many things a group of Heroes must take into consideration
when trying to slay a Dragon.

Firstly, a Dragon is no ordinary Creature. They are extremely long lived and fiercely
intelligent. It is near impossible to trick a Dragon and harder still to run from one. Dragons
are so rare that they will defend their territory violently and will stop at nothing to kill any who
intrude on their lairs.

It is impossible to kill a Dragon mano a mano, they are far too strong to take on in single
combat so must be fought strategically. Texts from the Old Kingdom speak of small armies
that would slay Dragons using mighty ballistae, capture them with huge nets made from
enchanted ropes and baiting them into traps. A group of Heroes must use all of their cunning
to take down the mightiest foe and plan well in advance of the confrontation. There are tales
of the old Dragon Knights who tamed the last of the known Dragons and rode them into
battle.

19

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