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Sword World 2.5 - Monstrous Lore

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0% found this document useful (0 votes)
273 views244 pages

Sword World 2.5 - Monstrous Lore

Uploaded by

Dustin McCarthy
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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h

1
2
3
4
5
6
Introduction ..................................................................................... 8 How to Read Monster Data ......................................................66
Part 1 Characters ..................................................... 9 Unique Skills of Monsters.........................................................68

Druid (Wizard-Type Major Class) ............................................... 10 Barbarous .......................................................................................72

Warlock (Wizard-Type Major Class) ........................................... 12 Animals ........................................................................................106

New Backgrounds ......................................................................... 14 Plants ............................................................................................125

Druid Class and Nature Magic ..................................................... 16 Undead.........................................................................................133

Nature Magic ............................................................................. 16 Common Abilities of Undead ................................................133

Symbolic Lore ........................................................................... 17 Constructs ....................................................................................148

Nature Magic Data .................................................................... 20 Common Abilities of Constructs ............................................148

Warlock Class and Summoning Arts ........................................... 28 Magitech .......................................................................................158

Gate Imp ................................................................................... 28 Common Abilities of Magitech...............................................158

Summoning Arts ....................................................................... 30 Mythical Beasts ............................................................................174

Abyss Gates and Daemon Summoning ................................... 31 Fairies ...........................................................................................186

Annotation of the Warlock Class ............................................ 35 Common Abilities of Fairies ...................................................186

Summoning Arts Data .............................................................. 40 Daemons ......................................................................................200

Daemon Action Charts ................................................................. 46 Humanoids ..................................................................................217

Gate Imp Individuality .............................................................. 53 Modifying Humanoid Monsters .............................................222

Additional Items ............................................................................ 54 Golem Data..................................................................................224

Additional Class-Specific Items ................................................ 54 Golem Enhancing Items .........................................................224

Addition of Staves ..................................................................... 54 Golem Data .............................................................................226

Part 2 Monsters ..................................................... 55 Familiar Data ...............................................................................235


Familiars from [Familiar] ........................................................235
Natural History of Monsters (Alframe Continent)....................... 56
High-level Familiars from [Familiar II] ..................................237
The Birth History of Creatures ................................................ 56
Designer's Notebook ...................................................................243
Classification of Monsters ......................................................... 58
Monster Data ................................................................................. 66

7
Welcome!
You Are Going to Need Rulebooks
The adventure trail has evolved even further. This book introduces additional rules and data to
This book is designed to make your Sword World 2.5 “Sword World 2.5”. This book cannot be played
adventure more enjoyable, immersive, and exciting. standalone, and the Core Rulebooks of “Sword World 2.5”
It includes a world description, additional rules, and are required to make full use of it.
game data. By utilizing these resources, your adventure on In principle, new data, items, and rules assume you have
the continent of Alframe will be even more brilliant. all three “Sword World 2.5 Core Rulebooks I-III”. If you
want to use this book fully, you need all of “Core Rulebooks
Part 1, "Characters," offers adventurers on the Alframe I-III”.
continent a choice of two new classes: "Druid" and However, TTRPG is a game where you can choose and
"Warlock." Both are Wizard-Type Classes and introduce discard rules and data, and with the GM's understanding
new magic systems to the adventurers. and ingenuity, you can use the contents of this book even if
The Druid is a nature-based class that uses spells with you use only “Core Rulebook I” or only “Core Rulebooks
the help of plants and animals. They have excellent spells I-II”.
for exploration, concealment, and activities in nature. In
combat, they excel at supporting their allies and can also About Advanced Combat
deliver powerful blows by borrowing the power of animals. In this book, the term Advanced Combat appears
The Warlock is a class closely associated with Daemons, occasionally. This refers to the Advanced Combat rules
the inhabitants of the Other World. They use strong spells ("Sword World 2.5 Supplement Epic Treasury," p. 78).
that draw their power from the Other World. Additionally, When these rules are used, please follow the references.
they can temporarily summon Daemons from the Other Otherwise, simply skip them.
World to fight alongside them.
About References
Part 2, "Monsters," consists of two sections: “Natural In this book, references to some terms are given in the
History of Monsters” and “Monster Data”. form of (see XX, p. YY). These should be handled as
The "Natural History of Monsters" describes the ecology follows.
of the many monsters encountered in Alframe, organized (see p. YY): If there is no abbreviation and only the page
by classification. It should be read to deepen your is indicated, it is a reference within this book.
understanding of the world of Raxia and the Alframe (see XX, p. YY): where XX might be an abbreviation
continent. for:
As the name suggests, "Monster Data" is a list of monster
data. This list includes monsters that have appeared in the “CR I”: “Core Rulebook I”
rulebooks and supplements, along with many newly added “CR II”: “Core Rulebook II”
monsters, so you can refer to them comprehensively. “CR III”: “Core Rulebook III”
For game masters (GMs), monsters will be useful in “ET”: “Epic Treasury”
scenario creation. For players, they will present new “KF”: “Kingsfall, the City of Railroads”
challenges. “VC”: “Vice City”
“DL”: “Daemon’s Line”
You are in for a great adventure with two new classes “SSS”: “Sword World 2.5 RPG Start Set: The Labyrinth
and lots of monster data. that Grabs the Stars”
“SSW”: “Sword World 2.5 RPG Start Set: Darkness that
Sinks in the City of Water”

8
Part 1 Characters

Part 1 Characters

9
Druids are beings who live in nature and have the ability
to interact with the spirits of animals and plants that inhabit
the earth. They use Nature Magic, which is based on the
power that resides in nature. The principle and essence of
Nature Magic is to borrow the power of these spirits. When
a Druid uses Nature Magic, semi-invisible animals, and
plants appear and produce the effects of Druid spells.
Although they are only effective in their natural
environment, spirits exist everywhere in the world. A Druid
can call upon them using the Sacred Tree Staff.
Mature Druids can grant themselves and others more
powerful plant and animal powers. They are revered by the
people who live in and around the forest and may play a
pivotal role in rituals.
Druids are hostile to those who distort the world and are
especially active in fighting Daemons and Undead. They are
also on a mission to defeat Shallow Abysses. Many of them
become adventurers to obtain information and assist in this
mission.

"Elf's Druid" Character Description


This is a magician character that mainly uses Nature
Magic.
As a pure support character, they have no close combat
abilities and rely on frontline companions for protection.
However, they are powerful enough to support the frontline
and damage the enemy.
Nature Magic is characterized by its initial level of
support spells that can be used with Minor Actions and its
attack spells that deal physical damage that cannot be
resisted. It is recommended to minimize spell usage and
instead support the frontline with [Wing Flyer], a spell that
consumes less MP as long as the warriors can hold the line.
Spells that can be cast using Minor Actions are powerful,
but their short duration means that excessive use will quickly
exhaust the MP pool. Although [Natural Power] can only
be used in natural environments, it's important to use it
appropriately to supplement MP.
[Wolf's Bite] is an offensive spell that cannot be resisted,
making it useful for dealing guaranteed damage. However,
using it alongside support spells can quickly deplete MP in
just two rounds.
Among the many Wizard classes, this class requires
special attention to MP management. Please use spells
effectively and avoid wasting MP.
If you have a high-level Druid variant, there are many
ways to reduce MP consumption, and Nature Magic can be
used for a wide range of purposes. Consider using two
staves, one for saving MP and the other for increasing
damage.

10
Part 1 Characters

11
The Warlock, also known as the Summoner or
Daemon Tamer, is a magician who manipulates the power
of Daemons.
The Summoning Arts, which utilize the power of
Daemons, are one of the most unique magic systems in the
world of Raxia. There are three main types of Summoning
Arts: those that transform and strengthen the body or
armament, those that attack using power that originates in
the Daemon World, and those that summon and use
Daemons.
On the Alframe continent, which has been fighting
against Daemons for more than 3000 years, Summoners
who use the power of the Daemon world and Daemons are
often considered to be evil and dangerous. In the past, some
evil summoners and warlocks abused Summoning Arts and
summoned Daemons one after another. However,
nowadays, Warlock skills have been studied and passed
down precisely to capture such evil and corrupt people and
defeat the unleashed Daemons.
Nevertheless, magicians who follow Daemons and use
their powers are always exposed to temptation or the danger
of being torn apart by their fangs and claws. Under the harsh
eyes of the world, a true Warlock is the one who is destined
to continue to fight against such things but still tries to
destroy Daemons despite their temptation.

"Nightmare Daemon Tamer" Character Description


This magic swordsman combines Summoning Arts with
melee weapons, enabling them to act as both frontline and
rearguard.
Summoning Arts includes spells that are effective in
close combat, such as [Daemon's Arms], which strengthens
both weapons and defense. Combined with Combat Feat
[Mana Strike], this character can deal significant damage.
Additionally, there are various spells to attack directly,
and up close, they can target accurately without Combat
Feat [Targeting].
When the time comes, this character can summon
Daemons using Gate Imp. Although the summoning is
limited, and they cannot summon Daemons with
remarkable power at the initial level, it will surely increase
their strength, so they should use it aggressively when
fighting strong enemies. However, if they fail to banish the
Daemons, they will suffer damage, so Warlocks should pay
attention to their remaining HP at the end of the battle.
At higher levels, this character can become more
versatile, with more Summoning Arts spells and a wider
variety of Daemons they can summon. They can handle
spells and weapons at the same time and can also expand
their magic with [Rune Master]. Since there are many
Summoning Arts to strengthen themselves, they can deal an
unexpected amount of damage with melee attacks.
However, the risk and cost of Summoning and Banishment
of Daemons are also high, so please remember to be
cautious.

12
Part 1 Characters

13
New Backgrounds
These are background tables for new classes from this book, and Core Rulebook III added when you create a character
using Detailed Creation (see CR I, p. 61).
If you wish to give priority to these classes at the time of creation, you may choose to use any of them here.

Human
Background Starting Classes Skill/Body/Mind Experience
Daemon Tamer Warlock 6/6/9 2,000
Druid Druid 5/6/10 2,000
Jockey Rider 8/8/5 2,500
Alchemist Alchemist 7/6/8 2,500

Elf
Background Starting Classes Skill/Body/Mind Experience
Daemon Tamer Warlock 10/4.12 2,000
Druid Druid 8/5/13 2,000
Jockey Rider 12/6/8 2,500

Dwarf
Background Starting Classes Skill/Body/Mind Experience
Druid Druid 4/7/9 2,000
Jockey Rider 4/10/6 2,500
Alchemist Alchemist 5/9/6 2,500

Tabbit
Background Starting Classes Skill/Body/Mind Experience
Daemon Tamer Warlock 6/6/10 2,000
Druid Druid 5/6/11 2,000
Alchemist Alchemist 6/7/9 2,500

Runefolk
Background Starting Classes Skill/Body/Mind Experience
Daemon Tamer Warlock 9/9/8 2,000
Jockey Rider 10/11/5 2,500
Alchemist Alchemist 10/9/7 2,500

Nightmare
Background Starting Classes Skill/Body/Mind Experience
Daemon Tamer Warlock 7/12/11 2,000
Druid Druid 8/10/12 2,000
Jockey Rider 10/13/7 2,500
Alchemist Alchemist 11/9/10 2,500

Lykant
Background Starting Classes Skill/Body/Mind Experience
Druid Druid 9/7/9 2,000
Jockey Rider 11/8/6 2,500

Lildraken
Background Starting Classes Skill/Body/Mind Experience
Daemon Tamer Warlock 5/12/8 2,000
Druid Druid 4/12/9 2,000
Jockey Rider 6/13/6 2,500
Alchemist Alchemist 5/13/7 2,500

14
Part 1 Characters

Grassrunner
Background Starting Classes Skill/Body/Mind Experience
Jockey Rider 13/1/11 2,500
Alchemist Alchemist 13/0/12 2,500

Meria
Background Starting Classes Skill/Body/Mind Experience
Daemon Tamer Warlock 7/7/15 2,000
Druid Druid 6/7/16 2,000
Jockey Rider 8/9/12 2,500
Alchemist Alchemist 9/7/13 2,500

Tiens
Background Starting Classes Skill/Body/Mind Experience
Daemon Tamer Warlock 7/12/9 2,000
Druid Druid 8/10/10 2,000
Alchemist Alchemist 9/11/8 2,500

Leprechaun
Background Starting Classes Skill/Body/Mind Experience
Daemon Tamer Warlock 12/4/7 2,000
Druid Druid 11/4/8 2,000
Jockey Rider 13/6/4 2,500

Classes In Background Tables


Depending on the race, a particular class may not be
acquired as part of the background.
This is due to the race's origin and its cultural
background's influence.
For example, Elf lived an exclusive life during the
Magitech Civilization Period and had basically no contact
with magitech knowledge and technology. Therefore,
having the Artificer class is rare, and they cannot learn it by
birth.
Dwarves are not good at Ancient Magic Civilization-era
magic in general, and Lykans did not inherit magic as an
academic discipline. It is not surprising that Grassrunner,
who has no MP, cannot acquire Wizard-Type from
background tables.
On the other hand, Tabbits, who are not good at using
their bodies, cannot learn the Warrior-Type classes in
addition to the Rider class in their background tables.
Of course, life experience does not prevent you from
learning these classes; you are free to pay experience points
and learn them (unless they are restricted by race).

15
Druid Wizard-type Major Class Although they consider Demon Rulers to be
Druids communicate with spirits - the souls of animals irreconcilable rivals, they are not so many enemies as they
and plants that dwell in the forests and the earth - and use are considered to be "using poison to conquer poison".
their power to control magic. Many Druids are found among Elves and Meria, and
Druids, also known as forest druids, live mainly in the some are also found among the Lykant. After many years of
forests of the eastern part of the continent of Alframe but training in remote, deep forests, they become elders, wise
travel throughout the continent for training and to fulfill men, and ceremonial chiefs in their communities.
their assigned missions. They are basically ascetic and have no desires but love
Those who have attained the Druid Class are able to use nature and its plants and animals. They eventually become
a type of magic known as Nature Magic. Nature Magic is one with nature and surrender their souls to the cycle of
sometimes wild and violent, sometimes compassionate and reincarnation, but while they are still young and
serene. inexperienced, they travel throughout the continent to train
The Druid's goal in life is to touch the spirits of plants themselves.
and animals that wander the earth, to hear their voices, to To become a druid, one must have the gift of being able
caress them, and eventually to leave them to the cycle of to sense the presence of spirits (and thus, runefolk cannot
reincarnation. They do not force or rush this but rather live learn to do so). However, it takes many years of practice to
with them and spend time with them in close proximity. develop this ability.
Therefore, druids are tolerant towards the soulscars and The following checks can be made once the Druid Class
resurrection, which is what sets them apart from the has been acquired.
followers of the gods and goddesses to whom they are often Druids are proficient in the following:
compared.
On the other hand, they are actively striving to eradicate - Spellcasting Check (see CR I, p. 108)
undead and daemons, which they consider to be entities
that disrupt the world's harmony and need to be destroyed. Class Restrictions
Many druids belong to Adventurers' Guilds in order to Runefolk cannot become Druids
obtain assistance and guidance in their mission to eliminate Runefolk cannot see spirits that are controlled by druids
the Abyss and Shallow Abyss. and cannot sense their presence. Therefore, it is impossible
for them to gain the Druid Class (although they can
recognize and benefit from the phenomena caused by
Nature's Magic and their spirits).

Nature Magic, which can be used by learning the Druid Armor Restrictions
Class, involves calling upon the spirits of plants and animals When using Nature Magic, Magic Power is reduced by
and temporarily borrowing their power to produce an 4 (minimum 0) if the wielder is equipped with or wearing
effect. When calling out to the spirits, the Druid must metal armor.
vocalize but can use any language. Therefore, even a Lykant Equipping and wearing nonmetallic armor or a shield
in [Beast Form] can use it. does not cause this reduction in Magic Power.
Nature Magic is a form of magic. Therefore, the basic [Alternate Form] nightmares may ignore this restriction.
rules and notation apply to it. See, for example, p. 156 of
the Core Rulebook I for a good overview. Weapon Restrictions
Once a Druid has acquired one class level, it can use all There is no restriction on the use of weapons when
the magic of that level. Each subsequent level of the Druid using Nature Magic. However, as explained later, one must
Class will allow you to use all magic of the new level. hold a "Staff of the Sacred Tree" in one's hand, limiting the
number of weapons one can equip.
Nature Magic Conditions for Use
Movement Restriction “Staff of the Sacred Tree”
When using Nature Magic, the player's movement is When performing Nature Magic, the Druid must use
limited to restricted movement on their turn. the Staff of the Sacred Tree.
This is treated as a "Stance: 1H" item. The basic price of
Vocalization the item is 100 gamels.
Vocalization for spell casting is required for the use of A weapon of the category "Staff" can be modified to also
Nature Magic. serve as a "Staff of the Sacred Tree" and, when equipped or
Since it does not require any language, Lykant in Beast held, can be used to cast Nature Magic. This process can be
Form can also use Nature Magic without any problem. performed on any staff. The cost for this process is also 100
Nightmares in their [Alternate Form] can use Nature gamels.
Magic without the need for vocalization.

16
Part 1 Characters

When Nature Magic is invoked, the Spirit manifests


itself and produces magical effects. If the spell is not
Spells with the Same Name "Duration: Instant," the Spirit will remain with the target for
Some Nature Magic spells are named in the form of the duration of the spell and continue to exert its effect.
[xx/**], with "xx" being the common name and "**" being However, the Spirit cannot be directly interacted with by
the name of the individual plant or animal (Monster) (e.g., weapons or magic. On the other hand, the Spirit does not
[Big Defender/Dinos]). take any action or cause any effect other than the magical
All these spells with the same "xx" part are considered to effect.
be spells with the same name, regardless of the difference Runefolk characters cannot perceive these Spirits.
in the "**" part. In other words, they do not have cumulative However, they do receive the effects it exerts.
effects on a single target.
(In all subsequent references to these magics, the "/**" Resistance: Fortitude/Neg, Fortitude/Half
part will be omitted.) In Nature Magic, there are some items that have
"Resistance: Fortitude/ Neg" and "Resistance:
Spirits Fortitude/Half". These are resisted not by Willpower
Nature Magic manifests beings called spirits. These are checks but by Fortitude checks.
animal or plant souls that take shape and appear in the If the target succeeds, the effect is negated or halved.
translucent form of their animal or plant counterparts. This process is exactly the same as the "Resist: Neg" and
"Resist: Half" of general magic.

The spells [Big Defender], [Multiple Actor], and [Plants each character is used to select the branches to be retained,
Gift] in the list of Nature Magic belong to a special category and the shape and balance of the whole and its various parts
called "Symbolic Lore". are worked into a solid piece of wood. The whole is small
These special magics have extremely powerful effects enough to fit in the palm of one's hand with room to spare.
but are also very restricted. The Symbol of Beneficence is made by a Druid (one
who has acquired at least one level of Druid). Symbols of
What is Symbolic Lore? Beneficence are character-dependent, and the Symbol of
Druids can exercise a wide range of magical abilities. Beneficence created for the same character will be the same
Some of them call upon and rely on a particularly large regardless of which Druid creates it.
amount of spirit power. They are extremely powerful, but The creation of a Symbol of Beneficence requires 1
the conditions for their use are strict and require extensive hour of time with the character, assuming the Druid has the
and delicate preparation. They are, therefore, impossible to appropriate lodgings available for Processing Time ( Druids
use at a moment's notice. are not concerned with money and will not ask you to pay
However, druids have developed ways of relaxing the extra for the work). If the Druid asks an NPC Druid to do
conditions for such spells by imposing some restrictions and it for them, they should pay 100 gamels, including the
by attaching some of the necessary casting procedures to procurement of the Sacred Wood (Druids are not attached
items so that they can be embodied, albeit to a limited to money, and will not ask you to pay more for the process).
extent, with the same level of spellcasting as other 'simple' Even if the Druid wants to receive the benefit himself,
spells. he must have a Symbol of Beneficence.
The magic exercised by this method is classified as Once a Symbol of Beneficence is created, it is valid for
Symbolic Lore, which requires special preparation and life (even after death and resurrection).
special processing in the game.
Symbolic Lore is a type of spell that gives a powerful The Symbol of Beneficence can be used on the certain
support effect to the target. In order to benefit from these characters
effects, the target character must be in possession of an item The Symbol of Beneficence can only be used on
called Symbol of Beneficence (it does not have to be characters of the following categories: Humanoid,
equipped as an accessory, just carried as luggage). Barbarous, Animal, Plant, Mythical Beast, and Fairy.
Characters of any other "Classification" cannot have the
appropriate "Symbol" created for them and cannot be the
target of Symbolic Lore.
Symbolic Lore provides a powerful support effect to the Fairies summoned and used by Fairy Tamers with
target. In order to benefit from these effects, the character [Summon Fairy] (see CR II, p. 160) cannot have [Symbol
must be in possession of an item called a Symbol of of Beneficence] prepared for them. They cannot be subject
Beneficence (it does not have to be equipped as an to Symbolic Lore.
accessory, just carried as luggage). Animals and Mythical Beasts that are used as Mounts
cannot have Symbol of Beneficence crafted for them either.
Preparing the Symbol of Beneficence
The Symbol of Beneficence is a representation of the
being (in the Druid's magical knowledge) to which the
subject of the spell is bound. The Druid's knowledge of

17
Restriction on the Target ①: Symbol of Beneficence
Required
When using Symbolic Lore spells in the game, the The target of Symbolic Lore must possess the Symbol
following restrictions are imposed on the use of these spells of Beneficence for itself. The target of Symbolic Lore
and on the targets of the spells. cannot be selected if it does not possess the Symbol of
Beneficence.
Limitations on Spell Casting ①: Once per Round Monster characters are exempt from this restriction.
A druid may only exercise Symbolic Lore of the same
name once per round. This means, for example, that once Notes for GMs
any [Big Defender] is invoked, no further invocations of any Monster characters do not need Symbols of
[Big Defender] spell may be made in that round. Beneficence for the sake of simplicity. It is unnatural for the
This restriction applies regardless of whether the spell Druid on the Monster side to spend his own valuable time
can be cast as a Minor Action or whether the PC can preparing Symbols of Beneficence for all his subordinates.
perform multiple Major Actions. Rather, it is reasonable to assume that only a very limited
If the spells have different names, they may be cast one number of those encountered by the Monster can be the
at a time in the same round. target of Symbolic Lore.
GMs should consider this and be careful not to cause
Limitations on Spell Casting ②: Incompatible with any unfairness or undue pressure on the players.
[Metamagic] Specifically, he should limit the number of targets to
Symbolic Lore cannot be cast under the effect of any himself and up to their commanders or bodyguards when
[Metamagic Metamagic/**] combat feat. In other words, the present other than himself and to one or two entities among
number of targets cannot be increased, the duration of the them.
effect cannot be extended, etc. "Target: 1 Character X" can
be applied to all sections at the same time, consuming the Restriction on the Target ②: Same-name Spells can
MP of the number of target sections. only be Effective Once per Day
This restriction is the same under the declaration of A character may only receive the effect of Symbolic
[Universal Metamagic]. Lore of the same name once per day; after the second time,
the effect will negate without effect. This is true even if the
Druid who casts the spell is different.
It is possible to receive the effect of a spell with a
different name once.
This restriction applies even if the character is a Monster
character.

Restriction on the Target ③: Mounted Characters are


Limited to when they are Mounted
Mounts cannot gain the Symbol of Beneficence by
themselves and cannot be the target of Symbolic Lore.
However, if the Mount is mounted and the rider
possesses the Symbol of Beneficence, Symbolic Lore
considers the rider and Mount together as one character
with multiple Sections, thus giving the effect of "Target: 1 X"
and "Target: 1 Entire Character" to both of them at the same
time. In this case, the type of the Mount is not relevant. The
effect is applied even if the Mount is of the "Classification:
Magitech".
If the rider was already under the effect of some
Symbolic Lore alone on that day, the effect would not be
applied to the Mount either, even if the spell of the same
name is cast while the Mount is mounted.
Please note that according to the general rules of magic,
Mounts, and Mounts are treated as separate targets (see CR
III, p. 105) for any other Nature Magic spell that is not
Symbolic Lore.

18
Part 1 Characters

Notes on using Symbolic Lore in Play Since there is a limit of once per day for the same
Symbolic Lore, which gives extremely powerful support character, you can keep it unused and use it in a major crisis.
effects to characters, is subject to significant limitations in By combining the [Power Strike], [Lethal Strike], and
exchange for its power. In the game, it is necessary to [Fanaticism] effects, which are subject to penalty checks for
operate with this limitation in mind. evasive maneuvers, you can use these effects with practically
The following is a description of how to use each. no risk. In this case, [Multiple Actor] should also be used
with the character for maximum effect.
[Multiple Actor] Note the limitation that it can only be exercised once per
Symbolic Lore of the same name can only be cast once round; if two or more allies are in distress at the same time,
per round, and the number of targets cannot be increased the decision must be made to save only one of them first.
by [Metamagic/Targets]. And [Multiple Actor] is designed
to automatically negate its effect at the end of a turn, with no [Plants Gift]
benefit being received over multiple turns. A PC who uses magic sometimes feels frustrated that
This means that this spell is forced to be used to they are "missing one more" Combat Feat. In such cases, this
"strengthen only one person per round". spell will make up for the missing feat for only one turn. It
It cannot be used to have an effect on all the players and can be a lifesaver for those who have just mastered [Magic
attack all at once! Control] or for avant-garde Mage-Warrior types who have
It is best to use the spells in a "sequential order of prioritized [Multi-Action] and therefore do not have
succession". [Metamagic/Targets].
Since a character can only receive the effect of Symbolic However, considering that it is only effective once a day,
Lore of the same name once per day, this magic should only it is risky to strategically rely on this.
be used at the climax of many scenarios, the so-called "boss It should be considered only as a temporary measure.
battle". However, if you feel the need to use it, you should use
Note that [Multiple Actor/Crash Bear] is a spell to be it proactively. If you don't use it "now," you may not need it
used with a Major Action. “next time.”
Note that the effect ends at the end of the target's turn.
[Big Defender] It is only a "one move turn" support.
This spell is the last trump card that should be used
where it counts.
When the PCs are in an absolute bind, it is intended to
temporarily give a large defensive effect, making the enemy's
attacks almost null and void.

19
⏩△Wing Flyer Cost MP3 ⏩△Water Dweller Cost MP6
1 10 1 10
Range/ 1(10m)/ Range/ 1(10m)/
Tar. Character Duration seconds Res. Optional Tar. Character Duration minutes Res. Optional
X Area Target (1 r) X Area Target (60 r)
Sum. Allows target to fly Sum. Allows target to act underwater
During the duration of the effect, the target can fly in the air While under the effects of this spell, the target can breathe
(movement speed is the same as that on the ground). Also, the target underwater and has no movement or motion restrictions.
gains a +1 bonus to all Accuracy checks of melee attacks and all Additionally, they gain the ability to speak in the Sea Animal
Eff. Evasion checks made against melee attacks.
Eff. language. However, having conversations and understanding this
It does not overlap with the same effects such as [◯Flying] or language requires mastery of the Sea Animal language.
[Sword's Grace/Wings Of The Wind]. Note that while underwater, the target will be unable to speak
any other language.

Wolf's Bite Cost MP3


Natural Power Cost MP0
Range/ 1(10m)/
Tar. 1 Character Duration Instant Res. Can’t Tar. Caster Range/Area Caster/- Duration Special Res. Optional
Area Target
Sum. Deals 0 to 6 + Magic Power physical damage Sum. Gain temporary MP
Wolf's Spirit attacks the target, roll 2d, and determine the physical Caster draws magic from nature and uses it temporarily. Upon
damage to be dealt to the target using the table below. casting this spell, the caster gains "Power 10" MP (no criticals, no
2d Damage extra should be added). This MP can only be used to cast Nature
Sharp claws ripped through the target's flesh but only caused Magic and may be combined with the caster's own MP or with a
2 – 6 shallow wounds. This attack deals “Magic Power” points as Mako Stone.
Eff. Note that this spell only works if the caster is in a natural
physical damage.
Bite hits, dealing "3 + Magic Power" points of physical Eff. environment (see CR I, p. 101).
7–9 Additionally, the temporary MP granted by this spell cannot be
damage.
10 – A deep bite can cause significant damage to a vital area, used for anything other than casting Nature Magic and disappears
12 resulting in "6 + Magic Power" points of physical damage. at the end of the caster's turn.
Crit
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
Canine Perception Cost MP4 10 1 1 2 3 3 4 5 5 6 7 None

10
1 Entire Range/ 1(10m)/
Tar.
Character Area Target
Duration minutes Res. Optional Bad Steam Cost MP3
(60 r)
Sum. Observation check +1 1 3
Range/ 1(10m)/ Fortitude/
Tar. Character Duration minutes Res.
During the duration of the effect, the target gains a superior
X Area Target
(18 r)
Neg
Eff. perception of a dog's sense of smell. The target gains a +1 bonus on
all Skill Checks in the Observation check package. Sum. -1 to Accuracy and Evasion of target Type Poison
The target is bombarded with unpleasant vapors from the Steam
Pod. This results in a -1 penalty to Accuracy and Evasion checks.
Eff.
Surrounding Attackers Cost MP2 However, if the target is a monster character whose habitat is
forests, swamps, or caves, it is immune to this effect.
Range/ 1(10m)/ 10 seconds
Tar. 1 Character Duration Res. Can’t
Area Target (1 r)
Sum. Target’s Evasion check -1 (up to 1 fail) Pigeon Mail Cost MP4
While under the effect of this spell, the target will be haunted by 1 sheet
the Spirit of the Giant Gadfly, rendering it unable to defend itself. Instant/
Eff. Tar. of Range/Area Touch/- Duration Res. N/A
It will receive a -1 penalty on Evasion checks. Once the target fails 1 Day
paper
an Evasion check, this effect will be lost.
Sum. Deliver the letter to a distant area
This spell allows the caster to send a letter to a specific location
Note about [Natural Power] within the same region where the spell was cast. The location can
[Natural Power] and [Natural Power II] (see p. 25) are be across the border if the GM determines it is close enough.
Upon casting, a pigeon spirit appears and carries the letter to the
spells that require a Major Action to cast. Therefore,
specified location. The letter can be up to the size of a modern
temporary MP gained by these spells is generally used to postcard and can include text or pictures, but it cannot carry any
cast Nature Magic with a Minor Action. special effects.
However, it is possible to allocate an extra MP to the The pigeon spirit flies in a straight line, covering the distance in
Eff.
1/10th of the time specified on the map, up to a maximum of 10
Nature Magic cast with a Major Action by declaring the days of travel. The Spirit is automatically released upon arrival. If
Combat Feat [Double Cast], receiving the effect of the the distance cannot be covered within a day, the spell duration must
[Haste] spell (see CR III, p. 139), and so on. be extended using [Metamagic/Time].
This spell can only be cast outdoors, where the pigeon spirit can
fly freely. Casting inside a house, a labyrinth, or a Shallow Abyss
will cause the spell to fail. The target location must also be outdoors
or reachable through a single window.

20
Part 1 Characters

⏩△Nature Master Cost MP1 ⏩△Big Defender/Dinos Cost MP4


10 10
Range/ 1 Character Range/ 2(30m)/
Tar. Caster Caster/- Duration seconds (1 Res. Optional Tar. Duration seconds (1 Res. Optional
Area r)
X Area Target r)
Sum. Gain knowledge about nature Sum. Evasion +4 against Melee Attacks
When casting this spell, the caster can perform a Skill Check to Dinos' Spirit protects the target, who gains a +4 bonus to Evasion
gain knowledge of nature, flora, and fauna using Nature Magic at Eff. checks against melee attacks.
Standard Value. The effect disappears after one check and is handled This is a “Symbolic Lore” spell (see p. 17).
similarly to the Insight check by the Sage class. The GM decides if
the action is related to nature or not. Also, this spell can only check
the same thing or monster once a day. ⏩Multiple Actor/Giant Crab Cost MP10
This effect can also be used to perform a Monster Knowledge
check. However, if some monsters are shapeshifted by their abilities, 10
1 Entire Range/ 2(30m)/
detecting them is impossible. In such cases, it is necessary to first Tar. Duration seconds Res. Optional
Character Area Target
Eff. detect the anomaly using a Detect check or other means. Otherwise, (1 r)
the monster will be misidentified. Sum. Target can attack twice
First, the target monster is automatically identified as an Animal, The target gains the Giant Crab's [►Twin Strike & Double Attack]
Plant, or Other. In case of misidentification, the caster will instead ability. During its turn, the target may make a weapon attack and then
receive the shapeshifted classification. immediately make a second attack. The target may choose to attack
If the target is an Animal or Plant, the Druid can make a Monster the same or a different target. This additional attack can only be made
Knowledge check with the Magic Power of their Nature Magic at once, and the spell immediately ends once made. This additional
Standard Value. If the Success Value is greater than or equal to the attack does not trigger [Chain Attack], [Stomp], [◯Continuous
monster's weakness, the weak point can also be applied. However, Attack], or similar effects. If the target is a character with multiple
the caster cannot get the effect of [Weakness Exploit]. Eff. sections, this effect is lost once it is triggered on any of the sections.
The spell also ends automatically at the end of the target's turn.
Active combat feats with the “Application: 1 … attack” only apply
⏩Sharp Attacker Cost MP2 to the first attack and not to additional attacks due to this spell.
However, it is possible to declare a feat for an additional attack as long
Range/ 1(10m)/ 10 seconds as it is legal (for example, by using the [Ever-Changing I] Combat
Tar. 1 Character Duration Res. Can’t
Area Target (1 r) Feat).
Sum. Make target acquire [Aimed Attack I] This is a “Symbolic Lore” spell (see p. 17).
During the duration of the spell, the target is granted the Pack
Eff. Leader's [🗨Aimed Attack] ability. Target can learn for the duration
[Aimed Attack I] Combat Feat. Freezing Breath Cost MP5

1 Range/ 2(20m)/ Fortitude/


Tar. Duration Instant Res.
Character Area
Anaconda Constrictor Cost MP8 Shot Half
Sum. Deals Power 20 Type Water/Ice
1 Dino's Spirit blows cold air on the target, dealing "Power 20 +
Range/ 1(10m)/ 3 minutes Fortitude/
Tar. Character Duration Res. Magic Damage" magic damage.
X Area Target (18 r) Neg
Eff. Power Crit
Sum. Stops target movement, Accuracy, and Evasion check -2 ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
Anaconda's Spirit entangles the target, which cannot move and 20 1 2 3 4 5 6 7 8 9 10 ⑩
Eff.
receives a -2 penalty on Accuracy and Evasion checks.

Poison Spread Cost MP6


Thorn Bash Cost MP5
1 area (3m Range/ 1(10m)/ Fortitude/
Range/ 1(10m)/ Tar. Duration Instant Res.
Tar. 1 Character Duration Instant Res. Can’t Radius)/5 Area Target Half
Area Target
Sum. Deals Power 10 Type Poison
Sum. Deals 4 to 13 + Magic Power physical damage Poisonous Spillbug's Spirit sprays poison fluid and deals "Power
Dancing Thorn Spirit hits the target with its body. Roll 2d and 10 + Magic Power" magic damage to the target.
determine the physical damage to be dealt to the target using the table Eff. Power Crit
below. ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
2d Damage 10 1 1 2 3 3 4 5 5 6 7 ⑩
The spikes graze and cut shallowly. This attack deals “4 +
Eff. 2 – 6
Magic Power” points as physical damage.
Some of the branches hit the target, dealing "7 + Magic Note on [Nature Master][Sharp Eye](see this page and
7–9
Power" points of physical damage. the next one)
10 – Several branches pierce deeply, resulting in "13 + Magic These spells affect the Monster Knowledge and
12 Power" points of physical damage.
Initiative checks performed during Combat Preparation.
These spells may be cast after checking the check results
Spells that Determine Physical Damage with Table of other characters belonging to the same faction.
Reference It is generally more effective for the game to proceed
Some of Nature Magic is designed for the caster must smoothly by allowing players to select or discard factors that
roll 2d to determine physical damage by referring to a table. might affect Monster Knowledge and Initiative checks
The roll of 2d for the table cannot be changed by during Combat Preparation, not just these spells after the
[Sword's Grace/Change Fate] for such spells. results of other characters are determined.

21
△Sharp Eye/Tiger Cost MP5 ⏩△Fire Protector Cost MP4

Range/ 1
Range/ 1(10m)/
10
Tar. Caster Caster/- Duration Special Res. Optional
Tar. Character Duration seconds Res. Optional
Area Area Target
Sum. Guaranteed 14 Success Value on Initiative check X (1 r)
Caster gains Tiger's keen eyes and movement and has the initiative Sum. Fully protects the target from flames
in a battle. Crimson Maggot's Spirit protects the target, which suffers no
Caster changes the Success Value of the Initiative check to 14 if damage and no unwanted effects of the fire type for the duration of
Eff. Eff. the effect. The effects of the fire type that the target has already
the result is less than 14. If the caster receives this effect, no automatic
failure can occur on the Initiative check, and no experience points received are not removed but are temporarily suspended for the
can be gained as a result. duration of the spell.

⏩△Stubborn Survivor Cost MP6 Crimson Fang Cost MP11

1 Entire Range/ 1(10m)/ 3 minutes 1 Range/ Fortitude/


Tar. Duration Res. Optional Tar. Touch/- Duration Instant Res.
Character Area Target (18 r) Character Area Neg
Sum. Gives protection against poison and disease Sum. Absorbs 11+Magic Power points of physical damage to HP
This spell imbues the target with a stout life force similar to that of The Spirit of Crimson Maggot appears and envelops the caster
a tree. before biting the target, allowing the caster to recover HP from the
While under its effects, the target gains a +2 bonus to Fortitude sucked blood.
Eff. and Willpower checks against poison and disease. If the target fails its resistance check, it will take "11 + Magic Power"
Eff. points of physical damage, and the caster will recover HP equal to the
If the target is already under a poison or disease effect and a spell
or effect is used to remove it, the Success Value of the spell or effect amount of damage dealt. However, if the target has [◯Poison
is increased by +2. Immunity], it will still take damage, but the caster's HP will not be
restored.

⏩△Rare Runner Cost MP5


1 10
Pack Camouflage Cost MP9
Range/ 1(10m)/
Tar. Character Duration minutes Res. Optional 1 area (3m Range/
10
X Area Target
(60 r) Tar. Caster/- Duration minutes Res. Optional
Radius)/5 Area
Sum. Movement increased by +1 to 10 in exchange for damage (60 r)
The leg strength of running birds is distributed to the target. Sum. Creates camouflage to hide in nature
However, this can result in undue physical strain. The target of this spell blends naturally with its surroundings,
When affected by this spell, the target must choose any number making it difficult to recognize.
from 1 to 10 and must receive it as fixed damage to its HP. When casting the spell, note the Success Value of the Spellcasting
Eff. During the duration of the effect, the target's movement speed (see check.
CR II, p. 53 or CR I, p. 390) is increased by the same amount as the If the target attempts to Hide within the spell's duration, its Success
fixed damage received. Eff. Value can be replaced with the Success Value of the caster's earlier
If a character with multiple sections is subjected to this effect, all recorded Spellcasting check. If the target has any bonus or penalty
sections must receive fixed damage for the movement increase. modifications to the Hide check, they are applied to the spell's
Success Value.
This effect can only be applied when the target is in a natural
⏩Reproducer/Bloody Petal Cost MP6 environment (see CR I, p. 101).

1 Range/ 1(10m)/ 1 minute


Tar. Duration Res. Optional
Character Area Target (6 r) Petrovenom Cost MP5
Sum. Gives the target the ability to heal 5 points of HP each round
Instant/3
During the duration of the effect, the target is given Bloody Petal's 1 Range/ 1(10m)/ Fortitude/
Tar. Duration minutes Res.
[◯Regeneration] ability. Target automatically regains 5 points of HP Character Area Target Neg
Eff. (18 r)
at the end of its turn. The effect disappears if the target's HP falls to
Sum. Petrifaction (dexterity or agility /-6) Type Poison
0 or below.
Petroviper's Spirit bites the target and injects petrified poison.
Eff. Target receives Petrifaction effect (dexterity or agility /-6) (see p. 71).
This effect is of the poison type and lasts for 3 minutes.

Note on Blood Sucking Spells


Note that [Crimson Fang] and [Exhaustive Sucking] (see
p. 25) have “Range: Touch”, unlike other systems which
dealt physical damage to "Target: 1 Character". It is not
possible to increase the number of targets with
[Metamagic/Targets].
Also note that it has "Resistance: Fortitude/Neg", not
"Can't".

22
Part 1 Characters

△Sharp Eye/Giant Eagle Cost MP6 ⏩△Cold Protector Cost MP4

Range/ 1
Range/ 1(10m)/
10
Tar. Caster Caster/- Duration Special Res. Optional
Tar. Character Duration seconds Res. Optional
Area Area Target
Sum. Guaranteed 18 Success Value on Initiative check X (1 r)
Caster gains Giant Eagle’s keen eyes and movement and has the Sum. Fully protects the target from water/ice
initiative in a battle. Frost Panther's Spirit protects the target, which suffers no damage
Caster changes the Success Value of the Initiative check to 18 if and no unwanted effects of the water/ice type for the duration of the
Eff. Eff. effect. The effects of the water/ice type that the target has already
the result is less than 18. If the caster receives this effect, no automatic
failure cannot occur on the Initiative check, and no experience points received are not removed but are temporarily suspended for the
can be gained as a result. duration of the spell.

⏩△Fossil Absorber Cost MP6 ⏩△Big Defender/Sea


Cost MP10
10 Serpent
1 Character Range/ 2(30m)/
Tar. Duration seconds (1 Res. Optional 1
Range/ 2(30m)/
10
X Area Target r) Tar. Character Duration seconds Res. Optional
X Area Target
(1 r)
Sum. Magic damage -6
Fossil Chrysalis's Spirit protects the target, which takes -6 points Full protection against melee attacks, +4 to Evasion check against
Eff. Sum.
less of any magic damage it suffers. Ranged Attack
The Spirit of the Sea Serpent protects the target, which cannot be
targeted by melee attacks, and gains a +4 bonus on Evasion checks
Eff.
Kong Smash Cost MP10 against ranged attacks.
This is a “Symbolic Lore” spell (see p. 17).
Range/ 1(10m)/
Tar. 1 Character Duration Instant Res. Can’t
Area Target
Sum. Deals 12 to 18 + Magic Power physical damage Eagle Vision Cost MP6
Forest Kong’s Spirit swings its fist at the target. Roll 2d and
Range/ 10 minutes
determine the physical damage to be dealt to the target using the table Tar. Caster Caster/- Duration Res. Optional
Area (60 r)
below.
2d Damage Sum. Caster gains a bird's eye view of a 1km radius
Only a scrape. This attack deals “12 + Magic Power” points When casting the spell, Eagle’s Spirit appears, rising to 100 meters
Eff. 2 – 6 above the caster and giving the caster a view from there.
as physical damage.
A decent hit. This attack deals “15 + Magic Power” points as During the duration of the effect, the caster can see and
7–9 comprehend a radius of 1 km from the center of the caster's own body
physical damage.
10 – A huge hit, resulting in "18 + Magic Power" points of physical from the sky. At this time, the caster can perform a Search check at
12 damage. any point in the radius if desired. Alternatively, the GM can also make
Eff. the caster perform a Notice check. Druid may use their own Magic
Power of Nature Magic as their Standard Value for these checks.
This spell can be used only when Spirit is in the open air and can
Peaceful Nature Cost MP8 rise to 100 meters above the ground. Also, while the spell is in effect,
1 area (6m Range/ 2(30m)/ Instant/ the caster cannot perform any movement (change of area or
Tar. Duration Res. Neg coordinates). If the caster moves (even if they are forced to do so),
Radius)/20 Area Target 1 Hour
the spell ends.
Sum. Pacifies a plant or an animal
This spell affects only if the target is an Animal or Plant.
The affected targets are rendered harmless and stop fighting for MP10 +
the next hour. Multiple Actor/Crash Bear Cost
Level
Eff. The targets can perform Evasion checks and resistance checks as 10
1 Entire Range/ 2(30m)/
usual, even during the effect. Also, if the affected character is attacked Tar. Duration seconds Res. Optional
by another character or a character takes hostile action against the Character Area Target
(1 r)
target, the effect of this spell immediately ends for all targets. Sum. Target can take two Major Actions per turn
The target can make one additional Major Action in its turn. If the
Physical Damage by Spells caster is a target, they can immediately make an additional Major
Action after this casting spell. If the target is a character with multiple
Some spells deal physical damage (this is especially
sections, only one of the selected sections is affected by this effect.
common in Nature Magic). All such physical damage is The effect of this spell disappears automatically when the target's
treated as "Magic Weapon Damage" when considering the Eff. turn comes to an end.
monster's resistance. And, as a rule, such damage is not The MP cast of this spell is "10 + target's level (adventurer level or
monster level)". When MP is reduced by [MP Save], and similar
classified as blunt weapons or edged weapons.
abilities, the value calculated by this formula is considered the basic
MP cost, and points are deducted from it.
This is a “Symbolic Lore” spell (see p. 17).

23
⏩△Wing Flyer II Cost MP6 ⏩Reproducer/Living Tree Cost MP9
1
Range/ 1(10m)/
10 1 Range/ 1(10m)/ 1 minute
Tar. Character Duration seconds Res. Optional Tar. Duration Res. Optional
Character Area Target (6 r)
X Area Target (1 r) Sum. Gives the target the ability to heal 10 points of HP each round
Sum. Enables the target to fly quickly During the duration of the effect, the target is given Living Tree's
During the duration of the effect, the target can fly in the air [◯Regeneration] ability. Target automatically regains 10 points of
(movement speed is the same as that on the ground). Also, the target Eff.
HP at the end of its turn. The effect disappears if the target's HP falls
gains a +2 bonus to all Accuracy checks of melee attacks and all to 0 or below.
Eff. Evasion checks made against melee attacks.
It does not overlap with the same effects such as [◯Flying] or
[Sword's Grace/Wings Of The Wind].
Chilling Breath Cost MP11
Instant/10
1 area (5m Range/ 2(20m)/ Fortitude/
Noisy Disturbance Cost MP7 Tar.
Radius)/15 Area Shot
Duration seconds (1 Res.
Half
r)
All Areas Instant/10 Sum. Deals Power 20, Accuracy and Evasion -2 Type Water/Ice
Range/ 1(10m)/
Tar. (50m Duration seconds (1 Res. Can’t Sky Whale's Spirit disperses a cold mist, dealing "Power 20 + Magic
Radius)/All Area Target
r) Power" magic damage to the targets. In addition, a target who fails the
Sum. Spellcasting and Performance checks -4 resistance check is frozen and suffers a -2 penalty on Accuracy checks
Noisy Rattlesnake's Spirit creates a noise that disturbs Eff. and Evasion checks for the following 10 seconds (1 round)].
concentration. The target suffers a -4 penalty on Spellcasting checks Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value
and Performance checks. A character who cannot hear at the time of 20 1 2 3 4 5 6 7 8 9 10 ⑩
Eff.
the casting spell is not affected by this effect.
This spell can be cast only once a day. Also, it is not affected by
any [Metamagic/**] Combat Feats when cast.
Plant Regrowth Cost MP25

2-3 areas (10m Range/


Tar. Caster/- Duration Instant Res. Optional
Bohr Rush Cost MP12 Radius)/ Space Area
Any Range/ 2(30m)/ Fortitude/ Sum. Regenerates Plants, Meria, and Arbor
Tar. Duration Instant Res. Dead plants within the area of effect will be regrown, but only those
Points Area Line Neg
with roots remaining will be regenerated. This regeneration applies to
Sum. Deals 13 to 19 + Magic Power physical damage all plants within a tenth of the plant's lifespan or 20 years of less growth
Giant Bohr's Spirit runs through the battlefield, knocking down from the root. However, this may destroy structures on the ground in
anything it contacts. Roll 2d and determine the physical damage to be some cases.
dealt to the target using the table below. Deceased Meria and Arbor characters (see p. 81) are affected by
2d Damage this spell and are revived, provided that their head and spine remain
Soft hit but still enough to break bones. This attack deals almost completely intact. Meria and Arbor characters revived by this
Eff. 2–6
“13 + Magic Power” points as physical damage. Eff. spell do not gain soulscars.
Sharp fangs gouge out deep wounds. This attack deals “16 If a short-lived Meria that has died in its lifespan is revived, or if the
7–9
+ Magic Power” points as physical damage. Success Value at the time of casting this spell is less than the number
Fangs cause severe wounds, resulting in "19 + Magic of days after the character's death, the revived character loses all its
10 – 12
Power" points of physical damage. memories and growth through experience, including class and ability
score and experience points gained through adventures. In such a case,
the age of the character becomes 1 year old (for Meria short-lived
Light Trapper Cost MP9 species) or 20 years old (for Meria long-lived species and Arbor).
This spell can only be used once per day and takes one hour to cast.
All Areas Instant/10
Range/ 1(10m)/
Tar. (50m Duration seconds (1 Res. Neg
Radius)/All Area Target
r)
Sum. Lures under the light
Marsavra Smash Cost MP14

The Spirit of Green Cemetery emits a green light that deceives and 1 area (6m Range/ Fortitude/
Tar. Caster/- Duration Instant Res.
pulls the viewers. The characters affected by this effect must choose Radius)/All Area Neg
Normal Move on their turn to go to the position (area, coordinate) Sum. Deals 18 to 24 + Magic Power physical damage
where this spell originates from. The target can choose any action that Huge Marsavra's Spirit appears and crushes the caster's
Eff.
can be performed during Normal Move. If the position (area, surroundings. Roll 2d and determine the physical damage to be dealt
coordinate) is the same as the spell’s starting position from the to the target using the table below.
beginning, or if the target is in a melee, they are not affected by this
2d Damage
spell.
Hits slightly. This attack deals a “18 + Magic Power”
Eff. 2–6
points as physical damage.
Spirit hits with sufficient weight. This attack deals a “21 +
7–9
Magic Power” points as physical damage.
A direct hit from a huge body crushes victims, resulting in
10 – 12
"24 + Magic Power" points of physical damage.

24
Part 1 Characters

⏩△Big Defender/Hydra Cost MP7 ⏩△Mind Protector Cost MP7


10 10
1 Entire Range/ 2(30m)/ 1 Entire Range/ 1(10m)/
Tar. Duration seconds Res. Optional Tar. Duration seconds Res. Optional
Character Area Target Character Area Target
(1 r) (1 r)
Sum. Full protection against the next two melee or ranged attacks Sum. Protects the target from psychic effects, removes psychic effects
Hydra's Spirit protects the target, making it fully immune when the Belladonna's Spirit protects the target, which, for the duration of
target receives damage from a melee or ranged attack. After the effect, will not suffer any psychic type damage or unwanted effects.
Eff.
preventing damage twice, even during the duration of the spell, this The effects of the psychic type that the target has already received are
Eff.
spell disappears. After determining the damage, the target can choose also removed.
whether to apply this effect or not.
This is a “Symbolic Lore” spell (see p. 17).
Exhaustive Sucking Cost MP14

⏩Poisonous Attacker Cost MP6 Tar.


1 Range/
Character Area
Touch/- Duration Instant Res.
Fortitude/
Neg
1 10 Sum. Absorbs 18+Magic Power points of physical damage to HP
Range/ 1(10m)/
Tar. Character Duration seconds Res. Optional
X Area Target (1 r)
The Spirit of Swamp Worm appears and envelops the caster
before biting the target, allowing the caster to recover HP from the
Sum. The attack becomes poisonous and damage +5 sucked blood.
Desert Scorpion's Spirit mimics the target and adds its poison to If the target fails its resistance check, it will take "18 + Magic Power"
the attacks of the target. Eff. points of physical damage, and the caster will recover HP equal to the
Eff. When the target performs a melee or ranged attack, the weapon amount of damage dealt. However, if the target has [◯Poison
used in the attack is treated as a magic weapon of poison type, and Immunity], it will still take damage, but the caster's HP will not be
the physical damage it causes is +5 points. restored.

Hallucinogenic Spores Cost MP17 Cryo Bolt Cost MP6


Instant/10 Range/ 2(20m)/
1 area (6m Range/ 2(30m)/ Fortitude/ Tar.
1
Duration Instant Res.
Fortitude/
Tar. Duration seconds (1 Res. Character Area Shot Half
Radius)/All Area Target Neg
r)
Sum. Deals Power 30 Type Water/Ice
Sum. Action checks -4 Type Disease
Spirit of Megaloceros unleashes a bolt of ice, dealing "Power 30
The Spirit of the Fungal Parasite sprays hallucinogenic spores.
+ Magic Power" points of Magic Damage to the target.
Target takes a -4 penalty on all action checks for the duration of the
Eff. Power Crit
Eff. effect. ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
This spell can be cast only once a day. Also, it is not affected by
any [Metamagic/**] Combat Feats when cast. 30 2 4 4 6 7 8 9 10 10 10 ⑩

Hollow Tree Gate Cost MP11 Natural Power II Cost MP0

1 Large Range/ Tar. Caster Range/Area Caster/- Duration Special Res. Optional
Tar. Touch/- Duration Permanent Res. N/A Sum. Gain temporary MP
Tree Area
Sum. Create gates that move from tree to tree. Caster draws magic from nature and uses it temporarily. Upon
casting this spell, the caster gains "Power 30" MP (no criticals, no
This spell can only be cast on a large tree with a diameter of 1
extra should be added). This MP can only be used to cast Nature
meter or more. The spell creates a hollow on the tree's trunk that can
Magic and may be combined with the caster's own MP or with a
be used to travel from tree to tree. This does not harm the tree.
Mako Stone.
When the caster first uses this spell, the targeted tree becomes the
Note that this spell only works if the caster is in a natural
first exit with a hollow of a size proportional to the tree's diameter.
The second tree targeted by the spell becomes an entrance to the first Eff. environment (see CR I, p. 101).
Additionally, the temporary MP granted by this spell cannot be
exit. This creates a one-way path from the second tree to the first exit.
used for anything other than casting Nature Magic and disappears
Subsequently, if the caster targets a third tree, the spell on the first
at the end of the caster's turn.
tree is canceled, and the second tree becomes the new exit. The third
Eff. Crit
tree becomes the new entrance. Characters can now move from the Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
third tree to the second tree. Value
The process is then repeated. A newly affected tree becomes the 30 2 4 4 6 7 8 9 10 10 10 None
entrance, the previous entrance becomes the exit, and the old exit
disappears. Thus, there is always a one-way path from the latest cast
target to the previous one.
If either the entrance or the exit tree is cut down or the spell on it
is lifted, the spell on the other tree ends automatically. The caster
must start over by casting a spell on the first tree.

25
⏩△ Plants Gift Cost MP8 ⏩△Big Defender/Roc Cost MP12
10 10
1 Entire Range/ 1(10m)/ 1 Entire Range/ 2(30m)/
Tar. Duration seconds Res. Optional Tar. Duration seconds (1 Res. Optional
Character Area Target Character Area Target
(1 r) r)
Sum. Give the target a magic-related Combat Feat Sum. Full protection against melee and ranged attacks
During the duration of the effect, the target is given Abyss Tree's Roc’s Spirit protects the target, which cannot be the target of melee
[◯🗨►Magic Aptitude] ability. The target temporarily learns any Eff. or ranged attacks.
one of the following Combat Feats: [Targeting], [Magic This is a “Symbolic Lore” spell (see p. 17).
Convergence], [Magic Control], [Hawk Eye], [Metamagic/**(Any
one)], [Universal Metamagic], [Wordbreak].
Eff. The effect of this spell disappears automatically when the target's Suppressing Gaze Cost MP8
turn ends.
The prerequisite for learning Combat Feat must be followed. For 1 10
Range/ 1(10m)/
example, if [Hawk Eye] is temporarily acquired by this spell, the target Tar. Character Duration seconds Res. Neg
X Area Target
(1 r)
must acquire [Targeting] by themself before that.
This is a “Symbolic Lore” spell (see p. 17). Sum. Action checks -2, cumulative with each 4 MP spent Type Psychic
Daemonwood's Spirit spell oppresses the target's Spirit, imposing
a -2 penalty on any action checks if the target fails a resistance check.
Nature's Reprisal Cost MP14 If the target fails the resistance check, the caster can spend 4 MP
points to target the spell again ([MP Save/Druid] can reduce the cost
All Areas (30m Range/ 3 minutes for each target), and the target must roll again to resist. If the target
Tar. Caster/- Duration Res. Neg
Radius)/All Area (18 r) fails again, it gains another cumulative -2 penalty on action checks.
Eff.
Sum. Undead and Daemon action checks -2 This process can be repeated as long as the Success Value
The great force of nature oppresses any being that opposes it. comparison continues to yield favorable results for the caster. Once
This spell only affects Undead and Daemon characters. the target succeeds, the process cannot be repeated. The caster may
The target receives a -2 penalty to the Success Value of any action also stop at any time. In any case, the penalty imposed on the target
Eff. by previous results will not be lost.
checks (including the use of unique skills).
This spell can be cast with "MP Cost: 21", in which case its This spell cannot be affected by [Metamagic/Time].
Resistance becomes Temporary.

Violent Storm Cost MP14


Beam Strike Cost MP14 All Areas
Range/ Fortitude/
Range/ 2(30m)/ Fortitude/ Tar. (30m Caster/- Duration Instant Res.
Tar. Any Point Duration Instant Res. Radius)/All Area Neg
Area Line Half
Deals “12 + Magic Power” points of physical damage, causing the
Sum. Deals Power 30 Type Energy Sum.
targets to fall prone
The Spirit of Lunoicos fires its powerful Light Ray, dealing "Power Roc's Spirit appears, flaps its wings, and creates a windstorm.
30+ Magic Power" magic damage to the targets.
Eff. Power Eff. Target takes "12 + Magic Power" points of physical damage and falls
③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value prone.
30 2 4 4 6 7 8 9 10 10 10 ⑩

Big Flight Cost MP15


Lunar Attack Cost MP18
1 area (3m Range/ 1
Range/ 1(10m)/ Tar. Caster/- Duration Res. Optional
Tar. 1 Character Duration Instant Res. Can’t Radius)/5 Area Hour
Area Target
Sum. Carried away by air
Sum. Deals 18 to 36 + Magic Power physical damage To cast this spell, the caster must select themselves as one of the
Lunoicos' Spirit attacks the target. Roll 2d and determine the targets. If there are more targets in the affected area than the
physical damage to be dealt to the target using the table below. maximum allowed, the caster is always selected first by [Magic
2d Damage Control] Combat Feat, and then the remaining targets are chosen
Slaps with the tail. This attack deals “18 + Magic Power” randomly from the others.
2–6
points as physical damage. Roc's Spirit wraps around the targets and carries them through the
Eff.
Poke hard with the horns. This attack deals “21 + Magic sky.
7–9
Power” points as physical damage. Eff. The caster can freely choose the direction and altitude of the flight,
The thick legs slam down, and step down, resulting in a with speeds of up to 60 km/h and altitudes of up to 10,000 meters.
10 – 12 painful blow, dealing "36 + Magic Power" points of While being carried, including the caster, the targets cannot
physical damage. perform Major Actions.
The caster can cancel the spell on each target individually, but if
they cancel their own effect, all other targets will be canceled as well.
If a target is at a high altitude when the spell is canceled, it will suffer
falling damage.

26
Part 1 Characters

Natural Haven Cost MP30

Range/
Purification Wave Cost MP15 Tar. Touch
Area
Touch/- Duration 1 Day Res. N/A

All Areas Sum. Create a shelter and a door to it


Range/
Tar. (30m Caster/- Duration Instant Res. Neg When cast, this spell creates a shelter in the space outside, and a
Radius)/ All Area doorway with a diameter of about 3 m appears at the point touched
Remove all effects, regardless of Success Value for poison and disease by the caster. Only those whom the caster permits can use this
Sum. doorway to enter or leave the shelter.
types
The Spirit of Megalomor releases a wave that frees everyone. Inside the shelter lies a vast natural landscape where wild animals
The Success Value of this casting spell check is used to compare and plants engage in their natural activities. There is no predation,
the results, and all effects that have lower Success Values are canceled. territorial fights, or fighting other than that associated with mating.
Eff. Characters allowed by the caster are not attacked by the creatures
The effects of poison type and disease type are removed regardless of
the result of the Success Value comparison. Eff. inside but are allowed only minimal hunting and gathering. Those
This spell can only be cast once per day. who violate this rule are immediately expelled from the refuge
(teleported out of the entrance).
When the spell ends, all characters invited by the caster and inside
Double Stomp Cost MP24 the shelter appear at the location of the entrance. During battles, all
characters are considered to be in the same position (area,
Range/ 1(10m)/ coordinate).
Tar. 2 Characters Duration Instant Res. Can’t
Area Target This spell can be cast only once a day. Also, it is not affected by
Sum. Deals 24 to 30 + Magic Power physical damage any [Metamagic/**] Combat Feats when cast.
This spell can only be used if two characters in the same location
(area, coordinate) are selected as targets at the same time. Blazing
Mammoth's Spirit appears and tries to stomp the targets with its two Blaze Shower Cost MP16
feet. Roll 2d for each target and determine the physical damage to be
1 area (3m Range/ 1(10m)/ Fortitude/
dealt to the target using the table below. Tar. Duration Instant Res.
Radius)/5 Area Target Half
2d Damage
The enormous legs stomp, brushing against the ground. Sum. Deals Power 50 Type Fire
Eff. Blazing Mammoth's Spirit appears and rains down a hail of fire,
2 – 6 This attack deals “24 + Magic Power” points as physical
damage. dealing Power 50 + Magic Power magic damage to the targets.
Eff. Power
A swinging foot kicks, creating a violent impact. This ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value
7 – 9 attack deals “27 + Magic Power” points as physical 50 5 6 8 10 10 12 12 13 15 15 ⑩
damage.
Its thick legs crush the target, dealing "30 + Magic Power"
10 – 12
points of physical damage.

27
Warlock Class and Summoning Arts
Warlock Class Wizard-type Major Class Warlocks who become adventurers are those who have
The Warlock summons Daemons from the Otherworld learned Summoning Arts in order to fight against the Abyss
and possesses or uses them to possess the user's body. A and Daemons and defeat those malevolent Warlocks. They
person with the Warlock class is often also called a study and practice day and night to eliminate the threat of
Summoner or a Daemon Tamer. the Abyss and Daemons from the world while fighting
It is said that this system was established at the end of prejudice and aversion from the world at large.
the Ancient Durandal Period, which ended 3,000 years ago, For this reason, even in the Temple of Eve, Shield
as an offshoot of Spiritualism Magic. They can also be Against the Abyss, whose faith is the destruction of
accompanied by a Gate Imp or Contract Imp to open the Daemons, the knowledge and skills of Warlocks are studied
Abyss Gate and temporarily summon Daemons. and passed down from generation to generation, and it is
On the continent of Alframe, threats from Daemons are said that there are special priests who have been trained as
a common occurrence due to the Abyss that exists at the Warlocks.
northern end of the continent. Therefore, there is a deep Warlocks are very rare, even among adventurers, and
hatred of Daemons, and the general public has a great deal are often treated with caution. However, Warlocks'
of fear of Warlocks. knowledge of Daemons is useful, and their Summoning
The reason why Warlocks on the continent of Alfraim Arts and Daemon Summoning techniques are very
have survived under these circumstances is that they have powerful, so they are widely accepted by adventurers' guilds.
acted as "research institutions for the war against Daemons". The Warlock Class allows the user to speak Daemonic
Their continued survival is because they have acted as a and read Arcana.
"body of research in the war against Daemons." They have The following checks can be made with the Warlock
existed to elucidate the ecology and weaknesses of these Class.
mysterious beings called "Daemons" and use their power to
defeat and exterminate them. - Spellcasting Check (see CR I, p. 108)
Therefore, Warlocks and Summoning Arts are - Banish check (see p. 34)
maintained, managed, and nurtured as a division of the
Magician’s Guild, where they are passed on and educated. Warlock Class Race Restrictions
On the other hand, there are Warlocks who do not Lykant: Not Available During [Beast Form]
belong to the guild but secretly learn and inherit evil Calling out in Daemonic is required to use the
knowledge and rituals to use Daemons' power for Summoning Arts and to open and close the Abyss Gate.
themselves, crimes, and sabotage. Lykans using [Beast Form] cannot speak Daemonic and
cannot perform Warlock Actions.

they please. Warlocks and Daemon Contracts are in a


constant struggle. The Gate Imp symbolizes and represents
Warlocks obtain power from the other world through such a contract. In this sense, the other alias, "Contract Imp,"
the Daemon Contract to manifest the Summoning Arts and is more descriptive. As soon as a character learns the
summon Daemons from the other world to serve them. Warlock Class, a Gate Imp appears; each Warlock is
Warlocks make contracts with powerful groups of accompanied by a Gate Imp.
Daemons and their leaders in the other world. Even a They are the link between the Warlock and the
novice Warlock can make a contract with a Greater Daemons of the other world. They move according to the
Daemon, and a powerful Warlock can make a contract with Warlock's will and help to draw power from the
a more powerful Archdaemon. Warlocks of the highest Otherworld. On the other hand, they are the ones who
level are said to be able to make contracts with the kings of constantly whisper to the Warlock about the temptation of
Daemons. power from the Daemon realm and try to broker a new
These powers are beyond the control of the Warlocks Contract (which often has a hidden agenda).
with whom they contract.
If the contracted Daemons were to appear in our world
and wield their power to the fullest, it would bring great
disaster to the world. And there is no way for the Warlock
to stop it directly.
For this reason, Warlocks bind Daemons with strict
contracts.
They try to prevent Daemons from appearing freely in
this world, where their power is unchecked. On the other
hand, Daemons want to create loopholes in their contracts
and exploit them to create room for themselves to act as

28
Part 1 Characters

Gate Imp Forms and Capabilities or anger. Even the "balloons" were active in expressing their
There have been many "Warlocks" with many Gate emotions, which they did by emitting various colors of
Imps. All of them have the following characteristics. luminescence.
The Warlock's contract is essentially with the
Uniqueness inhabitants of the other world.
Each Gate Imp is unique. No two are exactly alike. Yet, perhaps because of their symbolic awareness,
Each Warlock is accompanied by one Gate Imp. almost all Gate Imps like to act as if they were parties to or
This relationship is not considered to change until the representatives of the contract and speak of the contract as
death of the Warlock or the disappearance of the Gate Imp if it were theirs and Warlock.
(see p. 34). The Gate Imp acts friendly toward Warlock.
As the Warlock grows (renewing his contract with the They generally do what the Warlock asks of them and
other world), the Gate Imp may mutate, but their minds and sometimes offer advice. They can also be seen begging for
memories remain the same, unlike the body of the Gate things they enjoy.
Imp, which is interchangeable. These Gate Imps are taken by some just as "little
demons," but many scholars see all this as a disguise. The
Morphology directness is a trap to make Warlock underestimate the
Gate Imps generally take the form of a creature Daemon Contract, and the imp, the abundance of emotion
approximately 30 to 50 cm tall. They come in a variety of is misleading to make them think they possess humanity.
forms. Behavior that makes them appear to be contractors is
The most common is the "Imp," as it is named, which another ploy on the part of Daemon Contract to make
resembles the Daemon "Imp" (see p. 200). However, even Warlock lose sight of who the true contractor is. Not to
this majority is less than 20% of those identified so far. Some mention their friendliness, they tell us that they always hide
have appeared in the form of adorable little girls, while their treacherous side behind their smiles.
others have taken the form of animals. There is no shortage
of records of them taking on special forms (e.g., a face Perception and Mobility
without a torso or limbs) that go beyond the appearance of Gate Imp are considered to have magical perception.
common animals or humanoids. In some cases, the Their sensory abilities do not differ greatly from those
creature transcended the borders of life and appeared to be of the Warlock, their contractor. Sometimes they find
"what could only be described as a balloon". something before the Warlock does, but to the same degree
Most of them have organs equivalent to wings for that the Warlock's notice does precede it.
soaring through the air. If they are humanoid or Skeptical scholars believe this is also cover and that they
quadrupedal, they usually have two wings on their back or should normally see things ahead of the Warlock, with a
head. However, this is not absolute; some have huge higher perceptual power than the Warlock.
flapping ears, some have a propeller-like organ on the top They do not show much in the way of athletic ability.
of their head, and some do not even have such an organ. Although they fly, their speed and agility are comparable to
Regardless of their presence or absence, all Gate Imps have a human toddler's. They can carry things with a kind of
the ability to fly or float. telekinesis, but only up to a few kilograms at most. If they
Many scholars consider their wings and other organs to are humanoid, they use their hands to carry things, but this
be simply a gimmick, a deception, to convince the beholder. is regarded as a mere formality and does not mean that they
can carry much weight.
Intelligence, Speech, and Expression
Gate Imp can speak Daemonic. Diet, etc.
Its vocabulary is relatively rich, suggesting that it has a The Gate Imp is a kind of magical creature that does not
high level of intelligence. Despite this, Gate Imps react in a need to eat. Scholars speculate that they do not even need
childlike manner, being rather direct and lacking in to breathe.
thoughtfulness. In general, they are emotional and will However, some of them frequently beg for food or
respond with a smile, especially if the words are favorable drink. Cases are noteworthy in that they demand tastes
to them. When things don't go their way, they show sadness representing sweetness.

Gate Imp Enclosure


Gate Imps are supposedly constructs created by the scout, there is no guarantee that they will accurately convey
Otherworld's inhabitants. They deplete their life force very what they have seen and heard. They also lie under the guise
quickly in our world. If nothing else, they will disappear in of error and never take any blame when they are found out.
a few days at most. In order to prevent the Gate Imp from disappearing, to
In addition, Gate Imps floating around and following keep them from being seen by others, and to keep them
warlocks are very conspicuous. Those who know what they within sight, Warlocks use "Imp Seals". The Gate Imp is
are will quickly recognize them. Even if not, it is relatively normally sealed inside, unseen, undisturbed, and
well known that Warlocks keep "dubious companions". The unharmed. On the other hand, it also keeps them from
presence of a strange familiar is always a cause for alarm. being active.
Taking one's eyes off a Gate Imp is also considered very The Imp Seal not only seals the Gate Imp but is also an
dangerous. Without the supervision of their contractor, the essential medium for Summoning Arts as well as Magical
Warlock, they are free to do as they please. Some of them Implement in Truespeech Magic and Spiritualism Magic.
even open Abyss Gates (see p. 31) on their own. When they Without it, Warlocks cannot use Summoning Arts.

29
The act of placing and releasing the Gate Imp into and Note that Gate Imp is not affected by poison, disease,
from the Imp Seal is a Minor Action performed by a or mental effect effects or damage.
command spoken in Daemonic. This is automatic and does They are magical beings and can be detected by [Sense
not require a check. Also, the Gate Imp cannot refuse this Magic]. If they are seen, their true identity can be detected
command. with an Insight Check (Target Number depends on their
The Gate Imp can also enter and leave the Imp Seal at appearance, see p. 53). If the witness is a Warlock, the
will. Insight Check is an automatic success, regardless of
appearance.
Characteristics of the Gate Imp
In the game, Gate Imps are generally kept inside the Negation and Recontracting of the Gate Imp
"Imp Seal" and are considered to be almost never outside of “Gate Imp'' will lose its body in a few years at the most
the seal. The only time it should be outside the "Imp Seal" if it is not enclosed and will disappear.
is when it is safe to do so, with the exception of when the “Gate Imp'' will also disappear if it is used to open an
Abyss Gate is opened (see p. 31). "Abyss Gate," and the gate cannot be closed.
If that is not the case, and the Gate Imp or the Warlock When this happens, the Warlock loses the Daemon's
is outside, exposed to dangers and taking damage, any Contract and can no longer use Summoning Arts or
damage to HP and MP that should be applied to the Gate command Daemons.
Imp will be applied to the Warlock instead. If the Gate Imp They must sign a new contract and obtain another Gate
has to make an evasion check, the base value is set to 0. Imp to regain their power.
Fortitude and Willpower Check are based on the Warlock's This requires a half-day ritual. The ritual Sacrifice costs
Fortitude or Willpower Check. The Defense of the Gate the Warlock's Class Level x 200 gamels.
Imp is 0.

Learning the Warlock Class allows the use of


Summoning Arts. They temporarily draw upon powers Weapon Restrictions
from the Otherworld to produce an effect. Daemonic is There is no restriction on the use of weapons when
used for chanting. using Summoning Arts.
Since Summoning Arts is magic, the basic rules and
notation follow those of existing magic. For more Imp Seal
information, see page 156 of Core Rulebook I. Warlocks must use an "Imp Seal" when using
Summoning Arts involve acquiring one level of Warlock Summoning Arts. Whether or not the Imp Seal actually
Class to be able to use all of the spells of 1-level spells. contains a Gate Imp is irrelevant.
Thereafter, every time the Warlock Class is advanced by See also page 35 for more information on Imp Seals.
one level, all spells of the new level become available.

Conditions for Using Summoning Arts


Restrictions on Types of Movement
When casting Summoning Arts, movement on that turn
is limited to restricted movement.

Vocalization
The use of Summoning Arts requires the speaking of
Daemonic for the incantation of spells.
Therefore, a Lykant in their [Beast Form] cannot cast
Summoning Arts.
Nightmares in [Alternate Form] can cast Summoning
Arts without vocalization.

Armor Restrictions
When using Summoning Arts, Magic Power is reduced
by 4 (minimum 0) if the wielder is equipped with or wearing
metal armor.
When equipped with or wearing nonmetallic armor with
a Strength requirement of 10 or more, Magic Power is
reduced by -2.
[Alternate Form] Nightmares may ignore this
restriction.

30
Part 1 Characters

Warlock can command the Gate Imp to open an Abyss Abyss Gate Formation and Limited Movement
Gate. Through this gate, the Warlock can summon Ordering a Gate Imp to form an Abyss Gate is an Minor
Daemons and command them temporarily. Action if the Warlock is either not equipped or wearing
This ability to open Abyss Gates is the reason why a armor or if equipped or wearing non-metallic armor with a
being that should be a "Contract Imp" is called a Gate Imp. strength requirement of less than 10.
If the Warlock is equipped with or wearing metal or
non-metallic armor with a strength requirement of 10 or
more, it is a Major Action instead.
Warlocks have the ability to summon and command This condition is the same as the penalty modifier to the
Daemons in this world. This ability is made up of three Spellcasting Check.
elements: the creation of the Abyss Gate, the summoning A Nightmare in [Alternate Form] may command the
of the Daemon, and the delegation of the Daemon. Once Gate Imp to form an Abyss Gate as a Minor Action,
the Daemon has completed its task, "Banishment of the regardless of the type of armor worn.
Daemon" and "Closing of the Abyss Gate" are also In any case, the Warlock's movement is then limited to
necessary. Limited Move.
Each of these requires a different action and time to be
performed by the Warlock. In addition, each has its own
"cost," such as MP consumption and Sacrifices.
Once the Abyss Gate is formed, the Warlock can
Daemon's Summoning Procedure Table summon Daemons from it.
Movement
Step Process Action, Time Cost Notes
Restriction Conditions for Summoning Daemons
Major Action
or Minor The summoning of a Daemon is done with a Minor
Formation of Action Limited Action, and an incantation spoken in Daemonic is required.
Preparation

None
Abyss Gate (depending on Move Summoning is possible immediately after the formation of
the armor the Abyss Gate (= in the same turn).
worn)
The following restrictions are imposed on summoning
Summoning Limited MP, Summoning Daemons:
Minor Action
the Daemon Move Sacrifices
None in
Adventure Level Cap
Daemon’s principle A Warlock can only summon Daemons whose Monster
Task

Automatic Any
Task MP when level is equal to or below the Warlock's Adventurer level.
canceled As long as it is equal to or below the Adventurer level, it
Banish Tribute is possible to summon it even if it surpasses the summoner’s
Banish check Unable to Return
Banishment (10 minutes) move
depending on
of MP
Warlock class level. However, Banishment after the task
the situation will be more difficult (see p. 33).
Clean up

of Daemon
Forced
Any
(combat)
Limited Move Only
Closing the The Warlock's movement is restricted to Limited
Automatic Any None
Abyss Gate Move.

Only Abyss Gate opened at the same coordinates


Only an Abyss Gate that the Warlock opened by
Warlocks can command their Gate Imp to open the himself (his Gate Imp) can be used to summon Daemons.
Abyss Gate. To do so, the Gate Imp or the "Imp Seal" The Abyss Gate must be in the same location (area,
containing it must be in the same location (area, coordinates) as the Warlock.
coordinates) as the Warlock.
Once the order is given, the Gate Imp will form an Only Daemons for which a Daemon Action Chart has been
Abyss Gate in the vicinity of the Warlock (same area and prepared
coordinates). It does this after it has been automatically Only Daemons for which a Daemon Action Chart has
released if it was enclosed. been prepared can be summoned.
Once the Abyss Gate is formed, it cannot be moved or
otherwise interfered with until it is closed (see p. 34). Only one Daemon can be summoned at a time
If a Warlock has already summoned a Daemon, it
The Shape of Abyss Gate cannot summon more Daemons at the same time.
The Abyss Gate is a huge double-opening black door. It
is covered with ominous decorations and arched at the top. Summoning Sacrifices are Required
The Gate Imp is integrated with the "gate" at its apex and When summoning a Daemon, certain Sacrifices are
becomes part of its decoration. required. The Warlock must have them ready.

31
The Sacrifices are Consumed when the Daemon is If Warlock is on the side controlled by the GM and
Summoned invokes the Daemon, the Daemon is assumed to be at the
For more information on Offerings, see page 36. position of any character on that side of the faction.

Consumes "Level x 2" points of MP when Summoned Action Target


Warlock must spend "Monster Level x 2" points worth The target of the action indicated in the Daemon Action
of MP for the summoned Daemon. Chart is chosen by the Warlock if it is listed as "Any". If it is
listed as "random", or if the Warlock is unconscious, the
GM will select a target at random from a range of possible
targets according to the rules.
The summoned Daemon performs an action from the If multiple targets must be selected, the GM will always
round in which it is summoned. select up to the maximum number of targets. If the number
of legally selectable targets is not sufficient, the GM selects
Timing of Daemons' Actions all the targets that can be selected.
The invoked Daemon acts immediately after the end of
the Warlock's turn. No Consumption
This order is fixed and cannot be interrupted by another Even if the Daemon's action would consume MP (e.g.,
PC's turn. magic), MP is not accounted for; the same is true for any
If the same player is also controlling a golem or other action that requires other costs (e.g., HP).
summoning fairies, the order of action in these questions is
determined at the player's discretion. Canceling the Daemon Action Chart
If the Combat Feat [Marionette] is mastered, the timing In general, the actions on the Daemon Action Chart
of the Daemon's actions can be independent of the caster. cannot be canceled: if the PCs are alone in one position and
the Daemon's action is "Melee Attack on Target: Any 1
Use of the Daemon Action Chart Character," the target must be chosen among the PCs and
A Daemon that is summoned will always attempt to then executed.
perform an action. As a rule, it cannot choose to do nothing If there is one enemy and two PCs in a location, and the
on its turn. action is performed on any three characters, then all of the
What kind of action is taken is random. enemies and PCs are the targets.
When it is the Daemon's turn to act, the Warlock rolls However, Warlock can cancel the action by taking the
1d and consults the "Daemon Action Chart" (see p. 46+) for following steps.
the appropriate Daemon. The action is performed as
indicated in the table, with the table's success values. Warlock Must Remain Conscious
Warlock will automatically know the data in this action The Daemon Action Chart cannot be canceled if the
table. A successful Monster Knowledge check is required to Warlock is unconscious or otherwise incapacitated.
know the Monster data of the Daemon itself.
Proper “Imp Seal”
Restrictions on Daemons' Actions In order to cancel a Daemon's action, the Warlock must
The Daemon Action Chart restricts Daemons' actions be able to use the "Imp Seal" that houses the Gate Imp. That
as it is part of the Daemon Contract between the Warlock is, it must be properly equipped or held in the hand.
and the Daemons.
If it were possible, warlocks would like to give Daemons Declaring a Cancel immediately after rolling 1d on the
more freedom in their actions. However, it is too dangerous Action Chart
to allow them to use their powers without restrictions. You can declare a cancellation immediately after using
Therefore, Warlocks always place restrictions on the the Action Chart and deciding which action to perform.
abilities of the Daemons they use, limiting their possible You can no longer cancel once you have proceeded from
actions. The result is the "Daemon Action Chart”. there (for example, you rolled for a random target).

Daemon’s Position Spent MP equal to Daemon's "Monster Level"


The position of the Daemon when performing an action When declaring the cancellation of an action, the
on the Daemon Action Chart is the same as that of the Warlock must expend MP equal to the "Monster Level" of
fellow, the position of any PC (see CR I, p. 196). The the Daemon.
position is determined after the Daemon's action is decided If the Warlock is unable to spend the necessary MP, the
on the Daemon Action Chart. action cannot be canceled.
Which PC it will share its position with is chosen by the
Warlock in case the action’s target is labeled as “Any”, or Daemons are not Subject to Negative Effects
randomly decided by the GM if the target is labeled as The summoned Daemons, like Fellows, are not subject
“Random”. The Daemon is assumed to be located there to any unwanted effects from others.
from the beginning of its turn, chooses a restricted move,
and performs the action as if it had not moved from that
position.

32
Part 1 Characters

Flow Chart for Daemon banishment process


The following is a flowchart of the Daemon banish
Once a Daemon summoned from the Abyss Gate has process.
completed its task, the Warlock must banish the Daemon
and close the Abyss Gate. Otherwise, the Daemon will be Daemon Banishment Flow
released, and a "Shallow Abyss" will be formed.

Classification of Banishments
The Banishment of Daemon is classified as follows

Classification of Banishments
Banish by Banish check
Exorcism
Level Comparison
Warlock Level >= Warlock Level <
Daemon Level Daemon Level -
Banish
Tribute
Use Tribute No Tribute Use Tribute (Req.) -
Banish Auto Banish Banish check (bonus
Combat
Method Success check +4)
MP Refund Yes Yes No

Banishment by Check or Exorcism?


Banishments are roughly classified into two types:
"Banishment by Banish check (see p. 34)" and "Exorcisms".
"Exorcism" is the last resort, so to speak.
Generally, “Banishment by Banish Check” is usually
preferred.

Banishment by Banish Check


Level Comparison
The "Banishment by Banish check" process compares
the Warlock's Class level with the Monster level of the
Daemon to be banished and divides the process according
to the level of the Warlock.

If Warlock Class Level >= Monster Level of the Daemon


If the Warlock's Class is equal to or higher than the
Monster Level of the Daemon you wish to banish, the
Warlock has two choices.
- Automatically succeed in the Banish check using the
"Banish Tribute" (see p. 36).
- Actually perform the Banish check.

The latter is subject to failure but incurs no asset cost.

If Warlock Class Level < Monster Level of the Daemon


If your Warlock Class is below the Monster Level of the
Daemon you wish to banish, you must consume the Banish
Tribute (see p. 36) before you can banish it via Banish
check.
At this time, a +4 bonus is applied to the Banish check.

33
Banish check The definite damage taken on a failed Banish check
Standard value: Warlock Class level + Intelligence bonus must be taken on each attempt.
Duration: 10 minutes (60 rounds)
Description: A check to send a Daemon summoned Up to Six Attempts at Banishment
through an Abyss Gate back to its original realm. Daemons summoned from the Abyss Gate must be
The standard value for the Banish check is " Warlock banished within approximately one hour. Otherwise, the
Class Level + Intelligence Bonus". Since this standard value Abyss Gate will become permanent in this world.
is not based on "Magic Power," effects that increase "Magic The Banish check always requires a 10-minute period
Power" to a limited extent - for example, equipping a "Mana of time, and each retry also takes the same amount of time.
Staff" - do not contribute to this check. Therefore, even if you fail 5 consecutive attempts, one last
This check is subject to the same Spellcasting Check chance remains.
Penalties as Summoning Arts, with the same armor It is advisable to stick to the Banish check until the end
equipment and wear penalty. The penalty is -4 for wearing or alternatively to switch to another method for either the
metallic armor and -2 for wearing non-metallic armor with middle or the last opportunity. In terms of time, 6
a Strength requirement of 10 or more. A Nightmare in consecutive attempts on a Banish check are just barely
[Alternate Form] can ignore this limitation. possible.
While this check is in effect, the target Daemon will not
move or perform any actions. The Daemon Action Chart is Refund of Summoning MP
not used. When a banishment is performed using a Banish
If the Warlock beats the Daemon's success value, the Tribute or a successful Banish check, the Warlock will
Daemon will be banished to the Abyss Gate. receive back the "level x 2" MP they consumed when the
If the success values are tied or exceeded by the Daemon was summoned. Only the MP actually consumed
Monster, the Warlock immediately takes "Monster's by the Warlock will be restored. If the Warlock was partially
Monster Level + 2d" points of fixed damage, and the substituted with a Mako Stone or another item at the time
Monster remains in place. of summoning, the Warlock would not be restored to their
The Banish check can be attempted again as a "Retry original MP. The MP will not be restored beyond the
that involves Cost or Risk" (see CR II, p. 43), with a time Warlock's maximum MP.
requirement of 10 minutes (60 rounds). If the Daemon is Exorcized, MP will not be restored.
A Banish check cannot be performed with a shorter
time required (see CR II, p. 46). It always requires 10
minutes.
Once the Daemons have been banished, the Abyss Gate
Exorcism can be closed. This will automatically succeed, the gate will
If it is deemed difficult to banish the Daemon by Banish disappear, and the Gate Imp will return to the Warlock's
check, or impossible because the Warlock is dead, etc., an "Imp Seal".
attempt can be made to exorcize the Daemon. Even if the Warlock is dead, the Abyss Gate will be
This is simply an attempt to reduce Daemon's HP to 0. closed if the Daemon has been banished by Exorcism. The
If the GM declares that this method is to be used, the same applies to the automatic sealing of the Gate Imp.
GM will use the Monster data to control the Daemon and
begin the battle with an Initiative Check. If you want to give
the PCs time to prepare for the battle, please note that every
10 seconds (1 round), the Daemon will act according to the If the banishment of the Daemon summoned from the
Daemon Action Chart (and no adverse effects or damage Abyss Gate has not been completed after one hour has
will be dealt to the Daemon during this time). passed since the Abyss Gate was formed, the Daemon will
If the Daemon's HP is reduced to 0, the Exorcism is be completely released, and at the same time, the Abyss
successfully completed. Gate will remain permanently open in this world.
The Daemon will disappear into the other world,
leaving no Loot behind. Full Release of the Daemon
When a Daemon is fully released, it is no longer under
Retry Banishment the control of the Warlock and is free to act freely in the
Banishments based on a Banish check may be world. Some will go on to slaughter the people around
unsuccessful. In that case, you will be given the opportunity them, while others will first leave the Warlock and try to
to reattempt the Daemon banishment. When you retry, you bring disaster to the world while cunningly hiding from it.
may choose to switch to Exorcism. Or, if it is possible (based
on the level comparison), you may choose "automatic Loss of the Gate Imp
success with banish Tribute". When an Abyss Gate stabilizes, the Gate Imp that
Note that failure of an attempted Exorcism will result in opened it is lost.
the death of all the PCs. There is no retry. The Warlock will not be able to use their abilities
If the Warlock's Class is lower than the Daemon's without a new Gate Imp (see p. 28).
Monster Level, you can use the "Banish Tribute" for the
check, but if the check fails, the sacrificial item will be
deemed to have not been used and returned. It may be re-
used (re-used again...) on a second (or subsequent) attempt.

34
Part 1 Characters

Stabilized Abyss Gate mistake of stabilizing the ''Abyss Gate" again, their title will
A stabilized Abyss Gate creates a "Shallow Abyss" in the become "Abyssal Amplifier" and thus receive 100 Disgrace.
early evening. The Abyss has a threat level of at least
Adventurer Level +2 of the Warlock who opened it. Warlock Title and Disgrace associated with Abyss Gate
Within the Shallow Abyss, Daemons are summoned Stabilization
one after another, expanding in size and increasing in Title Disgrace
power. The speed of its "growth" exceeds that of the general Malicious Observer 50
"Shallow Abyss" and is considered to be the most dangerous. Abyssal Amplifier 100
When the "Shallow Abyss" is resolved and the "Abyss Daemon's Sentinel 150
Core" is destroyed, the Abyss Gate will automatically Bearer of Vices 200
disappear (along with the Gate Imp that was integrated with Bearer of Vices★ 250
it).
(The number of ★'s thereafter will increase, and the
number of Disgrace earned will increase by 50 each time)
Disgrace and Infamy Warlock Titles
Warlocks who have let an Abyss Gate stabilize will earn
Restoration of a Warlock's Title by Offsetting Disgrace
significant disgrace, which will adversely affect their standing
Warlock Infamy can be returned by offsetting Disgrace
in the Adventurers' Guild and the services they receive (see
with Reputation points. The title can be reduced by one
CR II, p. 118).
level by offsetting the points corresponding to the current
They will also be given and called by their deeds, giving
title. Once the "Malicious Observer" title has been revoked,
them a special dishonor mark, the Infamy title (which is
you will no longer be referred to by your Infamy title.
juxtaposed to the general dishonor mark).
The title and Disgrace earned for the first offense is
Restoration of the Infamy Title by Closing the "Shallow
"Malicious Observer," which is 50 points, but if a person
Abyss”
who has earned "Malicious Observer" repeatedly fails to
If the Warlock who lets an Abyss Gate stabilize manages
stop the Abyss Gate from stabilizing in the same way, the
to resolve the "Shallow Abyss" caused by the Abyss Gate,
title becomes even worse and the Disgrace earned increase
they will lose one level of the "Infamy" title. In addition, 50
at an accelerating rate. For example, if a person who has
Disgrace points will be reduced regardless of the level of the
already received the title of "Malicious Observer" makes the
title.

Annotation of the Warlock Class


contains a Gate Imp has no effect on the use of the
Summoning Arts.
There are several types of Imp Seals used by Warlocks,
each of which has its own equipment restrictions, as well as Multiple Imp Seals
bonuses and penalties to various skill checks performed by A character may have multiple Imp Seals prepared and
the Warlock and the Daemons they control. may select anyone to cast Summoning Arts. The effects of
multiple Imp Seals are not cumulative. The Gate Imp seal
List of Imp Seals can be different from the one used for Summoning Arts.
Name Equipment Effect Price It is possible to open the Abyss Gate and use the "Imp
No equipment is Seal" without the Gate Imp to cast Summoning Arts.
Summoner's Tattoo needed, Spellcasting
(“Mark of the Devil") It can be hidden Check -1
100 When opening the Abyss Gate and summoning
with clothes Daemons for use, the "Imp Seal" must be the one that used
Summoner’s Emblem Accessory: Any None 200 to contain the Gate Imp.
Devil Arm Weapon None +200 You will only be able to get the specified effect if they
Small Daemon Vessel Stance: 1H Banish check +1 500
Daemon's success are properly equipped or held. In addition, they must also
Large Daemon Vessel Stance: 2H value +1, 2000 be properly equipped or held in order to cancel the
Banish check +1 Daemons' actions using the Daemon Action Chart.
Spellcasting
Must be Not for
Daemon Seminarium Check +1,
controlled Sale
Banish check +2

Preparing the Imp Seal


The Imp Seal is the most important item for those who
have mastered the Warlock Class. Only after you have
prepared it in advance can you act as a Warlock to summon
Daemons or use Summoning Arts.
The "Imp Seal" is a magical medium that contains the
Gate Imp and, at the same time, enables the use of the
Summoning Arts, making both functions possible
independently of each other. Whether or not an "Imp Seal"

35
Characteristics of Each Imp Seal
There are several types of Imp Seals. Each has the
following characteristics. All Daemons summoned through the Abyss Gate are
accompanied by a set of offerings.
Summoner's Tattoo (Mark of the Devil) There are two types of offerings: Summoning Sacrifice,
A tattoo is applied to any part of the character's body. It which is required to summon Daemons, and Banish
must be done by another Warlock and costs 100 Gamels. Tribute, which is needed to banish them.
The character does not have to hold it in their hand or
put it in an "accessory" slot. It can be carved anywhere on Summoning Sacrifice (Essential Offering)
the body, is small enough (about 5 cm square), is easily Summoning Sacrifices are required without exception
concealed by clothing, etc., and will not impede its function. when summoning a Daemon. Because of their nature, they
It is also known as the "Mark of the Devil". Once the are also called essential offerings.
Summoner's Tattoo is placed on a person, it cannot be Warlocks can obtain them directly in some form (some
removed. Summoning Sacrifices can be obtained as Loot from other
When using a Summoner's Tattoo to perform Monsters), or they can be obtained by paying a stated
Summoning Arts, the Spellcasting Check has a -1 penalty. amount.

Summoner’s Emblem Illegal Summoning Sacrifices


A small metal or wooden sculpture can be placed on any Some Summoning Sacrifices cannot be obtained legally
accessory slot. from the market. Summoning Sacrifices listed in the "List of
The Summoner's Emblem does not have any bonus or Summonable Daemons" (see p. 38) with "(X)" prefixed to
penalty. the name and without a price tag are such items.
If a Warlock wishes to use them, they must procure
Devil Arm (Modified Weapon) them themself in some way.
A weapon is modified by attaching a decoration The Adventurers' Guild strictly forbids the acquisition
equivalent to the Summoner's Emblem to the weapon. of such items through criminal acts. If you obtain them by
This is treated as a weapon modification and can be criminal means and are found to have done so, you will earn
used as long as the weapon is equipped. No bonus or or worsen your infamy by one level and receive Disgrace
penalty modification is applied. (see p. 34).

Small Daemon Vessel Preparation of Summoning Sacrifice


A small container such as a lamp or bottle. It must have Some Summoning Sacrifices are not suitable for
a lid or opening. It must be used as a "Stance: 1H" item and carrying. When a Daemon who requires such offerings is to
must be held in the hand. be summoned, the Warlock must perform a ritual and
The Small Daemon Vessel gives a +1 bonus to Banish present the offerings to the Daemon in advance.
checks (see p. 34). This is a kind of contract. This kind of contract allows
the Daemons to be summoned promptly from the Abyss
Large Daemon Vessel Gate without having to offer offerings on the spot.
A large vessel such as a jar or a box. It must have a cap In terms of the game, all preparations for Summoning
or drawer. Stance: 2H. It must be held in both hands while Sacrifice can be done by purchasing them with the money
being used. in your possession. If you find it difficult to carry something,
The Large Daemon Vessel adds +1 to the success value please assume that you have done the preparation in
of each of the Daemon's actions listed in the Daemon advance.
Actions Chart and provides a +1 bonus to the Banish checks
(see p. 34). Banish Tribute
Banish Tribute is required to banish the Daemon and
Daemon Seminarium has two kinds of effects: "Required for the Banish check
A kind of sacrifice created by planting a cursed seed (+4)" and "Automatic success on Banish check" (p. 27),
called "Daemon's Seed" in a humanoid character, which is according to the comparison between the Daemon's
produced by the spell of [Daemon's Seed] (see p. 42). Monster level and the Warlock's Class level.
For more information, see p. 37.
Banish Tribute Price
Changing the Gate Imp Banish Tributes are pre-prepared ritualized meats,
Warlocks can change the "Imp Seal" that contains the liquors, etc., and are common items demanded by all
Gate Imp. The transfer of the Gate Imp requires a one-hour Daemons.
ritual. No check is required, no money is needed beyond However, the total quantity and quality of the offerings
the cost of a new Imp Seal, and no MP is consumed. vary depending on their strength. The Summoning Sacrifice
After the Gate Imp has been moved, the "empty" Imp Chart lists the "price" of Banish Tributes for each Daemon.
Seal can still be used for Summoning Arts. If necessary, the Warlocks should decide in advance how many Gamels
Gate Imp can be transferred back to it by performing the worth of Banish Tribute they will purchase and prepare in
one-hour ritual again. advance. Then, when the Daemons are banished, they will
spend the amount of the Banish Tribute that is
commensurate with the price.

36
Part 1 Characters

Please note that you cannot spend money directly.


Using Daemon Seeds
Summary of Offerings Daemon seeds are used by the Warlock who created
Daemon's Monster Level and Warlock's Class them. It takes 10 minutes to plant a Daemon seed.
Level During this time, the person being implanted must
Warlock Level Equal remain motionless or at rest. The humanoid to be
Monster Level Higher
or Higher implanted must be either completely physically restrained
Summoning or the implantation must be done while they are asleep.
Required Required
Sacrifice
Once the implantation is done, the success values are
Banish check Required for Banish
Banish Tribute compared between the Warlock who created the "Daemon
automatically succeeds check (check +4)
Seed" and the "Willpower" of the implanted humanoid.
If the Warlock's success value is higher, the Daemon
Banish Tribute Penalty in Summoning seed takes root in the target. If the seed is resisted, the
Daemon seed will die.
Runefolk, whose souls are artificial, are also excluded. If
In the Summoning Arts data (see p. 40), there are you plant a seed of an ineligible person, it will either not
several spells that have a penalty to the Banish check sprout or will die shortly after it has sprouted its eyes.
(written at the end of the summary as "Banish check - X").
When these spells are used, all penalty modifiers to the The Illegality of the Daemon Seed
Banish check are cumulative. This penalty modifier The use of Daemon seeds is strictly illegal in Humanoid
accumulates to a maximum of -8. societies and is a serious crime punishable by death and
These spells cannot be cast if the cumulative non-revival in most countries.
Spellcasting Check penalty exceeds the "-8" limit. Any If a PC is found to have used it, they will immediately
attempt to do so will have no effect (including the penalty earn four levels of infamy, or worse, and will receive
modifier to the Banish check). Disgrace points accordingly.
If the Spellcasting Check fails automatically, the penalty
modifier to the Banish check will not be incurred. The Daemon Seminarium's Loyalty
The Daemon Seminarium will develop an affection for
the Warlock who planted the Daemon Seminarium in
them. As the days go by, the level of affection and
dependence grows, reaching the point of infatuation and
adoration. Eventually, they become completely loyal to
Monsters who use Summoning Arts have the ability to them, even to the point of following orders to commit
open Abyss Gates and summon Monsters. However, in suicide.
such a case, the Daemon Action Chart is not used like PCs, In the final stage, the Daemon Seminarium is not only
and the summoned Monster is treated as if it had normal spiritually but also physically consumed by the Daemon
Monster data. Seed.
The Daemon Action Chart is designed to give a certain
amount of restraint to a Daemon and allow you to borrow Progress of “Daemon Seminarium”
its power, so both Warlock and the Daemon are Number of days passed* Stage Feelings toward Warlock
constrained by it. This way, the Warlock is not at risk of 1 to 2 Weeks 1 A casual friend
releasing the Daemon to the world, and the enemy Warlock 1 to 2 Months 2 Best Friend
can ignore those restrictions. 1 to 2 Years 3 Affection, infatuation
It is also less burdensome for the GM to manage Several Years 4 Undying Loyalty
Daemons as Monster data. However, as a general rule, Even beyond 5 (Puppetized)
enemy Warlocks should only use Summoning Arts, and *Approximate value. Differences occur from individual to
summoned Daemons should be treated like any other individual
Monster.
Puppetization
Although it varies from person to person, within a few
years of being implanted with the Daemon Seed, the
The Daemon Seminarium is a kind of sacrifice that Daemon Seminarium takes complete control of the body
serves the Warlock and can be used as an Imp Seal or as an and mind of the person who implanted it. They lose their
offering to a Daemon. They are created by planting a cursed ego and become beings that do the bidding of the person
seed called a "Daemon Seed," produced by the spell who planted the "Daemon Seed" in them.
[Daemon's Seed] (see p. 42), in a Humanoid character. At this stage, the Daemon Seminarium does not need to
eat. If they do not eat, they do not defecate, and they do not
even need to sleep.
Qualifications for Daemon Seminarium Although they can pose as people on command, they
Only humanoid characters who have not been Soul rarely express their emotions, and at first glance, it is clear
Scarred can be planted with the Seed of Daemons. that they are in an abnormal state.
Reanimated or nightmare characters do not qualify as a
Daemon Seminarium.

37
Using The Daemon Seminarium As a Substitute for Banish Tribute
There are several ways to use Daemon Seminarium. The Daemon Seminarium serves as a substitute for the
Banish Tribute.
Use as a Character The value of the Daemon Seminarium as an offering is
The Daemon Seminarium retains its basic character equivalent to "the number of days it has been a Daemon
abilities. Although it relies on the loyalty of the individual, it Seminarium x 50 Gamels".
can be expected to act as a character and provide support to If there is a shortage, it can be made up with other
the Warlock. Banish Tributes. Even if the value of "Daemon
Daemon Seminarium," which has been "turned into a Seminarium" is higher than the required value, the extra
puppet," will act under the orders of the Warlock. Please value will not be refunded.
follow the orders for golems and undead (see CR II, p. 90).
Healing the Daemon Seminarium
Use as an Imp Seal To heal a character who has become a Daemon
The Daemon Seminarium can be used as an Imp Seal Seminarium, spells and means to break the curse, such as
for Gate Imp and as a medium for Summoning Arts. [Remove Curse], are required. The success value must
Even if a Gate Imp is enclosed, the character's ego is still exceed the Target Number of the Warlock who created the
that of the original "Daemon Seminarium. However, if the Daemon seed.
Daemon Seminarium has become a doll, and the Gate Imp If the success value is exceeded, the parasitic roots of the
is sealed in it, the body of the doll will be the Gate Imp, Daemon Seminarium will gradually disappear. In order to
The Gate Imp will be able to move its body and even return to full health, you must spend the same number of
directly communicate with other people through speech days at rest as the number of days the seedling has been
and other means. growing.
If you use Daemon Seminarium, you gain +1 for
Spellcasting Check and +2 to Banish check for Summoning Death of the Daemon Seminarium
Arts. Even if a character who has been a Daemon
Seminarium dies, it is still possible to revive them. After the
revival, the character is no longer qualified as a Daemon
Seminarium because of the Soul Scar, and the Daemon
Seed immediately withers and loses all of its effects.

This list on the next page of summonable Daemons lists


the data for summoning Daemons through the Abyss Gate.
It includes the level of the Daemons, their names,
Summoning Sacrifice, Banish Tribute Cost, Willpower,
page of the Daemon Action Chart, and page of the Monster
Data.

38
Part 1 Characters

List of Summonable Daemons


Level Name Summoning Sacrifice (Price) Banish Tribute Cost Willpower Daemon Action Chart Monster Data
1 Mengle Zombie Eye (60G) 50G 2(9) 47 200
2 Imp Bat Wing (60G) 100G 4(11) 47 200
Erbirea Shrimp (20G) 150G 5(12) 47 200
3 47 200
Nuzumal Live Frog (10G) 150G 5(12)
Aetherbeast Animal Fur (40G) 250G 5(12) 47 201
4 Abyss Minions Bat Wing x 2 (120G) 250G 6(13) 47 201
Kekkubak Gem (150G) 200G 6(13) 47 201
Agare Spider Legs (50G) 450G 7(14) 47 202
5 Nazrak Octopus Tentacle (100G) 350G 7(14) 48 202
Movkira Poisonous Spider (100G) 450G 7(14) 48 202
Zalbard Broken Horn (60G) 650G 9(16) 48 203
6 Xenu Anteater's Tongue (100G) 550G 8(15) 48 203
Doubleburg Mask (60G) 550G 8(15) 48 203
Argagis Pierced Tongue (100G) 750G 9(16) 48 204
Grunel Magical Vine (60G) 800G 10(17) 49 204
7 49 204
Jinune Horse Tail (50G) 750G 9(16)
Sihalus Clear Jewel (400G) 450G 9(16) 49 205
Dark Bully Black Mantle (50G) 1,400G 10(17) 49 205
8 49 206
Terror Beast Fangs (200G) 1,200G 10(17)
Godbell (X) Headless Humanoid corpse 2,100G 12(19) 49 206
9 Shabalay Humanoid Blood (200G) 1,800G 12(19) 50 206
Ragnakang False-Dragon Scale(700G) 1,500G 11(18) 50 207
Selassaroui Gem (500G) 3,500G 13(20) 50 207
10 Mahatiga Trunk of an Elephant (500G) 3,000G 13(20) 50 208
Melbiz Large Fish (500G) 2,500G 12(19) 50 208
Ezerve White Mantle (200G) 4,500G 14(21) 51 208
11 Cerberus Mythical Beast Hide (140G) 4,000G 13(20) 51 209
Sallytegane Limestone (700G) 4,500G 14(21) 51 210
Holgrad Arcana-Language Book (340G) 6,000G 15(22) 51 210
12 51 210
Lunzemase Heater Shield (1,000G) 6,000G 16(23)
Foregone Dead Goat (500G) 9,000G 17(24) 51 211
13 52 211
Rigogan Fast Bow (1,200G) 9,000G 16(23)
Vangiga Living Giant Monkey (2,000G) 13,000G 16(23) 52 212
14 52 213
Dreadbar Live Crocodile (1,000G) 13,000G 18(25)
Doppelganger (X) Human Brain 20,000G 21(28) 52 213
15 52 214
Barusa Biyone Suit Armor (2,500G) 20,000G 20(27)
16 Lada Adroda (X) Human Spine 30,000G 21(28) 52 214

39
Daemons Sense Cost MP4

Range/
Tar. Caster Caster/- Duration 1 Hour Res. Optional
Search Daemon Cost MP2 Area
All Areas Sum. Gains [Darkvision], "Listen Check" and "Danger Check" + 2
Range/ Transforms the Warlock's ears and eyes into those of the Daemon.
Tar. (30m Radius) / Caster/- Duration Instant Res. Can’t
All Area Eff. The Caster gains [Darkvision] for the duration of the effect and
gains a +2 bonus to Listen and Danger Sense Check.
Sum. Can sense the presence of Daemons
If there is a Daemon Character, a Gate Imp, the Imp Seal, or an
Abyss Gate within the area of effect, the Caster will know of its
presence. The location or the number is unknown. Daemons Potential Cost MP3
Gate Imps, "Imp Seals", Abyss Gates, and Daemons summoned 3
Eff. All Areas (30m Range/
by them are not covered by this spell. Tar. Caster/- Duration minutes Res. Optional
Warlocks that are the target of this spell or the possessor of the Radius)/Space Area
(18 r)
"Imp Seal" will sense that this spell has been used. However, the Sum. Success value of "Daemon Action Chart" +1, cumulative
specific location of the caster is also unknown.
This spell strongly enhances the performance of Daemons that
have been summoned from the Abyss Gate.
During the duration of the effect, when a Daemon summoned by
Daemon's Arm Cost MP5 Eff.
caster themself uses the "Daemons' Action Chart" within the area of
effect, it gains a +1 bonus to all its success values.
Range/ 3 minutes
Tar. Caster Caster/- Duration Res. Optional This effect is cumulative (up to +3).
Area (18 r)
The weapon is imbued with the power of a Daemon, Increasing
Sum.
Damage and Defense
The weapon is strengthened by the Daemon's power.
The target's melee and ranged weapons are treated as magical
Eff.
weapons with energy type, dealing +2 points of physical damage and
giving the wielder +2 Defense.
⏩Re-Command Cost MP4
If the Caster has more than one Section, any one Section can be Range/ 30 seconds
Tar. Caster Caster/- Duration Res. Optional
targeted. Area (3 r)
Sum. The "Daemon Action Chart" roll can be rerolled once
Allows the caster to suppress the effects of attempts by Daemons
Blood Branded Cost MP2 to act on their own accord for a moment.
During the duration of this spell, whenever the Caster's Daemon
Range/ 1(10m)/
Tar. 1 Character Duration Instant Res. Can’t decides to act according to the "Daemon Action Chart", they can reroll
Area Target
Eff. the 1d roll on the chart once. The timing of the reroll must be
Sum. Absorbs 2 HP from the target Type Curse immediately after the 1d roll.
Points at the target and inflicts a small wound as if a Daemon had After the reroll, the previous result is discarded, and the new roll
scratched them with its claws. must be applied and cannot be canceled (see p. 32).
The target takes "2" points of magic damage, and the Caster regains Once this spell effect has been applied, it is automatically negated.
Eff.
HP equal to the applied damage.
This spell is effective even if the Caster, the target, or one of them
is an Undead, Construct, or Magitech character. Venom Breath Cost MP8
1
1 area (4m Range/
Tar. (10m)/ Duration Instant Res. Half
Radius)/10 Area Shot
Sum. Power 10 damage Type Poison
⏩△Daemon's Dodge Cost MP4 Sprays a mist of poison from the tip of your mouth or hand.
The target takes Power 10 + Magic Power poison magic damage.
Range/ 10 seconds
Tar. Caster Caster/- Duration Res. Optional Eff. Power Crit
Area (1 r) ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
Sum. Can make evasion checks with "Warlock Level + Agility Modifier" 10 1 1 2 3 3 4 5 5 6 7 ⑩
Temporarily imbues the Warlock with the quickness and agility of
a Daemon.
Eff.
During the duration of the effect, the standard value for evasion
checks is "Warlock Level + Agility Modifier". Barrier Circle Cost MP3

All Areas (30m Range/ 1


Tar. Caster/- Duration Res. Can’t
Radius)/Space Area Day
Avenger Cost MP4 Sum. Detects the presence of intruders in an area
Range/ 1(10m)/ The character temporarily gains the vigilance of a Daemon.
Tar. 1 Character Duration Instant Res. Half During the duration of the effect, the caster detects the presence
Area Target
of any character that enters within the range of the spell. The
Sum. Damage to the caster and target Type Curse Eff. detectable characters are limited to those larger than small animals.
Curses oneself and gives the target the same curse. Also, it can detect when a character leaves the range.
The Caster takes 5 points of Fixed Damage, and the target takes The target that enters or leaves the range can detect the presence
Power 20 + Magic Power curse magic damage. If the number of of this spell.
targets is increased by [Metamagic/Targets], the damage taken by
Eff. yourself is not multiplied.
Crit
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
20 1 2 3 4 5 6 7 8 9 10 ⑩

40
Part 1 Characters

Evil Silhouette Cost MP8

Range/ 1
⏩△Another's Knowledge Cost MP1 Tar. Touch
Area
Touch /- Duration
Hour
Res. N/A

Range/ Sum. Create the illusion of a Daemon


Tar. Caster Caster/- Duration Special Res. Optional Creates an illusory image of a Daemon on the spot. The illusion
Area
Sum. Gain Daemonic Knowledge does not move but remains in place. If the Caster touches the illusion,
the Caster's voice is made to appear as if the illusion is speaking.
Each time this spell is cast, the caster may perform a skill check
The target who sees this illusion performs a "Detect Check" (see
using the standard value of Summoning Arts' Magic Power to gain
CR I, p. 111) with the success value of the spellcasting Check as the
knowledge of the Otherworld or Daemons. The effect negates after Eff.
one check, and this is handled in the same way as an Insight Check Target Number. If it fails, the target mistakes the illusion for a
by the Sage Class. The GM will decide whether or not it is related to Daemon. Also, the illusion is treated as a shield by the hostile
the Otherworld. The same thing or monster may only be checked character.
once per day by this spell. The illusion is easily negated by an attack or other harmful actions,
You may also use this spell to make a Monster Knowledge check. and the spell loses its effect.
In that case, the following steps are taken. Note that you cannot detect
Eff. if some monsters transformed using [Shapeshift] and similar abilities.
For such cases, it is necessary to first identify them with a Detect Blood Mist Cost MP5&HP5
Check or other means, or the result will remain false. 10
First, it is automatically determined whether the target monster is 1 Area (6m Range/
Tar. Caster/- Duration seconds Res. Temp.
a Daemon or not. In the case of a misidentified Daemon, the caster Radius)/All Area
(1 r)
will learn about that at this stage. If the target is a Daemon, the
Warlock can make a Monster Knowledge check based on the Sum. Accuracy Check, Evasion Check -2 Type Poison
Standard Values of Summoning Arts Magic Power. If the Success The character's blood or bodily fluids spray out as poison by
Value is higher than the target's weakness value, the weakness is also hurting oneself.
Characters within the area suffer a -2 penalty to Accuracy Checks
known. However, the effect of [Weakness Exploit] is not gained. Eff.
and Evasion Checks for the duration of the effect.
If this spell is multiplied by [Metamagic/**], HP consumption is
⏩Evil Contract Cost MP3 doubled as well.
10
All Areas (30m Range/
Tar. Caster/- Duration Seconds Res. Optional
Radius)/Space Area
(1 r)
+2 success value from "Daemon's Action Chart", +2 physical and
Sum.
magical damage, -1 to Banish check
Renew the Daemon Contract more strongly, temporarily giving the Soul Eater Cost MP1
Daemon more power. Range/
During the duration of the effect, when the Caster's Daemons act Tar. Caster Touch/- Duration Instant Res. Optional
Area
according to the "Daemon's Action Chart," they gain a +2 bonus to
Eff. Sum.
Restores their MP by Warlock Level.
Type Curse
their success value and gain +2 to the physical and magical damage Banish check -1
they inflict.
Forcibly absorbs mana from the Abyss Gate, which the caster has
In addition, for the following 1 hour, "Banish checks" of the caster
opened.
receive a -1 penalty.
The Warlock restores the MP equal to Warlock Level. At the
Eff. same time, the Warlock receives a -1 penalty to their Banish checks
⏩Daemon's Tail Cost MP4 for the following hour.
This effect can only be used once per day and only while
Range/ 10 Seconds
Tar. Caster Caster/- Duration Res. Optional summoning Daemons from the Abyss Gate.
Area (1 r)
The user can extend their arms like a Daemon's tail and let them lash
Sum.
out at the target
The user can extend their arms like a Daemon's tail and let them
Daemonic Skin Cost MP8
lash out at the target. 1 Range/ 3 minutes
If the Caster makes a melee attack during the duration of the effect Tar. Touch/- Duration Res. Temp
Character Area (18 r)
and the opponent has the [〇Attack Obstacle] ability, immunity to Sum. Reduces own Defense and the target's Defense by half Type Curse
Eff. melee attacks is ignored, and instead resistance against ranged attacks Transforms one's skin into that of a Daemon, softening the armor
is applied instead. and skin of the target touched.
For example, a melee attack is possible against an opponent who Reduces their own Defense points by any value and reduces the
has the ability [〇Attack Obstacle = Impossible・+4]. In this case, the target's Defense by half that amount (rounding down). This effect is
opponent receives a +4 bonus to their Evasion check. Eff.
treated as "Resist: Can't" for the Caster.
It is not possible to reduce one's own defense to less than "0"
(minimum 0). If the Caster's Defense is reduced to less than 0 during
the duration of the effect, the effect (for the target only) will be lost.

Astral Burn Cost MP5

1 Range/
Mighty Daemon Cost MP6
Tar. 2(30m)/Shot Duration Instant Res. Half
Character Area 3
All Areas (30m Range/
Power 10+Magic Power damage, depending on Tar. Caster/- Duration minutes Res. Half
Sum. Type Bludgeoning Radius)/Space Area
the distance. (18 r)
Sends thoughts of Daemons as a mass of mana to attack the target. Sum. Summoned Daemon's damage + 3
The target suffers "Power 10 + Magic Power" in magic damage. Gives more power to your summoned Daemons.
For every 5 meters away from the target, the damage increases by When a Daemon summoned from the Abyss Gate performs an
Eff. 1 point (+1 for 5-9 meters, +2 for 10-14 meters, ....... up to +6). Eff. action on the Daemon Action Chart during the duration of the effect,
Crit it will deal +3 Physical Damage and Magic Damage. In addition, for
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value the following 1 hour, Banish checks receive a -1 penalty.
10 1 1 2 3 3 4 5 5 6 7 ⑩

41
Blood Marker Cost MP5
1 Entire Range/
Dark Soul Cost MP8 Tar.
Character Area
Touch/- Duration Permanent Res. Neg

1 Instant/10 Able to determine the target's location and target it with Summoning
Range/ Sum.
Tar. Character 2(30m)/Target Duration seconds (1 Res. Neg Arts without being seen
X Area r) The caster imprints the target's spirit with their own blood.
Sum. Control an unconscious target at will, awakening it Type Curse The Caster will always know the target's exact location (including
Borrows an unconscious body and manipulates it temporarily. distance and direction). Even if the target is not visible, the target can
Eff.
If the character is unconscious, asleep, etc., the Caster can move still be chosen as the target of the Caster's Summoning Arts. Area:
them at will; if their HP is below 0, their HP is set to 1. Shot" spells may be blocked by obstacles, and the range of the spell
The target takes their turn immediately after this spell is cast. At must be respected.
this time, the Caster is free to specify any action to be taken by the
Eff.
target (the target's Classes and special abilities can be fully grasped and
used effectively). However, the caster may not perform any action that
would endanger the target (e.g., casting a spell that would put the target
in danger, leading them to fall off a cliff, etc.).
The target awakens at the end of its turn. ⏩△Anti-Magic Barrier Cost MP5

Range/ 3 minutes
Tar. Caster Caster/- Duration Res. Optional
Area (18 r)
Daemons Scream Cost MP6 Sum. Damage from ranged attacks and Area: Shot spells -5
1 Area (6m Range/ 3 minutes Transforms one's skin into the tough hide of a Daemon, making it
Tar. Caster/- Duration Res. Temp. less susceptible to mana.
Radius)/20 Area (18 r)
Eff. Whenever the Caster takes magical damage from a Ranged Attack
Sum. Target's Fortitude and Willpower -2 Type Psychic
or Area: Shot Spell, the damage is reduced by -5.
The caster lets out the cry of a Daemon, causing the surrounding This spell only takes effect once and is then lost.
Eff. area to cower in fear.
The target takes -2 to Fortitude and Willpower.

Venom Espada Cost MP9


Splinter Cost MP10
Tar.
Any Range/ 1(movement)m/
Duration Instant Res. Half
Point/Special Area Breakthrough
10
All Areas (30m Range/ Sum. Power 40 damage Type Poison
Tar. Caster/- Duration seconds Res. Optional
Radius)/Space Area Poison particles are wrapped around the body and rush forward,
(1 r)
Sum. Use the "Daemon Action Chart" twice. Banish check -2 harming the targets around you.
The Daemon divides itself into two, and each of them acts as a Eff. Deals power 40+Magic Power points of magic damage.
separate entity. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value
During the duration of the effect, the caster's Daemon performs 40 4 5 6 7 9 10 11 11 12 13 ⑩
two actions per turn as determined by the "Daemon Action Table";
Eff.
after the first action has been processed, an additional 1d roll is made
to process the second action. Daemon's Seed Cost MP6
The effect of this spell is lost once it is applied. It also receives a -
2 penalty to the "Banish check" for the caster for the ensuing hour. Range/
Tar. Touch Touch /- Duration Instant Res. N/A
Area
Sum. Create a Daemon's Seed
Creates Daemon's Seed, which turns humanoids and Barbarous
Eff. into "Daemon Seminarium" (see p. 37).
This spell requires one hour to cast. It can only be cast once a day.
⏩△Daemons Tax Cost MP6

Range/ 30 seconds
Tar. Caster Caster/- Duration Res. Optional
Area (3 r)
Sum. Returns a portion of the damage taken by the Caster Type Curse
When the Caster takes damage, a curse harming the attacker will
be inflicted.
If the Caster takes physical or magical damage from a melee or
Eff.
ranged attack during the duration of the spell, the Warlock inflicts
damage equal to the Warlock's class level on the attacker.
This effect is lost once activated.

Unsummon Gate Cost MP6

Range/ 10 minutes
Tar. Caster Caster/- Duration Res. Optional
Area (60 r)
Sum. Banish check + 4, no MP recovery when banishing
Creates a one-way banishment gate, similar to the Abyss Gate.
The user gains a +4 bonus to their Banish check" for the Daemons
Eff. summoned by the user.
If the " Banish check" using this effect succeeds, the MP expended
for summoning will not be regained.

42
Part 1 Characters

△Atrophy Cost MP6 ⏩△Deficiency Cost MP4


1 Entire Range/ 2(30m)/ 3 minutes 1 Area (6m Range/ 2(30m)/
10
Tar. Duration Res. Can’t Tar. Duration seconds Res. Can’t
Character Area Target (18 r) Radius)/20 Area Target
Sum. Initiative Check -2 Type Curse (1 r)
Causes the target to take -2 to their Initiative. This spell is cast just Sum. The target gains a weakness Type Curse
Eff. before the "Initiative Check" is made. It can be cast multiple times on The target gains a "Weak Point" (see p. 66) to "Poison, Disease,
different targets. Eff. Curse Damage +3," and the weakness automatically applies to it. This
spell can only be used once per round.

Daemon's Hand Cost MP10


Leap to Gate Cost MP10
Range/ 3 minutes
Tar. Caster Caster/- Duration Res. Optional Range/
Area (18 r) Tar. Caster Caster/- Duration Instant Res. Optional
Can cast Summoning Arts with "Range: Touch" on a target up to 10 Area
Sum. Sum. Move to the Abyss Gate
meters away
Summons a Daemon hand that does whatever you wish and casts The Caster transports themselves to the "Abyss Gate," which they
spells on the targets it touches. have opened. The Caster can move without regard to shielding,
During the duration of the effect, the Caster can cast Summoning Eff. obstructions, or movement interference, but if the Caster and the
Eff. Arts of "Range/Area: Touch/-" on any target within 10 meters. Abyss Gate are more than 10 meters apart, the spell will have no
Since the range is not changed, the number of targets nor the range effect.
can not be increased by [Metamagic/Targets] or
[Metamagic/Distance].
⏩△Daemon's Blade Cost MP3

Daemon's Flight Cost MP10


Tar. Caster
Range/
10
Caster/- Duration seconds Res. Optional
Area
Range/ (1 r)
Tar. Caster Caster/- Duration 1 Hour Res. Optional
Sum. Create a melee weapon with Power 50
Area
Sum. Can fly with 20 movement. Accuracy to melee attacks and Evasion +1 The Caster gains the Daemon's Blade listed below as a melee
The caster can fly with movement 20 during the duration of the weapon for the duration of the effect.
effect. Also, while flying, the user gains a +1 to Accuracy Checks for Accuracy Check can be performed with Warlock Level + Dexterity
Eff. melee attacks. This bonus modifier does not overlap or accumulate Bonus when attacking with this weapon.
with the equivalent effects to "Sword's Grace/Wings Of The Wind", The additional damage is "Magic Power".
such as [〇Flight]. For a character with Monster data, the accuracy is "Magic Power
(Magic Power + 7)," and the Damage is "2d + (Magic Power + 8)".
When dealing damage with this weapon, you can choose each time
whether the applied damage is to HP or MP.
Eff.

Add'l Dmg
Min STR

Crit Rate
Stance

Power

Notes
Price
Acc.

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

Daemon's 1H 1 - 50 4 6 8 10 10 12 12 13 15 15 ⑩ - 30
Blade

43
Imitating Shadow Cost MP8 ⏩△Daemons Spread Cost MP8

1 Character Range/ 1 Range/ 3 minutes


Tar. Touch/- Duration Res. Optional Tar. Caster Caster/- Duration Res. Optional
X Area Day Area (18 r)
Sum. Target mimics a shadow Sum. Half damage from typed damage
The target mimics the shadow of the specified location or person. The Caster disperses their body like a swarm of Daemons, making
While mimicking, the shadow mimic cannot perform any actions. them less susceptible to the effects of their types.
Movement follows exactly the movement of the shadowed subject, The Caster chooses one of Fire, Water/Ice, Wind, Earth,
regardless of the mimic's own movement ability or movement speed Eff. Lightning, Bludgeoning, Slashing, Energy, Poison, Disease, Curse, or
(see p. 66). At the same time, the mimic is not subject to any effects, Psychic Effect, and halves (by a quarter if successfully resisting a "Res:
attacks, etc., including area of effect spells, except those that directly Half" Spell) the physical or magic damage dealt by that type.
cancel this spell. If the shadow is surrounded by a light source from This spell overlaps as long as a different type is specified.
all directions, characters in the surrounding area will notice the
unnatural presence of the shadow. On the other hand, if there is no
light source at all, the shadow can maintain its mimicry. Soul Drain Cost MP20
If an abnormality of the shadow is detected during the mimicry, a
"Detect Check" is performed based on the success value of this spell, Range/
Tar. 1 Character 1(10m)/Shot Duration Instant Res. Half
and if the result is in favor of the suspicious party, they will realize that Area
Eff.
the shadow is not natural. Depending on the situation, the GM may Sum. Power 40 damage to HP and MP. Caster heals. Type Curse
have the owner of the shadow or the person who was watching it The target takes 'Power 40+Magic Power' points of damage to both
perform a "Danger Sense Check" or a "Notice Check". HP and MP.
Even during the duration of the mimicry effect, the GM may cancel If the target fails to resist, the Caster recovers "10" points of HP and
it at will if the mimic desires. After it has been lifted, they can Eff. MP per target.
immediately perform their actions. If the mimic is in combat, it can Crit
be released while in combat preparation or as a Minor Action. At this Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
time, the owner of the shadow must make a danger sense check, and 40 4 5 6 7 9 10 11 11 12 13 ⑩
if they fail, they suffer -2 to their evasion against the oncoming attack
from the mimic.
In the case of a shadow mimic engaging the shadow owner in one-
on-one combat, the shadow owner's failure of the danger sense check Daemons Snap Cost MP16
is treated as being in an ambush (see CR I, p. 144). Range/
Tar. Touch Touch/- Duration Instant Res. N/A
Area
Shield Circle Cost MP10 Sum. Summons the Daemon Lada Adroda and makes them act
1 Entire Range/ 1(10m)/ Summons a great demon from the Abyss Gate for a very short
Tar. Duration Permanent Res. Neg time. The Caster must be in the same location (area, coordinates) as
Character Area Target
the Abyss Gate that they opened to cast this spell.
Sum. Seals the target in a magic circle When this spell is cast, the Daemon Lada Adroda will be
Creates a magic circle around the target's feet, causing them to lose summoned. The Daemon will then performs one action from the
consciousness. The magic circle will spread to a radius of 3 meters "Daemon Action Chart" (see p. 46). The action is determined by
around the target's feet. Eff.
rolling 1d. The action can be canceled immediately after the 1d roll
The target will remain unconscious at the circle's center with 0 HP by spending 16 MP points.
and be treated as if no time has elapsed since then. The Lada Adroda will act (or have their action canceled)
Eff. No harm can be done to the enclosed target from a distance, and immediately after this spell is cast and will be banished to the Abyss
its HP and MP will not be reduced by spells or effects with range. Gate right after. No Summoning Sacrifice or Banish Tribute is
This magic circle can be easily extinguished by others touching it, required, and no MP will be refunded.
and the effect of this magic is lost. In that case, the target will be
unconscious with 0 HP.
This spell requires 1 hour to cast.

Daemon Swap Cost MP7


Range/
Tar. Touch Touch/- Duration Instant Res. Can’t
Area
Returns a summoned Daemon to the Abyss Gate and summons a
Sum.
new one
Sends the summoned Daemon back to the Abyss Gate and
summons a new Daemon immediately. This spell summons a new
Daemon to the same location (area, coordinates) as the Abyss Gate
that the Caster themselves opened. This spell can only be used if the
caster is in the same location (area, coordinates) as the Abyss Gate
that they opened themselves.
Banish Tribute is not required to summon a Daemon by this spell,
and no check is needed to summon a Daemon. However, the MP
that was expended at the time of summoning will not be refunded.
Eff. A new Daemon must be summoned, and it must be exactly one
level higher than the Daemon being banished. In this case, no
Summoning Sacrifice is required for the Daemon to be summoned,
and no MP must be expended for the summoning (although "7" points
are required to cast this spell).
The effect of this spell is an exception: it can summon Daemons
up to the Caster's "Adventurer Level + 1" level.
The banishment of Daemons summoned by the effect of this spell
will follow the normal process, but the caster will not receive any MP
back, even if the Daemon is not exorcized.

44
Part 1 Characters

Burst Gate Cost MP22 Soul Sacrifice Cost MP50

1 Range/ Range/
Tar. 2(50m)/Line Duration Instant Res. Half Tar. Caster Caster/- Duration Permanent Res. Optional
Character Area Area
Sum. Power 70 damage Type Energy Sum. Become a Doppelganger
Concentrated mana radiates from the Abyss Gate. The Caster transforms into a Doppelganger while maintaining all
The target takes Power 70 + Magic Power points of damage. This of their abilities; the Caster chooses at the time of casting whether to
spell does not originate from the Caster but from the Abyss Gate use the doppelgangers or their own stats (these cannot be changed
opened by the Caster. The Caster must be within 30 meters of the later).
Eff. Abyss Gate. This spell cannot be canceled at will, and the character will be
Eff.
Crit treated as a Daemon character from this point on. The Target
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value Number is 40 when using [Perfect Cancellation].
70 5 9 10 12 14 16 17 18 19 19 ⑩ The person who becomes a Doppelganger by this spell becomes a
Daemon physically and mentally and will be treated as an NPC from
now on.
Fake Memory Cost MP8
1
Range/ Daemon's Legion Cost MP50
Tar. Character Touch/- Duration Permanent Res. Neg
X Area Range/ 1
Tar. Caster Caster/- Duration Res. Optional
Sum. Implant false memories Type Curse Area Day
Implants the Caster's memories into the target. The Caster's Sum. Bring an army of Daemons
perspective of the memory is their own, and the target will believe that The spell summons an army of semi-tangible Daemons from
the experiences and feelings of the Caster are their own memories. Abyss Gate, making them one's own power. The Caster must be in
The content and duration of the implanted memories can be chosen the same location (area, coordinates) as the Abyss Gate that they
Eff. from the Caster's own memories. opened to cast this spell.
If the target removes the memory with a [Remove Curse] or similar The Caster will have "100 Daemon Might" for the duration of the
methods, they will realize that the memories implanted in them are spell.
not their own. However, the memories will not be erased, and it is After casting this spell, the "Daemon Might" is recorded so that the
possible to recall them normally. current value can be checked each time the spell is cast.
Caster and the Daemons summoned by the Caster can spend
"Daemon Might" to increase the damage they cause or to decrease the
Worthless Magic Cost MP12 damage they suffer. The Caster declares the number of points to be
consumed as an arbitrary value just before the damage is determined.
1 Range/ 1(10m)/ 3 minutes Eff.
All are valid per damage determination, with one point of
Tar. Duration Res. Temp
Character Area Target (18 r) consumption per point.
Sum. Two spells are forbidden to use Type Curse Increased physical damage inflicted on HP (up to 10 per decision)
The target cannot use two spells with the names specified by the Increase in magic damage inflicted on HP (up to 5 per
Caster for the duration of the spell. determination)
Eff. Decrease physical damage dealt to HP (up to 10 per
The effects of this spell are duplicated as long as two different
spells are specified. determination)
Decrease the magic damage to HP (up to 5 per determination)

The Daemon's Might will not decrease without the Caster's intent;
once it decreases, it will not be restored. When it reaches "0", the spell
is automatically dispelled.

Lethal Dimension Cost MP36


100m Range/ 3 minutes
Tar. Caster/- Duration Res. Can’t
Radius/Space Area (18 r)
Sum. Power 30 damage creates a space that continues deals damage
Fills a large area with mana that causes damage, with the Caster at
the center.
All characters in the area take " Power 30 + Magic Power" points of
damage at the end of their turn. This damage cannot be critical.
Immediately after taking damage, the target may make a
Willpower check using the success value of the Spellcasting Check
for this spell as the Target Number. If the check is successful, the
Eff. target will not be affected by this effect thereafter.
If a character who has been out of range during the effect period
re-enters the area, the same process will occur if the Willpower check
has not succeeded. If the character has succeeded in the Willpower
check, this spell will not affect them even if they come back into range.
Crit
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
30 2 4 4 6 7 8 9 10 10 10 None

45
Daemon Action Charts
Daemons summoned with Abyss Gate perform actions ⑧ Action Table
according to the Daemon Action Chart. These are the actions of Daemon. When Daemon acts,
In this section, the "Daemon Action Chart" summoned roll 1d and the corresponding action to the roll will happen
and used by Warlock is described. unless canceled.

- How to Read the Daemon Action Chart Target


Any ** Character: The target can be any character chosen
by Warlock from the appropriate range. If possible, the
1 Mengle p. 200 number of targets should be chosen up to the indicated
Cost When Summoning: MP2 Cancellation Cost: MP1
Willpower: 2(9) Summoning Sacrifice: Zombie Eye (60G)
number.
Banish Tribute Price: 50G Any: Wide area effect. The area (Simplified Combat) or the
Range and Action Success Damage, center point (Standard Combat Advanced Combat) is
1d Target
Value etc. chosen arbitrarily by Warlock.
Random 1 [Eyes of Confusion] at Random ** Character: The GM randomly selects a target
1 11 see below
Character "Range: 1(10m)".
Any 1 from all existing characters in the appropriate range.
2–3 Melee Attack 10 2d+1 Random: Wide area effect, GM randomly selects an area
Character
Any 1 for Simplified Combat or a central character for Standard
4–5 Melee Attack 11 2d+1
Character Combat or Advanced Combat and then applies the area of
Any 1 [Eyes of Confusion] at
6 13 see below effect.
Character "Range: 1(10m)".

[Eyes of Confusion]/Willpower/Neg Range and Action


The target receives a -1 penalty to action checks for 10 seconds (1 round). The actions performed by the Daemon and their ranges
are described. If the range is not specified, the spell range
should be referenced if it is a spell. Otherwise, it is treated
as "Range: Touch".
① Name
Daemon's name. Success Value
If it is a melee attack or ranged attack, the target
② Reference Page compares the Success Value with the Evasion check. In
This is where Daemon's monster data can be found. other cases, the Success Value is specified in "⑨Action
Description".
③ Cost When Summoning
This is the MP consumed when summoning that Damage, etc.
Daemon from "Abyss Gate". It describes the damage and Power of the action.
④ Cancellation Cost ⑨ Action Description
When Daemon performs an action, this is the MP Details of the abilities are specified in the Daemon
needed to cancel the action. Action Chart here. Reference pages are noted for the spell
data to be cast.
⑤ Willpower
The value against which Success Value is compared Ability to Attack Multiple Times
versus Banish check. If the Success Value of Banish check Some unique skills perform multiple attacks ([Twin
exceeds this value, the banishment succeeds. Strike & Double Attack], [3 Attacks], [6 Attacks]). In these
cases, if the number of targets specified is less than the
⑥ Summoning Sacrifice number of attacks, the attacks are allocated in such a way
This is a summoning offering that is essential when that the number of attacks is evenly distributed. The [3
invoking Daemon. Attacks] and [6 Attacks] are executed all the specified
number of times, with no remainder. For example, when
⑦ Banish Tribute Price assigning [6 Attacks] to 4 targets, the number of attacks is
The price of Banish Tribute (see p. 36), which is assigned as "2, 2, 1, 1". If the target is "Any", the Warlock will
mandatory or automatic banishment when banishing decide which target to assign an extra number of attacks to,
Daemon. and if it is "Random", the GM will decide randomly.

46
Part 1 Characters

1 Mengle p. 200 4 Aetherbeast p. 201


Cost When Summoning: MP2 Cancellation Cost: MP1 Cost When Summoning: MP8 Cancellation Cost: MP4
Willpower: 2(9) Summoning Sacrifice: Zombie Eye (60G) Willpower: 5(12) Summoning Sacrifice: Animal Fur (40G)
Banish Tribute Price: 50G Banish Tribute Price: 250G
Success Damage, Range and Success Damage,
1d Target Range and Action 1d Target
Value etc. Action Value etc.
Random 1 [Eyes of Confusion] at Random 1
1 11 see below 1 Melee Attack 14 2d+5
Character "Range: 1(10m)". Character
Any 1 2 – 3 Any 1 Character Melee Attack 14 2d+5
2–3 Melee Attack 10 2d+1
Character 4 – 5 Any 1 Character Melee Attack 15 2d+5
Any 1 6 Any 1 Character Melee Attack 16 2d+5
4–5 Melee Attack 11 2d+1
Character
Any 1 [Eyes of Confusion] at
4 Abyss Minions
6 13 see below
Character "Range: 1(10m)". p. 201
Cost When Summoning: MP8 Cancellation Cost: MP4
[Eyes of Confusion]/Willpower/Neg Willpower: 6(13) Summoning Sacrifice: Bat Wing x 2 (120G)
The target receives a -1 penalty to action checks for 10 seconds (1 round). Banish Tribute Price: 250G
1d Target Range and Action Success Value Damage, etc.
Random 1
2 Imp p. 200 1
Character
[Cross Strike] 15 2d+10
Cost When Summoning: MP4 Cancellation Cost: MP2 Any 1
2–3 Melee Attack 15 2d+5
Willpower: 4(11) Summoning Sacrifice: Bat Wing (60G) Character
Banish Tribute Price: 100G Any 1
4–5 Melee Attack 16 2d+5
Range and Success Character
1d Target Damage, etc. Any 1
Action Value 6 [Cross Strike] 17 2d+10
Random 1 Power 0/Crit Value Character
1 [Mana Sink] 12
Character 10 +4
Any 1 [Cross Strike]
2–3 Melee Attack 11 2d+3
Character Same as Melee Attack.
Any 1
4–5 Melee Attack 12 2d+3
Character
6
Any 1
Character
[Mana Sink] 14
Power 0/Crit Value
10 +4
4 Kekkubak p. 201
Cost When Summoning: MP8 Cancellation Cost: MP4
Willpower: 6(13) Summoning Sacrifice: Gem (150G)
[Mana Sink] (see CR II, p. 328) Banish Tribute Price: 200G
Range and Success
1d Target Damage, etc.
Action Value
3 Erbirea p. 200
1
Random 1
[Fire Bolt] 13
Power 10/Crit Value
Cost When Summoning: MP6 Cancellation Cost: MP3 Character 10+5
Willpower: 5(12) Summoning Sacrifice: Shrimp (20G) Any 1
2–3 [Stone Guard] 13 Defense +5
Banish Tribute Price: 150G Character
Range and Success Damage, Any 1
1d Target 4–5 Melee Attack 14 2d+5
Action Value etc. Character
Random 1 Any 1 Power 10/Crit Value
1 Melee Attack 13 2d+6 6 [Fire Bolt] 15
Character Character 10+5
2 – 3 Any 1 Character Melee Attack 13 2d+6
4 – 5 Any 1 Character Melee Attack 14 2d+6 [Fire Bolt] (see CR II, p. 169)
6 Any 1 Character Melee Attack 15 2d+6 [Stone Guard] (see CR II, p. 163)

3 Nuzumal p. 200 5 Agare p. 202


Cost When Summoning: MP6 Cancellation Cost: MP3 Cost When Summoning: MP10 Cancellation Cost: MP5
Willpower: 5(12) Summoning Sacrifice: Live Frog (10G) Willpower: 7(14) Summoning Sacrifice: Spider Legs (50G)
Banish Tribute Price: 150G Banish Tribute Price: 450G
Success Damage, Success Damage,
1d Target Range and Action 1d Target Range and Action
Value etc. Value etc.
Random 1 [Greenblood Curse] at Random 1 [Twin Strike & Double
1 12 2d+4 1 15x2 (2d+7)x2
Character "Range: Touch". Character Attack]
Any 1 Any 1
2–3 Melee Attack 12 2d+2 2–3 Melee Attack 15 2d+7
Character Character
Any 1 Any 1
4–5 Melee Attack 13 2d+2 4–5 Melee Attack 16 2d+7
Character Character
Any 1 [Greenblood Curse] at Any 1 [Twin Strike & Double
6 14 2d+4 6 17x2 (2d+7)x2
Character "Range: Touch". Character Attack]

[Greenblood Curse]/Willpower/Half [Twin Strike & Double Attack]


Deals curse magic damage. Performs two melee attacks (see p. 46).

47
5 Nazrak p. 202 6 Xenu p. 203
Cost When Summoning: MP10 Cancellation Cost: MP5 Cost When Summoning: MP12 Cancellation Cost: MP6
Willpower: 7(14) Summoning Sacrifice: Octopus Tentacle (100G) Willpower: 8(15) Summoning Sacrifice: Anteater's Tongue (100G)
Banish Tribute Price: 350G Banish Tribute Price: 550G
Success Range and Success
1d Target Range and Action Damage, etc. 1d Target Damage, etc.
Value Action Value
Action Random 1 Power 20/Crit
Random 1 [Frenzied Gaze] at 1 [Fireball] 16
1 13 Checks +2, Character Value 10+8
Character “Range: 2(20m)”
HP-5 Any 1
2–3 Melee Attack 16 2d+9
Any 3 Character
2–3 [Tail Sweep] 15 2d+6
Characters Any 1 [Reaping Power 20/Crit
4–5 17
Any 1 Character Slash] Value 10+8
4–5 Melee Attack 16 2d+6
Character Any 1 Power 30/Crit
6 [Blast] 18
Any 1 [Intimidating Gaze] at Action Character Value 10+8
6 16
Character “Range: 2(20m)” Checks -2
[Fireball] (see CR I, p. 224)
[Frenzied Gaze]/Willpower/Neg [Reaping Slash] (see CR I, p. 221)
The target gets a +2 bonus to action checks for 3 minutes (18 rounds), [Blast] (see CR I, p. 223)
but takes 5 fixed damage to HP at the end of their turn. If the target is
unconscious, this effect is removed. This effect is psychic type.
[Tail Sweep] 6 Doubleburg p. 203
Melee Attacks are performed once for each target.
Cost When Summoning: MP12 Cancellation Cost: MP6
[Intimidating Gaze]/Willpower/Neg
Willpower: 8(15) Summoning Sacrifice: Mask (60G)
The target receives a -2 penalty on action checks for 10 seconds (1 round).
Banish Tribute Price: 550G
This effect is of a psychic type.
Success Damage,
1d Target Range and Action
Value etc.
5 Movkira p. 202 1
Random 1 [Twin Strike & Double
Character Attack]
17x2 (2d+8)x2
Cost When Summoning: MP10 Cancellation Cost: MP5 Any 1
Willpower: 7(14) Summoning Sacrifice: Poisonous Spider (100G) 2–3 Melee Attack 17 2d+8
Character
Banish Tribute Price: 450G Any 1
4–5 Melee Attack 18 2d+8
Success Character
1d Target Range and Action Damage, etc.
Value Any 1 [Twin Strike & Double
6 19x2 (2d+8)x2
Melee Attack & Character Attack]
Random 1 2d+7 &
1 [Hallucinogenic 15&13
Character Hallucination
Poison Needle] [Twin Strike & Double Attack]
Any 1 Performs two melee attacks (see p. 46).
2–3 Melee Attack 15 2d+7
Character
Any 1
4–5 Melee Attack 16 2d+7
Character
Any 1 [Fasten with Many 7 Argagis p. 204
6 18 2d+10 Cost When Summoning: MP14 Cancellation Cost: MP7
Character Legs]
Willpower: 9(16) Summoning Sacrifice: Pierced Tongue (100G)
Banish Tribute Price: 750G
[Hallucinogenic Poison Needle]/Fortitude/Neg
A target hit by a melee attack may not, for a total of 10 seconds (1 round), Range and Success
1d Target Damage, etc.
target or include a Warlock contracted to this monster or use a weapon Action Value
attack, casting a spell, or other unique skill that may cause Warlock to be Random 1 [All-Out
1 16 2d+19
targeted, even if there is a chance of it happening. This effect is of poison Character Attack]
type. Any 1 Physical damage -9,
2–3 [Cover] -
[Fasten with Many Legs] Character Magic damage -13
Same as Melee Attack. Any 1 [Continuous
4–5 17 2d+11
Character Attack]
Any 1 [All-Out
6 18 2d+19
6 Zalbard p. 203
Character Attack]

Cost When Summoning: MP12 Cancellation Cost: MP6


[All-Out Attack]
Willpower: 9(16) Summoning Sacrifice: Broken Horn (60G)
Same as Melee Attack.
Banish Tribute Price: 650G
[Cover]
Success Damage, The damage that the specified ally receives from Melee Attack or Ranged
1d Target Range and Action
Value etc. Attack will be reduced only once for 10 seconds (1 round).
Random 1 [Flame Breath] at [Continuous Attack]
1 17 2d+8
Character “Range: 1(10m)” Performs Melee Attack, and if it hits a target, performs another Melee
Any 1 Attack against the same opponent.
2–3 Melee Attack 17 2d+12
Character
Any 1
4–5 Melee Attack 18 2d+12
Character
Any 1 [Flame Breath] at
6 19 2d+8
Character “Range: 1(10m)”

[Flame Breath]/Fortitude/Half
Deals fire magic damage.

48
Part 1 Characters

7 Grunel p. 204 8 Dark Bully p. 205


Cost When Summoning: MP14 Cancellation Cost: MP7 Cost When Summoning: MP16 Cancellation Cost: MP8
Willpower: 10(17) Summoning Sacrifice: Magical Vine (60G) Willpower: 10(17) Summoning Sacrifice: Black Mantle (50G)
Banish Tribute Price: 800G Banish Tribute Price: 1,400G
Range and Success Success Damage,
1d Target Damage, etc. 1d Target Range and Action
Action Value Value etc.
Random 1 Random 1 [Continuous Attack
1 [Mana Strike] 17 2d+20 1 18 2d+7
Character Character II]
Any 1 Any 1
2–3 Melee Attack 17 2d+10 2–3 Melee Attack 18 2d+7
Character Character
Any 1 Power 30/Crit Value Any 1
4–5 [Blast] 19 4–5 Melee Attack 19 2d+7
Character 10 + 10 Character
Any 1 Any 1 [Continuous Attack
6 [Mana Strike] 19 2d+20 6 20 2d+7
Character Character II]

[Mana Strike] [Continuous Attack II]


Same as Melee Attack. Performs Melee Attack, and if it hits a target, performs another Melee
[Blast] (see CR I, p. 223) Attack against the same opponent. Then again, if it hits, perform a third
Melee Attack against the same opponent.

7 Jinune p. 204
8 Terror Beast p. 206
Cost When Summoning: MP14 Cancellation Cost: MP7
Willpower: 9(16) Summoning Sacrifice: Horse Tail (50G) Cost When Summoning: MP16 Cancellation Cost: MP8
Banish Tribute Price: 750G Willpower: 10(17) Summoning Sacrifice: Fangs (200G)
Success Damage, Banish Tribute Price: 1,200G
1d Target Range and Action Success
Value etc. 1d Target Range and Action Damage, etc.
Random 1 [Red Eye Menace] at Acc., Evas. Value
1 17 [Multi-Action] 2d+8&Power
Character “Range: 1(10m)” -2 Random 1
Any 1 1 Melee Attack 21&16 10/Crit Value
2–3 [Vital Strike] 18 2d+9 Character
Character &[Force] 10+6
Any 1 Melee Attack &
4–5 [Vital Strike] 19 2d+9 Any 1
Character 2–3 [Corrosive 19&19 2d+8
Character
Any 1 [Red Eye Menace] at Acc., Evas. Poison]
6 18 Melee Attack &
Character “Range: 1(10m)” -2 Any 1
4–5 [Corrosive 20&20 2d+8
Character
Poison]
[Red Eye Menace]/Willpower/Neg [Multi-Action] 2d+8&Power
The target receives a penalty of -2 for Accuracy and Evasive checks for Any 1
6 Melee Attack 21&16 10/Crit Value
10 seconds (1 round). Character
&[Force] 10+6
[Vital Strike]
Make a Melee Attack. If the roll of the damage decision is 9 or more, the
Daemon deals an additional +6 damage. [Force] (see CR I, p. 233)
[Corrosive Poison]/Fortitude/Neg
A target whose HP is reduced by 1 point or more by a Melee Attack
7 Sihalus p. 205 immediately suffers 2d-5 (minimum 0) poison magic damage. The target
continues to suffer this effect at the end of each turn. This effect is
Cost When Summoning: MP14 Cancellation Cost: MP7 permanent.
Willpower: 9(16) Summoning Sacrifice: Clear Jewel (400G)
Banish Tribute Price: 450G
1d Target Range and Action
Success
Value
Damage, etc. 9 Godbell p. 206
Random 3 Cost When Summoning: MP18 Cancellation Cost: MP9
1 [Tail Sweep] 17 2d+9 Willpower: 12(19) Summoning Sacrifice: (X) Headless Humanoid corpse
Characters
[Curse of Banish Tribute Price: 2,100G
Random 1 Becomes Success Damage,
2–3 Translucency] at 17 1d Target Range and Action
Character Translucent Value etc.
“Range: 2(20m)”
Any 1 Random 2 [Twin Strike &
4–5 [Painful Strike] 18 2d+8 1 19x2 (2d+11)x2
Character Characters Double Attack]
[Fireball] with [Magic Power 20/Crit Any 1 [Twin Strike &
6 Any 18 2–3 19x2 (2d+11)x2
Control] Value 10 + 8 Character Double Attack]
Any 1 [Twin Strike &
4–5 20x2 (2d+11)x2
Character Double Attack]
[Tail Sweep] Any 1 [Twin Strike &
Melee Attacks are performed once for each target. 6 21x2 (2d+11)x2
Character Double Attack]
[Curse of Translucency]/Willpower/Neg
The target becomes semi-translucent. The target cannot shield on the
battlefield. Also, characters in different areas (Simplified Combat) or at a [Twin Strike & Double Attack]
distance of more than 10 meters (Standard Combat, Advanced Combat) Performs two melee attacks (see p. 46).
will not be able to see the target.
This effect is permanent of a curse type.
[Painful Strike]
Make a Melee Attack. If the roll of the damage decision is 10 or more,
the Daemon deals an additional +5 damage.
[Fireball] (see CR I, p. 224)

49
9 Shabalay p. 206 10 Mahatiga p. 208
Cost When Summoning: MP18 Cancellation Cost: MP9 Cost When Summoning: MP20 Cancellation Cost: MP10
Willpower: 12(19) Summoning Sacrifice: Humanoid Blood (200G) Willpower: 13(20) Summoning Sacrifice: Trunk of an Elephant (500G)
Banish Tribute Price: 1,800G Banish Tribute Price: 3,000G
Success Damage, Success
1d Target Range and Action 1d Target Range and Action Damage, etc.
Value etc. Value
1 Random [Red Droplets] 19 2d+8 Power 30/Crit
1 Random [Force Explosion] 20
Any 1 [Daemonic Droplets] at Value 10+12
2–3 20 2d+5
Character “Range: 2(20m)” Any 2 [Twin Strike &
2–3 23x2 (2d+10)x2
Any 1 [Daemonic Droplets] at Characters Double Attack]
4–5 21 2d+5
Character “Range: 2(20m)” Any 1
4–5 [Mana Strike] 23 2d+24
Any 1 [Daemonic Droplets] at Character
6 22 2d+5
Character “Range: 2(20m)” Any 1 [Wind-Edge Blade]
6 22 2d+12
Character at “Range: 2(20m)”
[Red Droplets]/Fortitude /Half
Deals all characters in the same position (area, coordinate) as itself poison [Force Explosion] (see CR II, p. 142)
magic damage. [Twin Strike & Double Attack]
[Daemonic Droplets] Performs two melee attacks (see p. 46).
Makes a Ranged Attacks. Target Defense is treated as halved (rounded [Mana Strike]
up). Same as Melee Attack.
[Wind-Edge Blade]/Fortitude/Half
Deals slashing magic damage.
9 Ragnakang p. 207
Cost When Summoning: MP18 Cancellation Cost: MP9
Willpower: 11(18) Summoning Sacrifice: False-Dragon Scale(700G) 10 Melbiz p. 208
Banish Tribute Price: 1,500G Cost When Summoning: MP20 Cancellation Cost: MP10
Success Willpower: 12(19) Summoning Sacrifice: Large Fish (500G)
1d Target Range and Action Damage, etc. Banish Tribute Price: 2,500G
Value
Random 1 Melee Attack & Success Damage,
1 20&20 2d+13&2d+8 1d Target Range and Action
Character [Deadly Poison] Value etc.
Any 1 Melee Attack & 2d+12& Random 1 [Acid Saliva] at
2–3 20&19 1 20 2d+7
Character [Convulsive Poison] Convulsion Character “Range:2(20m)”
Any 1 Melee Attack & 2d+12& Any 2 [Twin Strike & Double
4–5 21&20 2–3 21x2 (2d+13)x2
Character [Convulsive Poison] Convulsion Characters Attack]
Any 1 Melee Attack & Any 1 [Twin Strike & Double
6 22&22 2d+13&2d+8 4–5 22x2 (2d+13)x2
Character [Deadly Poison] Character Attack]
Any 1 [Acid Saliva] at
6 22 2d+7
[Deadly Poison]/Fortitude/Neg Character “Range:2(20m)”
Melee Attacks that deal 1 or more points of applied damage deal
additional poison magic damage (as specified in table 2d+8). [Twin Strike & Double Attack]
[Convulsive Poison]/Fortitude/Neg Performs two melee attacks (see p. 46).
When hits with a Melee attack, the target takes a -1 penalty to action [Acid Saliva]/Evasion/Neg ("Can't" underwater)
checks for 1 minute (6 rounds). This effect is cumulative and a poison type. It deals poison physical damage. In addition, the target's Defense is
reduced by 1 point.
This effect is permanent and cumulative.
10 Selassaroui p. 207 If the target is a character that has PC data, the Defense of any equipped
armor or shield chosen by the target must be reduced by -1. This effect
Cost When Summoning: MP20 Cancellation Cost: MP10
completely destroys the armor or shield whose Defense is reduced to 0.
Willpower: 13(20) Summoning Sacrifice: Gem (500G)
When used underwater, the target is changed to "Random," and the area
Banish Tribute Price: 3,500G
of effect is changed to "1 area (5m radius)/15". There is no effect of
Success Damage, decreasing Defense in water.
1d Target Range and Action
Value etc.
Random 2 2 Ranged Attack at
1 21x2 (2d+13)x2
Characters “Range: 1(10m)”
Any 1 [Twin Strike & Double
2–3 22x2 (2d+14)x2
Character Attack]
Any 2 [Twin Strike & Double
4–5 23x2 (2d+14)x2
Characters Attack]
Any 2 2 Ranged Attack at
6 23x2 (2d+13)x2
Characters “Range: 1(10m)”

[Twin Strike & Double Attack]


Performs two melee attacks (see p. 46).

50
Part 1 Characters

11 Ezerve p. 208 12 Holgrad p. 210


Cost When Summoning: MP22 Cancellation Cost: MP11 Cost When Summoning: MP24 Cancellation Cost: MP12
Willpower: 14(21) Summoning Sacrifice: White Mantle (200G) Willpower: 15(22) Summoning Sacrifice: Arcana-Language Book (340G)
Banish Tribute Price: 4,500G Banish Tribute Price: 6,000G
Success Range and Success
1d Target Range and Action Damage, etc. 1d Target Damage, etc.
Value Action Value
[Flash of a Magic Power 40/Crit
1 Random 22 2d+15 1 Random [Shining Shot] 23
Blade] Value 9 + 15
Any 1 Any 1 [Mana-binding
2–3 [Painful Strike] 23 2d+15 2–3 23 Magic Power-5
Character Character Fog]
Any 1 Any 1
4–5 [Painful Strike] 24 2d+15 4–5 [Mana Strike] 24 2d+26
Character Character
[Multi-Action] 2d+17&Power [Multi-Action]
Any 1 Any 1 2d+11&Power 30/
6 Melee Attack & 24&24 50/Crit Value 10 + 6 Melee Attack & 25&25
Character Character Crit Value 10+15
[Thunder Bolt] 14 [Shock]

[Flash of a Magic Blade] [Shining Shot] (see CR III, p. 135)


Attacks all targets within Melee Attack reach. [Mana-binding Fog]/Willpower/Temporary
[Painful Strike] Reduces all target’s Magic Powers by -5 for 3 minutes (18 rounds).
Make a Melee Attack. If the roll of the damage decision is 10 or more, [Mana Strike]
the Daemon deals an additional +9 damage. Same as Melee Attack.
[Thunder Bolt] (see CR III, p. 134) [Shock] (see CR III, p. 135)

11 Cerberus p. 209 12 Lunzemase p. 210


Cost When Summoning: MP22 Cancellation Cost: MP11 Cost When Summoning: MP24 Cancellation Cost: MP12
Willpower: 13(20) Summoning Sacrifice: Mythical Beast Hide (140G) Willpower: 16(23) Summoning Sacrifice: Heater Shield (1,000G)
Banish Tribute Price: 4,000G Banish Tribute Price: 6,000G
Success Damage, Success Damage,
1d Target Range and Action 1d Target Range and Action
Value etc. Value etc.
[Fire Breath] at [Twin Strike & Double
1 Random 23 2d+20 Random 2
“Range: Touch” 1 Attack] with [Abyss 24x2 (2d+18)x2
Characters
Any 3 Blade]
2–3 [3 Attacks] 21x3 (2d+16)x3
Characters Any 1 [Twin Strike & Double
2–3 24x2 (2d+18)x2
Any 2 Character Attack]
4–5 [3 Attacks] 22x3 (2d+16)x3
Characters Any 2 [Twin Strike & Double
4–5 25x2 (2d+18)x2
Any 1 Characters Attack]
6 [3 Attacks] 23x3 (2d+16)x3
Character [Twin Strike & Double
Any 2
6 Attack] with [Abyss 26x2 (2d+18)x2
Characters
[Fire Breath]/Fortitude/Half Blade]
Deals fire magic damage to "Target: 1 area (Radius 6m/20)".
[3 Attacks] [Twin Strike & Double Attack]
Makes three melee attacks (see p. 46). Performs two melee attacks (see p. 46).
[Abyss Blade]
If the attack hits, the target's Defense is treated as half (rounded up).
11 Sallytegane p. 210
Cost When Summoning: MP22 Cancellation Cost: MP11
Willpower: 14(21) Summoning Sacrifice: Limestone (700G) 13 Foregone p. 211
Banish Tribute Price: 4,500G Cost When Summoning: MP26 Cancellation Cost: MP13
Range and Success Willpower: 17(24) Summoning Sacrifice: Dead Goat (500G)
1d Target Damage, etc. Banish Tribute Price: 9,000G
Action Value
[Strange Smell] Success
1d Target Range and Action Damage, etc.
1 Random at “Range: 21 Willpower-2 Value
Caster” Random 1 Power 10/No
1 [Summon Insects] 24x2
Any 1 Character Crit Value+16
2–3 [All-Out Attack] 23 2d+20
Character Any 1 [Twin Strike &
2–3 25x2 (2d+14)x2
Any 1 Character Double Attack]
4–5 [All-Out Attack] 24 2d+20
Character Any 2 [Twin Strike &
4–5 26x2 (2d+14)x2
[Multi-Action] Characters Double Attack]
Any 1 2d+12&Power 30/
6 Melee Attack & 25&23 [Multi-Action] 2d+14& Power
Character Crit Value 10+13 Any 1
[Fist of God] 6 Melee Attack & 27&26 10/No Crit
Character
[Summon Insects] Value+16
[Strange Smell]/Fortitude/Neg
All characters in the same position (area, coordinates) receive a -2 penalty [Summon Insects] (see CR II, p. 328)
modifier to Willpower for 3 minutes (18 rounds). [Twin Strike & Double Attack]
[All-Out Attack] Performs two melee attacks (see p. 46).
Same as Melee Attack.
[Fist of God] (see CR II, p. 141)

51
13 Rigogan p. 211 15 Doppelganger p. 213
Cost When Summoning: MP26 Cancellation Cost: MP13 Cost When Summoning: MP30 Cancellation Cost: MP15
Willpower: 16(23) Summoning Sacrifice: Fast Bow (1,200G) Willpower: 21(28) Summoning Sacrifice: (X) Human Brain
Banish Tribute Price: 9,000G Banish Tribute Price: 20,000G
Success Damage, Success
1d Target Range and Action 1d Target Range and Action Damage, etc.
Value etc. Value
[Heavy Bow] at Power 100/Crit
1 Random 25 2d+20 1 Random [Meteor Strike] 29
“Range:2(50m)” Value 10+21
Any 1 Ranged Attack at Any 1 Power 20/No Crit
2–3 26 2d+16 2–3 [Lightning Bind] 29
Character “Range:2(50m)” Character Value+21
Any 1 Ranged Attack at [Multi-Action] 2d+18&Power
4–5 27 2d+16 Any 1
Character “Range:2(50m)” 4–5 Melee Attack & 29&30 50/Crit Value
Character
Up to Any 5 [Rapid-fire Bow] at [Thunder Bolt] 10+21
6 27 2d+13
Characters “Range:2(50m)” [Meteor Strike]
Power 100/Crit
6 Any with [Magic 31
Value 10+21
[Heavy Bow] Control]
Ranged Attack with "Area: Line".
[Rapid-fire Bow] [Meteor Strike] (see CR III, p. 138)
Makes Ranged Attacks. Exceptionally, the number of targets can be [Lightning Bind] (see CR III, p. 136)
selected arbitrarily from "1 to 5", and each target is attacked only once. [Thunder Bolt] (see CR III, p. 134)

14 Vangiga p. 212 15 Barusa Biyone p. 214


Cost When Summoning: MP28 Cancellation Cost: MP14 Cost When Summoning: MP30 Cancellation Cost: MP15
Willpower: 16(23) Summoning Sacrifice: Living Giant Monkey (2,000G) Willpower: 20(27) Summoning Sacrifice: Suit Armor (2,500G)
Banish Tribute Price: 13,000G Banish Tribute Price: 20,000G
Success Success Damage,
1d Target Range and Action Damage, etc. 1d Target Range and Action
Value Value etc.
Random 6 [6 Attacks] at [Blizzard Breath] at
1 27x6 (2d+16)x6 1 Random 25 2d+20
Characters “Range:1(10m)” “Range:2(20m)”
[Acid Cloud] with Power 20/Crit Any 1
2–3 Any 24 2–3 [Power Strike II] 27 2d+28
[Magic Control] Value 10 + 16 Character
Any 1 [3 Attacks] at Any 1
4–5 28x3 (2d+16)x3 4–5 [Power Strike II] 28 2d+28
Character “Range:1(10m)” Character
Any 3 [3 Attacks] at [Blizzard Breath] at
6 29x3 (2d+16)x3 6 Any 27 2d+20
Characters “Range:1(10m)” “Range:2(20m)”

[6 Attacks] [3 Attacks] [Blizzard Breath]/Fortitude/Half


Performs a specified number of Ranged attacks (see p. 46). Deals to “Target: 1 area (6m Radius)/20” water/ice magic damage.
[Acid Cloud] (see CR II, p. 136) [Power Strike II]
Same as Melee Attack.

14 Dreadbar p. 213
16 Lada Adroda p. 214
Cost When Summoning: MP28 Cancellation Cost: MP14
Willpower: 18(25) Summoning Sacrifice: Live Crocodile (1,000G) Cost When Summoning: MP32 Cancellation Cost: MP16
Banish Tribute Price: 13,000G Willpower: 21(28) Summoning Sacrifice: (X) Human Spine
Success Banish Tribute Price: 30,000G
1d Target Range and Action Damage, etc. Success
Value 1d Target Range and Action Damage, etc.
[Blizzard Breath] at Value
1 Random 24 2d+15 Random 5
“Range:2(30m)” 1 [Tail Sweep] 28 2d+17
Any 2 [Twin Strike & Characters
2–3 24x2 (2d+20)x2 Any 1 Melee Attack &
Characters Double Attack] 2–3 28*30 2d+20&2d+12
Any 1 Character [Deadly Poison]
4–5 [Mana Strike] 25 2d+37 Any 2 [Twin Strike &
Character 4–5 30&2 (2d+18)x2
[Multi-Action] 2d+20&Power Characters Double Attack]
Any 1 Any 1 Melee Attack &
6 Melee Attack & 26&27 30/Crit Value 6 30&32 2d+20&2d+12
Character Character [Deadly Poison]
[Fist of God] 10+17

[Blizzard Breath]/Fortitude/Half [Tail Sweep]


Deals to “Target: 1 area (6m Radius)/20” water/ice magic damage. Melee Attacks are performed once for each target.
[Twin Strike & Double Attack] [Deadly Poison]/Fortitude/Neg
Performs two melee attacks (see p. 46). If a melee attack deals 1 or more points of applied damage, it deals
[Mana Strike] additional poison magic damage (as stated in table 2d+12).
Same as Melee Attack. [Twin Strike & Double Attack]
[Fist of God] (see CR II, p. 141) Performs two melee attacks (see p. 46).

52
Part 1 Characters

There are various types of Gate Imp that Warlocks


carry with them. They are considered to be a kind of
magical creature created by the inhabitants of the other Each Gate Imp has its own unique personality.
world, but when you actually encounter them and exchange Whether they are actually full of individuality or not, or
words with them, they act as if they deny their artificiality, whether it is just a charade, the truth is still unknown.
showing their overbearing nature.
The following is a description of the individuality and 1) Cheerful: Always optimistic in outlook, always looking
variation of these "little Daemons". In addition, we will also for the positive in failure. They always praise and flatter the
show you some common ways in which the Warlock Warlock.
encounters these Gate Imps. 2) Pretentious: They like to be cool-headed and sarcastic.
But be warned. They seem full of personality and Even to Warlocks, have an attitude of dismissiveness.
emotion. Some have warned that the Gate Imp's behavior However, they will reveal their emotions at the slightest
is intended to disguise its true nature and deceive the impulse and try to rely on Warlocks to take care of them.
inhabitants of this world. 3) Headstrong: Always willing to take risks, even when faced
with danger. They repeatedly recommend going forward in
a straightforward manner. No reason is given. They want to
be a good partner to the Warlock.
The following is a description of the appearance of the 4) Timid: Tends to have a pessimistic outlook and is
Gate Imp. Each of them has a Target Number for Insight reluctant to make suggestions. If they perceive even the
Check (see p. 28) to determine whether or not they can be slightest risk, they will speak up about it and be afraid of it.
identified when they are seen. They want Warlocks to be their protectors.
5) Comical: Laughs at the drop of a hat and interprets the
1) Little Daemons (Insight Check Target Number = 12): most trivial of things as funny and amusing. They want
The most common type of Imp, as the name "little daemon" Warlocks to be their audience, cannot keep quiet for even
suggests. As the name "little demon" implies, it is similar in a moment, and demand attention.
appearance to the Daemon Imp (see p. 200). Most are 6) Crybaby: Cries easily when they are sad, in pain, or
nude, but some sometimes appear in costumes resembling moved. However, it does not last very long. Meek and quiet
children's clothing. but always wants to hang around the Warlock.

2) Little Fairy (Insight Check Target Number = 15): They


look like adorable little girls (a low percentage are boys or
amorphous infants), with insect wings on their backs. When you acquire the first level of the Warlock Class,
Clothing is both worn and not worn in some cases. There is you will acquire a "Gate Imp," but there are several ways to
a wide range of clothing and clothing variations. encounter these "Little Devils". The following are some
examples which may be changed with the GM's permission.
3) Small Animals (Insight Check Target Number = 14):
These are pet animals. Puppies and kittens are most often 1) Voluntarily Contracted (the most common way): The
imitated, but rabbits and squirrels have also been identified. player performs a ritual immediately after acquiring the
They generally have wings on their backs. Sometimes they Warlock Class, summons the Gate Imp themselves, and
have unrealistically colored fur. makes a contract with them.
2) A Parting Gift From a Master: The person who taught
4) Small Dragon (Insight Check Target Number = 13): you how to be a Warlock gave you a gift as a sign that you
These are small, winged snakes or lizards. Many have have become a full-fledged Warlock.
realistic coloration on their bodies, but others are pastel- 3) Touching Forbidden Secrets: By inadvertently coming
colored or pale and luminous, giving them a sense of into contact with an unknown magic ritual, a magic circle,
otherness. or a book with an unknown magic spell, you were forced to
make a contract.
5) Grotesque (Insight Check Target Number = 11): They 4) Approached by the Gate Imp (1): A precious object or
have an unrealistic appearance, such as a human face on the piece of jewelry you received from your spouse, lover,
body of a beast, eight tentacles on their back, etc. They may relative, or friend was an "Imp Seal". You were beckoned by
also show size anomalies, such as extremely large ears the "little Daemon" who had lost their masters while still
flapping in the air. sealed up, and you became a Warlock after making a
contract with it.
6) Inanimate Object (Insight Check Target Number = 15): 5) Approached by the Gate Imp (2): You picked up an item
It may be a doll, a hand mirror, or a balloon, or it may have you thought was junk, and it turned out to be an "Imp Seal"
another appearance that is clearly inorganic. It may or may (same as above).
not have wings. 6) Sudden Partner: You have no recollection of when you
acquired the Class, made the contract, or obtained the Imp
Seal. Before I knew it, we were working together.

53
Additional Items
These are Class-Specific Items added to the list of items for the Druid and Warlock classes.
We also add some staves as Druid's favorite weapon. These staves for combat may be useful even if you are not a Druid.

Name Stance Price Notes


Staff of the Sacred Tree 1H,2H 100 or Staff price + 100 Used to cast Nature Magic (see p. 16)
Symbol of Beneficence - 100 For Symbolic Lore (see p. 17)
Raw Sacred Wood - 100 Material for Symbol of Beneficence (see p. 17)
Imp Seals Varies 100 – 2,000 Cast Summoning Arts, required to contain Abyss Gate (see p. 35)
Summoning Sacrifice - Varies Required for summoning Daemons (see p. 31)
Banish Tribute - 50 – 30,000 Used to banish the Daemons (see p. 33)

The art of fighting with staff has been passed down to the Druids. The following are three staves commonly used by the
Druids.
When Druids use these as weapons, they usually spend 100 gamels to make them usable as "Staff of the Sacred Tree" as well.
There are no restrictions on non-Druids using these weapons. Anyone can purchase them on the market. Because they are
Staves, they can also be used as magical implements for Truespeech Magic or Spiritualism Magic.

B-Rank Staves
Name Stance Min STR Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Oak Staff 2H 11 +1 21 1 2 3 4 6 6 7 8 9 10 ⑫ - 210 ※Defense +1

A-Rank Staves
Name Stance Min STR Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Iron Bands 2H 16 +1 31 2 4 5 6 7 8 9 10 10 11 ⑫ - 990 ※Defense +1

S-Rank Staves
Name Stance Min STR Acc. Power ③④⑤⑥⑦⑧⑨⑩⑪⑫ Crit Rate Add'l Dmg Price Notes
Dense Oak Staff 2H 21 +1 41 4 6 6 7 9 10 11 12 12 13 ⑫ - 5,700 ※Defense +1

B-Rank Staves A-Rank Staves S-Rank Staves


Oak Staff: This oak cane is just Iron Bands: This is a staff for combat Dense Oak Staff: It is a fighting staff
under 2 meters long. The Druids use, reinforced with iron rings at the about the same size as the Oak Staff
often use it as a Staff of the Sacred key points of the Oak Staff. but made of a special hard, dense
Tree. oak wood that is so dense that it sinks
into the water even though it is wood.

54
Part 2 Monsters

Part 2 Monsters

55
My name is Louisa Scissors. continue my journey. There are still many unknowns left in
I was a student of monster biology at the Royal the world, especially undiscovered monsters. I am
University of the Kingdom of Makajahat. At the age of 20, fascinated by finding and studying them.
I got caught up in a conflict between factions, and with the This is an abridged version of a natural history book that
involvement of the kingdom's intentions, I found myself I wrote in the middle of my career. There are many
traveling around the Alframe continent. uncertainties and undiscovered monsters in the world.
I gathered information about monsters and compiled it However, I hope this report can be useful for those wanting
into a book. In short, I was sacrificed for the professors to to know more about monsters and be a stepping stone for
escape their responsibility. Despite this, I was able to see the their research.
wide world outside the university, which deepened my
knowledge. From the Preface of “Natural History of Monsters” by
Although I submitted a huge report to the university scholar Louisa Scissors
after traveling to many regions and nations, I decided to

When discussing monsters, it's important to understand Although opinions are somewhat divided, the prevailing
the history of the world of Raxia. In this section, we will opinion is that the Swords of Genesis wanted to create
describe the origins and development of creatures as animals to wield them.
depicted in mythology throughout the history of the world. The animals acted on their own, eating plants and
hunting prey. However, even after waiting for more than
10,000 years, the animals never found the Swords of
Genesis. Even if they had, they would not have realized their
The basic philosophy of birth history is based on the value.
creation myth.
The myth of the creation of the world of Raxia and its Evolution Into Mythical Beasts
origins will be discussed in another section. However, it is a It is unknown how much interference Swords of
basic fact known to sages and scholars that three magic Genesis has had in the lives of animals over time.
swords created this world. However, at some point, Mystical Beasts began to
These swords, known as the "Swords of Genesis," are appear in the world. For those unfamiliar with biology or
said to have brought abundant nature to the barren land of monsters, the difference between animals and mythical
the world of Raxia and given birth to numerous creatures. beasts may seem ambiguous.
It is believed that this was done to create a creature sufficient Even in the world of biology and monsterology, there
to handle them. have been fluctuations in how to differentiate between the
two categories. Ultimately, the current classification is based
on intelligence. Those who act according to their instincts
are called "Animals," while those with superior intelligence,
The classification of monsters largely agrees with some of whom can manipulate magic and language, are
historical classifications. It was studied in the Ancient Magic called "Mythical Beasts."
Civilization, which is said to have died out 3,000 years ago, However, it is impossible to determine the presence or
and in the Magitech Civilization, which was lost 300 years absence of intelligence based solely on fossils dug up from
ago. This classification of creatures is still commonly used ancient strata. Therefore, it is almost impossible to classify
by scholars today. ancient animals as Animals or Mythical Beasts based on
Here is an explanation of its origin and classification. their skeletons alone.
Fortunately, many classified as Mythical Beasts are long-
Birth of Plants lived, living at least a hundred years, and some, like dragons,
It is said that the first living creatures brought to the can live for thousands of years, perhaps even indefinitely.
barren land by the three magic swords were plants. Therefore, there are Mythical Beasts living for thousands of
Perhaps Swords of Genesis did not think that plants years on the present Alframe continent, and it is possible to
could wield them. Therefore, it is thought that the existence speak with them directly.
of plants was created for the sake of the creatures that would Some argue that the short lifespan of Animals is what
come to use them. distinguishes them from Mythical Beasts, who have a longer
lifespan. As a result of such studies and observations, the
Birth of Animals common conception is that "Animals" are those that live
When the world of Raxia had enough vegetation, magic according to their instincts and have a short lifespan, while
swords created animals. "Mythical Beasts" are highly intelligent and have a long
lifespan.

56
Part 2 Monsters

Mythical Beasts, which far surpass Animals in power has progressed, research on their Barbarous culture
intelligence and longevity, are an extremely advanced group has remained poor.
of creatures, and the mighty race represented by dragons is
the pinnacle of living beings in terms of intelligence, magic Other Classifications
power, and physical ability. There are also creatures in the world of Raxia that were
However, in the view of Swords of Genesis, they were born for different reasons than the creatures created by
also failures. Swords of Genesis.
Their strength made them uninterested in magic swords, For example, Undead, which continue to move even
and they did not have bodies suited for handling them. after death, and Constructs, represented by golems that are
given pseudo-life created by magic. And then there is
Into the Age of Humanoids Magitech.
It is unclear whether the creation of Animals and In addition, Daemons summoned from the Other
Mythical Beasts was a calculated move by Swords of World do not even exist in Raxia. Their true identity is
Genesis or a repetition of their mistakes. unknown and mostly a mystery.
However, after a long period of time during which
Animals and Mythical Beasts ruled the earth, the ideal
creature that the magic swords had been wishing for finally
appeared: Humanoids.
In contrast to the Animals and Mythical Beasts,
Humanoids were surprisingly vulnerable but highly
intelligent, dexterous, and versatile.
To survive, these fragile Humanoids formed groups and
used their wits, ingenuity, and creativity to create a variety of
weapons and habitats. This was something that had never
been seen in organisms before the emergence of
Humanoids.
Eventually, a Humanoid discovered one of the Swords
of Genesis. Although Animals and Mythical Beasts may
have been discovered first, the Humanoids were the first
beings since the creation of the world to recognize the value
of magic swords and to seek to acquire and use them.
Thus, with the "First Sword" Lumiere in his hands, a
Human became the first god - the "Divine Ancestor"
Lyphos.

Rise of the Barbarous


Since the birth of the Divine Ancestor Lyphos, a period
of abundance and peace for the Humanoids was confirmed
by the remains and ruins of this period, known as the Divine
Civilization.
However, that peaceful era came to an end when a
Human obtained the "Second Sword," Ignis.
The man who gained godhood through the power of the
magic sword was named "Dalkhrem," a "God of War" who
started wars due to his selfish and belligerent nature.
Dalkhrem is said to have "scarred" the souls of the
Humanoids and manipulated their physical transformations
to create the "Barbarous."
As a result of the pursuit of a stronger body and fighting
power, races have appeared that have been transformed to
the point of losing their original form. There is a wide
variety of Barbarous races, and their abilities, personalities,
and values differ greatly.
However, their history, ecology, and way of life are
extremely difficult to learn, and most of the Barbarous do
not have a culture that keeps books, so much of their history
is shrouded in mystery.
Above all, the Barbarous do not want to communicate
with the Humanoids, and interaction with them is almost
impossible. Therefore, the history of these two groups is
also a history of warfare. While research on their combat

57
On the Alframe continent, monsters are classified as However, Barbarous does have its own culture. There
Barbarous, Animals, Plants, Undead, Constructs, Magitech, are excellent smiths, architects, and artists who create
Mythical Beasts, Fairies, Daemons, and Humanoids. unique weapons, buildings, and works of art that are not of
This is a somewhat rough classification, but since it is Humanoid origin. Some even argue that Barbarous has a
the more recognized one and, at the same time, easier to superior art field, with notable Drake painters and Basilisk
understand, I will use it here. carvers who have left their mark on history.
However, Barbarous's social structure is simple and
vertical, with leadership generally determined by fighting
ability. When a leader is defeated by a stronger individual,
The Barbarous are a powerful group on the Alframe they are replaced, and the loser dies or is exiled. As a result,
continent. there is no culture of respect for elders, and there is a
What sets them apart is the diversity of countless constant struggle to gain power.
Barbarous races, ranging from those closely resembling This social nature has led Barbarous to often use force
Humans, like Bolgs and Ogres, to those that deviate from when raiding Humanoid settlements, relying on sheer
humanity, like Androscorpions. numbers to overwhelm their targets.
These unique races are grouped together because they Occasionally, a powerful leader emerges who is able to
all possess soulscars. In the world of Raxia, only Barbarous unite a large group of Barbarous from multiple races,
and Undead have such scars in large amounts. Unlike the resulting in a highly formidable force. It is believed that the
Undead, who are living corpses with scarred souls, Diabolic Triumph was caused by such a dominant leader.
Barbarous are naturally soulscarred.
In the age of mythology, the gods gained their divinity Youma – Endless Swarms
through Ignis, the "Second Sword," and wielded it to create At the core of Barbarous are the Youma, which include
a series of powerful and mighty races. These races were Kobolds, Hoodlings, Goblins, Hugls, and Bolgs.
born from the intentional scarring of Humanoids' souls, a These races are found on the Alframe continent and are
lost secret method that cannot be replicated. physically similar to humanoids, with the exception of
Although it is possible to cause physical mutation for a Hugls, which have wings and a beak-shaped mouth. While
single generation, the creation of a new race remains they are generally belligerent and physically strong, well-
impossible. Only a great miracle by the gods themselves trained humanoid warriors can fight against them, and some
could bring forth such a terrifying feat. of them are not much of a threat. However, they are
Many of the Barbarous who have been physically dangerous to ordinary people who have not been trained
enhanced by soulscars have a higher fighting power than the for warfare.
Humanoids they were based on. However, most Barbarous One of the defining characteristics of the Youma is their
are inferior to Humanoids in intelligence. They are superior high fertility and precociousness. They often give birth to
in fertility and growth speed, and a small group can grow to twins or triplets and sometimes even more. After only five
a huge number in just a few years to a dozen years. years, they become full-fledged warriors and attack
There are also powerful races among the Barbarous, humanoids. Therefore, failing to eliminate even a few can
such as Drakes and Basilisks. They have superior prove disastrous, as they are capable of regaining their
intelligence and a lifespan of over 500 years and may lead power in a few years.
other miscellaneous Barbarous races. When this happens, Youma are also extremely brutal and enjoy killing. They
the violence of numbers combined with the power of are omnivores and prefer animal flesh but will attack
intrigue can develop into a tremendous threat to livestock and Humanoids for food. They take pleasure in
Humanoids. capturing, tormenting, and devouring Humanoids, so trying
However, most Barbarous are selfish and individualistic to befriend them is futile.
and are not good at working together to build up a large Generally, they follow the strongest among them, with
force. Self-sacrifice and dedication are out of the question, the Bolgs, who are large and belligerent, often leading a
and it is extremely difficult to assemble a large number of troop of Goblins or Hoodlings. They speak a common
different Barbarous and make them function as an language, also called "Youma."
organization. The exception among them are Kobolds. Kobolds are
Therefore, the Barbarous have not been able to form an the weakest and are treated like slaves. They are forced to
organized group that could be called an army. As a result, work, gather food, cook, and carry cargo. They are routinely
they have been unable to overcome the Humanoid's killed at the whim of other Youma and are sometimes eaten
superiority in coordination and solidarity. Even Drakes and when food is scarce.
Basilisks, with their high intelligence and superior fighting Despite their hardships, Kobolds are patient, loyal, and
ability, have a limit to their leadership ability. faithful to their commands. They have excellent dexterity
In addition, Barbarous are generally not good at creating and a well-developed palate, making them highly respected
something and still rely on hunting and gathering to obtain as chefs in humanoid society. Some towns even accept
food. It can be said that they are the exact opposite of Kobold chefs due to their language abilities and
Humanoids, which developed agriculture, created useful understanding of Trade Common.
tools, and built an efficient society. However, trying to interact or negotiate with other
Youma is futile, as they do not have the concept of "promise"

58
Part 2 Monsters

and only make promises opportunistically or trick the other Originally, Ogres were considered a "Warrior clan."
party. Even today, Ogre Warlords and other higher species do not
possess the ability to shapeshift and tend to have a strong
Warrior Clans commitment to fighting and aesthetics. Records from the
Compared to Youma, there are few Barbarous who are time of the Ancient Magic Civilization, believed to have died
proud of their fighting abilities, although they are vastly out 3,000 years ago, do not provide any information on the
outnumbered. Ogres' ability for shapeshifting.
Examples of these are Trolls, Centaurs, and Arbors. The Ogres acquired the ability to shapeshift during the
The Barbarous love to fight and kill, but unlike Youma, Magitech Civilization Period that followed. During that
they are not vulgar in merely satisfying their brutal desires. period, Barbarous were thoroughly defeated and at one
Instead, they are proud of their fighting skills and are known time were thought to have been completely wiped out. At
as "Warrior Clans" among the Barbarous. that time, many of the Ogres lived in hiding underground
Their innate sense for combat and overwhelming or on the frontier and were fighting for their independence.
physical abilities are incomparable to Youma's. They exude However, at this time, the Ogres acquired the ability to
a vigorous fighting spirit, which they fully demonstrate in shapeshift and went into hiding in Humanoid towns.
their wars against Humanoids. During the war, they About 300 years ago, during the Diabolic Triumph, a
command large armies of Youma and always fight at the natural cataclysm that caused the demise of the Magitech
front, a true symbol of fear. Civilization, these Lesser Ogres were active and successful
Most of these clans have a noble and upright character in destroying the Humanoids' civilization. Even now, Lesser
of warriors, as they are faithful to the teachings of Dalkhrem, Ogres are lurking in the cities of Humanoids or are seeking
the God of War, who is said to have given birth to the the hearts of Humanoids in order to replace them.
Barbarous. In fact, most Trolls are paladins of Dalkhrem. The Lycanthropes, represented by the Werewolves, are
They are always eager to fight stronger opponents and another tribe that can take the form of a Humanoid, albeit
dislike idleness and tranquility. Thus, it is difficult for them in a different form than the Lesser Ogres.
to coexist with Humanoids. Lycanthropes typically take the form of humans and
Some Trolls have sworn allegiance to the Drakes and may establish settlements in remote forests or mountains or
records show Drakes as generals and Trolls as commanders hide out in humanoid towns. However, unlike the Ogres,
of their armies. These armies are well-organized and they hide to preserve their species. This is because
require vigilance. Lycanthropes, unusually, are unable to procreate on their
On the other hand, Centaurs are independent and do own and must kidnap humanoid children and perform a
not often fight or form alliances with other races. They value special ceremony to induct them into their clan. Therefore,
their own territory and are fierce fighters who show no it is sometimes suspected that the frequent disappearance of
mercy to intruders or invaders. When their numbers humanoid children is caused by Lycanthropes or by the
increase, they sometimes go on expeditions to gain new most numerous group of them, Werewolves.
territories, and their herds are especially belligerent and The major difference between the Ogres and the
dangerous invaders. Lycanthropes is the way they interact with humanoids.
Arbors are known throughout the eastern part of the While Ogres infiltrate towns intending to harm or plot
Alframe Continent and belong to the warrior clan. against humanoids, Lycanthropes are known for their noble
Unlike Trolls and Centaurs, they are not fond of fighting spirit, similar to warrior clans. They are involved with
head-on but are good at hiding, working in secret, and humanoids to ensure the survival of their species. Either
exploiting their enemy's weak points. They are intellectually way, it is a nuisance to humanoids, but how Lycanthropes
capable of planning and completing complex and time- came to have such an ecology remains a mystery and an
consuming plans. Their fighting style may be considered interesting part of history.
cowardly by some, but they value "winning in the end" and Murcielago, the servants of the ruling Barbarous
are proud of it. They are as skilled at fighting as the Trolls. Nosferatu, are also close to Lesser Ogres. Although they act
Some of these warrior clans choose to side with weaker for their master Nosferatu in a very different ways, the
Humanoids and fight against their own kind in search of purpose and reasons for their actions are common to both
excitement. However, such cases are very rare, and when Ogres and Lycanthropes. They're the most dangerous, with
the war is over, they may start a new one. Fighting side by their ability to infiltrate and charm. They are difficult to
side with them may be encouraging, but in the end, only identify and even harder to catch since they can easily
tragedy awaits. shapeshift into bats and run away.
There are also Lamias, which, although not so common
Those Who Disguise on the Alframe continent, lurk in the streets. They can
Some Barbarous disguised as Humanoids infiltrate into shapeshift into humanoid female form and Scyllas,
the cities. monsters with a beautiful female upper bodies. Barbarous
The Ogre tribe is a representative group of this faction. use various means to deceive humanoids' eyes and blend
Ogres, especially the Lower Ogres represented by the into society. In many cases, they are not easy to detect and
Lesser Ogres, specialize in using shapeshifting abilities to are a nuisance that requires constant vigilance.
blend in with Humanoid society. The frightening aspect of
the Lesser Ogre's shapeshifting ability is that by eating a
heart, the Ogre can change form to look exactly like its
counterpart.

59
Rulers independent, and Nosferatu are extremely exclusive among
The social structure of the Barbarous is simple: the the rulers, even looking down on other rulers.
strong subjugate and bind the weak by force. This is not Because of these characteristics, it is almost impossible
much different from the way animals behave. As a result, for multiple Upper Barbarous forces to join together and
even the Youma, who boast of their overwhelming invade. However, since the Diabolic Triumph destroyed
reproductive power and huge numbers, are usually no more Magitech Civilization with such improbable unity, we
than a hundred in number, with only a dozen or a few dozen cannot say that there is no possibility of such an invasion in
at most. When their respective territories collide, they easily the future.
start killing each other, even among the Barbarous. If you know the location of an Upper Barbarous, it
Due to this bad socialization and lack of planning, even would be wise to take the initiative in defeating it. But at the
the Humanoids, who are inferior in numbers and individual same time, there is no doubt that it will be very dangerous
fighting strength, resist being destroyed or turned into slaves. and difficult.
However, among the Barbarous, there are those who
are called Rulers. The Drakes, Basilisks, Diablos, and Those That Lurk in Shallows
Nosferatu are representatives of this group. Shallow Abysses pose a great danger to those living on
Unlike the Youma, who live almost entirely by instinct, the Alframe continent as they appear unexpectedly. Once
the Drakes and other rulers of the Upper Barbarous have someone falls in, they cannot escape without destroying the
superior minds and the ability to lead groups. They possess Abyss Core - a hopeless situation for ordinary people who
the planning ability necessary to devise elaborate schemes lack the means to fight back.
and have a sense of learning and understanding of However, among the Barbarous, there are some who
Humanoid culture, having absorbed much from the have mastered the art of entering and exiting such "Shallow
Humanoid civilization of their time. As a result, groups of Abysses" freely.
Barbarous led by them can sometimes swell to the size of a Quepalas are representative of this group.
nation and are trained in fighting and marching, possessing These snake-headed, human-bodied Barbarous are said
incredible military power. to be well-versed in the arcane arts of Ancient Magic
In addition, these rulers are so strong in their individual Civilization and to have acquired magical knowledge and
fighting abilities that they can even subjugate warrior clans. abilities since time immemorial. Among them are those
Many of them are also proficient in manipulating magic and who prefer to enter and make the "Shallow Abysses" their
possess unique skills, making them appear as single, abode.
complete fighting being. They can even take their subordinate Barbarous with
As a result, the awe and fear of the Lower Barbarous, them when they go in and out of Shallow Abysses and may
such as the Youma, toward the Upper Barbarous are establish a small state with them. Most dangerous of all, they
absolute, and they basically cannot disobey the orders of the sometimes follow Daemons who reside in the Shallow
upper barbarous. Although the usually self-centered and Abysses and treat them as their servants. The possibility of
lazy Lower Barbarous can become very good soldiers under this being the case with higher-level Quepalas is even
the leadership of the Upper Barbarous, they must still be greater, making it a terrifying threat.
closely monitored, as they often revert to their lazy nature Some of the lower Barbarous, such as Bolgs, can also
as soon as the Upper Barbarous takes their eyes off of them. enter and exit the Shallow Abysses. It seems that this is not
Rulers are generally long-lived, allowing them to plan a skill or knowledge but a special talent, and it is not known
far-reaching projects that can last for decades. Meanwhile, how this is possible. However, they may find and inhabit
the Lower Barbarous are passed down through generations, small-scale Shallow Abysses, which may be a stronghold that
with only the strongest surviving to become part of a strong cannot be easily touched. These Bolg tribe members, along
and organized superior force. with their subordinate Barbarous, also come and go in and
As a result, the existence of rulers poses a tremendous out of the Shallows, making them a very troublesome
threat to the Humanoid. It is no wonder that they were able presence. On the other hand, if a method of entering and
to bring about the destruction of the Magitech Civilization exiting the Shallow can be found, it will make it somewhat
with Diabolic Triumph. safer for future Shallow attacks, so research is being
However, there are some fortunate points for conducted.
Humanoids.
One is that the birth rate of these Upper Barbarous is Adapted to the Environment
extremely low. They are too powerful as individuals, but Many Humanoids have adapted to various
they bear few children--only five at most (of course, there environments by devising clothing, equipment, housing,
are exceptions)--in a lifespan of 500 or 1,000 years. and lifestyles. This adaptation is a reflection of the wisdom
Therefore, they are rarely encountered and rarely act of their culture.
directly in public. Barbarous, on the other hand, have adapted by changing
Another point is their excessive pride: Upper Barbarous their bodies. Consequently, many Barbarous have acquired
are generally proud and consider themselves to be the most appearances and abilities that make it doubtful whether they
powerful in the world. Even though they have subordinates share the same human ancestors.
and servants, they rarely form alliances or cooperate with Subspecies such as Lizardmen and Tannoz, which dwell
each other. The Drakes and Basilisks in particular, are underwater, have transformed their bodies to be active both
notorious for their discord and will not cooperate unless a on land and in the water, while Mermen have specialized to
more powerful ruler emerges. The Diablos are also very live mainly underwater.

60
Part 2 Monsters

Arakcruders, who reside in the mountains, have a raven- Regardless of classification, however, these animals pose
like appearance, perhaps because they are not hindered by a threat to travelers on the Alframe continent, as they rely
the terrain. Their hands are degenerated, and their legs are on their instincts and are just as dangerous as Mythical
so dexterous that they can handle weapons at will, which is Beasts when it comes to self-preservation.
quite peculiar.
Most of these variants have developed their own culture
and living area and are not involved with other races.
However, when a powerful ruler appears, they may show It is believed that the first life in the world of Raxia was
their formidable fighting power and join local battles. that of plants. If this theory is correct, then plants grew to
provide the environment for the coming animals to live in
Giants and become food for them.
Among the Barbarous, there is a race that resembles Plants create a rich environment on the ground and
giant humanoids. provide a great harvest for all living things, including us
Although some special entities, such as multi-armed Humanoids.
Hecatoncheires, exist, most of them look like humans, only However, in deep forests or unexplored remote areas,
several times their size. Their greatest characteristics and the peaceful aspect disappears, and the hunger and
abilities generally lie in their strength and destructive power strangeness of the creatures become more apparent.
due to their large size, although they may have different In human habitats, plants display abundant greenery
characteristics and special abilities depending on the and bright flowers. In remote areas, however, they grow ivy,
environment in which they live. send out poisonous needles, or hide in plain sight to wait
They are few in number and seldom grouped together. for their prey and make it their own. Some of them are as
Many have low intelligence, and their behavior mostly intelligent as, or even more intelligent than, Humanoids and
consists of walking around looking for prey to satisfy their can even perform advanced magic.
hunger. Once, when I stepped into the forest and almost fell
However, it has been suggested that they may have had prey to a plant monster, I was saved by Entlets, trees that are
superior intelligence and their own culture in the past. This intelligent in a way that I never thought possible. They
is analogous to the fact that they had their own language and warned me not to wander around in the forest and told me
rich vocabulary, but many current giant humanoids lack the to leave as soon as possible. When I tried to leave, the
intellect to use such a rich vocabulary. plants, which had been so ferocious, hung their heads and
Trolls in the race routinely use Giantish and have a rich showed me the way, and I was able to pass through safely.
vocabulary of words. They are small enough to be called This experience led me to believe that plants have their
giants, and although they are classified separately, it has own language and means of communication and that they
been suggested that they may have had the same ancestors. can perceive a variety of things. Although our conversation
Another reason to assume that giants could have was short, the Entlets showed deep intelligence and seemed
possessed extremely high wisdom and civilization is the to know information and knowledge from far away. Perhaps
legend of the Cyclopes, who are said to have been powerful plants have a kind of network among themselves. Trees,
giants. Although there have been no sightings of them on whose lifespan is thousands of years, may have been
the Alframe continent for a long time, their magic and watching over the whole of Raxia since the world's creation.
blacksmithing skills are said to have been inherited from the
age of mythology, and some sages claim that they are the
original giants. I would love to meet and talk with living
Cyclopes, but I am sure that it would be a risk to my life. Among monsters, the Undead are considered to be the
most dangerous and must be defeated.
These soulscarred creatures wander the earth, hating the
living and trying to take their lives. From this alone, we know
The continent of Alframe is home to a diverse range of that the Undead should be destroyed as soon as possible.
animals, including four-legged beasts, flying birds, insects, However, not all Undead are the same. There are three
crustaceans, and more. main categories, each with their own characteristics.
In monsterology, creatures that "act by instinct and have Additionally, there are cases that cannot be categorized as
no magical powers" are generally classified as Animals, dangerous or evil in general.
although this is a rough categorization. Some monsters
classified as Animals do exhibit magical powers, particularly The Living Dead - Zombies, Skeletons
large reptiles that can emit fire or lightning. When you hear the word "Undead", you probably first
One might ask, "What distinguishes these beasts from think of "walking corpses".
Mythical Beasts?" Indeed, anyone who witnesses them Both Zombies and Skeletons are dead bodies that have
unleashing fire and lightning would likely wonder. been raised by magic. They have a habit of attacking the
As mentioned earlier, the difference between Animals living and are commonly found in old battlefields, ruins of
and Mythical Beasts lies in their intelligence/instinct and the underground cities, and other places where many have died.
presence of organs that release fire, lightning, or freezing air It is not an exaggeration to say that there are as many of
in the former. In contrast, Mythical Beasts possess unique them as there are unburied corpses, and they can be
magical abilities; no such specific organs can be found even encountered frequently in various locations.
upon dissection.

61
Furthermore, Zombies and Skeletons retain some of
their memories and habits, exhibiting dexterity in the use of
weapons and items and even wisdom in opening doors. I'm sure that every person, regardless of age, has desired
They often act in groups, and their numbers can pose a at some point for something beyond themselves to work
significant threat. If a village or town is attacked, there is a eternally or to do something they cannot.
small chance that the dead bodies will eventually become Constructs are the culmination of this desire, taking on
Zombies or Skeletons, and an unusual number of groups a singular form. Many Constructs, such as golems in human
may occur in the surrounding areas. form, were created during the Ancient Magic Civilization
Additionally, they can be controlled by a higher level period to serve specific functions. While many of these
Undead or an evil Conjurer and may possess a fighting creation methods have been lost, some are still simulated or
power comparable to that of an army. Undead of this type passed down through Spiritualism Magic.
varies greatly in fighting ability and intelligence, with some, It is clear that a vast array of Constructs were developed
such as the Bone Knights and the Undead Generals, being during the Magic Civilization Period, and they can still be
extremely powerful. found in the World of Raxia today.
Although they are filthy and unpleasant monsters, they
are dangerous enemies that must be destroyed upon sight. Purpose-Built Things
One of the purposes for creating Constructs was to
Grudging Spirits – Living with a Grudge replace magicians in certain roles.
The next type of image that comes to mind most often In our explorations of ancient ruins, we often encounter
is that of grudging spirits or ghost types. Constructs serving as guardians or traps to repel intruders.
In most cases, they do not have physical bodies and are, Perhaps the most famous example of these guardians
therefore difficult to defeat by sheer force. They turn into are Gargoyles. These devilish-looking carved statues attack
undead due to their grudge against those who have harmed anyone who approaches them, mistaking them for mere
them. This is why they are characterized by their vindictive decorations. Additionally, there are various types of
attacks until they fulfill their purpose. They either stay in a Constructs disguised as treasure chests or doors that attack
specific place and attack all who come or continue attacking the greedy who enter ancient ruins. More powerful
until their goals are met. Moreover, due to their grudges, Constructs tend to be multifunctional, as skilled magicians
their feelings are twisted. Often, they do not ascend to were able to add various functions to a single Construct for
heaven even if they accomplish their goals, or they lose sight enhanced convenience or versatility.
of their goals and only resent the living.
Of course, there are cases in which they ascend by Artificial Bodies - Golems
fulfilling their purpose, and there are also cases in which There are many theories about the intentions of the
they ask the living for help. Ideally, we should let them fulfill powerful magicians during the Ancient Magic Civilization
their purpose and ascend to heaven with satisfaction if period when they created golems.
possible. However, we cannot make a decision because Most of the golems are humanoid, while others imitate
there are cases where the person appears to be rational but animals such as four-legged creatures and birds. This has
is completely insane, so we cannot be too careful. led some to speculate that the magicians were attempting to
create artificial life through magic. It is hypothesized that the
Toward Ultimate Immortality - Kings of the Dead resulting large number of prototypes were used as
All living beings experience a fear of death.
However, some have become immortal beings, Kings of
the Undead, in their desire to overcome this fear through
evil deeds.
During the Ancient Magic Civilization Period, many
sorcerers intentionally became Undead through magical
power, hoping to spend eternity with their egos and brains
intact. Although many attempts failed, some succeeded, and
throughout the world of Raxia, the immortal kings were
recognized as having existed. However, during the Magitech
Civilization Period, many of these kings were defeated.
Despite this, some remain on the continent, concealing
their vast magical powers. While the gods of Raxia generally
forbid the raising of the dead, the existence of powerful
Immortal Kings who manipulate Divine Magic has been
confirmed and is a topic of debate. Some believe it to be the
whim of "Immortal Queen" Zeides, while others theorize
that it may be the shadow of the "Mad God" Laris, whom
the Daemons, inhabitants of the otherworld, believe in.
However, it is difficult to approach the immortal king to
confirm this, and even if we had the opportunity to meet
them in person, it is more likely that we would only see their
corpses.

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Part 2 Monsters

watchdogs, each with its own unique characteristics.


Although some, such as the Homunculus, are very similar
to humans, the Magic Civilization people may have been While constructs were often unique curiosities created
more interested in guardians who worked as their hands and by magicians during the Ancient Magic Civilization period
feet. for their individual purposes or hobbies, magitechs created
Golems made from different materials, in different in the Magitech Civilization period were more likely to be
areas, and with unique characteristics have been found in mass-produced products. As a result, magitechs of the same
great numbers among the ruins of the Ancient Magic shape and performance can be found throughout the
Civilization period, blocking the way of explorers. Even continent, sometimes in significant numbers and clusters.
after more than 3,000 years, these golems still faithfully Magitechs are often compared to golems and are
execute their commands, and their perfection is astounding. considered to be a descendant of golems, but the main
This has caused many researchers and adventurers to lose difference is their shape. While golems were created in the
their lives.1 likeness of humans, most magitechs deviate significantly
The methods for creating such golems have been lost from the human form due to the desire for functionality.
and remain to be fully understood. Depending on the skill Their appearance is sometimes humorous and sometimes
of the conjurer, it is possible to reproduce a golem that is ferocious.
quite powerful, but it is not possible to keep it in operation In the glory days of the Magitech Civilization, it seems
for more than 3,000 years. During the Ancient Magic that many different types of magitechs were made for
Civilization period, it is thought that specialized magicians various purposes. However, nowadays, most of the
created and used golems, but it is not known how much magitechs encountered in the ruins of Magitech Civilization
each golem cost to produce or how long it took to produce or wandering around on the ground were made for combat
them. It is also not known if there were special methods, use. This suggests that a large number of magitechs were
costs, or production times that would be unthinkable today. made for combat use to fight against Barbarous during the
Diabolic Triumph. Many of the magitechs, which were
The Ever-increasing Constructs - Ghasts originally for work, were also armed, suggesting that they
Among the Constructs whose production methods are were desperately trying to resist the invasion of the
being lost and destroyed, Ghasts are the only ones that are Barbarous.
still going strong. With only a pseudo-life, an intelligence The trouble is that these magitechs, also called magitech
that follows orders, and a mentality that feels neither pain soldiers, were released in guard or combat mode and
nor fear, Ghasts are truly Constructs. attacked intruders to protect the owner's property. This is
However, it is a common theory that Ghasts were not common to golems, but magitechs are more troublesome
created by the great magicians of the Ancient Magic because they actively roam around in search of enemies and
Civilization, but by the Upper Barbarous, such as Drakes. are often seen in large numbers. Moreover, they are often
How Ghasts were created is still unknown. But these equipped with firearms and other far-reaching weapons,
shimmering, shadowy Constructs are surprisingly self- making them extremely dangerous.
increasing and ever-growing. It is said that they are born Of these ever-moving magitechs, the most dangerous
from the fusion of shadows and miscellaneous souls are probably the Colossi, huge magitech soldiers said to
wandering on the earth. If this is true, they may be closer to have been created to end the Diabolic Triumph. Massive
Undead than Constructs. remnants of these can be seen throughout the continent of
The Upper Barbarous, especially the Drakes, seems to Alframe. Some of them are still in working condition, and
have inherited the secret of making the Ghast and have their fighting power is unmatched by other magitechs.
created black stones called the "magic stones" that contain I had heard that there was a huge colossus wreckage
the Ghast, which they and their subordinates carry. Many lying on the ground in the area I visited, and when I went to
stories are told of how, when they tried to defeat a small investigate, I saw one about the size of a small village. The
group of Barbarous, they were summoned by a large group inside of the colossus had been fully explored, and the most
of Ghasts. important things had been taken out, but the colossus itself
Ghasts by themselves do not pose much of a threat seemed to be in a state of suspended animation, and it
because they have no special characteristics and perform seemed to be able to move if triggered. If such a huge
only simple actions. However, they are numerous and can colossus were to move on its own, it could cause a great
multiply before you know it, making them dangerous and disaster. Although there are many unknowns due to the top-
troublesome to the general public. secret nature of the Magitech Civilization period, we must
Moreover, after years of concentrated darkness, Ghasts continue our investigation to avoid any tragedy.
can be a formidable fighting force and grow so dangerous
that even veteran adventurers can fall behind. Above all,
where Ghasts appear, Barbarous are more likely to be
present. Ghasts by themselves are weak, but if we are not
careful, we may find ourselves on the path of a terrible
disaster.

63
you can communicate with them and become their friend
and companion.
Mythical Beasts fascinate many monstrologists.
Classified as having intelligence superior to Animals and
manual dexterity inferior to Humanoids, they are a diverse
group with no clear phylogenetic tree of life evolution. Each Fairies are born from the fusion of natural phenomena
Mythical Beast is so unique that they can be considered an and mana.
independent species. They are mysterious creatures that grow from palm-
However, most share a common characteristic: they live sized beings into powerful fairies as the years go by. Unlike
so long that they seem immortal. They also have an ordinary creatures, fairies do not need to reproduce
unusually small appetite in comparison to their physique. because they are born from natural phenomena. Their
Additionally, many Mythical Beasts lie dormant for several concept of time is ambiguous, so they live very freely.
years or even hundreds of years. Awakened Mythical Beasts Another important characteristic of fairies is that they
can be found in the ruins of the Ancient Magic Civilization. are unrecognizable to artificial beings and invisible to
Mythical Beasts' longevity is thought to be due to their Runefolk. Therefore, some scholars (and some stubborn
use of mana as a source of life. According to mythology, Runefolk) believe that what makes a fairy a fairy is actually
they existed before the shattering of the Third Sword Cardia Humanoids and Barbarous that have souls and that fairies
and the filling of Raxia with mana. Before that time, are merely illusions of natural phenomena. In other words,
Mythical Beasts fed on an abundance of plants and animals. fairies exist only in our minds.
After mana filled the area, they no longer needed to eat as However, fairies that have gained great power have a
much due to the effects of mana. Some scholars argue that strong presence and influence on their surroundings.
Mythical Beasts today do not need food and eat remnants Sometimes, they act of their own volition and lend their
of the mythological past and magic items. Few Mythical power to others. It would be unreasonable to dismiss them
Beasts hunt for food, and most fight mainly to defend their as illusions or natural phenomena. Nevertheless, many
territory. However, they often prey on humanoids for fun, things are still unknown about the reality of these beings,
which could be a serious problem near human settlements. and I feel the need to come into contact with many fairies
If Mythical Beasts are intelligent and rational, there may to further my research.
be room for negotiation. However, many are cruel and
ferocious, and there is no other way but to cut them down
to size. During the Magitech Civilization Period, there were
some attempts to breed Mythical Beasts artificially, but
For those of us involved in monsters and magic, there is
these were not very successful.
nothing more interesting or fascinating than Daemons.
Mythical Beasts are terrifying but also highly intelligent
However, the ecology of Daemons is still unknown. Even
and noble creatures. Nothing could be more reassuring if
dissection is impossible, as their bodies quickly vanish after
death, leaving only horns and a small amount of body fluids.
We do not know if they have sex, how they reproduce, or
how long they live.
Some species are thought to grow with time and
experience or to have once been Lesser Daemons that have
become more powerful Greater Daemons. The Lesser
Daemon Ragnakang and the Greater Daemon Lada
Adroda are two such examples, and both are similar in
appearance and characteristics. However, it is not clear
whether these are grown-up forms or different species since
there is no way to confirm this.
Daemons are summoned from the Otherworld called
the "Daemon World," and the summoning method was
established at the end of the Ancient Magic Civilization
period. However, we do not know what kind of place the
Daemon World is; no one has ever returned from it.
Despite being from another world, Daemons have a
high level of intellect and a great interest in the world of
Raxia. Many are excellent magic users and can use
Truespeech and Spiritualism Magic. Some use the Divine
Magic of Laris, the Mad God, leading to speculation that
Laris may be a god of the Otherworld.
Daemons have long been engaged in dialogues with
humans due to their high level of intellect. However,
scholars have never been able to get to the heart of the
matter, and most of the time, they find themselves tempted,
leading to their downfall and destruction. Like a friend's
advice or a lover's whisper of love, Daemons can be friendly

64
Part 2 Monsters

or pushy and impatient, skillfully exploiting our


psychological weaknesses.
Some Daemons promise to lend great power for a price, There are many kinds of monsters in the Alframe
appearing in response to summoning rituals and faithfully continent, and their ecology and characteristics are very
accomplishing their goals. But as we rely on their power different from each other. It is impossible to discuss all of
repeatedly, the price becomes increasingly deadly, and we them here, and there must be countless unknown monsters
may not know who is the master and who is the follower. that have not been discovered yet.
Summoning Arts have been studied and developed to The work of monsters is well worth a lifetime. I am
make the Daemon Contract as safe as possible, but they are prepared for the fact that, quite possibly, my end will be at
still dangerous and must be handled with special care. the hands of a monster. But when I see the unknown
There is no end to the number of casters defeated by monster, I cannot help but approach it and touch it.
Daemonic temptations or addicted to their power, leading I hope that this book will at least help to reduce the
them to perform dangerous and evil rituals. As a result, number of such victims and fill the gap in intellectual
there are those who are being controlled by powerful curiosity.
Daemons and those who unleash them.
On the continent of Alframe, Daemons still appear - Louisa Scissors
from Abyss and Shallow Abysses in various places. It is
widely believed that the Ancient Magic Civilization was
destroyed by Daemons, and their power is still alive and well
in our time.
Do not listen to Daemons, no matter how kind they may
seem or how tempting their proposals may be. It is all a trap
to corrupt people.

65
①Monster Level
7 Drake (Dragon Form) CR I p. 409
Intelligence: High Perception: Five senses (Darkvision)
This is the level of the monster. If the monster's level is
Disposition: Hostile Soulscars: 4 the same as the character's adventurer level, the monster
Language: Trade Common, Barbaric, Drakish, Arcana Habitat: Various generally has the same or slightly inferior power. 2 levels
Rep/Weak: 12/18 Weak Point: Magic damage +2 points higher, and the monster becomes a formidable opponent.
Initiative: 18 Movement Speed: 20/40 (Flying)
Fortitude: 10 (17) Willpower: 11 (18)
②Name
F Style Accuracy Damage Evasion Def. HP MP The monster's name.
Bite (Body) 9(16) 2d+12 9(16) 7 62 46
Wing (Wing) 11(18) 2d+9 7(14) 4 38 16 ③First Appearance
Wing (Wing) 11(18) 2d+9 7(14) 4 38 16
This section lists the first appearance of monsters
Sections: 3 (Body / Wing x 2) Main Section: Body
(abbreviated as per page 8 of this book). A reference page
Unique Skills for the first appearance in the Core Rulebooks is also
●Body provided. The term "New" refers to monsters that have not
►Spiritualism Magic 5 Level / Magic Power 8 (15) appeared before.
►Breath of Light/8 (15)/Fortitude/Half
With “Range/Area: 2 (50m)/Shot”, it spits out a chunk of energy at ④Intellect
“Target: 1 Character”, dealing “2d+10” energy magic damage. Indicates the intelligence and judgment of the monster.
This unique skill cannot be used in consecutive turns. None: Unable to think logically, behaving only through
⏩△ Instant Humanification
instinct.
It instantly transforms into Human form. Refer to Drake (Human Form) Animal: Has instincts like an animal. Attacks and defends
for data on the Human form. out of instinct and will run away during a critical situation.
If the Body section has suffered HP or MP damage or has been affected Low: Almost completely behaves out of instinct, thinks
by magic or other effects, these are carried over to the Human form. If its
selfishly for profit, and in many cases, can speak some
HP is less than 0, it immediately falls unconscious.
[⏩△Instant Humanification] cannot be used for 1 hour immediately language.
after using [►Dragonification]. Average: Humans and other races typically have this
intelligence level. They use money-making tactics and
●Wing negotiate until an agreement can be made.
◯Flight High: Has a higher intellect than most Humans. It is hard
All section receives a +1 bonus to Accuracy and Evasion only for melee to deceive them.
attacks.
If one of the wings falls to 0 HP or lower, this unique skill cannot be used. Servant: Obeys each command given. Acts somewhat
independently but cannot be expected to be flexible.
Loot
2–6 Sword Shard (200G/-) ⑤Perception
7 - 10 Sword Shard (200G/-) x 2
11 Sword Shard (200G/-) x 3 It represents the sensory organs of monsters.
12+ Decayed Magic Sword (4,000G/Gold Black White S) Five Senses: General sight, hearing, and touch, and can
grasp the general environment. Sight, Hearing, and Touch
Description are the senses with the most emphasis. Having abilities like
Drake will change into dragon form if in danger. They always carry a Darkvision is like sight during the daytime.
magical sword that allows them to transform. While transforming, the Magic: Can recognize the activity of Mana in an
Drake takes on a silvery-white sheen of razor-edged scales. Its physique environment. Light and illusions cannot delude someone
becomes sleek and streamlined, and its wings become as sharp as a sword. with this type of perception.
In addition, despite their huge size, they retain high agility and are quick
to attack. Mechanical: Sensors and cameras scan the perimeter of
their location. Light and illusions do not deceive them.

⑥Disposition
Indicates how the monster reacts to the encounter.
Friendly: Basically, they will try to communicate first.
Unless there is a specific reason to do so, they do not resort
to violent means out of the blue.
Neutral: Their disposition toward the PCs may change due
to the party's attitude, becoming either friendly or hostile.
Hostile: They wish only to harm the party and act on this
intent. Unless there is a specific purpose, they do not try to
communicate with the party and often attack out of the blue.

66
Part 2 Monsters

Hungry: A monster may feel hungry for the party's loot and ground, such as by flying or floating. In the case of “-”, the
food and will battle without thinking. If they are sated, they monster has no way to move without touching the ground.
do not take advantage of the party and try to ignore them. If a monster has more than one way to move, the GM
Instructed: If the PCs' actions interfere with the fulfillment can determine which way it moves at any given time.
of the orders, they will immediately turn against the group. As a reminder, the Grappler weapon Throw can only
target bipedal monsters.
⑦Soulscars
⑭Fortitude ⑮Willpower
This entry exists only for Barbarous monsters and
The Fortitude and Willpower of the monster. Values in
describes the number of soulscars with an integer value
parentheses are Fixed Values.
from 1 to 4. It is obvious that non-Barbarous creatures have
0 soulscars (non-undead) or 5 (Undead). ⑯Basic Data
This is the basic data for the monster. In the case of a
⑧Language multi-section monster, it is provided for each section. If the
Indicates which language a monster uses. Some values are supplemented by parentheses (), those contain
monsters even know several languages. A monster labeled Fixed Values.
as having “None” cannot speak. Fighting Style (Section): The monster's method of attack. If
a monster has multiple sections, each section has its own
⑨Habitat method of attack, which will be listed. Any notation (such as
Indicates the location where the monster is primarily “Wing x2”) means there is that number of that particular
found (but some can also appear outside of the normal section.
habitat). Accuracy: The Standard Value of Accuracy Checks for the
monster’s attack. If the attack method is “-”, the section does
⑩Reputation/Weakness not have melee attack capability.
Damage: The physical damage that an attack deals with
This is the target number for the Monster Knowledge
when it hits. This is determined by rolling 2d for each. The
Check to find out what the monster is and to find its Weak
GM should determine if there is a need to distinguish
Point.
between blunt weapons and edged weapons based on the
name of the attack method, etc.
⑪Weak Point Evasion: This is the Standard Value when the monster
The weakness of the monster. Suppose any character's (section) performs an Evasion Check.
Monster Knowledge Check using the Sage class equals or Defense: Whenever the monster (section) suffers physical
exceeds the Weakness Value (listed above). In that case, damage, it is reduced by this number.
that character and any of their allies know of and can exploit HP: The maximum HP of the monster. When the monster
this weakness. (section)'s HP falls to 0 or below, a Death Check is
Accuracy +1: Whenever a melee or ranged attack is made performed using the ⑬Fortitude value. However, for the
against the monster, a +1 bonus is added to all Accuracy sake of speedy game progression, the GM may choose not
Checks. to do so and immediately declare the monster dead (or the
YY Damage +X points: Additional damage is added when section becomes disabled).
a specified type of damage is dealt. MP: The maximum MP of the monster (section).

⑫Initiative ⑰Number of Section ⑱Main Section


The maximum of the PCs’ Success Value is compared This entry is only present if the monster has more than
with the maximum of the monster's Initiative value. If the one section. It lists the total number of sections, the name
PCs’ side has the same or higher success value, they are the of each section, and the monster's Main Section.
first to attack.
An initiative Check is an Exceptional Check in which ⑲Unique Skills
double 6s do not result in automatic success. Please be
This section shows the unique skills of the monster.
careful.
Unique skills can have tags (see p. 68).
⑬Movement Speed
It describes how fast a monster can move. Think of it as ⑳Loot
the number of meters it can move in 10 seconds (1 round). Here is the loot the PCs can get when they kill the
If two numbers are written, separated by a slash (/), then monster.
the first is ground movement speed, achieved by placing a The “number G” that accompanies the loot name
body part on the ground and moving. In parentheses, there indicates the price at which it can be sold. The “Color name
may be a second mode of ground movement or a number Symbol” part is the data for using it as a crude material card
of legs. If parentheses are absent, then the monster is by the Alchemist class.
bipedal. If there is a “-”, the monster cannot move on the
ground. ㉑Description
The second number to the right of the slash is the speed
This is a commentary on the monster.
at which the monster can move without being on the

67
Monsters in Sword World 2.5 have many unique skills. Value represented by Y may be used instead. In some cases,
Here is an explanation of the unique skills of the monsters. only one number is written here. In such cases, do not roll
the dice, but use the indicated number as it is.
Next is the Standard Value used to counter the effect.
Most effects will use Evasion, Fortitude, or Willpower, but
In the monster's unique skills notation, the names of in rare cases, other Standard Values are indicated. In any
abilities are used as headings, and basic data is woven into case, the player determines their Success Value by rolling
them to improve accessibility and make the game run 2d in the usual way, comparing it with the value derived
smoothly. Below is a description of the format used. from X(Y). The same comparison of Checks with active and
passive sides is made as with general skill Checks.
Classification Tags Finally, the opposing result is indicated. Generally, it is
A classification tag is placed in front of the unique skill either “Half” or “Neg.” This is handled in the same way as
name to indicate how the unique skill is used. Some unique in Resisting Spells. In the case of Half resistance, if the
skills have more than one classification tag. For example, an opposing side succeeds, the calculated damage of the
ability such as [Magic Aptitude], which indicates mastery of unique skill will be halved. In addition, any other adverse
multiple Combat Feats, will have all applicable classification effects will be negated.
tags for the listed Combat Feats. In the case of “Unique Skill Name/Can't,” the effect is
always applied. In the case of “/Optional,” the target can
choose whether to receive the effect.
◯: Always Active
A skill with a “◯” tag at the beginning of its name
indicates that its effect is always active. Some effects occur
only when certain conditions are met (e.g., the effect of a For multi-section monsters, each section has its own
poison is produced by hitting an attacker), while others unique skills. As a rule, the unique skills of a section can be
cease to have an effect depending on the conditions. used only in that section. However, there are some
exceptions ([Techniques]), and note that the unique skills
►: Major Action Type of a section may affect other sections in many cases.
This skill is performed with a Major Action. As a rule, a
Major Action can only be used once per turn, so even if Shared Skills Between Several Sections
there are several unique skills of this type, only one can be Some section skills may be specified between multiple
used per turn. sections at the same time. In such a case, it means that all
those sections have that capability. In particular, when [●All
⏩: Minor Action Type Sections] is specified, it means that all sections have this
capability.
This skill is performed with a Minor Action. Unless
otherwise specified, they can be used any number of times Techniques
per round. ⏩Techniques or ⏩△Techniques
A monster with this heading can use Techniques.
△: Combat Preparation Type Available Techniques are specified in the unique skill
These are abilities available in “Combat Preparation” description, and if it can be used in Combat Preparation,
Many of them are also Minor Action Types. the name of the ability is indicated as [⏩△Techniques ]. If
the technique is only used in Minor Action, the name of the
🗨: Declared Type unique skills will be [⏩Techniques].
This ability is equivalent to an active Combat Feat. As a This unique skill alone ignores the principle that "unique
rule, they can only be used once per turn. skills possessed by a section can be used only by that
section".
Resistance Notation [Techniques] allows all other sections to use the
The following notations are used for abilities where specified Techniques if one section has this unique skill.
some evasion or resistance takes place. But its use is section-specific, MP is consumed per section,
and its effect is applied only to that section.
(Classification Tag) Unique Skill Name / X(Y) / Standard When the HP of a section with the [Techniques] unique
Value / Resistance skill becomes 0 or less, all sections cannot use its
Example: ►Breath of Light/11(18)/Fortitude/Half Techniques. Still active Techniques remain active for their
duration.
The classification tag is placed at the beginning, which is
common to all heading notations.
The X(Y) immediately after the ability name is used to
calculate the Target Number (Success Value of the monster
in the Success Value comparison) for Evasion or Resistance
attempts. 2d may be rolled, and X added, or the Fixed

68
Part 2 Monsters

◯Multiple Declarations = X Times


A monster with this unique skill may declare up to X
In this section, we will describe the unique skills that declared unique skills each round. However, the monster
many monsters have, as well as the processing that is cannot use the same declared unique skill multiple times to
common to many unique skills. double or triple its effect; only different effects may be
declared.
Note on Range and Targets of Unique Skills
For the unique skills of monsters, their ranges and ◯Underwater Aptitude
targets are the same as those of magic (see CR I, p. 161).
A monster with this ability does not suffer any
restrictions or penalties to its actions in the water.
Self-Explanatory Capabilities
Some unique skills are assumed to have self-explanatory
►Gunfire/X(Y)/Evasion/Neg
effects based on their ability name alone, and the effect
A monster with this ability can cast Magitech and make
description is omitted.
Shooting Attacks with a Gun without exception. Unless
specified otherwise, the gun has a "Stance: 2H" and no
◯XX Immunity bonus/penalty modifier to the Accuracy check or bonus to
In most cases, this means that the monster is immune to Extra Damage. The maximum number of bullets that can
the effects and damage of the classification or type be loaded during combat is assumed to be the maximum.
corresponding to XX at any time. However, special bullets are not used unless specified.
The maximum number of bullets and range vary from
◯Normal Weapon Immunity monster to monster and are noted in the description.
In this case, it means that only a silvered weapon or a
magic weapon can deal damage.

[Normal Weapon Immunity] Against Monsters


When a character attacks a monster with [〇Normal
Weapon Immunity], it should be handled as follows.
- As a rule, an attack that grants magic damage will ignore
this unique skill.
- Attacks that inflict physical damage will not harm a
monster with this unique skill, except in the few cases
described below.
- If the attacking monster is enhanced by Sword Shards,
the attack is treated as magical, regardless of the attack type.
- If the description of a monster’s unique skill states that
it should be treated as a Silvered/Magic Weapon, then its
attacks should be handled as such.
- Similarly, if the monster's description mentions its use
of silver/magic weapons, the GM may treat its attacks
likewise.
- Otherwise, at the GM's discretion, the monster may be
attacked with a silver/magic weapon if they deem it
appropriate.
- The GM may equip monsters with silver/magic
weapons in their scenarios for legitimate reasons and
purposes (i.e., to make the game more fun!). The PCs
should not be prevented from acquiring them as special loot
either.)

►A Magic X Level/Magic Power Y(Z)


The monster can use A magic system at the X level. Y
is a Standard Value, and Z is a Fixed Value for the Magic
Power and Spellcasting Check for this magic system.
Generally, casting spells is done with a Major Action, so
the classification tag is “►,” but there are spells that can be
cast with a Minor Action despite the classification tag.

69
Spellsongs and Finales If more than one Finale can be used, the name will be
Some monsters can use Spellsongs and Finales, but omitted from the heading, and details will be provided in
Rhythm management should be ignored when a monster the description.
uses them to reduce the burden on the GM. Monsters that You don’t need to manage Rhythm while using Finales.
use Spellsongs and Finales have their name listed in their However, as with Special Spellsongs, special conditions
data and should be handled according to the descriptions of must be met before the unique skill can be used.
those abilities.
When using a Spellsong or Finale, the monster does not
require an instrument and can always sing. However, the
type of movement is still limited to Limited Move for PCs. Among several unique skills, there are some that are
Also, as a rule, the monster cannot own any pets. processed in common. We will explain them below.

►Basic Spellsongs X Level/Y(Z)/A area (B Radius) Mounted


The "X" will be either “1”, “5” or “10”. This unique skill Some Mounts have a unique skill called [Mounted]. It
means that the monster has all Spellsongs listed in the table is similar to Mounting a Rider’s Mount (see CR III, p. 87),
below to be played from the specified level, and all of them they cannot have other characters as passengers. Instead,
have "Effect Condition: None." those characters are considered "Mounted".
“Y” is the Standard Value, and “Z” is the Fixed Value A mounted character is dependent on the Mount for
for the Performance check. Targeted characters can resist movement, but unlike a passenger, is not penalized on
with a Willpower check. Action checks nor restricted in which Actions they can
The "A area (B Radius)" represents the area of effect of perform. And, regardless of how the Mount moves, they
the Spellsong. With Spellsongs, the center of the area of can perform any Action possible with a Limited Move on
effect is always the Bard (monster). their turn. Apart from movement, their turn is independent
This unique skill does not have a description, as the of the Mount's turn. Another character's turn can be
heading contains enough information for GMs to use it. resolved between that of the Jockey and the Mount.
A character can mount with a Major Action and
Monster Basic Spellsongs List dismount with a Minor Action. If they dismount using a
Spellsongs Available at 1st level Minor Action and the Mount has not yet moved in that
[Early Bird] (see CR II, p. 189) round, the dismounting character can themselves then
[Ambience] (see CR II, p. 189) move.
[Summon Small Animals] (see CR II, p. 190) If a mount or any of the characters being mounted falls
[Summon Fish] (see CR II, p. 190) down, it will be handled as in the case of a falling mount (see
[Cacophony] (see CR II, p. 190) CR III, p. 89).
[Ballad] (see CR II, p. 191) A character with the Mounted unique skill cannot
[Morale] (see CR II, p. 191) mount another character. In other words, it is not possible
[Resistance] (see CR II, p. 191) to "stack mounted characters on top of each other".
Spellsongs Available at 5th level
[Elements] (see CR II, p. 192)
[Trance] (see CR II, p. 192)
[Break] (see CR II, p. 192)
Spellsongs Available at 10th level
Dare (see CR III, p. 177)

►Special Spellsong [****]/Y(Z)/A area (B Radius)


This unique skill implies using a Spellsong with an
“Effect Condition.” The name of the Spellsong will replace
[****], but if multiple Spellsongs are used, they will be
omitted from the heading and instead specified in the
description.
When this unique skill is used by a monster, the
condition for effect caused by Rhythm should be ignored.
However, as a general rule, the conditions under which this
unique skill can be used are described separately and must
be followed.

►[Finale: ****]/Y(Z)(/Willpower/Half)
This is a Finale that can be used by a monster. In the
case of a Finale that deals damage, the heading will be
supplemented with "/Willpower/Half". Range distance and
target are supplemented with a description. Also, total
damage and recovery are converted to "2d+X" points instead
of using a power table result plus Bardic Power.

70
Part 2 Monsters

Petrifaction De-bonding
Petrifaction is an ability possessed by some monsters Some monsters can attack targets by entangling them in
that slowly degrade a character's abilities, eventually leading their tentacles or pinning them in their powerful arms.
to petrification. These abilities have disadvantages for targets, such as
Unique skills that cause a petrifaction will have the restricting movement or imposing a penalty applied to, or
description "Petrifaction (Ability Name/-X)". A character the automatic failure of, certain Skill Checks. The act of
affected by this effect will have the specified ability score trying to escape from this state is called de-bonding and is
reduced by X points. If there is more than one specified explained here.
ability score, one will be determined randomly. The To capture a character, entangle or hold them, an
resulting decrease in the ability score is cumulative, and Accuracy Check or similar must first be made, as specified
when it reaches 0 (it stops degrading at 0), the character is in the unique skill description. GM should make a note of
entirely petrified. Once petrified, the character will no the monster’s Success Value, as it is the Target Number for
longer be capable of any actions. escaping. In case of multiple hits, GMs should use the
For Fixed Value characters, penalties are applied to the lowest Success Value.
checks associated with the specified ability score: Accuracy A character in an entangled state can try to escape by de-
Check for Dexterity, Evasion Check for Agility, and bonding using a Major Action. This involves a 2d +
Spellcasting Check for Intelligence. The GM may also apply Adventurer level + Strength Modifier check, with a Target
this to any other unique skill used by a Fixed Value Number equal to the Success Value that the GM noted
character (monster) if they deem the relevance of the ability down earlier. If the Success Value is greater than or equal
score to be noticeable. The magnitude of the penalty to the Target Number, the de-bonding succeeds, and the
depends on the amount by which the ability score is character is no longer entangled (and their Major Action
reduced (-X). For a -6, the penalty should be -1, and for a - was completed).
12, the penalty should be -2. A Fixed Value character will Another character can try to de-bond someone else.
be petrified after receiving this effect a total of three times The same Check needs to be made; if successful, the target
on the same ability score (the number of times is used to character escapes and is free to act immediately afterward.
determine the petrification activation, not the number of Of course, the helping character will have to use a Major
points deducted from the ability score). Action to do this.
If the petrifaction process is ongoing, it can be removed If the GM forgets to write down the Success Value, they
with [Cure Poison] for a poison-type effect or [Remove can roll the dice again to determine it or use a Fixed Success
Curse] for a curse-type effect. However, once petrifaction is Value.
complete, it can only be undone by an effect designated to When several characters work together to de-bonding a
remove petrifaction, such as a Cure Stone Potion or the comrade, the one who is leading the attempt and the other
[Cure Stone] spell. cooperating character(s) should be determined first. The
A petrified character can return to life if it is freed from cooperating character(s) declare they will be helping the
its petrified state. However, if damage is done to the statue, leader as their Major Action and their turn ends. In this
it is also applied to the character. For example, if the statue case, the sum of the Strength Modifiers of the cooperating
is decapitated, it is impossible to return the character to life. character(s) can be added as a bonus to the leader’s Check.
Also, if it has been exposed to the elements for too many When a character with monster data is trying to de-
years and has become weathered, it will be challenging to bond, its Fortitude should be used instead of "Adventurer
bring the victim back to life. level + Strength Modifier."

71
Barbarous
1 Arrow Hoodling CR I p. 395 1 Dagger Hoodling CR I p. 396
Intelligence: Low Perception: Five senses Disposition: Hostile Souls.: 1 Intelligence: Low Perception: Five senses Disposition: Hostile Souls.: 1
Language: Barbaric, Youma Habitat: Various Language: Barbaric, Youma Habitat: Various
Rep/Weak: 6/11 Weak Point: Magic Damage +2 points Rep/Weak: 6/11 Weak Point: Magic Damage +2 points
Initiative: 9 Movement Speed: 10/- Fortitude: 2 (9) Willpower: 3 (10) Initiative: 9 Movement Speed: 10/- Fortitude: 2(9) Willpower: 3(10)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Weapon 3(10) 2d+1 0(7) 1 10 10 Weapon 3(10) 2d+2 1(8) 1 12 10

Unique Skills Unique Skills


►Bow None.
Shooting Attack with a bow at “Range: 2 (20m)”. Accuracy check and
damage are the same as a normal attack. Loot
Always Crude Weapon (10G/Black White B)
◯Targeting 2-7 Nothing
Stray shots cannot occur. 8+ Dirty Hood (20G/White B)

Loot
Always Crude Weapon (10G/Black White B) Description
2-7 Nothing Armed with a dagger, this Hoodling excels in close combat.
8+ Dirty Hood (20G/White B) Hoodlings are short-sighted, unable to understand the battlefield, and are
so eager to fight that they are blind to their surroundings. They act in
groups and obey stronger Barbarous such as Goblins and Bolgs. They have
Description no fear of death and are mainly enslaved.
The Hoodling is a small Youma common on the Alframe continent.
They are ugly and have grayish skin. They have large heads, long, slender
limbs and walk with a forward slant. 2 Gremlin CR I p. 397
They hate their look and hide by wearing hoods. Also, they hate beautiful Intelligence: Average Perception: Five senses (Darkvision)
things and especially enjoy killing Humans and elves. Disposition: Hostile Soulscars: 2
Arrow Hoodlings are armed with bows and prefer to surround their prey Language: Trade Common, Barbaric, Arcana, Youma
in groups, shooting and killing them all at once. Habitat: Highlands, Mountains
Rep/Weak: 9/12 Weak Point: Wind type damage +3 points

1 Kobold
Initiative: 11 Movement Speed: 16/32 (Flying)
CR I p. 395 Fortitude: 2(9) Willpower: 5(12)
Intelligence: Low Perception: Five senses Disposition: Neutral Souls.: 1
Language: Trade Common, Barbaric, Youma Habitat: Forests, F Style Accuracy Damage Evasion Def. HP MP
Mountains, Caves Bite 2(9) 2d-2 4(11) 0 14 14
Rep/Weak: 6/11 Weak Point: Magic Damage +2 points
Initiative: 10 Movement Speed: 12/- Fortitude: 2 (9) Willpower: 3 (10)
Unique Skills
►Truespeech Magic 2 Level/Magic Power 4 (11)
F Style Accuracy Damage Evasion Def. HP MP
Weapon 2(9) 2d+1 1(8) 1 13 10 ◯Targeting
Stray shots cannot occur.
Unique Skills
None. ◯Flight
A Gremlin receives a +1 bonus to Accuracy and Evasion only for melee
Loot attacks.
Always Crude Weapon (10G/Black White B)
2-9 Nothing Loot
10+ Bag of Silver (30G/-) x 1d 2-7 Nothing
8+ Strange Necklace (160G/White A)
Description
Kobolds are the weakest monsters among the Barbarous. They are about Description
1.2m tall and resemble upright dogs. Other Barbarous treat them like They look like infants with hair all over their bodies and have small fangs
slaves or emergency rations, and some of them, not liking it, flee to the and bat-like wings. They work hard and are mischievous, sometimes
Humanoid cities. tricking and kidnapping Humanoid children or robbing livestock.
They are obedient to everyone and loyal to those who feed them. They also like to break things like watermills and windmills. Because of
Because of their dexterity and culinary skills, they can often be seen that, Humanoids use “Gremlin laughed” as a synonym for the failure of
working in the dining hall attached to the Adventurers' Guild. devices. They have the same position as Bolgs in the Barbarous army.

72
Part 2 Monsters

2 Goblin CR I p. 397 2 Sahagin SSW


Intelligence: Low Perception: Five senses (Darkvision) Intelligence: Low Perception: Five senses (Darkvision)
Disposition: Hostile Soulscars: 2 Disposition: Hostile Soulscars: 2
Language: Barbaric, Youma Habitat: Forests, Mountains, Caves Language: Barbaric, Gilman Habitat: Coasts, River Deltas
Rep/Weak: 5/10 Weak Point: Magic Damage +2 points Rep/Weak: 10/13 Weak Point: Earth damage + 3 points
Initiative: 11 Movement Speed: 11/- Fortitude: 3 (10) Willpower: 3 (10) Initiative: 10 Movement Speed: 12/16 (Swimming)
Fortitude: 4(11) Willpower: 3(10)
F Style Accuracy Damage Evasion Def. HP MP
Weapon 3(10) 2d+2 3(10) 2 16 12 F Style Accuracy Damage Evasion Def. HP MP
Weapon 3(10) 2d+2 3(10) 2 20 10
Unique Skills
None. Unique Skills
◯Underwater Aptitude
Loot
2–3 Crude Weapon (10G/Black White B) Loot
4–9 Weapon (30G / Black White B) 2–7 Nothing
10+ High-quality Weapon (150G/Black White A) 8 – 10 Sahagin Trident (30G/Black White B)
11+ Ornate Trident (120G/Black White A)
Description
Low than Humans, they have green skin, short limbs, large eyes, and a Description
large mouth. Sahagin resemble fish with arms and legs. They are treated as slaves
They are small creatures that abuse anyone weaker than them and among the Gilman tribe and are often used for labor and as soldiers.
immediately beg for their lives when they are inferior. They do not reflect Sahagin are very self-conscious and timid, and will not fight unless ordered
or learn and are quick to commit treason. to by a superior. They primarily live in water but sometimes attack small
They are fertile and mainly work in groups. They are not very smart, but boats or children playing on the shore.
they are resourceful. They are rather unintelligent creatures and often steal
and rob to survive. In addition, they completely lack the reflex to flee from
danger.

2 Saber Hoodling CR I p. 398


Intelligence: Low Perception: Five senses Disposition: Hostile Souls.: 1
Language: Barbaric, Youma Habitat: Various
Rep/Weak: 7/11 Weak Point: Magic Damage +2 points
Initiative: 10 Movement Speed: 11/- Fortitude: 3 (10) Willpower: 4 (11)

F Style Accuracy Damage Evasion Def. HP MP


Weapon 4(11) 2d+2 2(9) 2 13 11

Unique Skills
🗨Decoy Attack I
It gains -2 to Accuracy checks, but the damage is increased by +2 on hit.
If the declared attack is evaded, the enemy receives a -1 penalty to Evasion
checks for the next 10 seconds (1 round). This effect is cumulative up to -
4 but is lost if the target fails an Evasion check even once.

Loot
Always Crude Weapon (10G/Black White B)
2–6 Nothing
7 – 11 Dirty Hood (20G/White B)
12+ Worn Hood (80G/White B)

Description
A Saber-equipped Hoodling excels at hunting in groups, using
intimidation to drive the enemy toward its companions. When they appear
with upper Barbarous such as Bolgs (see p. 75) and Hugls (see p. 74), their
attacks become even more threatening.

73
2 Hugl CR I p. 399 3 Shield Hoodling CR I p. 400
Intelligence: Low Perception: Five senses (Darkvision) Intelligence: Low Perception: Five senses Disposition: Hostile Souls.: 2
Disposition: Hostile Soulscars: 1 Language: Barbaric, Youma Habitat: Various
Language: Lizardman, Barbaric, Youma Habitat: Desert, Mountain Rep/Weak: 8/12 Weak Point: Magic damage +2 points
Rep/Weak: 9/12 Weak Point: Wind type damage +3 points Initiative: 11 Movement Speed: 12/- Fortitude: 4 (11) Willpower: 5 (12)
Initiative: 11 Movement Speed: 10/15 (Flying)
Fortitude: 3 (10) Willpower: 3 (10)
F Style Accuracy Damage Evasion Def. HP MP
Large Shield 5(12) 2d+2 3(10) 5 19 12
F Style Accuracy Damage Evasion Def. HP MP
Claws 3(10) 2d+1 3(10) 3 12 7 Unique Skills
🗨△Cover I
Unique Skills The effect is the same as the combat feat [Cover I] (see CR I, p. 255).
⏩△Mobile Flying
It gains a +1 bonus to Accuracy and Evasion checks for melee attacks for Loot
10 seconds (1 round). Always Crude Shield (50G/Green White B)
This ability cannot be used in consecutive turns. When used in Combat 2–4 Nothing
Preparation, it cannot be used in the first round, regardless of the result of 5 – 10 Dirty Hood (20G/White B)
the Initiative check. 11+ Worn Hood (80G/White B)

◯Winged Pursuit
If it hits with a Claw attack, it can make an additional melee attack with Description
wings. Accuracy bonus, damage, and other values are the same as for the The Hoodling (see p. 72) holds a shield large enough to conceal itself.
claw attack. Although they can attack by slamming their large shield down, their main
This ability cannot be used on the same turn in which [⏩△Mobile Flying] role is to cover their Barbarous superiors when they are exposed to attack.
is used. Also, once an additional attack is made with this ability, This shield is a sign of strength and self-discipline but often makes them
[⏩△Mobile Flying] cannot be used on that turn. overconfident.

3 Hook Hoodling
Loot
2-9 Earth-toned Scales (30G/Red B) KF
10+ Amber Scales (90G/Red B) Intelligence: Low Perception: Five senses Disposition: Hostile Souls.: 2
Language: Barbaric, Youma Habitat: Various
Rep/Weak: 8/12 Weak Point: Magic damage +2 points
Description Initiative: 10 Movement Speed: 12/- Fortitude: 4(11) Willpower: 5(12)
This Youma has a lizard-like face, brown scales, and a long tail. It has
large, strong, leathery wings on its back and can fly. F Style Accuracy Damage Evasion Def. HP MP
Although smaller in stature than Humans, they are strong enough to grab Hook Rope 5(12) 2d+5 5(12) 3 18 12
a Human child or goat and fly away and can attack simultaneously with
sharp claws on both arms and wings on their back. However, it is not good
at flying and fighting simultaneously. Unique Skills
Hugls live in family units on rocky mountains but are often seen ◯Hook Rope
accompanying other Barbarous as bouncers. Attacks with Grappling Hook are treated as melee attacks that reach up
to "Range: 1 (10m)".
3 Centaur CR II p. 333 ⏩△Hanging by a Rope
Intelligence: Average Perception: Five senses Disposition: Neutral The piece of rope is used to hang from an overhead structure or other
Soulscars: 3 Language: Barbaric, Centaur, Sylvan Habitat: Grasslands object. The Hook Hoodling does not receive any penalty until the
Rep/Weak: 10/13 Weak Point: Earth damage + 3 points beginning of the next move due to poor footing. Additionally, they receive
Initiative: 12 Movement Speed: 22 (4 Legs)/- a +1 bonus to Accuracy checks, and damage is reduced by -2.
Fortitude: 5 (12) Willpower: 4 (11) Note that this ability can only be used in environments with ceilings or
tall structures overhead, such as in a city.
F Style Accuracy Damage Evasion Def. HP MP
Weapon 5(12) 2d+2 3(10) 2 25 18 Loot
Always Hook Rope (50G/Black White B) x 2
Unique Skills 2–5
6 – 10
Nothing
Dirty Hood (20G/White B)
►Fairy Magic 2 Level/Magic Power 4 (11)
11+ Worn Hood (80G/White B)
It can use earth, fire, wind, and light types.

►Charge/5 (12)/Evasion/Neg Description


This ability can only be used in the round in which the Normal Move is They are Hoodlings (see p. 72), who quickly appear on the outer edges
made.
of towns inhabited by Humanoids and carry out destruction and looting.
Charges and spears 1 enemy character as with melee attack, dealing
They carry 10-meter-long hooked ropes in their hands, which they use to
"2d+7" physical damage.
hook ceilings and other objects, and move about by swinging down like a
pendulum.
Loot
2–7 Nothing
8 – 10 Battle Gear (30G/White B)
11+ Fine Outfit (120G/White A)

Description
These are Barbarous, with the Human's upper body connected to the
horse's body. They are proud to be Barbarous, fight, and make a name for
themself fairly and squarely.
Centaurs also tend to be excellent soldiers listening to orders.

74
Part 2 Monsters

3 Hugl Caster CR I p. 400 3 Bolg CR I p. 401


Intelligence: Low Perception: Five senses (Darkvision) Intelligence: Low Perception: Five senses (Darkvision)
Disposition: Hostile Soulscars: 2 Disposition: Hostile Soulscars: 2
Language: Lizardman, Barbaric, Youma, Arcana Language: Barbaric, Youma Habitat: Forests, Mountains, Caves
Habitat: Desert, Mountain Rep/Weak: 7/13 Weak Point: Physical damage +2 points
Rep/Weak: 10/13 Weak Point: Wind type damage +3 points Initiative: 11 Movement Speed: 14/- Fortitude: 4 (11) Willpower: 4 (11)
Initiative: 11 Movement Speed: 10/15 (Flying)
Fortitude: 4 (11) Willpower: 5 (12)
F Style Accuracy Damage Evasion Def. HP MP
Weapon 4(11) 2d+4 4(11) 3 23 10
F Style Accuracy Damage Evasion Def. HP MP
Cane 4(11) 2d+2 3(10) 3 17 18 Unique Skills
◯Painful Strike
Unique Skills If the 2d roll of the damage roll is 10 or more, the damage is increased
►Truespeech Magic 3 Level/Magic Power 4(11) by an additional +4 points.

◯Targeting Loot
Spells with “Area: Shot” fired into a skirmish will not cause stray shots. 2-6 Weapon (30G/Black White B)
7+ High-quality Weapon (150G/Black White A)
⏩△Mobile Flying
It gains a +1 bonus to Accuracy and Evasion checks for melee attacks for
10 seconds (1 round). Description
This ability cannot be used in consecutive turns. When used in Combat They are larger, stronger, and hairier Barbarous than Humans.
Preparation, it cannot be used in the first round, regardless of the result of They have bluish skin, and most of their body hair is white. They are
the Initiative check. characterized by their large fangs and ferocious nature.
They prefer swords, spears, long-handled weapons, etc. Their intellect is
Loot low, they love a fight, and they will fight to the death because they believe
2-7 Earth-toned Scales (30G/Red B) they can turn the tables no matter how unfavorable the odds are.
8+ Amber Scales (90G/Red B) They are also good at training animals and mounts and can force a mount
or other inferior Barbarous to serve them.

Description
Perhaps once a servant of an evil magician, some Hugls can use magic.
Such individuals become leaders of small groups or preside over evil
rituals.
Sometimes they collaborate with Bolgs and others to plan evil acts, such
as an attack on a Humanoid settlement.

3 Hog Hoodling CR III p. 329


Intelligence: Low Perception: Five senses Disposition: Hostile Souls.: 2
Language: Barbaric, Youma Habitat: Various
Rep/Weak: 9/12 Weak Point: +2 Magic Damage
Initiative: 12 Movement Speed: 15(4 Legs)/-
Fortitude: 5(12) Willpower: 5(12)

F Style Accuracy Damage Evasion Def. HP MP


Weapon (Rider) 6(13) 2d+4 5(12) 2 18 11
Slam (Pig) 5(12) 2d+3 3(10) 2 23 7
Sections: 2 (Rider/Pig) Main Section: Rider

Unique Skills
●All Sections
◯Dismounting
This monster’s Rider section is mounted on the Pig section. If the Rider
is dismounted, all sections suffer a -2 penalty on all Skill Checks and have
their damage reduced by -2 points.
See Rider class and the Riding Rules (see CR III, p. 87) for rules for this
monster on how to dismount and mount back at the mount.

Loot
Always Dirty Hood (20G/White B)
2–6 Nothing
7 – 11 Cheap Meat (100G/Red A)
12+ Fine Meat (200G/Red A)

Description
This is a Hoodling (see p. 72) who is used to handling animals and fights
by riding on them. The riding animal is carried around for food and may
be a variety of small to medium size animals, not limited to pigs.

75
4 Bolg Highlander CR I p. 401 4 Lizardman CR II p. 334
Intelligence: Low Perception: Five senses (Darkvision) Intelligence: Average Perception: Five senses Disposition: Hostile
Disposition: Hostile Soulscars: 2 Soulscars: 3 Language: Barbaric, Lizardman, Dragonic Habitat: Swamps
Language: Barbaric, Youma Habitat: Forests, Mountains, Caves Rep/Weak: 11/14 Weak Point: Earth damage + 3 points
Rep/Weak: 9/14 Weak Point: Physical damage +2 points Initiative: 10 Movement Speed: 13/13 (Swimming)
Initiative: 11 Movement Speed: 16/- Fortitude: 5 (12) Willpower: 5 (12) Fortitude: 6(13) Willpower: 5(12)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Weapon 5(12) 2d+5 5(12) 3 29 14 Weapon 6(13) 2d+4 4(11) 5 32 15

Unique Skills Unique Skills


🗨Repeated Strike I ◯Underwater Aptitude
Can make two Accuracy checks; if one hits, the damage is dealt once.
🗨Tail Sweep
◯Painful Strike The monster can use its tail to attack up to 5 targets in the same skirmish.
If the 2d roll of the damage roll is 10 or more, the damage is increased An Accuracy check is made on all characters at once, and damage is
by an additional +6 points. determined individually.
This attack cannot be used in consecutive rounds.
Loot
2–5 Keen Weapon (100G/Black White A) Loot
6–9 High-quality Weapon (150G/Black White A) 2–9 Nothing
10+ Extravagant Weapon (500G/Black White A) 10+ Seven-color Scales (220G/Gold Red A)

Description Description
They are the leaders of a small group of the Bolg tribe (see p. 186). Lizardmen are one of the more aquatically inclined barbarous, preferring
Armed with a two-handed greatsword, they exhibit overwhelming combat to spend time in swamps and other wetlands worshiping their dragon gods.
prowess. Standing shy of 2m, they look like upright lizards, though they take offense
They make their home in underground labyrinths and ruins and if mistaken for lildraken.
repeatedly attack Human settlements. Bolgs believe that the bigger the While they cannot breathe underwater, like elves, Lizardmen can hold
weapon, the stronger they are, and they are more daring and bold in their their breath for up to an hour and similarly have houses with dry and wet
fighting style. sections.

4 Medusa CR II p. 333 4 Lizardman Bearer KF


Intelligence: Average Perception: Five senses (Darkvision) Intelligence: Average Perception: Five senses Disposition: Hostile
Disposition: Hostile Soulscars: 2 Soulscars: 3 Language: Barbaric, Lizardman, Dragonic
Language: Barbaric, Youma Habitat: Labyrinths Habitat: Swamps, Wetlands
Rep/Weak: 10/15 Weak Point: Physical damage +2 points Rep/Weak: 12/15 Weak Point: Earth damage + 3 points
Initiative: 13 Movement Speed: 14/- Fortitude: 4 (11) Willpower: 6 (13) Initiative: 11 Movement Speed: 12/12 (Swimming)
Fortitude: 6(13) Willpower: 6(13)
F Style Accuracy Damage Evasion Def. HP MP
Snake Hair 6(13) 2d+2 4(11) 2 28 22 F Style Accuracy Damage Evasion Def. HP MP
Flag Spear 5(12) 2d+5 5(12) 5 30 18
Unique Skills
►Simultaneous Attack Unique Skills
A Medusa's Snake Hair attacks all characters in the skirmish, but a ◯Underwater Aptitude
separate Accuracy Check is needed for each character.
►Inspiring Flag Spear/Can’t
◯Snake Venom/5 (12)/Fortitude/Neg Lizardman Bearer raises its flag spear high, inspiring allies.
If the Snake Hair attack hits, it inflicts 3 poison magic damage to the Lizardmen (regardless of gender) within "Range: Caster" and "target: All
target. Areas (30m radius)/All" get +1 bonus to Accuracy check and Magic Power
of unique skill for 10 seconds (1 round) and regain 5 HP immediately.
◯Eyes of Stone/4 (11)/Willpower/Neg This unique skill cannot be used on consecutive turns.
At the end of each round, if a character faces a Medusa, they need to roll
a Willpower Check or receive effects of Petrification (Dexterity, Agility/- Loot
6). Always Lizardman Flag (100G/Green Black A)
This effect is treated as a curse type. 2 – 10 Nothing
11+ Seven-color Scales (220G/Gold Red A)
Loot
Always Viper of Medusa (50G/Red B)
2–9 Nothing Description
10 – 12 Gem (150G/Red A) x 1d He is one of the Lizardmen. Their fighting ability is no different from that
13+ Eyes of Stone (1,200G/Gold, Red, Black S) of an ordinary Lizardman, but they carry a battle flag attached to their
spear. In battle, they stay in the rear or beside their regiment, inspiring and
supporting their comrades.
Description
Often mistaken for a human female, Medusae are barbarous with
multiple thin snakes for hair. Not only can a Medusa slowly petrify unlucky
adventurers, but the hair snakes are also poisonous. Rarely a Medusa's eyes
may retain their fearsome gaze after death. These magical eyes can be used
to make magical armor and command a high price in the markets.

76
Part 2 Monsters
Loot
4 Lesser Ogre CR I p. 402 2–5 Nothing
Intelligence: Average Perception: Five senses (Darkvision) 6–8 Water Feathered Kimono (100G/White A)
Disposition: Hostile Soulscars: 2 9 – 12 Beautiful Feathered Kimono (300G/White A)
Language: Trade Common, Barbaric, Ogre, Drakish, Arcana 13+ Shining Feathered Kimono (1,000G/White S)
Habitat: Various Rep/Weak: 9/14 Weak Point: Accuracy +1
Initiative: 13 Movement Speed: 14/- Fortitude: 5 (12) Willpower: 6 (13)
Description
They are a tribe of Barbarous who live in rivers and riverbanks and take
F Style Accuracy Damage Evasion Def. HP MP
the form of beautiful, light-robed women. They charm humanoid men with
Weapon 5(12) 2d+4 5(12) 2 36 20
their magical singing voices and kidnap them to live in their dwellings.
However, when Loreley gets bored or they are no longer useful, Loreley is
Unique Skills believed to simply throw them into the river and leave them to drown.
►Truespeech Magic 3 Level / Magic Power 5(12)

⏩△Personification 5 Arakcruder CR III p. 330


A Lesser Ogre may take on the appearance and mannerisms of a Intelligence: Average Perception: Five senses Disposition: Hostile
character they have eaten or can change back. It can be either innate or Soulscars: 3 Language: Aviary, Barbaric Habitat: Mountains
something that once had its heart eaten out of it. Rep/Weak: 12/14 Weak Point: Accuracy +1
When transformed, the Lesser Ogre's maximum HP and MP are Initiative: 13 Movement Speed: 10/30(Flying)
decreased by 5. Accuracy, Evasion, Fortitude, and Willpower are also Fortitude: 7(14) Willpower: 6(13)
reduced by 1 point each. This form can be held up to 18 hours per day.
The [⏩△Personification] can also be canceled by Minor Action and
F Style Accuracy Damage Evasion Def. HP MP
Combat Preparation.
Beak 7(14) 2d+5 7(14) 4 39 13
Loot
2–3 Nothing Unique Skills
4–8 Bag of Silver (30G/-) x 1d ◯Flight
9 – 10 Bag of Silver (100/-) x 1d This monster receives a +1 bonus to Accuracy and Evasion only for melee
11+ Gem (150G/Gold A) x 1d attacks.

◯Spear Pursuit
Description A monster’s spear can be used as a melee attack against an opponent who
Standing about 2m tall, a Lesser Ogre is a fearsome flesh-eating has been attacked with a beak.
behemoth of pure muscle. Lesser Ogres are still small among Ogres (see Accuracy check and damage are the same as those of the beak. This effect
p. 58). Lesser Ogre's most distinctive feature is its ability to take on Human is effective only when the monster is Flying.
form.
Those who actively take on Human form often have a deep knowledge Loot
of Human culture, which may be why some have a Human-like personality 2–6 Nothing
and mindset. Lesser Ogre can take the form of a fixed Humanoid, but if it 7–9 Beautiful Feathers (30G/Gold Red B)
eats the heart of a Humanoid, it can also take that individual's form. The 10+ Seven-colored Feather (200G/Gold Red A)
more hearts they eat, the more forms they can take.
It is difficult to detect a Lesser Ogre disguised as a Humanoid. The PCs
must have sufficient reason to be suspicious (as judged by the GM) to Description
perform a Detect check (see CR I, p. 111). Arakcruder is Barbarous with its entire body is covered with feathers, and
its head resembles a bird of prey. It has a pair of upper limbs with large
wings. It is about 2 meters tall, but its wing span is twice that when flying.
4 Loreley CR II p. 334 Although their ability to manipulate objects with their hands has
Intelligence: Average Perception: Five senses Disposition: Hostile degenerated significantly, they can use their legs like hands while flying, and
Soulscars: 2 they mainly live in this way. When they have no choice but to walk, they
Language: Trade Common, Barbaric, Elven, Sylvan Habitat: Rivers walk upright.
Rep/Weak: 10/14 Weak Point: Physical damage +2 points They are territorial and live in groups, building primitive dwellings in
Initiative: 13 Movement Speed: 14/14 (Swimming) caves, cliffs, or on the tops of large trees, often using floating rocks (see CR
Fortitude: 4 (11) Willpower: 6 (13) I, p. 341) as their strongholds. Although belligerent and ferocious, they
revere Garuda (see p. 97) as the King of the Flying Barbarous, and many
serve them.
F Style Accuracy Damage Evasion Def. HP MP
Instrument 4(11) 2d+2 4(11) 2 28 18

Unique Skills
◯Underwater Aptitude

►Basic Spellsongs 1 Level/7 (14)/All areas (40m Radius)

►Special Spellsong [Love Song] /7(14)/All areas (40m Radius)


Can use [Love Song] (see CR II, p. 194) spellsong. This unique skill can
only be used if a male is in the opposing faction and if [►Basic Spellsongs]
were used on the previous turn.

►[Finale: Spring Breeze]/7 (14)


Uses [Finale: Spring Breeze] at "Range: 2 (40m)" to deal 1 character 2d+4
wind magic damage.
This unique skill could be used only if [►Basic Spellsongs] or [►Special
Spellsong] were used on the previous turn.

77
5 Androscorpion CR II p. 335 Description
Intelligence: Average Perception: Five senses (Darkvision) This is a higher class Goblin (see p. 73). They look like ordinary Goblins,
Disposition: Hostile Soulscars: 4 but they are decorated with dark-colored bird feathers and gems. They are
Language: Barbaric, Androscorpion, Magitech Habitat: Desert, Ruins more intelligent than ordinary Goblins and can cast spells.
Rep/Weak: 12/15 Weak Point: Physical damage +2 points
Initiative: 12 Movement Speed: 15 (Many Legs)/-
Fortitude: 7 (14) Willpower: 7 (14) 5 Dawn Walker KF
Intelligence: Average Perception: Five senses (Darkvision)
Disposition: Hostile Soulscars: 2
F Style Accuracy Damage Evasion Def. HP MP Language: Trade Common, Barbaric Habitat: Ruins
Weapon (Upper Body) 7(14) 2d+5 7(14) 6 34 26 Rep/Weak: 12/15 Weak Point: Accuracy +1
Tail (Lower Body) 8(15) 2d+4 6(13) 5 38 12 Initiative: 13 Movement Speed: 18/- Fortitude: 6(13) Willpower: 6(13)
Sections: 2 (Upper Body / Lower Body) Main Section: Upper Body
F Style Accuracy Damage Evasion Def. HP MP
Unique Skills Claws 7(14) 2d+7 7(14) 4 38 28
●Upper Body
►Magitech 4 Level /Magic Power 6(13) Unique Skills
►Divine Magic 4 Level/Magic Power 6(13)
►Gunfire/6 (13)/Evasion/Neg
An Androscorpion can attack with a readied gun, whose Max. Magazine ◯🗨Magic Aptitude
is 4, the range is 2(20m), and the Critical Threshold is 10. They can use the Combat Feats [Targeting], [Metamagic/Targets], [Multi-
Action].
◯Targeting
Stray shots cannot occur. Loot
Always Barbarous' Orders (500G/White A)
●Lower Body
2–7 Nothing
◯Poison/5 (12)/Fortitude/Neg 8+ Night Robe (280G/White A)
If the Androscorpion's Lower Body hits with their Tail attack, the target
will receive an extra 6 poison-type damage.
Description
◯Weakening Dawns are barbarous creatures that wear black cloaks and infiltrate
When the Lower Body section is reduced to 0 HP or fewer, the humanoid habitats. They are about 1.8 meters tall, with stout, rounded
Androscorpion receives a -2 penalty for Evasion. backs. Their bodies are entirely covered in dark-colored body hair, and
they have long, sharp claws on both hands.
Loot They possess knowledge of stealth and carry out their duties unnoticed at
Always Scorpion Shell (50G/Red B) the request of the Upper Barbarous. Loyal and modest, they prioritize the
2 –6 Nothing accomplishment of their mission above all else.
7 – 11 Poison Stinger (100G/Red A) They follow Dalkhrem, Zeides, and Eiryak and sometimes act as liaisons
12+ Poison Stinger with Intact Poison Sac (800G/Red A) with the pagan cult of humanoids.

Description
These odd barbarous have a humanoid upper body growing out of the
lower body of a giant scorpion.
Living in deserts and around ruins, Androscorpions are reasonably
capable Artificers in their own right. They will often be seen carrying and
wearing the various spoils of their expeditions, whether armor, weapons,
or strong magical artifacts.

5 Goblin Shaman New


Intelligence: Average Perception: Five senses (Darkvision)
Disposition: Hostile Soulscars: 3
Language: Barbaric, Youma, Sylvan Habitat: Forests, Mountains, Caves
Rep/Weak: 13/16 Weak Point: +2 Magic Damage
Initiative: 12 Movement Speed: 11/- Fortitude: 7(14) Willpower: 8(15)

F Style Accuracy Damage Evasion Def. HP MP


Weapon 6(13) 2d+4 7(14) 5 36 38

Unique Skills
►Fairy Magic 5 Level/Magic Power 8 (15)
Types used are "Earth", "Fire", "Wind", and "Dark".

►Divine Magic 2 Level/Magic Power 5 (12)

🗨Magic Aptitude
Can use [Metamagic/Targets] Combat Feat.

Loot
2–5 Bag of Silver (30G/-) x 1d
6–9 Gems (150G/Gold A) x 1d
10+ Luxury Ornaments (500G/Gold White A) x 1d

78
Part 2 Monsters

5 Hugl Assaulter CR I p. 403 5 Merman CR II p. 336


Intelligence: Low Perception: Five senses (Darkvision) Intelligence: Average Perception: Five senses (Darkvision)
Disposition: Hostile Soulscars: 3 Disposition: Neutral Soulscars: 2
Language: Lizardman, Barbaric, Youma Habitat: Desert, Mountain Language: Merman, Elven Habitat: Ocean
Rep/Weak: 12/15 Weak Point: Wind type damage +3 points Rep/Weak: 11/14 Weak Point: Fire damage + 3 points
Initiative: 14 Movement Speed: 15/20 (Flying) Initiative: 12 Movement Speed: 5 (Leap)/20(Swimming)
Fortitude: 7 (14) Willpower: 7 (14) Fortitude: 6 (13) Willpower: 7 (14)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Claws 7(14) 2d+6 7(14) 5 38 16 Weapon 7(14) 2d+6 7(14) 4 35 19

Unique Skills Unique Skills


⏩△Mobile Flying ◯Water/Ice Immunity
It gains a +1 bonus to Accuracy and Evasion checks for melee attacks for
10 seconds (1 round). ◯Underwater Specialization
This ability cannot be used in consecutive turns. When used in Combat Can move in water without penalties and restrictions. Conversely, all
Preparation, it cannot be used in the first round, regardless of the result of action checks are subject to a -2 penalty on the ground.
the Initiative check.
🗨△Cover I
►Twin Strike & Double Attack Can use [Cover I] combat feat (see CR I, p. 256).
They can make two Claws attacks each round. After checking the result
of the first attack, the monster can choose whether to make a second attack Loot
on the same target further or on a different target of their choice. Always Rusty Spear (50G/Black White B)
2–6 Nothing
◯Winged Pursuit 7+ Beautiful Shell (180G/Gold White A)
If it hits with a Claw attack, it can make an additional melee attack with
wings. Accuracy bonus, damage, and other values are the same as for the
claw attack. Description
This ability cannot be used on the same turn in which [⏩△Mobile Flying] Also called mermaids, these barbarous have the lower half as that of a
is used. Also, once an additional attack is made with this ability, fish. Since they lived in the sea, they had little contact with other barbarous
[⏩△Mobile Flying] cannot be used on that turn. and humanoids, so they have remained neutral and have not been
eradicated in the Magitech Civilization era.
Loot As a race, Mermen tend to avoid fighting except in self-defense and are
2–4 Earth-toned Scales (30G/Red B) often neutral towards most other races. However, they have a hostile
5–8 Amber Scales (90G/Red B) relationship with some marine Barbarous, which could theoretically be
9+ Seven-color Scales (220G/Gold Red A) leveraged into an alliance with Elves against the other aquatic races.

Description
This is a warrior of the Hugl clans (see p. 74) with sharper fingers and
enhanced fighting skills.
Skilled at fighting multiple opponents, they use their claws and wings to
strike down one foe after another. They are carefree and are sometimes
asked to serve as guards for weaker Barbarous.

5 Bolg Heavy Arm CR I p. 403


Intelligence: Low Perception: Five senses (Darkvision)
Disposition: Hostile Soulscars: 3
Language: Barbaric, Youma Habitat: Forests, Mountains, Caves
Rep/Weak: 10/15 Weak Point: Physical damage +2 points
Initiative: 10 Movement Speed: 12/- Fortitude: 7 (14) Willpower: 6 (13)

F Style Accuracy Damage Evasion Def. HP MP


Weapon 6(13) 2d+6 5(12) 8 36 17

Unique Skills
🗨Power Strike I
They can deal an additional 4 damage on their next attack. However, any
Evasion Check made by them this turn receives a -2 penalty.

◯Painful Strike
If the 2d roll of the damage roll is 10 or more, the damage is increased
by an additional +6 points.
Loot
2–7 High-quality Weapon (150/Black White A)
8+ Extravagant Weapon (500G/Black White A)

Description
They are heavily-armed warriors of the Bolg tribe (see p. 75). Armed with
a shield and a greatsword, they will do their best to crush their enemies
without fear of being wounded.

79
5 Diablo Cadet (Human Form) CR I p. 404 6 Diablo Cadet (Daemon Form) CR I p. 405
Intelligence: High Perception: Five senses (Darkvision) Intelligence: High Perception: Five senses (Darkvision)
Disposition: Hostile Soulscars: 4 Disposition: Hostile Soulscars: 4
Language: Barbaric, Daemonic Habitat: Wasteland, Shallow Language: Barbaric, Daemonic Habitat: Wasteland, Shallow
Rep/Weak: 13/16 Weak Point: Energy type damage +3 points Rep/Weak: 14/17 Weak Point: Energy type damage +3 points
Initiative: 13 Movement Speed: 20/20 (Flying) Initiative: 14 Movement Speed: 20/20 (Flying)
Fortitude: 8 (15) Willpower: 8 (15) Fortitude: 9 (16) Willpower: 9 (16)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Weapon 7(14) 2d+7 7(14) 4 42 23 Bite (Head) 7(14) 2d+7 7(14) 4 44 26
Weapon (Body) 8(15) 2d+9 6(13) 6 36 15
Unique Skills Sections: 2 (Head/Body) Main Section: Head
◯Tough Skin
Whenever it receives physical or magical damage of the bludgeoning Unique Skills
type, it is reduced by -3 points.
●All Sections
◯Flight ◯Tough Skin
Receives a +1 bonus to Accuracy and Evasion only for melee attacks. Whenever it receives physical or magical damage of the bludgeoning
type, it is reduced by -3 points.
🗨Cleave I
It can attack up to 3 characters with melee attacks that can be reached, ●Head
but the damage will be reduced by -3. If more than one is hit, the damage ►Daemonic Eyes/Can’t
is determined individually. With a sharp look in its eyes, it makes enemies shrivel.
With “Range/Area: 1 (10m)/Target”, select any number of targets and
►Daemonic Eyes/Can’t deal each of them 2 curse magic damage. Afterward, Diablo’s HP is
With a sharp look in its eyes, it makes enemies shrivel. restored by the sum of all applied damage dealt to the targets.
With “Range/Area: 1 (10m)/Target”, select any number of targets and Using this ability consumes 2 points of MP per character targeted.
deal each of them 2 curse magic damage. Afterward, Diablo’s HP is
restored by the sum of all applied damage dealt to the targets. ►Chain of Curses/8(15)/Willpower/Half
Using this ability consumes 2 points of MP per character targeted. Diablo injures themselves to curse an enemy.
They can select an arbitrary number of targets with “Range: 1 (10m)” and
►Daemonshift “Area: Target” and deal each of them 2d+6 curse magic damage.
The character changes into the daemon form. For the data, see Diablo To use this ability, 8 points of HP and 4 points of MP per number of
Cadet (Daemon Form). HP and MP are restored to their maximum values, targets must be consumed (HP consumption is 8 points, regardless of the
and all effects of magic, etc., are negated. In the turn in which number of targets).
[►Daemonshift] is performed, only the Body section of the Daemon
Form is treated as having completed the Major Action, and the Head ●Body
section can make it this turn. All sections receive a +1 bonus to Accuracy and Evasion only for melee
[►Daemonshift] cannot be used for 3 hours immediately after the attacks.
[►Humanification] was used. Also, [►Humanification] cannot be used If the Body section falls to 0 HP or lower, this unique skill cannot be
for 1 hour immediately after [►Daemonshift] was used. used.

Loot 🗨Cleave I
Always Abyss Shard (200G/-) It can attack up to 3 characters with melee attacks that can be reached,
2-6 Black Gem (300G/Gold A) but the damage will be reduced by -3. If more than one is hit, the damage
7 – 10 Black Gem (300G/Gold A) x 2 is determined individually.
11+ Black Gem (300G/Gold A) x 1d
►Humanification
It changes to the Human form. For data on the Human form, refer to
Description Diablo Cadet (Human Form). If the Body section has suffered HP or MP
It is said that the race was created at the end of the Magic Civilization damage or has been affected by magic or other effects, these are carried
Period as a result of a fusion experiment between Barbarous and daemons. over to the Human form. If its HP is less than 0, it immediately falls
Known on the Alframe continent as the upper Barbarous along with unconscious.
Drakes, Cadets are young candidates for leadership. [►Humanification] cannot be used for 1 hour immediately after
They have blue-colored skin, large and prominent horns, and black [►Daemonshift] was used. Also, [►Daemonshift] cannot be used for 3
jewels in which the mana is condensed in various body parts. Although they hours immediately after the [►Humanification] was used.
do not have wings, they are able to float with the power of their jewels.
Their facial features resemble those of Humans and elves, and they are Loot
intimidating and highly charismatic at the same time. Always Abyss Shard (200G/-) x 1d
While flexible, their skin instantly hardens to protect the body against 2-5 Black Gem (300G/Gold A)
strong attacks, and sharp prongs extend from the shoulders, elbows, 6–9 Black Gem (300G/Gold A) x 2
knuckles, and fingertips (the presence varies from individual to individual). 10+ Black Gem (300G/Gold A) x 1d
These protrusions can be used by Diablos by pulling them out to create
their own weapons (mainly swords and spears).
Diablos have the ability to transform into a form similar to that of a Description
daemon. This transformation makes them twice their size and gives them It is a giant Diablo Cadet. Its form is reminiscent of a daemon, and it is
incredible power. more powerful in it. It symbolizes awe for both the Humanoid and the
With numerous Bolgs (see p. 75) and Goblins (see p. 73) in their ranks, Barbarous and is the cause of why Diablos are feared. The fear is also
they attack the Humanoid realm with their prowess and guile. heightened by the giant Diablo becoming more aggressive and brutal.
However, after taking this form and releasing it, they cannot Daemonshift
again for some time.

80
Part 2 Monsters

6 Arbor New 6 Quepala CR I p. 406


Intelligence: Average Perception: Five Senses Intelligence: Average Perception: Five senses (Darkvision)
Disposition: Hostile Soulscars: 2 Disposition: Hostile Soulscars: 3
Language: Trade Common, Barbaric, Drakish, Sylvan Habitat: Forests Language: Barbaric, Arcana, Drakish
Rep/Weak: 14/17 Weak Point: Fire damage + 3 points Habitat: Forests, Cave, Swamp, Shallow
Initiative: 14 Movement Speed: 16/- Fortitude: 9(16) Willpower: 9(16) Rep/Weak: 13/16 Weak Point: Fire damage + 3 points
Initiative: 13 Movement Speed: 15/- Fortitude: 7 (14) Willpower: 9 (16)
F Style Accuracy Damage Evasion Def. HP MP
Weapon 9(16) 2d+7 7(14) 4 52 36 F Style Accuracy Damage Evasion Def. HP MP
Bite 8(15) 2d+7 6(13) 4 48 41
Unique Skills
►Magic (1 system) 5 Level /Magic Power 8 (15) Unique Skills
Arbor can cast either Fairy Magic or Nature Magic at the 5th level. ◯Poison Immunity
In the case of Fairy Magic, the types used are "Earth" and "Fire".
►Magic (2 systems) 6 Level /Magic Power 8 (15)
◯🗨Magic Aptitude Most of them have Truespeech and Spiritualism Magic at 6th level, but
They can use the Combat Feats [Targeting], [Metamagic/Targets], [Multi- some of them might instead of one of them have Summoning Arts at 6th
Action]. level.

►Weapons of Raging Fire ◯🗨Magic Aptitude


Sews the weapon with its own angry faire. Arbor empowers up to 5 targets They can use the Combat Feats [Targeting], [Metamagic/Targets], and
within an area (3m radius) centered on themself with fire. Empowered [Multi-Action].
targets now deal fire-type damage, and their melee and ranged are treated
as attacking with magical weapons for 3 minutes (18 rounds), granting +2 ◯Poison/7(14)/Fortitude/Neg
points to physical damage (not magic damage). If the Bite attack hits, the target is dealt additional 6 poison magic damage.
Using this effect consumes 8 points of MP.
Loot
Loot 2–4 Nothing
Always Ominous Branches (130G/Red Green A) 5-8 Arcana-Language Book (170G/White A)
2-8 Nothing 9 – 12 Spellbook (500G/White A)
9+ Fiery Residue (900G/Gold A) 13+ Esoteric Spellbook (1,500G/White S)

Description Description
Arbors are Barbarous that live deep within the forest. They resemble It is Barbarous with a snake head. From the neck down, it is almost the
Humans but have white skin like snow and white or light green hair. They same as a Human, but the neck and head are those of a thick snake,
have large eye-like patterns on their forehead and all over their body. together about 50 cm long.
Arbors are considered close relatives of Meria. Although they do not have Although Quepalas are known to have inherited knowledge from the
flowers, their ecology and body structure are similar to those of the long- Magic Civilization Period, their clan can be divided into two main groups.
lived Meria. According to legend, during the War of the Gods, the trees in The first are those who prefer dark, damp places and live in tribes. In these
the forests that Dwarves burned to make large quantities of armor took settlements, the lower Barbarous, such as Goblin (see p. 73) and Bolg (see
human form with the hatred fueled by Ignis. Arbors especially hate p. 75), often serve as slaves and guards.
Dwarves and are also enemies of Artificers since their forests were The others live in “Shallow Abysses”, utilizing their knowledge of Magic
massively cut down during the Magitech Civilization Period. Civilization and controlling daemons as their followers. They use the area
Arbors are skilled at spy missions and may engage in intelligence, as a hunting ground, leaving a few zones of seeming safety amidst the thick
reconnaissance, and sabotage in cooperation with Drakes and other Upper growth of poison grass and mushrooms, where they enjoy slowly hunting
Barbarous (see p. 60). down their “passing prey”.
They have a small number of soulscars and are not affected by Swords of
Protection, so they may lead Ogres (see p. 83) to infiltrate the city.
However, since Arbors themselves do not have the shapeshifting ability, it
is relatively easy to detect their disguise. Even if they are discovered, Arbors
are not only excellent sworders, but also fearsome Fairy and Nature magic-
users with the ability to make people feel the fire of rage.

81
6 Centaur Impaler CR II p. 336 6 Merman Bishop CR II p. 337
Intelligence: Average Perception: Five senses Disposition: Neutral Intelligence: Average Perception: Five senses (Darkvision)
Soulscars: 3 Language: Barbaric, Centaur, Sylvan Habitat: Grasslands Disposition: Neutral Soulscars: 2
Rep/Weak: 11/17 Weak Point: Earth damage + 3 points Language: Merman, Elven Habitat: Ocean
Initiative: 15 Movement Speed: 30 (4 Legs)/- Rep/Weak: 12/15 Weak Point: Fire damage + 3 points
Fortitude: 8 (15) Willpower: 7 (14) Initiative: 12 Movement Speed: 5(Leap)/20(Swimming)
Fortitude: 7 (14) Willpower: 8 (15)
F Style Accuracy Damage Evasion Def. HP MP
Weapon 8(15) 2d+8 7(14) 6 53 28 F Style Accuracy Damage Evasion Def. HP MP
Weapon 6(13) 2d+4 7(14) 4 43 38
Unique Skills
►Fairy Magic 4 Level/Magic Power 6 (13) Unique Skills
It can use Earth, Fire, Wind, and Light types. ◯Water/Ice Immunity

►Charge/7 (14)/Evasion/Neg ►Divine Magic 6 Level/Magic Power 8(15)


This ability can only be used in the round in which the Normal Move is
made. ◯Underwater Specialization
Charges and spears 1 enemy character as with melee attack, dealing Can move in water without penalties and restrictions. Conversely, all
"2d+14" physical damage. action checks are subject to a -2 penalty on the ground.

Loot Loot
2–6 Spear (50G/Black White B) Always Rusty Spear (50G/Black White B)
7–9 Heraldic Spear (150G/Black White A) 2–6 Nothing
10+ Well-Balanced Spear (600G/Black White A) 7 – 12 Beautiful Shell (180/Gold Red A)
13+ Silver Pearl (3,000G/Gold Red S)
Description
Spear cavalry of Centaurs (see p. 74), Impalers are often young and Description
anxious to show off their military training. Despite their youth, Centaur Bishops are one of the strongest Mermen (see p. 79). They follow the
Impalers are the equivalent of knights in their hierarchy and will often have gods and lead their tribes as prescribed by their words. Bishops even have
subordinates following their commands. In combat, a Centaur Impaler will the ear of Merman chiefs, giving them considerable political power.
often seek out and fight the most potent enemy in the skirmish, looking to While Merman Bishops tend to follow the Ancient Gods, regardless of
prove themselves in battle. whether they're gods of the First Sword, Lumiere, or the Second Sword,
Ignis, some follow gods that have recently found apotheosis and are thus
unknown among the land-dwelling races.
6 Troll CR I p. 407
Intelligence: Average Perception: Five senses (Darkvision)
Disposition: Hostile Soulscars: 4 6 Rumblefist New
Language: Barbaric, Giantish Habitat: Caves Intelligence: Low Perception: Five senses (Darkvision)
Rep/Weak: 11/16 Weak Point: Magic damage +2 points Disposition: Hostile Soulscars: 4
Initiative: 14 Movement Speed: 18/- Fortitude: 9(16) Willpower: 8(15) Language: Barbaric, Youma Habitat: Wastelands, Mountains
Rep/Weak: 13/16 Weak Point: Slashing type damage +3
Initiative: 13 Movement Speed: 14/- Fortitude: 9(16) Willpower: 7(14)
F Style Accuracy Damage Evasion Def. HP MP
Weapon 9(16) 2d+10 7(14) 5 50 26
F Style Accuracy Damage Evasion Def. HP MP
Unique Skills Clenched Fist 8(15) 2d+10 7(14) 5 56 12
►Divine Magic 5 Level/Magic Power 7 (14)
Unique Skills
🗨Power Strike I ◯Lightning Immunity, Bludgeoning Immunity
They can deal an additional 4 damage on their next attack. However, any
Evasion Check made by them this turn receives a -2 penalty. ◯Elastic Skin
Against blunt weapons, its Defense is treated as 3 points higher.
◯Weakening
As long as a Troll is under sunlight, it receives a -2 penalty to all Accuracy ►Quick Spinning Fist/9(16)/Evasion/Neg
and Evasion Checks. It attacks by spinning both arms and swinging them widely. Up to 5 targets
of Rumblefist choice will be hit with a melee attack that deals 2d+8 points
Loot of physical damage and causes them to fall prone.
Always Troll Blood (100G/Red A) A character whose Evasion check for this ability is only 1 or 2 short of
2-8 Large Weapon (300G/Black White A) this ability's Success Value does not take any damage but only falls prone.
9+ Gems (150G/Gold A) x 1d This ability cannot be used in consecutive turns.

Loot
Description 2–8 Nothing
A Troll's stature is like that of a boulder; standing taller than 3m, its skin 9+ Water-repellent Skin (330G/Red A)
is tougher than that of a rock. For Barbarous, Trolls have incredible
discipline and take great pride in maintaining their physique. They are also
a devout follower of the gods.
Description
Troll blood is said to symbolize power as well, and it is often used as a These Barbarous are towering beasts cloaked in the black hide, standing
sort of paint. When applied by a Troll, it will strengthen weapons and at an imposing 2.5 meters tall. Their fists are rock-hard, mutated into
armor. Even a Troll's skin can be toughened by its own blood. Trolls are weapons of deadly force. Every inch of their bodies is encased in black,
often nocturnal creatures as well and dislike bright lights. Sunlight, in resilient skin, impervious to most impacts.
particular, will significantly weaken a Troll, and they abhor going out during These creatures are uncivilized and meritocratic, preferring to settle
the daytime. disputes through duels.

82
Part 2 Monsters
If the Body section has suffered HP or MP damage or has been affected
6 Drake (Human Form) CR I p. 408 by magic or other effects, these are carried over to the Human form. If its
Intelligence: High Perception: Five senses (Darkvision) HP is less than 0, it immediately falls unconscious.
Disposition: Hostile Soulscars: 4 [⏩△Instant Humanification] cannot be used for 1 hour immediately
Language: Trade Common, Barbaric, Drakish, Arcana Habitat: Various after using [►Dragonification].
Rep/Weak: 10/17 Weak Point: Magic damage +2 points
Initiative: 16 Movement Speed: 20/40 (Flying) ●Wing
Fortitude: 9 (16) Willpower: 10 (17) ◯Flight
All section receives a +1 bonus to Accuracy and Evasion only for melee
F Style Accuracy Damage Evasion Def. HP MP attacks.
Sword 9(16) 2d+8 7(14) 4 58 36 If one of the wings falls to 0 HP or lower, this unique skill cannot be used.

Loot
Unique Skills 2–6 Sword Shard (200G/-)
►Spiritualism Magic 5 Level / Magic Power 8 (15)
7 - 10 Sword Shard (200G/-) x 2
11 Sword Shard (200G/-) x 3
🗨Mana Strike = +8 damage 12+ Decayed Magic Sword (4,000G/Gold Black White S)
A Drake can deal an additional 8 damage on their next attack. However,
any Fortitude or Willpower Check made by the Drake this turn receives a
-1 penalty. Description
◯Flight Drake will change into dragon form if in danger. They always carry a
Receives a +1 bonus to Accuracy and Evasion only for melee attacks. magical sword that allows them to transform. While transforming, the
Drake takes on a silvery-white sheen of razor-edged scales. Its physique
becomes sleek and streamlined, and its wings become as sharp as a sword.
►Dragonification
In addition, despite their huge size, they retain high agility and are quick
The Drake transforms into a draconic form, healing all HP and MP. Any
to attack.
lingering magical effects are removed as well. For more information, see
the Drake (Dragon Form) stats. In the turn in which [►Dragonification] is
performed, only the Body section of Dragon Form is treated as having
completed the Major Action, and Wings sections can make them on this
7 Ogre CR II p. 337
turn. Intelligence: Average Perception: Five senses (Darkvision)
[⏩△Instant Humanification] cannot be used for 1 hour immediately Disposition: Hostile Soulscars: 3
Language: Trade Common, Barbaric, Ogre, Drakish, Arcana
after using [►Dragonification].
Habitat: Various Rep/Weak: 12/15 Weak Points: Accuracy +1
Initiative: 14 Movement Speed: 18/- Fortitude: 10 (17) Willpower: 9 (16)
Loot
Always Sword Shard (200G/-)
F Style Accuracy Damage Evasion Def. HP MP
Weapon 10(17) 2d+11 10(17) 7 58 30
Description
Drakes are similar in appearance to beautiful young men and women, Unique Skills
though horns gracefully sweep from their heads and membranous wings ►Truespeech Magic 5 Level /Magic Power 8(15)
sprout from their backs. Drakes can transform into huge dragons that wield
massive swords infused with magic. ◯►Magic Aptitude
Another Barbarous look to Drakes as natural leaders and huge forces They can use the Combat Feats [Targeting] and [Wordbreak].
have been known to gather at Drake's disposal.
While there is often little cooperation between Drakes, a powerful “king”
⏩△Personification
Drake appears in rare cases, followed by many other Drakes.
An Ogre may take on the appearance and mannerisms of a character they
have eaten or change back.
7 Drake (Dragon Form) CR I p. 409 When transformed, the Ogre's maximum HP and MP are decreased by
5. Accuracy, Evasion, Fortitude, and Willpower are also reduced by 1
Intelligence: High Perception: Five senses (Darkvision) point each. This form can be held up to 18 hours per day.
Disposition: Hostile Soulscars: 4
The [⏩△Personification] can also be ended with Minor Action or during
Language: Trade Common, Barbaric, Drakish, Arcana Habitat: Various
Combat Preparation.
Rep/Weak: 12/18 Weak Point: Magic damage +2 points
Initiative: 18 Movement Speed: 20/40 (Flying)
Loot
Fortitude: 10 (17) Willpower: 11 (18)
2–8 Bag of Silver (100G/-) x 1d
9 – 12 Gem (150G/Gold A) x 1d
F Style Accuracy Damage Evasion Def. HP MP 13+ Sword Shard (200G/-) x 3
Bite (Body) 9(16) 2d+12 9(16) 7 62 46
Wing (Wing) 11(18) 2d+9 7(14) 4 38 16
Wing (Wing) 11(18) 2d+9 7(14) 4 38 16 Description
Sections: 3 (Body / Wing x 2) Main Section: Body Much larger than the Lesser species, Ogres wield significantly more
physical and magical power. Standing close to 3m tall, they can use larger
Unique Skills equipment. Ogres want to act as though they are master tacticians, using
●Body Lesser Ogres and other barbarous as fodder for their evil (and often
cowardly) operations to attack humanoid races. However, their success rate
►Spiritualism Magic 5 Level / Magic Power 8 (15)
isn't the greatest, and those who fail often tend to be sent on those same
suicide missions by other Ogres.
►Breath of Light/8 (15)/Fortitude/Half
With “Range/Area: 2 (50m)/Shot”, it spits out a chunk of energy at
“Target: 1 Character”, dealing “2d+10” energy magic damage.
This unique skill cannot be used in consecutive turns.

⏩△ Instant Humanification
It instantly transforms into Human form. Refer to Drake (Human Form)
for data on the Human form.

83
Loot
7 Scissorscorpion CR II p. 338 2–4 Sharp Pincers (50G/Red B)
Intelligence: Average Perception: Five senses (Darkvision) 5–9 Dangerous Pincers (570G/Red A)
Disposition: Hostile Soulscars: 4 10+ Deadly Pincers (1,660G/Red S)
Language: Barbaric, Androscorpion, Magitech Habitat: Desert, Ruins
Rep/Weak: 13/18 Weak Point: Physical damage +2 points
Initiative: 14 Movement Speed: 17 (Many Legs)/- Description
Fortitude: 9 (16) Willpower: 9 (16) They are ugly Barbarous that live mainly by the seashore and riverside.
They are short and have wrinkled faces. Their right hand is a pair of crab-
like pincers, and they carry a lantern in their left hand. Lanterns are used
F Style Accuracy Damage Evasion Def. HP MP
for hunting prey, confusing and stranding boats at night, and luring
Weapon (Upper Body) 9(16) 2d+6 9(16) 7 56 35
Humanoids into swamps and rivers.
Pincers (Pincers) 9(16) 2d+10 8(15) 4 37 14
Sometimes they can also be seen inland serving other Barbarous. They
Tail (Lower Body) 8(15) 2d+7 8(15) 8 67 16
are hated by humanoid fairy tamers because they do not make contracts
Sections: 3 (Upper Body / Pincers / Lower Body) with them but force them to work.
Main Section: Upper Body

Unique Skills 7 Dawn Ripper KF


●Upper Body Intelligence: Average Perception: Five senses (Darkvision)
►Magitech 5 Level/Magic Power 7(14) Disposition: Hostile Soulscars: 3
Language: Trade Common, Barbaric Habitat: Ruins
►Gunfire/7 (14)/Evasion/Neg Rep/Weak: 14/17 Weak Point: Accuracy +1
A Scissorscorpion can attack with a readied gun, whose Max. Magazine Initiative: 15 Movement Speed: 20/- Fortitude: 8(15) Willpower: 8(15)
is 4, the range is 2(30m), and the Critical Threshold is 10.
F Style Accuracy Damage Evasion Def. HP MP
◯Targeting
Claws 10(17) 2d+9 10(17) 7 56 46
Stray shots cannot occur.

●Lower Body Unique Skills


◯Poison/8 (15)/Fortitude/Neg ►Divine Magic 7 Level/Magic Power 9(16)
If the Scissorscorpion's Lower Body hits with their Tail attack, the target
will receive an extra 8 poison-type damage. ◯🗨Magic Aptitude
They can use the Combat Feats [Targeting], [Metamagic/Targets], [Multi-
◯Weakening Action].
When the Lower Body section is reduced to 0 HP or fewer, the Upper
Body and Pincers sections of the Scissorscorpion receive a -2 penalty for 🗨Mana Strike = +9 damage
Evasion. A Dawn Ripper can deal an additional 9 damage on their next attack.
However, any Fortitude or Willpower Check made by the Dawn Ripper
Loot this turn receives a -1 penalty.
Always Scorpion Shell (50G/Red B)
2–6 Nothing Loot
7 – 10 Poison Stinger with Intact Poison Sac (800G/Red A) Always Barbarous Orders (500G/White A)
11+ Poison Stinger with Deadly Poison Sac (1,200G/Red S) 2–7 Night Robe (280G/White A)
8+ Robe of Darkness (780G/White A)

Description
A warrior branch of the Androscorpions (see p. 78), Scissorscorpions
Description
have often seen leading groups in sorties or at the head of a squadron of This is a Dawn species (see p. 78) that has developed its skills and abilities
Androscorpions in emergencies. As the name says, Scissorscorpions have through its work. Many Humanoids mistake these monsters for Humanoid
a pair of large pincers that can cut through enemies like scissors through assassins or vampires, and there were confirmed cases where such rumors
paper. were true.

7 Tannoz CR II p. 339
Intelligence: Average Perception: Five senses (Darkvision)
Disposition: Hostile Soulscars: 4
Language: Barbaric, Sylvan Habitat: Coast, Riverside
Rep/Weak: 12/16 Weak Point: Physical damage +2 points
Initiative: 13 Movement Speed: 13/13 (Swimming)
Fortitude: 9(16) Willpower: 9(16)

F Style Accuracy Damage Evasion Def. HP MP


Pincers 10(17) 2d+10 8(15) 6 59 42

Unique Skills
◯Underwater Aptitude

►Fairy Magic 6 Level/Magic Power 8 (15)


It can use earth, water/ice, wind, and dark types.

◯🗨Magic Aptitude
They can use the Combat Feats [Targeting] and [Metamagic/Targets].

84
Part 2 Monsters

7 Minotaur CR II p. 339 Description


Intelligence: Low Perception: Five senses (Darkvision) These are members of an elite group of Lizardmen (see p. 76) trained to
Disposition: Hostile Soulscars: 4 rush into enemy territory and create openings for other Barbarous from
Language: Barbaric, Minotaur Habitat: Various within. In the past, there was concern that these elite Lizardmen could take
Rep/Weak: 10/17 Weak Point: Magic damage +2 points down cities under united leadership. Today, they are rarely seen.
Initiative: 12 Movement Speed: 12/- Fortitude: 9 (16) Willpower: 7 (14)
8 Arakcruder Hunter CR III p. 330
F Style Accuracy Damage Evasion Def. HP MP Intelligence: Average Perception: Five senses Disposition: Hostile
Weapon 9(16) 2d+12 7(14) 8 67 18 Soulscars: 3 Language: Aviary, Barbaric Habitat: Mountains
Rep/Weak: 14/16 Weak Point: Accuracy +1
Unique Skills Initiative: 16 Movement Speed: 10/35(Flying)
◯Multiple Declarations = 2 times Fortitude: 10(17) Willpower: 10(17)

🗨Cleave I F Style Accuracy Damage Evasion Def. HP MP


It can attack up to 3 characters with melee attacks that can be reached, Beak 10(17) 2d+9 10(17) 6 77 18
but the damage will be reduced by -3. If more than one is hit, the damage
is determined individually.
Unique Skills
🗨Power Strike I ◯Flight
They can deal an additional 4 damage on their next attack. However, any This monster receives a +1 bonus to Accuracy and Evasion only for melee
Evasion Check made by them this turn receives a -2 penalty. attacks.

⏩△Techniques ◯Spear Pursuit


They may use the [Bear Muscle], [Beetleskin], [Cat's Eyes], [Gazelle A monster’s spear can be used as a melee attack against an opponent who
Feet], [Recovery (5 pts.)], Techniques. has been attacked with a beak.
Accuracy check and damage are the same as those of the beak. This effect
Loot is effective only when the monster is Flying.
Always Minotaur's Axe (475G/Black White A)
2–6 Nothing
🗨Cleave I
This ability can only be used with [◯Spear Pursuit]. It can attack up to 3
7–9 Big Horn (150G/Red A)
characters with melee attacks that can be reached, but the damage will be
10+ Beautiful Horn (600G/Red A)
reduced by -3. If more than one is hit, the damage is determined
individually.
Description
The creature has the body of a human and the head of a bull, a gigantic ⏩△Techniques
monster. It has low intelligence, and it is ferocious, becoming They may use the [Cat’s Eye], [Bear Muscle], [Gazelle Feet], and
uncontrollable when enraged. It is skilled at finding sword labyrinths and [Beetleskin] Techniques.
sometimes lives inside them like a guardian. It prefers Humanoid women,
tormenting them for several days before devouring them. Loot
Always Gems (150G/Gold A)
2–7 Beautiful Feathers (30G/Gold Red B)
7 Lizardman Mariner New 8+ Seven-colored Feather (200G/Gold Red A)
Intelligence: Average Perception: Five senses Disposition: Hostile Souls: 3
Language: Barbaric, Lizardman, Dragonic Habitat: Swamps, Wetlands
Rep/Weak: 12/16 Weak Point: Earth damage + 3 points
Description
Initiative: 15 Movement Speed: 14/14 (Swimming) Among the Arakcruder (see p. 77), they are the ones who are skilled with
Fortitude: 10(17) Willpower: 10(17) spears and lead their tribes in hunting and eliminating foreign enemies.

F Style Accuracy Damage Evasion Def. HP MP


Weapon 10(17) 2d+6 9(16) 8 64 20

Unique Skills
◯Underwater Aptitude

◯Coordination
A Lizardman Mariner gains a bonus to their Accuracy equal to the
number of other Lizardman Mariners in the same skirmish, up to a
maximum of +4.

◯Rage
When another Lizardman (regardless of type) in the same skirmish is
defeated, the Lizardman Mariner gains a cumulative +2 bonus to damage
for 10 seconds (1 round).
The GM decides when a Lizardman is defeated (so it cannot recover).

Loot
2–9 Nothing
10+ Silver Medal (700G/Gold A)

85
8 Arbor Senior New Description
Intelligence: Average Perception: Five Senses Disposition: Hostile This is a Quepala (see p. 81), who is particularly knowledgeable and
Soulscars: 2 excels in magical knowledge. They are sometimes the leaders of
Language: Trade Common, Barbaric, Drakish, Sylvan Habitat: Forests settlements in the larger Shallow Abysses. They are gruesome and brutal
Rep/Weak: 16/19 Weak Point: Fire damage + 3 points and have a strong hatred for Humanoids and the beings who are in their
Initiative: 16 Movement Speed: 18/- Fortitude: 11(18) Willpower: 11(18) service.

F Style Accuracy Damage Evasion Def. HP MP 8 Dark Troll CR II p. 340


Weapon 11(18) 2d+10 9(16) 6 68 46 Intelligence: Average Perception: Five senses (Darkvision)
Disposition: Hostile Soulscars: 4
Unique Skills Language: Trade Common, Barbaric, Giantish Habitat: Ruins
►Magic (1 system) 7 Level /Magic Power 10 (17) Rep/Weak: 13/18 Weak Point: Magic damage +2 points
Arbor Senior can cast either Fairy Magic or Nature Magic at 7th level. Initiative: 14 Movement Speed: 17/- Fortitude: 12(19) Willpower: 10(17)
In the case of Fairy Magic, the types used are "Earth" and "Fire".
F Style Accuracy Damage Evasion Def. HP MP
◯🗨Magic Aptitude Weapon 11(18) 2d+12 9(16) 9 77 44
They can use the Combat Feats [Targeting], [Hawk Eye],
[Metamagic/Targets], [Multi-Action].
Unique Skills
►Flame Shield ►Divine Magic 7 Level/Magic Power 10(17)
The Arbor Senior creates a wall of fire with his anger. It is placed in front
of up to 5 targets within a 3m radius of the Arbor Senior, and the target 🗨►Magic Aptitude
gains +3 Defense for 3 minutes (18 rounds). Also, any character who uses They can use the Combat Feats [Multi-Action], [Metamagic/Targets], and
a melee attack or "Range: Touch" effect against the target during the [Wordbreak].
duration of this effect will receive 5 fire magic damage after the damage or
effect applied. There is no resistance against this damage, but reducing 🗨Mana Strike = +10 damage
magic damage and fire damage are effective. May deal an additional +10 damage to their next melee attack. At risk,
they take a -2 penalty to their Fortitude and Willpower checks.
Loot
Always Ominous Branches (130G/Red Green A) x 2 ◯Dark Regeneration = 5 points
2–6 Nothing At the end of each round, a Dark Troll recovers 5 HP. This has no effect
7 - 10 Fiery Residue (900G/Gold A) if the Dark Troll is at 0 HP or lower or is under sunlight.
11+ Vindictive Residue (2,400G/Gold S)
◯Weakened
As long as a Dark Troll is under sunlight, it receives a -2 penalty to all
Description Accuracy and Evasion Checks.
This is the leader of Arbor (see p. 81), an experienced member of the
clan. The number of eye-like patterns on their body has been increasing Loot
with age, and they look more mischievous. Always Troll Blood (100G/Red A)
They lead the younger Arbors and the Ogres (see p. 83) in attacks and 2 – 11 Gem (300G/Gold A) x 1d
sabotage of Humanoid cities and strongholds. 12+ Strange Holy Symbol (3,300G/White S)
They are skilled defenders and fire fighters, adept at surrounding their
targets and ensuring that the job gets done.
They also seem to be able to mate with long-lived Meria, and long-lived Description
Meria have been seen living together with Arbor Seniors in captivity. Much leaner than a typical Troll (see p. 82), a Dark Troll has an excellent
sense of fighting and a strong religious belief. A high-ranking member of
Troll society, they stand out with their jet-black skin and dangerous aura.
8 Quepala Sage CR III p. 331 Dark Trolls violently hate cowardice and will respect those who show their
Intelligence: Average Perception: Five senses (Darkvision) strength, even if they're humanoids who'll get crushed under the Dark
Disposition: Hostile Soulscars: 3 Language: Barbaric, Arcana, Drakish Troll's immense power.
Habitat: Forests, Caves, Swamps, Shallows
Rep/Weak: 15/18 Weak Point: Fire damage + 3 points
Initiative: 15 Movement Speed: 15/- Fortitude: 9(16) Willpower: 11(18)

F Style Accuracy Damage Evasion Def. HP MP


Bite 11(18) 2d+9 9(16) 6 74 68

Unique Skills
◯Poison Immunity

►Truespeech Magic, Spiritualism Magic 8 Level/Magic Power 10 (17)

◯🗨Magic Aptitude
They can use the Combat Feats [Targeting], [Metamagic/Targets], and
[Multi-Action].

◯Poison/10(17)/Fortitude/Neg
If the Bite attack hits, the target is dealt additional 8 poison magic damage.

Loot
2–6 Arcana-Language Book (170G/White A)
7 – 10 Spellbook (500G/White A)
11+ Esoteric Spellbook (1,500G/White S)

86
Part 2 Monsters
Loot
8 Loud Bolg Commander CR II p. 340 Always Thunder Horn (2,100G/Red Black S)
Intelligence: Average Perception: Five senses (Darkvision) 2–6 Nothing
Disposition: Hostile Soulscars: 3 7 – 11 Water-repellent Skin (330G/Red A)
Language: Barbaric, Youma Habitat: Forests, Mountains, Caves 12+ Glossy Skin (1,720G/Red S)
Rep/Weak: 13/18 Weak Point: Physical damage +2 points
Initiative: 15 Movement Speed: 15/- Fortitude: 12 (19) Willpower: 10 (17)
Description
Among the Rumblefists (see p. 82), there are individuals who have
F Style Accuracy Damage Evasion Def. HP MP
undergone a special ritual that allows them to control lightning. These
Weapon 11(18) 2d+13 9(16) 9 72 20
individuals have a black horn on the top of their heads, which they can use
to summon lightning. This ability is only demonstrated in the heat of battle.
Unique Skills By channeling the lightning through their bodies, they are able to attack
△Frightful Commander/Can’t with lightning-charged fists.
Gives the order and forces subordinates to follow it.
All Accuracy and Evasion checks for "Target: All areas (30m Radius)/All"
with "Range: Caster" are increased by +1. User can exclude any character 8 Werewolf CR II p. 341
from the target when used. The character itself is always excluded. This Intelligence: Average Perception: Five senses (Darkvision)
effect is treated as a psychic type with a success value of 0. This ability can Disposition: Hostile Soulscars: 2
only be used in Combat Preparation and lasts until it is individually Language: Trade Common, Barbaric, Lycanthrope Habitat: Various
removed or until this monster is no longer on the battlefield. Rep/Weak: 11/16 Weak Point: Silver weapon damage +3 points
Initiative: 16 Movement Speed: 21/- Fortitude: 11 (18) Willpower: 10 (17)
🗨Repeated Strike II
Can make two Accuracy checks; if one hits, the damage is dealt once. If
the first Accuracy check is successful, the damage is increased by +4; if the F Style Accuracy Damage Evasion Def. HP MP
second check instead is successful, the damage is determined as usual. Claws 12(19) 2d+10 11(18) 9 73 15

◯Painful Strike Unique Skills


If the 2d roll of the damage roll is 10 or more, the damage is increased ◯Normal Weapon Immunity
by an additional +6 points.
◯Beast Power
Loot Werewolf receives a +1 bonus to Accuracy and Evasion on the night of a
Always Barbarous' Orders (500G/White A) full moon.
2–9 Extravagant Weapon (500G/Black White A) Conversely, they receive a -1 penalty for Accuracy and Evasion while
10+ Well-Kept Weapon (1,000G/Black White S) under sunlight.

►Twin Strike & Double Attack


Description A Werewolf can make two Claw attacks each round, though each attack
They are the frontline commander of Bolgs (see p. 75), leading their men requires its Accuracy check. They may choose to attack different characters
with fear. with each attack.

⏩△Techniques
8 Volticfist New They may use the [Beetleskin] and [Strong Blood] Techniques.
Intelligence: Low Perception: Five senses (Darkvision)
Disposition: Hostile Soulscars: 4 ⏩△Beastification
Language: Barbaric, Youma Habitat: Barren lands, Mountains A Werewolf can turn from a humanoid to a bestial form and back again.
Rep/Weak: 15/18 Weak Point: Slashing type damage +3 points The Werewolf can only make Claw attacks while in beast form.
Initiative: 15 Movement Speed: 16/- Fortitude: 11(18) Willpower: 9(16) The [⏩△Beastification] can be released with Minor Action or during
Combat Preparation.
F Style Accuracy Damage Evasion Def. HP MP
Clenched Fist 11(18) 2d+14 9(16) 8 71 18 Loot
2–6 Nothing
Unique Skills 7 – 10 Beastman Fur (200G/Red A)
11+ Shining Fur (1,200G/Gold Red S)
◯Lightning Immunity, Bludgeoning Immunity
◯Elastic Skin Description
Against blunt weapons, its Defense is treated as 3 points higher. One of many different shapeshifters that fall under the classification
“Lycanthrope,” a Werewolf is the most common of the beastmen.
◯Charged Fist When in their humanoid form, they would easily pass among civilized
Fists fill lightning, increasing its striking power. folk without issue. However, they can turn into a bestial form, growing fur
If Volticfist is the target of a lightning-type effect, their fists become hard over their body, their face turning to that of a wolf, and sharp claws growing
and treated as magic weapons (they still deal physical damage), increasing from both hands. They form their own clans, with strict hierarchies based
physical damage by +2 points over 3 minutes (18 rounds). This effect is on age, so the young Werewolves help the elders when necessary.
cumulative up to 3 times (+6 total). They cannot reproduce independently but rather kidnap Humans to join
them through a special ritual. Therefore, their soulscar is relatively small,
►Thunder Scream/10(17)/Fortitude/Neg and they sometimes blend in with human society, taking advantage of their
Volticfist shouts to the heavens and drop bolts of lightning around beastification ability. In addition to wolves, there are many other species of
themselves. Lycanthrope, such as tigers and bears.
Up to 2 random creatures (including itself) in the melee area where it is
located are hit by this effect and are dealt "2d+8" lightning magic damage.
This effect can be used while in melee, and it costs 6 MP.

87
8 Basilisk (Human Form) CR II p. 342 9 Basilisk (Monstrous Form) CR II p. 343
Intelligence: High Perception: Five senses Disposition: Neutral Intelligence: Low Perception: Five senses Disposition: Hostile
Soulscars: 4 Soulscars: 4
Language: Trade Common, Barbaric, Basilisk, Drakish, Youma, Arcana Language: Trade Common, Barbaric, Basilisk, Drakish, Youma, Arcana
Habitat: Desert, Ruins Rep/Weak: 13/16 Habitat: Desert, Ruins Rep/Weak: 11/16
Weak Point: Water/Ice damage + 3 points Weak Point: Water/Ice damage + 3 points
Initiative: 14 Movement Speed: 18/- Initiative: 15 Movement Speed: 12 (Many Legs)/-
Fortitude: 9 (16) Willpower: 9 (16) Fortitude: 10 (17) Willpower: 10 (17)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Weapon 10(17) 2d+12 9(16) 9 69 45 None (Evil Eye) - - 13(20) 3 45 22
Bite (Head) 10(17) 2d+10 12(19) 8 73 45
Unique Skills Talon (Body) 12(19) 2d+14 10(17) 10 82 33
◯Poison Immunity, ◯Disease Immunity Sections: 3 (Evil Eye / Head / Body) Main Section: Head

►Truespeech Magic 7 Level/Magic Power 10(17) Unique Skills


●All Sections
🗨►Magic Aptitude ◯Poison Immunity, ◯Disease Immunity
They can use the Combat Feats [Multi-Action], [Universal Metamagic],
and [Wordbreak]. ◯Poison Blood/12 (19)/Fortitude/Neg
It is the same as the unique skill of Basilisk (Human Form), except for a
⏩Petrifying Gaze/9 (16)/Willpower/Neg different target number.
With "Range/Area: 50m/Target", it stares at the enemy and gives the effect
of Petrifaction (dexterity or agility/-6) (see p. 71). ●Evil Eye
If the target of this unique skill is the one who holds a mirror, and if ⏩Petrifying Gaze/10 (17)/Willpower/Neg
Willpower's success value is 4 or more points higher than the Target It is the same as the unique skill of Basilisk (Human Form), except for a
Number, gaze can bounce off them, giving this effect to Basilisk always different target number.
affecting them without a check even if Basilisk is blindfolded. This unique
skill is of curse type. ●Head
This unique skill can be used only once per round.
►Truespeech Magic 7 Level/Magic Power 8(15)
◯Poison Blood/11 (18)/Fortitude/Neg
Anyone who deals damage to this monster in the same skirmish will 🗨►Magic Aptitude
receive 2d poison magic damage at the end of their turn. They can use the Combat Feats [Multi-Action], [Universal Metamagic],
and [Wordbreak].
►Monstrous Form
The monster transforms into its monstrous form. For data on the ●Body
monstrous form, see "Basilisk (Monstrous Form)". HP and MP are ⏩△Instant Humanification
restored to their maximum values, and all effects of spells and the like are It instantly transforms into Human form. Refer to Basilisk (Human
removed. When [►Monstrous Form] was activated Body section is treated Form) for data on the Human form. If the Body section has suffered HP
as if it made Major Action. The Head section may take Major Action on or MP damage or has been affected by magic or other effects, these are
this turn. Also, Evil Eye can use [⏩Petrifying Gaze] if it has not already carried over to the Human form. If its HP is less than 0, it immediately
used it for its turn. falls unconscious.
[⏩△Instant Humanification] cannot be used for 1 hour immediately after [⏩△Instant Humanification] cannot be used for 1 hour immediately after
using [►Monstrous Form]. using [►Monstrous Form].

Loot ◯Weakening
Always Basilisk Blood (200G/Red A) When the Body section is reduced to 0 HP or fewer, the Evil Eye and
2 – 10 Nothing Head sections of the Basilisk (Monstrous Form) receive a -2 penalty for
11+ Petrifying Eyes (1,200G/Gold Red Black S) Evasion.

Loot
Description Always Basilisk Blood (200G/Red A)
Indistinguishable from humans at first glance, a Basilisk is Barbarous with 2 – 10 Nothing
the power of petrification. Basilisks often wear blindfolds to suppress their 11 – 12 Petrifying Eyes (1,200G/Gold Red Black S)
petrifying gaze until they find the right target. 13+ Petrifying Fangs (3,200G/Gold Red Black S)
Even then, the petrifying gaze can be used through the blindfold, and
petrified animal remains can often be found around a Basilisk den.
Often found in deserts, they collect various lesser Barbarous as followers Description
and enslaved people, though they have a rivalry with Drakes regarding who The true identity of a Basilisk, this eight-legged beast, looks like a lizard
is stronger. 5m long. While the Basilisk's intelligence and speed are a little lower, the
Petrified animal fragments and other debris are often found near the ability to petrify foes has increased, making the Basilisk even more
Basilisk's birthplace. dangerous. However, most Basilisks feel that this form is quite ugly and
hate being seen by others in this form. As such, they will almost certainly
try to kill or petrify those who see this hideous form.

88
Part 2 Monsters

●Lower Body
9 Ogre Wizard New ◯Attack Obstacle = +4 • None
Intelligence: Average Perception: Five senses (Darkvision) Grendel's height prevents enemies from attacking them. The Upper
Disposition: Hostile Soulscars: 3 Body receives a +4 bonus to Evasion checks against melee attacks.
Language: Trade Common, Barbaric , Ogre, Drakish, Arcana This effect disappears when the Lower Body falls to 0 HP or lower.
Habitat: Various
Rep/Weak: 14/17 Weak Point: Accuracy +1 Loot
Initiative: 15 Movement Speed: 18/- Fortitude: 12(19) Willpower: 12(19) 2–8 Nothing
9+ Gold Bracelet (2,500G/Gold White S)
F Style Accuracy Damage Evasion Def. HP MP
Weapon 12(19) 2d+13 12(19) 10 72 85
Description
They are giants of about 4 meters in length that inhabit seashores, reefs,
Unique Skills lakes, etc. They are sometimes found together with Tannoz.
►Truespeech Magic, Spiritualism Magic 8 Level/Magic Power 11(18) They are especially dangerous underwater.

◯🗨►Magic Aptitude
They can use the Combat Feats [Targeting], [Magic Convergence], 9 Tannoz Cleric CR II p. 344
[Magic Control], [Wordbreak].
Intelligence: Average Perception: Five senses (Darkvision)
Disposition: Hostile Soulscars: 4
⏩△Personification Language: Barbaric, Sylvan Habitat: Coast, Riverside
An Ogre Wizard may take on the appearance and mannerisms of a Rep/Weak: 14/18 Weak Point: Physical damage +2 points
character they have eaten or change back. Initiative: 15 Movement Speed: 15/15 (Swimming)
When transformed, the Ogre Wizard's maximum HP and MP are Fortitude: 11(18) Willpower: 11(18)
decreased by 5. Accuracy, Evasion, Fortitude, and Willpower are also
reduced by 1 point each. This form can be held up to 18 hours per day.
The [⏩△Personification] can also be ended with Minor Action or during F Style Accuracy Damage Evasion Def. HP MP
Combat Preparation. Pincers 12(19) 2d+13 11(18) 7 83 78

Loot Unique Skills


2–6 Bag of Silver (100G/-) x 1d ◯Underwater Aptitude
7 – 11 Gem (150G/Gold A) x 1d
12+ Gold Bracelet (2,500G/Gold White S) ►Divine Magic 9 Level & Fairy Magic 9 Level/Magic Power 11(18)
It can use earth, water/ice, wind, and dark types.

Description ◯🗨Magic Aptitude


This is a high-ranking Ogre (see p. 83) with excellent magical abilities. They can use the Combat Feats [Targeting], [Magic Convergence],
They are capable of casting Truespeech Magic and Spiritualism Magic and [Magic Control], and [Metamagic/Targets].
often blend in with humanoids to carry out their evil deeds.
Ogre Wizards are considered elite among Ogres and sometimes Loot
command infiltration teams of Lesser Ogres (see p. 77). They use Lesser 2–8 Dangerous Pincers (570G/Red A)
Ogres to secretly neutralize the Swords of Protection and enter humanoid 9 – 11 Deadly Pincers (1,660G/Red S)
cities. Ogre Wizards are known to gradually replace the inhabitants of a 12+ Veteran Pincers (4,400G/Red S)
city with Ogres under their control and then one day reveal their true
nature and ravage the city. When an Ogre Wizard is discovered in a town,
it is often too late to stop them. Description
They are the leader of the Tannoz (see p. 84), who use Divine Magic in
addition to Fairy Magic. Tannoz generally follow Sea Snatcher Eiryak,
9 Grendel CR II p. 344 whose teachings Tannoz Clerics preach to their companions. Clerics prefer
Intelligence: Low Perception: Five senses (Darkvision) to summon fairies and support allies with Divine Magic.
Disposition: Hostile Soulscars: 4
Language: Giantish, Barbaric, Sea Animal
Habitat: Sea, Coast, Lake, Shore
Rep/Weak: 16/18 Weak Point: Fire damage + 3 points
Initiative: 16 Movement Speed: 16/16 (Swimming)
Fortitude: 13(20) Willpower: 11(18)

F Style Accuracy Damage Evasion Def. HP MP


Fist (Upper Body) 12(19) 2d+14 11(18) 6 80 14
Kick (Lower Body) 13(20) 2d+11 10(17) 8 86 11
Sections: 2 (Upper Body / Lower Body) Main Section: Upper Body

Unique Skills
●All Sections
◯Underwater Aptitude

●Upper Body
►Water Blast/12(19)/Fortitude/Neg
It slams the water's surface as hard as possible, generating waves.
Within "Range: Caster" and "Target: 1 area (4m Radius)/10," the target
falls prone. This effect does not apply to characters not restricted while in
the water by abilities such as [◯Underwater Aptitude], [◯Underwater
Specialization], [◯Underwater], or [Sword's Grace/Gentle Water].
This unique skill can only be used on or underwater.

89
9 Hugl Motor CR II p. 345 9 Minotaur Caster CR II p. 345
Intelligence: Low Perception: Five senses (Darkvision) Intelligence: Average Perception: Five senses (Darkvision)
Disposition: Hostile Soulscars: 3 Disposition: Hostile Soulscars: 4
Language: Lizardman, Barbaric, Youma Habitat: Deserts, Mountains Language: Barbaric, Minotaur, languages by magic system learned
Rep/Weak: 16/19 Weak Point: Wind type damage +3 points Habitat: Various
Initiative: 18 Movement Speed: 15/20 (Flying) Rep/Weak: 11/18 Weak Point: Magic damage +2 points
Fortitude: 11 (18) Willpower: 11 (18) Initiative: 12 Movement Speed: 12/- Fortitude: 11 (18) Willpower: 10 (17)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Claws 12(19) 2d+11 11(18) 8 74 27 Weapon 9(16) 2d+12 7(14) 8 77 60

Unique Skills Unique Skills


⏩△Mobile Flying ►Magic (2 Systems) 8 Level / Magic Power 11(18)
It gains a +1 bonus to Accuracy and Evasion checks for melee attacks for Can use any two of Truespeech Magic, Spiritualism Magic, Divine Magic,
10 seconds (1 round). and Fairy Magic at 8 levels. Fairy Magic has earth, water/ice, fire, and dark
This ability cannot be used in consecutive turns. When used in Combat types.
Preparation, it cannot be used in the first round, regardless of the result of
the Initiative check. ◯🗨 Magic Aptitude
A Minotaur Caster can use the Combat Feats [Magic Convergence],
◯Winged Pursuit [Magic Control], and [Targeting].
If it is hit with a Claw attack, it can make an additional melee attack with
wings. 🗨Cleave I
Accuracy bonus, damage, and other values are the same as for the claw It can attack up to 3 characters with melee attacks that can be reached,
attack. This ability cannot be used on the same turn in which [⏩△Mobile but the damage will be reduced by -3. If more than one is hit, the damage
Flying] is used. Also, once an additional attack is made with this ability, is determined individually.
[⏩△Mobile Flying] cannot be used on that turn.
Loot
⏩Techniques Always Minotaur's Axe (475G/Black White A)
They may use the [Cat's Eyes], [Bear Muscle], [Daemonfinger], and 2–6 Big Horn (150G/Red A)
[Giant Arms], Techniques. 7–9 Beautiful Horn (600G/Red A)
10+ Majestic Horn (3,500G/Red S)
Loot
2–4 Amber Scales (90G/Red B) Description
5–8 Seven-color Scales (220G/Gold Red A)
A much smarter variety of Minotaur (see p. 85), these masters of magic
9+ Shining Seven-colored Scales (570G/Gold Red A)
are ferociously cunning. Willing to lie in wait in their labyrinth, a Minotaur
Caster will use a variety of traps, spells, and other monsters to wear down
Description any intruders before joining the fray themselves.
This is a skilled warrior of the Hugl (see p. 74) tribe who knows how to
use Techniques.

90
Part 2 Monsters

9 Drake Baron (Human Form) CR II p. 346 10 Drake Baron (Dragon Form) CR II p. 347
Intelligence: High Perception: Five senses (Darkvision) Intelligence: High Perception: Five senses (Darkvision)
Disposition: Hostile Soulscars: 4 Disposition: Hostile Soulscars: 4
Language: Trade Common, Barbaric, Drakish, Arcana Habitat: Various Language: Trade Common, Barbaric, Drakish, Arcana Habitat: Various
Rep/Weak: 12/19 Weak Points: Magic damage +2 points Rep/Weak: 13/20 Weak Points: Magic damage +2 points
Initiative: 17 Movement Speed: 20/40 (Flying) Initiative: 19 Movement Speed: 20/40 (Flying)
Fortitude: 12 (19) Willpower: 13 (20) Fortitude: 13 (20) Willpower: 14 (21)
F Style Accuracy Damage Evasion Def. HP MP
F Style Accuracy Damage Evasion Def. HP MP Bite (Body) 12(19) 2d+15 11(18) 12 98 58
Weapon 12(19) 2d+13 10(17) 10 88 48 Wing (Wing) 14(21) 2d+12 9(16) 9 69 26
Wing (Wing) 14(21) 2d+12 9(16) 9 69 26
Unique Skills Sections: 3 (Body/Wing x 2) Main Section: Body
►Spiritualism Magic 7 Level /Magic Power 10(17)
Unique Skills
◯🗨►Magic Aptitude ●Body
They can use the Combat Feats [Multi-Action], [Targeting], [Magic ►Spiritualism Magic 7 Level /Magic Power 10(17)
Convergence], [Metamagic/Targets], and [Wordbreak].
◯🗨►Magic Aptitude
⏩△Techniques They can use the Combat Feats [Multi-Action], [Targeting], [Magic
They may use the [Beetleskin], [Cat's Eyes], and [Recovery (5 pts.)] Convergence], [Metamagic/Targets], and [Wordbreak].
Techniques.
►Breath of Light/11 (18)/Fortitude/Half
🗨Mana Strike = +10 damage The Drake Baron may vomit a mass of pure energy directed toward a
May deal an additional +10 damage to their next melee attack. At risk, single target. The energy travels to “Range/Area: 2(50m)/Shot” and deals
they take a -2 penalty to their Fortitude and Willpower checks. 2d + 16 energy magic damage.
This unique skill cannot be used in consecutive turns.
◯Flight
Receives a +1 bonus to Accuracy and Evasion only for melee attacks. ⏩△Techniques
They may use the [Beetleskin], [Cat's Eyes], and [Recovery (5 pts.)]
►Dragonification Techniques.
The Drake transforms into a draconic form, healing all HP and MP. Any
lingering magical effects are removed as well. For more information, see ⏩△Instant Humanification
the Drake Baron (Dragon Form) stats. In the turn in which It instantly transforms into Human form. Refer to Drake Baron (Human
[►Dragonification] is performed, only the Body section of Dragon Form Form) for data on the Human form. If the Body section has suffered HP
is treated as having completed the Major Action, and Wings sections can or MP damage or has been affected by magic or other effects, these are
make them on this turn. carried over to the Human form. If its HP is less than 0, it is immediately
[⏩△Instant Humanification] cannot be used for 1 hour immediately after stunned.
using [►Dragonification]. [⏩△Instant Humanification] cannot be used for 1 hour immediately after
using [►Dragonification].
Loot
Always Sword Shard (200G/-) x 5 ●Wing
2–9 Draconian Horn (500G/Red A) ◯Flight
10+ Majestic Draconian Horn (4,200G/Red S) Receives a +1 bonus to Accuracy and Evasion only for melee attacks.
If one of the wings falls to 0 HP or lower, this unique skill cannot be used.
Description Loot
Similar in appearance to the Drakes (see p. 83), yet with a much more Always Sword Shard (200G/-) x 5
regal presence, Drake Barons are imposing leaders of the Barbarous. The 2–9 Draconian Horn (500G/Red A)
only difference is that they are more beautiful and more refined and are 10+ Majestic Draconian Horn (4,200G/Red S)
dressed in luxurious costumes. The dragon form is one size larger than the
normal Drake, and its crest is shining in copper color.
While it's rumored there are little more than 100 of these Drake Barons
throughout the entirety of Raxia, even those few are enough to bring much
of humanity to its knees.

91
◯🗨Magic Aptitude
10 Arakcruder Predator CR III p. 332 They can use the Combat Feats [Targeting], [Magic Convergence],
Intelligence: Low Perception: Five senses Disposition: Hostile Souls.: 4 [Magic Control], [Hawk Eye], [Metamagic/Targets], [Multi-Action].
Language: Aviary, Barbaric Habitat: Mountains
Rep/Weak: 15/18 Weak Points: Accuracy +1 ►Roaring Fire Armor
Initiative: 18 Movement Speed: 10/40 (Flying) Arbor cloaks in its rage themself and its surroundings in a suit of flaming
Fortitude: 13(20) Willpower: 12(19) armor. Up to 10 targets in 1 area (3m radius) around the Arbor Elder treat
their weapons as fire-type magic weapons (that still deal physical damage)
and gain +2 points of damage for 10 seconds (1 round). At the same time,
F Style Accuracy Damage Evasion Def. HP MP the target's Defense is reduced by 12 points.
Beak 12(19) 2d+12 12(19) 8 88 24 This effect can be used only once per round, and it costs 10 MP.

Unique Skills Loot


◯Flight Always Ominous Branches (130G/Red Green A) x 1d
This monster receives a +1 bonus to Accuracy and Evasion only for melee 2–8 Fiery Residue (900G/Gold A)
attacks. 9+ Vindictive Residue (2,400G/Gold S)

◯Spear Pursuit
A monster’s spear can be used as a melee attack against an opponent who Description
has been attacked with a beak. This is the chief of the village of Arbors (see p. 81). At first glance, there
Accuracy check and damage are the same as those of the beak. This effect is no difference from the young Arbor. However, their eye-like patterns
is effective only when the monster is Flying. have increased, and their skin shows bark-like cracks.
They are even more adept at magic, and their ability to control fire is also
🗨Cleave II formidable.
This ability can only be used with [◯Spear Pursuit]. It attacks with a In large Arbor villages, several elders may rule in the council. These
weapon up to 5 characters within the skirmish in which it resides. settlements are very powerful and dangerous. The elders may serve as
counselors to Drakes and other Upper Barbarous and are skilled at
⏩△Techniques intelligence work.
They may use the [Cat’s Eye], [Bear Muscle], [Gazelle Feet], [Recovery

Dark Troll Adept


(5 pts.)], and [Beetleskin] Techniques.
10 CR II p. 348
◯Rage Intelligence: Average Perception: Five senses (Darkvision)
This effect appears automatically when this monster's current HP Disposition: Neutral Soulscars: 4
becomes less than half its maximum value (rounding up) and disappears Language: Trade Common, Barbaric, Giantish Habitat: Ruins
automatically when its HP recovers to more than half its maximum value. Rep/Weak: 15/19 Weak Point: Magic damage +2 points
The monster becomes frenzied and attacks indiscriminately and without Initiative: 17 Movement Speed: 20/- Fortitude: 13 (20) Willpower: 11 (18)
regard for the consequences. In all melee attacks, the target is randomly
selected from among possible targets, friend or foe. When declaring
F Style Accuracy Damage Evasion Def. HP MP
[🗨Cleave II], select 5 targets at random (or all of them if there are fewer
Weapon 12(19) 2d+13 11(18) 10 97 54
than 5 suitable targets).
All melee attacks gain a +2 bonus to Accuracy checks and +4 points to
damage. At the same time, the monster receives a -2 penalty on Evasion Unique Skills
checks. ►Divine Magic 10 Level /Magic Power 13(20)
While this effect is in effect, this monster cannot use the [Recovery]
Technique. ◯🗨►Magic Aptitude
They can use the Combat Feats [Multi-Action], [Targeting], [Magic
Loot Convergence], [Magic Control], [Hawk Eye], [Universal Metamagic], and
Always Gems (300G/Gold A) [Wordbreak].
2–4 Beautiful Feathers (30G/Gold Red B)
5 – 11 Seven-colored Feather (200G/Gold Red A) 🗨Mana Strike = +13 damage
12+ Dazzling Feathers (2,000G/Gold Red S) May deal an additional +13 damage to their next melee attack. At risk,
they take a -2 penalty to their Fortitude and Willpower checks.

Description ◯Dark Regeneration = 7 points


It is a very powerful Arakcruder (see p. 77). They justify their violent At the end of each round, a Dark Troll Adept recovers 7 HP. This has
nature by defining justice as simply being strong. When cornered, they go no effect if the Dark Troll Adept is at 0 HP or lower or is under sunlight.
berserk and begin to rampage without restraint.
◯Weakened
As long as a Dark Troll is under sunlight, it receives a -2 penalty to all
10 Arbor Elder New Accuracy and Evasion Checks.
Intelligence: Average Perception: Five senses
Disposition: Hostile Soulscars: 2 Loot
Language: Trade Common, Barbaric, Drakish, Sylvan Habitat: Forests Always Troll Blood (100G/Red R)
Rep/Weak: 18/21 Weak Point: Fire damage +3 points 2–8 Gem (300G/Gold A) x 1d
Initiative: 18 Movement Speed: 20/- Fortitude: 13(20) Willpower: 13(20) 9+ Strange Holy Symbol (3,300G/White S)

F Style Accuracy Damage Evasion Def. HP MP Description


Weapon 13(20) 2d+10 11(18) 8 85 59 This is a Troll priest (see p. 82) who is not only a skilled priest but also a
capable warrior among the Dark Trolls (see p. 86).
Unique Skills Interestingly, Trolls are sworn to serve the gods rather than to fight
►Magic (1 system) 10 Level /Magic Power 13 (20) themselves. They serve as judges of the divine battles within the Troll clan
Arbor Senior can cast either Fairy Magic or Nature Magic at the 10th and preside over rituals. They can also serve as advisors and bless Troll
level. In the case of Fairy Magic, the types used are "Earth" and "Fire". officers, providing spell support to allies when confronted with powerful
enemies.

92
Part 2 Monsters

10 Hill Giant CR II p. 349 10 Bolg Assassinator CR II p. 349


Intelligence: Low Perception: Five senses Disposition: Hostile Intelligence: Average Perception: Five senses (Darkvision)
Soulscars: 4 Language: Giantish Habitat: Hills Disposition: Hostile Soulscars: 3
Rep/Weak: 15/18 Weak Point: Physical damage +2 points Language: Barbaric, Drakish, Youma Habitat: Forests, Mountains
Initiative: 15 Movement Speed: 18/- Fortitude: 14(21) Willpower: 11(18) Rep/Weak: 15/19 Weak Point: Physical damage +2 points
F Style Accuracy Damage Evasion Def. HP MP Initiative: 19 Movement Speed: 21/- Fortitude: 13 (20) Willpower: 11 (18)
Weapon (Upper
12(19) 2d+14 11(18) 10 90 20
Body) F Style Accuracy Damage Evasion Def. HP MP
Kick (Lower Weapon 11(18) 2d+11 11(18) 6 81 24
13(20) 2d+10 10(17) 12 98 10
Body)
Sections: 2 (Upper Body/Lower Body) Main Section: Upper Body Unique Skills
◯Fast Action
Unique Skills During the first round of combat, if the monster wins initiative, it may
●Upper Body take two Major Actions that round.
►War Cry/12 (19)/Willpower/Neg
The Hill Giant unleashes a mighty yell, causing fear in those who fail to ◯Shadow Sneak
resist within a 10-meter radius around Hill Giant. This fear, treated as a Can leave, pass through skirmishes without movement blocking, or taking
psychic effect, gives a -2 penalty to all Skill Checks for the next 30 seconds Prepare to Withdraw action.
(3 rounds).
►Double Attack
●Lower Body It can attack the same target twice in one action with its Weapon.
◯Attack Obstacle = +4 • None
Hill Giant’s height prevents enemies from attacking it. The Upper Body ◯Painful Strike
receives a +4 bonus to Evasion checks against melee attacks. If the 2d roll of the damage roll is 10 or more, the damage is increased
This effect disappears when the Lower Body falls to 0 HP or lower. by an additional +6 points.

Loot Loot
2–7 Nothing Always Barbarous Decree (500G/White A)
8 – 12 Gold Bracelet (2,500G/Gold White S) 2–7 Extravagant Weapon (500G/Black White A) x 2
13+ Giant Helmet (9,000G/Black White S) 8 – 12 Well-Kept Weapon (1,000G/Black White S) x 2
13+ Rare Weapon (4,000G/Black White S) x 2

Description
Standing around 5m tall, the Hill Giant is the smallest of the Giants (see
Description
p. 61). Not too bright either, a Hill Giant will chase down prey and attempt This is a Bolg (see p. 75) assassin who specializes in fast attacks. Their
to eat just about anything once. While other barbarous do use the services role is to target and strike the key commanders of the enemy army.
of Hill Giants because of their immense power and strength, it's also fairly
easy to exploit the poor giants, and more than a few end up as butts of
jokes.

93
10 Diablo Lieutenant (Human Form) CR II p. 350 11 Diablo Lieutenant (Daemon Form) CR II p. 351
Intelligence: High Perception: Five senses (Darkvision) Intelligence: High Perception: Five senses (Darkvision)
Disposition: Hostile Soulscars: 4 Disposition: Hostile Soulscars: 4
Language: Barbaric, Drakish, Daemonic Habitat: Wilderness, Shallow Language: Barbaric, Drakish, Daemonic Habitat: Wilderness, Shallow
Rep/Weak: 18/21 Weak Point: Energy damage +3 points Rep/Weak: 19/22 Weak Point: Energy damage +3
Initiative: 18 Movement Speed: 20/20 (Flying) Initiative: 19 Movement Speed: 20/20 (Flying)
Fortitude: 13 (20) Willpower: 13 (20) Fortitude: 14 (21) Willpower: 14 (21)
F Style Accuracy Damage Evasion Def. HP MP
F Style Accuracy Damage Evasion Def. HP MP Bite (Head) 13(20) 2d+13 12(19) 9 104 53
Weapon 13(20) 2d+13 12(19) 9 96 58 Weapon (Body) 14(21) 2d+16 11(18) 11 86 38

Unique Skills Sections: 2 (Head / Body) Main Section: Head


◯Tough Skin Unique Skills
Whenever it receives physical or magical damage of the bludgeoning ●All Sections
type, it is reduced by -3 points.
◯Tough Skin
◯Flight Whenever it receives physical or magical damage of the bludgeoning
Receives a +1 bonus to Accuracy and Evasion only for melee attacks. type, it is reduced by -3 points.

◯Limited 2 Actions ●Head


The monster can perform two Major Actions in one round. However, ◯Limited 2 Actions
this is limited to one weapon melee attack and one [►Daemonic Eyes II] The monster can perform two Major Actions in one round. However,
once each. the monster must choose two different actions from the melee attack,
It cannot use [🗨Cleave II] for that melee attack. [►Daemonic Eyes II] or [►Spray of Evil].

🗨Cleave II ►Daemonic Eyes II/Can’t


It attacks with a weapon up to 5 characters within the skirmish in which it With a sharp look in its eyes, it makes enemies shrivel.
resides. With “Range/Area: 1 (10m)/Target”, select any number of targets and
deal each of them 3 curse fixed damage.
►Daemonic Eyes II/Can’t Afterward, Diablo’s HP is restored by the sum of all applied damage dealt
With a sharp look in its eyes, it makes enemies shrivel. to the targets.
With “Range/Area: 1 (10m)/Target”, select any number of targets and Using this ability consumes 3 points of MP per character targeted.
deal each of them 3 curse fixed damage.
Afterward, Diablo’s HP is restored by the sum of all applied damage dealt ►Evil Spray/14(21)/Willpower/Half
to the targets. With “Range: Self" and "Target: 2-3 areas (10m Radius)", it releases a
Using this ability consumes 3 points of MP per character targeted. cursed spray and deals 2d+11 curse magic damage to the target.
This effect can exclude any character from the target except itself. It never
removes itself, but the resistance is always treated as a success.
⏩△Instant Daemonshift
The character changes into the daemon form with Minor Actions or
●Body
during Combat Preparation. For the data, see Diablo Lieutenant (Daemon
Form). HP and MP are restored to their maximum values, and all effects ◯Flight
of magic, etc., are negated. In the turn in which this unique skill is Receives a +1 bonus to Accuracy and Evasion only for melee attacks.
performed, only the Body section of the Daemon Form is treated as having If the Body section falls to 0 HP or lower, this unique skill cannot be
completed the Major Action, and the Head section can make it this turn. used.
[⏩△Instant Daemonshift] cannot be used for 3 hours immediately after
the [►Humanification] was used. Also, [►Humanification] cannot be 🗨Cleave II
It attacks with a weapon up to 5 characters within the skirmish in which it
used for 1 hour immediately after [⏩△Instant Daemonshift] was used.
resides.
Loot ►Humanification
Always Abyss Shard (200G/-) x 2 It changes to the Human form. For data on the Human form, refer to
2–8 Black Gem (300G/Gold A) x 1d Diablo Lieutenant (Human Form). If the Body section has suffered HP or
9+ Jet-Black Gem (2,200G/Gold S) x 2 MP damage or has been affected by magic or other effects, these are
carried over to the Human form. If its HP is less than 0, it immediately
falls unconscious.
Description [►Humanification] cannot be used for 1 hour immediately after
This is a more experienced and mighty Diablo (see p. 60). While Diablos [⏩△Instant Daemonshift] was used. Also, [⏩△Instant Daemonshift]
are elite Barbarous who are expected to lead the Barbarous, these cannot be used for 3 hours immediately after the [►Humanification] was
lieutenants are often assistants or rangers rather than corps commanders. used.
They will appear as servants of the more powerful Diablos if the former.
If the latter, they will often lead a small number of powerful Barbarous to
Loot
raid Humanoid settlements.
Always Abyss Shard (200G/-) x 2
Their human and Daemon forms are not comparable to that of Cadets.
In particular, the Daemon form is covered with poisonous gas so foul that 2–7 Black Gem (300G/Gold A) x 1d
it can even hurt the lieutenant themself. 8 – 12 Jet-Black Gem (2,200G/Gold S) x 2
13+ True Dark Gem (4,900G/Gold S)

94
Part 2 Monsters

11 Ogre Berserker CR III p. 333 11 Tannoz Veteran CR II p. 352


Intelligence: Low Perception: Five senses (Darkvision) Intelligence: Average Perception: Five senses (Darkvision)
Disposition: Hostile Soulscars: 4 Disposition: Hostile Soulscars: 4
Language: Barbaric, Ogre, Drakish Habitat: Various Language: Barbaric, Sylvan Habitat: Coast, Riverside
Rep/Weak: 15/19 Weak Point: +2 Magic Damage Rep/Weak: 16/20 Weak Point: Physical damage +2 points
Initiative: 17 Movement Speed: 19/- Fortitude: 16(23) Willpower: 13(20) Initiative: 18 Movement Speed: 16/16 (Swimming)
Fortitude: 14 (21) Willpower: 14 (21)
F Style Accuracy Damage Evasion Def. HP MP
Weapon 15(22) 2d+18 12(19) 13 103 13 F Style Accuracy Damage Evasion Def. HP MP
Pincers 14(21) 2d+17 8(15) 10 101 61
Unique Skills
◯Continuous Attack II Unique Skills
If an Ogre Berserker successfully hits a target in melee, they may make a ◯Underwater Aptitude
second attack. They can make a third attack against the same target if a
second attack hits. ◯Fairy Magic 10 Level/Magic Power 12(19)
It can use earth, water/ice, wind, and dark types.
🗨Power Strike II
An Ogre Berserker can deal an additional +12 damage on their next ◯🗨Magic Aptitude
attack. However, any Evasion Check made by the Ogre Berserker this turn They can use the Combat Feats [Multi-Action], [Targeting], [Magic
receives a -2 penalty. Convergence], [Magic Control], [Hawk Eye], and [Metamagic/Targets].
This declaration should have been made at the time of the first attack. It
cannot be made during an additional attack from the [◯Continuous Loot
Attack II]. 2–6 Dangerous Pincers (570G/Red A)
7–9 Deadly Pincers (1,660G/Red S)
Loot 10+ Veteran Pincers (4,400G/Red S)
2–8 Bag of Silver (200G/-)
9 – 12 Gems (500G/Gold A) x 1d
13+ Golden Berserker Accessory (4,500G/Gold White S) Description
This is a mature and experienced Tannoz (see p. 84) fighter. They are
skilled at fighting in the water, and their sharp pincers are sharp enough to
Description easily pierce even the hardest armor.
Although they have no shapeshift ability and cannot cast spells, they are
a subspecies of Ogres (see p. 83), boasting a strong body twice the size of a
normal Ogre and formidable strength. Because of their low intellect, they
are used by Ogres and Drakes, but as long as they can fight, Ogre
Berserkers are happy.

95
a target of any effect. If the character is changed during a battle, it can leave
11 Murcielago New the battlefield.
Intelligence: High Perception: Five senses (Darkvision) This ability can be used only once per hour, and unless this ability is used,
Disposition: Hostile Soulscars: 4 Language: Trade Common, Barbaric, the shape never changes.
Nosferatu, Arcana Habitat: Unknown
Rep/Weak: 19/22 Weak Point: Physical damage +2 points Loot
Initiative: 18 Movement Speed: 20/20(Flying) Always The Lustrous Blood of Murcielago (2,000G/Red S)
Fortitude: 14(21) Willpower: 14(21) 2–8 Nothing
9 – 12 Barbarous Directives (500G/White A)
F Style Accuracy Damage Evasion Def. HP MP 13+ Blood Family Directives (5,000G/White S)
Claws 13(20) 2d+14 13(20) 10 91 77
Description
Unique Skills Murcielago are serving the high Nosferatu (see p. 60), Barbarous, which
◯Flight look no different from a Humanoid.
A Murcielago receives a +1 bonus to Accuracy and Evasion only for In addition to their high fighting ability, they have the ability to shapeshift
melee attacks. into bats. They are also resistant to Swords of Protection, and their abilities
and appearance allow them to carry out important missions such as
◯Swords of Protection Resistance infiltrating Humanoid cities.
If the Murcielago is within the influence of Swords of Protection, the They are considered dangerous because they often treat those they have
Murcielago’s soulscars are treated as 2 points lower than it originally was. bonded with as "lovers" and use them as stepping stones to infiltrate or plot
against them by forcing them to do as they wish.
►Truespeech Magic 11 Level/Magic Power 14(21)

◯🗨Magic Aptitude 11 Lesser Vampire CR II p. 353


They can use the Combat Feats [Targeting], [Magic Convergence], Intelligence: High Perception: Five senses (Darkvision)
[Magic Control], [Universal Metamagic], [Multi-Action], and [Rune Disposition: Hostile Soulscars: 4
Master]. Language: Trade Common, Barbaric, Nosferatu, Regional Dialect, Arcana
Habitat: Various
►Bonds of Love and Blood/14(21)/Willpower/Neg Rep/Weak: 12/20 Weak Point: Silver weapon damage +3 points
Murcielago extract the blood of the character they have chosen to fight Initiative: 18 Movement Speed: 18/36 (Flying)
for life, and offer their own bodily fluids to strengthen the bond between Fortitude: 14 (21) Willpower: 14 (21)
them.
This ability can be used once a week during combat, and each time it is
used, Bonds of Love and Blood points will accumulate by one point. As F Style Accuracy Damage Evasion Def. HP MP
the points accumulate, the target will start to develop feelings for this Claws 14(21) 2d+14 13(20) 11 99 77
monster, eventually loving it like a partner and protecting it as such. The
target's love for the Murcielago will become stronger each time it receives Unique Skills
this ability (up to a maximum of 7 points). ►Divine Magic 10 Level /Magic Power 14(21)

Guidelines for the Number of Times Bonds of Love and Blood has been ►Truespeech Magic, Spiritualism Magic 8 Level/Magic Power 11(18)
Received and its Effects
Number
Effect Guideline ⏩Gaze/13 (20)/Willpower/Neg
of Times
Lesser Vampire may attempt to paralyze with “Range/Area: 50m/Target”.
Respect and assist the wishes of this monster as much as
If the target fails to resist the Gaze, they are paralyzed for 10 seconds (1
possible without affecting one's own life, property, position,
1–3 round), cannot take any Minor Actions, or use active combat feats. If the
etc. If the monster becomes an enemy in battle, it will sabotage
target's resistance roll is 16 or less, the target is instead charmed by the
combat activities as much as possible.
Lesser Vampire and will move to aid and defend it for the next minute (6
The desires of this monster should be given priority in all
rounds). This effect is treated as a psychic type.
aspects of life. The preservation of property, position, and
This ability can be used only once per round.
4 – 5 name is secondary. When the monster is an enemy in battle,
it does not take any active action at first but betrays its allies
►Vampire Bite/13 (20)/Evasion/Neg
the moment it is injured (meaning its HP is reduced).
The Lesser Vampire bites the target, dealing 2d+10 physical damage. The
This monster is considered a lover equal to one's own life. If
Lesser Vampire heals HP equal to the applied dealt.
requested, one will offer all their life except their own without
6 If the target is reduced to 0 HP or lower from this attack, they receive a -
thinking twice. If they are allies in a battle, they will betray their
10 penalty to their next Death Check. If the character fails this Death
allies without hesitation and join forces with this monster.
Check, they receive an extra 5 soulscars and rise as a Blood Sucker.
They come to think of this monster as everything that is life to
Lesser Vampires lose 6 HP and MP per day (cumulative) that they do
7 them. If they are told to die, they will kill themself without
hesitation. not drain blood via [►Vampire Bite] and also cannot use their
[◯Regeneration] unique skill. These penalties immediately disappear
This effect is permanent and can be used only once per week; even if the once the Lesser Vampire successfully drains blood via [►Vampire Bite].
resistance succeeds, the accumulated Bonds of Love and Blood points are
kept. Also, the target gets a bonus to all action checks equal to half of the ◯Normal Weapon Immunity
Bonds of Love and Blood points (rounded up) when the target is acting in
accordance with the monster's will (as determined by the GM). ◯Regeneration = 7 points
This effect is curse type. Murcielago can have only one target under this At the end of each round, a Lesser Vampire recovers 7 HP. This does
effect at the same time. If this effect is used once for a character and then not affect the Lesser Vampire at 0 HP or lower.
used on another character by the same monster, the character's Bonds of
Love and Blood points will immediately return to 0, and all effects will be ◯Vampire Body
lost. As long as a Lesser Vampire is under sunlight, it takes 7 magic damage at
the end of its turn and receives a -2 penalty to all Accuracy and Evasion
⏩△Bat Shapeshifting Checks. This damage cannot be reduced in any way. Additionally, the
Murcielago changes its own appearance into a bat about 20 cm in length. Lesser Vampire cannot use their [◯Regeneration] or [◯Normal
Or, it returns to its original form from the state of being a bat. Weapon Immunity] abilities.
When in the form of a bat, the physical abilities of the bat will be
equivalent to its appearance (enough to fly as a bat), and all unique skills
will be ineffective. Also, the bat form is not treated as a character and is not

96
Part 2 Monsters

◯Flight
A Lesser Vampire receives a +1 bonus to Accuracy and Evasion only for Description
melee attacks. A 3m tall barbarous with a bird-like head and large wings on their back,
Garudas are masters of the winds.
Loot In fact, they are known as “Sky Kings” among the lower ranks of the
Always Corrupted Ash (300G/Red A) Barbarous, and with good reason. They despise any others flying in what
they consider their airspace and will often go out alone to drive out or kill
2–8 Nothing
the interlopers.
9 – 12 Vampire Cloak (1,000G/White S)
13+ Jet-Black Cloak (5,000G/White S)
12 Quepala Chief CR III p. 333
Description Intelligence: Average Perception: Five senses (Darkvision)
Immortalized by a Blood Kiss from an older Nosferatu (see p. 60), these Disposition: Hostile Soulscars: 4 Language: Barbaric, Arcana, Drakish
Lesser Vampires are incredibly powerful, even among the Barbarous. Habitat: Forests, Caves, Swamps, Shallows
Often, followers of Zeides were once humans that have fallen into the good Rep/Weak: 19/22 Weak Point: Fire damage + 3 points
graces of other vampires and left their humanity behind. Despite this, they Initiative: 19 Movement Speed: 15/- 15
are often stunning, and even their gaze can paralyze and fascinate lesser Fortitude: 14(21) Willpower: 16(23)
creatures.
Lesser Vampires must still drink blood daily to keep themselves at peak F Style Accuracy Damage Evasion Def. HP MP
performance. The actual source of the blood can be any living being, but Bite 15(22) 2d+15 13(20) 9 113 107
often, they will prey upon beautiful members of the opposite gender.
Occasionally, they will even starve themselves to fit into society and get
closer to their desired target, making the drinking all sweeter. Care has to
Unique Skills
be taken, however, as it is effortless to drain a target entirely and raise them ◯Poison Immunity
as a subordinate Blood Sucker, and often a Lesser Vampire has a small
retinue of followers. ►Truespeech Magic, Spiritualism Magic 12 Level/Magic Power 15(22)
Despite their powers, sunlight is the bane of the Lesser Vampire,
reducing them to ash in a small amount of time. After only a few minutes ◯🗨Magic Aptitude
outside during the day, all that will be left of the Lesser Vampire is a pile They can use the Combat Feats [Targeting], [Magic Convergence],
of ashes and possibly some clothing. Because of this, Lesser Vampires will [Magic Control] [Metamagic/Targets], [Rune Master], and [Multi-Action].
be reluctant to move out of their roost during daylight hours.
◯Poison/15(22)/Fortitude/Neg
If the Bite attack hits, the target is dealt additional 12 poison magic
12 Garuda CR II p. 354 damage.
Intelligence: Average Perception: Five senses Disposition: Hostile
Soulscars: 4 Language: Barbaric, Aviary Habitat: Mountain Loot
Rep/Weak: 14/19 Weak Point: Bludgeoning damage +3 2–6 Spellbook (500G/White A)
Initiative: 20 Movement Speed: 25/50 (Flying) 7 – 10 Esoteric Spellbook (1,500G/White S)
Fortitude: 15 (22) Willpower: 15 (22) 11+ Rare Grimoire (3,000G/White S)
F Style Accuracy Damage Evasion Def. HP MP
Beak (Head) 14(21) 2d+13 14(21) 7 109 19 Description
Weapon (Body) 18(25) 2d+10 13(20) 9 121 26 This is a highest-ranking Quepala (see p. 81). Although they are regarded
Sections: 2 (Head / Body) Main Section: Head as quite powerful among the Barbarous, they do not take their place as
generals in the Barbarous army, preferring to hide in the dark and plotting.
Unique Skills There are some Quepala Chiefs who prefer to dwell in Shallow Abyss.
●Head
◯Continuous Attack II
If a Garuda successfully hits a target in melee, they may make a second
attack. They can make a third attack against the same target if the second
attack hits.

⏩△Techniques
A Garuda can use the [Cat's Eyes], [Bear Muscle], and [Beetleskin]
Techniques.

●Body
⏩Turbulent Winds/15 (22)/Fortitude/Half
It creates turbulence in a 6m/20 radius around itself, dealing 2d +12 wind
magic damage to the targets and causing them to fall prone.
This unique skill can be used only once per turn, at the end of each turn.

►Wind-Edge Blade/15 (22)/Fortitude/Half


With "Range/Area: 2(30m)/Target", Garuda uses a blade made of feathers
to attack with, dealing 2d+15 slashing magic damage.

◯Flight II
All sections receive a +2 bonus to Accuracy and Evasion only for melee
attacks. This unique skill is lost if the Body section is reduced to 0 or less
HP.

Loot
2–5 Nothing
6 – 11 Large Feathers (200G/Red A)
12+ Wind-Edge Feathers (3,500G/Red S)

97
12 Succubus New 13 Ogre Warlord CR III p. 334
Intelligence: Average Perception: Five senses (Darkvision) Intelligence: Average Perception: Five senses (Darkvision)
Disposition: Hostile Soulscars: 4 Disposition: Hostile Soulscars: 4 Language: Trade Common, Barbaric,
Language: Trade Common, Barbaric, Arcana Habitat: Various Ogre, Drakish, Arcana Habitat: Various
Rep/Weak: 17/20 Weak Point: Magic damage +2 points Rep/Weak: 16/20 Weak Point: Physical damage +2 points
Initiative: 19 Movement Speed: 19/38(Flying) Initiative: 20 Movement Speed: 20/- Fortitude: 18(25) Willpower: 18(25)
Fortitude: 15(22) Willpower: 17(24)
F Style Accuracy Damage Evasion Def. HP MP
F Style Accuracy Damage Evasion Def. HP MP Weapon 17(24) 2d+15 14(21) 16 121 69
Claws 13(20) 2d+14 13(20) 10 96 108
Unique Skills
Unique Skills ◯Multiple Declarations = 2 times
◯Flight
A Succubus receives a +1 bonus to Accuracy and Evasion only for melee ►Truespeech Magic 10 Level/Magic Power 14(21)
attacks.
◯🗨►Magic Aptitude
►Magic (2 systems) 12 Level/Magic Power 16(23) They can use the Combat Feats [Multi-Action], [Targeting], [Magic
Succubus has mastered any two of Spiritualism Magic, Divine Magic, and Convergence], [Magic Control], [Metamagic/Targets], and [Wordbreak].
Summoning Arts at the 12th level.
🗨 Mana Strike = +14 damage
◯🗨►Magic Aptitude An Ogre Warlord may deal an additional +14 damage to their next melee
They can use the Combat Feats [Targeting], [Magic Convergence], attack. If they do, at risk, they receive a -2 penalty to Fortitude and
[Magic Control], [Metamagic/Targets], [Wordbreak]. Willpower checks until their next turn.

►Indecent Dreams / 16 (23) / Willpower / Neg Loot


Within “Range: Caster” and "Target: All Areas (20m radius)/All" are put 2–8 Bag of Gold (1,400G/-)
to sleep, and show a lewd dream. Deals 2d points of curse damage to 9 – 12 Luxury Ornaments (500G/Gold White A) x 2d
target's HP or MP, immediately followed by sleep. The Succubus must 13+ Royal Treasured Sword (8,000G/Gold Black White S)
choose whether to target HP or MP for each use of [►Indecent Dreams]
and will regain HP or MP equal to the damage dealt.
This effect is both psychic + curse type. However, sleep brought by this Description
effect is treated as psychic (weak) type. Although they lack the shapeshift ability, Ogre Warlords are a superior
species of Ogres (see p. 83), possessing physical and magical powers far
Loot superior to those of ordinary Ogres. Though not much different in
Always Succubus Perfume (400G/Red A) appearance from an ordinary Ogre, they are sometimes adorned with
2–8 Nothing crowns and necklaces and carry specially forged swords that prove their
9 – 12 Beautiful Tail (3,000G/Red S) kingship.
13+ Captivating Tail (7,000G/Red S)

Description
Barbarous, with a beautiful female form and bat-like wings, is commonly
known as a “monster appearing in dreams”. She appears at night to the
sleeping opposite sex and sucks their life force by giving them lewd dreams.
The victim eventually weakens and dies. Females are called Succubus, and
males are called Incubus.
They are often seen in the service of the Immortal Queen Zeides or the
Mad God Laris.

98
Part 2 Monsters

13 Blood Troll CR III p. 334


Intelligence: High Perception: Five senses (Darkvision)
Disposition: Hostile Soulscars: 4
Language: Trade Common, Barbaric, Giantish Habitat: Ruins
Rep/Weak: 17/20 Weak Point: +2 Magic Damage
Initiative: 18 Movement Speed: 21/- Fortitude: 18(25) Willpower: 16(23)

F Style Accuracy Damage Evasion Def. HP MP


Weapon 18(25) 2d+14 15(22) 14 123 88

Unique Skills
►Divine Magic 13 Level / Magic Power 17(24)

🗨►Magic Aptitude
A Blood Troll can use the Combat Feats [Metamagic/Targets], [Multi-
Action], and [Wordbreak].

🗨 Mana Strike = +17 damage


A Blood Troll may deal an additional +17 damage to their next melee
attack. If they do, at risk, they receive a -2 penalty to Fortitude and
Willpower checks until their next turn.

◯Dark Regeneration = 10 points


At the end of each round, a Blood Troll recovers 10 HP. This has no
effect if the Blood Troll is at 0 HP or lower or is under sunlight.

◯Weakened
As long as a Blood Troll is under sunlight, it receives a -2 penalty to all
Accuracy and Evasion Checks.

Loot
Always Troll's Black Blood (500G/Red A)
2–6 Gems (300G/Gold A) x 1d
7 – 11 Strange Holy Symbol (3,300G/White S)
12+ Strange God Statue (6,200G/Gold White S)

Description
They are upper-level Dark Trolls and are in charge of leading the Trolls
(see p. 82). They are always ready to fight without compromise to not
disappoint their enemies.
Fighting is the highest priority in their life, and they teach other Trolls
how to fight and defeat any opponent.

99
13 Onyx Basilisk (Human Form) CR III p. 335 14 Onyx Basilisk (Monst. Form) CR III p. 336
Intelligence: High Perception: Five senses (Darkvision) Intelligence: High Perception: Five senses (Darkvision)
Disposition: Neutral Soulscars: 4 Language: Trade Common, Barbaric, Disposition: Hostile Soulscars: 4 Language: Trade Common, Barbaric,
Basilisk, Drakish, Youma, Arcana Habitat: Desert, Ruins Basilisk, Drakish, Youma, Arcana Habitat: Desert, Ruins
Rep/Weak: 11/19 Weak Point: Water/Ice damage +3 points Rep/Weak: 12/20 Weak Point: Water/Ice damage +3 points
Initiative: 18 Movement Speed: 15/- Fortitude: 16(23) Willpower: 16(23) Initiative: 19 Movement Speed: 12(Many Legs)/-
Fortitude: 17(24) Willpower: 17(24)
F Style Accuracy Damage Evasion Def. HP MP
Weapon 17(24) 2d+14 15(22) 14 118 91 F Style Accuracy Damage Evasion Def. HP MP
None (Right Evil
- - 18(25) 6 60 30
Eye)
Unique Skills None (Left Evil
◯Poison Immunity, ◯Disease Immunity - - 18(25) 6 60 30
Eye)
Bite (Head) 18(25) 2d+12 17(24) 11 114 65
►Truespeech Magic 12 Level/Magic Power 16(23) Claws (Body) 17(24) 2d+16 15(22) 15 126 73

🗨►Magic Aptitude Sections: 4 (Right Evil Eye / Left Evil Eye / Head / Body)
Main Section: Head
They can use the Combat Feats [Multi-Action], [Universal Metamagic],
and [Wordbreak].
Unique Skills
●All Sections
⏩Onyx Gaze/15(22)/Willpower/Neg
With "Range/Area: 2(50m)/Target", it stares at "Target: 1 Character" and ◯Poison Immunity, ◯Disease Immunity
petrifies the target (Dexterity, Agility/-6) (see CR II, p. 329). Under this
effect, the target eventually turns into an onyx statue instead of a stone ◯Poison Blood/17 (24)/Fortitude/Neg
statue. It is possible to cancel the effect with [Cure Stone]. It is the same as the unique skill of Onyx Basilisk (Human Form), except
If the target of this unique skill is the one who holds a mirror, and if for a different target number.
Willpower's success value is 4 or more points higher than the Target
Number, gaze can bounce off them, giving this effect to Onyx Basilisk ●Right Evil Eye
always affecting them without a check even if Onyx Basilisk is blindfolded. ⏩Onyx Gaze/16(23)/Willpower/Neg
This unique skill is of curse type. It is the same as the unique skill of Onyx Basilisk (Human Form), except
This unique skill can be used only once per round. for a different target number.

►Stagnation Gaze/14(21)/Willpower/Neg ●Left Evil Eye


With "Range/Area: 2(30m)/Target", the monster stares at "Target: 1 ►Stagnation Gaze/15(22)/Willpower/Neg
Character" and prevents its movement. Target cannot take any Major It is the same as the unique skill of Onyx Basilisk (Human Form), except
Action and any Minor Action for 10 seconds (1 round). However, if the for a different target number.
target can take multiple Major Actions, the number of Major Actions is
reduced by only one (still no Minor Action can be taken). ●Head
►Truespeech Magic 12 Level/Magic Power 14(21)
◯Poison Blood/16 (23)/Fortitude/Neg
Anyone who deals damage to this monster in the same skirmish will
receive 2d+6 poison magic damage at the end of their turn. 🗨►Magic Aptitude
They can use the Combat Feats [Multi-Action], [Universal Metamagic],
►Monstrous Form and [Wordbreak].
The monster transforms into its monstrous form. For data on the
monstrous form, see "Onyx Basilisk (Monstrous Form)". HP and MP are ●Body
restored to their maximum values, and all effects of spells and the like are ◯Standing Upright
removed. When [►Monstrous Form] was activated Body section is treated If the HP of the Body is 0 or less, all other sections get a -2 penalty on
as if it made Major Action. The Head and Evil Eyes sections may take Evasion checks.
Major Action on this turn.
[⏩△Instant Humanification] cannot be used for 1 hour immediately after ⏩△Instant Humanification
using [►Monstrous Form]. It instantly transforms into Human form. Refer to Onyx Basilisk (Human
Form) for data on the Human form. If the Body section has suffered HP
or MP damage or has been affected by magic or other effects, these are
carried over to the Human form. If its HP is less than 0, it immediately
Loot
falls unconscious.
Always Basilisk Pureblood (1,000G/Red S)
[⏩△Instant Humanification] cannot be used for 1 hour immediately after
2–5 Nothing
6 – 11 Onyx Eye (4,000G/Gold Red S) using [►Monstrous Form].
12+ Eye of Stagnation (10,000G/Gold Red SS)
Loot
Always Basilisk Pureblood (1,000G/Red S)
Description 2–9 Onyx Eye (4,000G/Gold Red S)
Onyx Basilisk is a higher-level of Basilisk (see p. 88) with an evil onyx eye. 10 – 12 Eye of Stagnation (10,000G/Gold Red SS)
The petrification curse this Basilisk gives turns the victim into a black agate 13+ Evil Onyx Eye (20,000G/Gold Red SS)
(onyx).
This monster also has the evil eye of stagnation as its second evil eye.
The transformed Onyx Basilisk is a large lizard over 5 meters in length,
and its right and left evil eyes to shine in milky white and black. Unlike the
rational Human form, Onyx Basilisk in this form moves with its emotions
and lays waste to the beings in front of it.

100
Part 2 Monsters

14 Bolg Suppressor CR III p. 337 15 Hecatoncheires CR III p. 338


Intelligence: Average Perception: Five senses (Darkvision) Intelligence: Average Perception: Five senses (Darkvision)
Disposition: Hostile Soulscars: 4 Disposition: Hostile Soulscars: 4
Language: Barbaric, Youma Habitat: Forests, Mountain, Cave Language: Barbaric, Giantish Habitat: Various
Rep/Weak: 19/24 Weak Point: Physical damage +2 points Rep/Weak: 16/22 Weak Point: Physical damage +2 points
Initiative: 21 Movement Speed: 20/- Fortitude: 18(25) Willpower: 16(23) Initiative: 20 Movement Speed: 20/- Fortitude: 21(28) Willpower: 19(26)

F Style Accuracy Damage Evasion Def. HP MP


F Style Accuracy Damage Evasion Def. HP MP
None (Upper Body) - - 19(26) 12 148 35
Fist 17(24) 2d+18 16(23) 7 122 26 Weapon (Arm) x 6 21(28) 2d+19 21(28) 12 103 18
Kick (Lower Body) 19(26) 2d+21 21(28) 15 137 23
Unique Skills Sections: 8 (Upper Body / Arm x 6 / Lower Body)
►Twin Strike & Double Attack Main Section: Upper Body
Can make two Fist attacks each round, though each attack requires its
own Accuracy check. They may choose to attack different characters with Unique Skills
each attack.
●Arm
◯Counter ►Swords Dance/Can't
This is the same effect as the combat feat [Counter]. The Hecatoncheires does a strange, flailing dance that deals “2d x
(Remaining Arms) + 5 Physical damage” to one target in the same skirmish.
This ability cannot be used when even one Arm has completed its Major
◯Crushing Palm Strike (Fall)/17(24)/Fortitude/Neg
Action. Also, after this ability is used, Major Actions of all Arms are
If the target is hit by a Fist attack, the target will fall prone on failed
completed.
Fortitude check.
◯Limited Attacks
◯Crushing Palm Strike (Withering)/17(24)/Willpower/Neg
Due to the size of the Hecatoncheires, only two Arms can attack the
If the target is hit by a Fist attack and fails the Willpower check, the target
same target in 10 seconds (1 round).
may not speak or declare any Minor Action or active combat feats for the
next 10 seconds (1 round). This effect is of the psychic type.
🗨Power Strike II
They can deal an additional +12 damage on their next attack. However,
⏩Pressure Point/17(24)/Willpower/Neg any Evasion Check made by them this turn receives a -2 penalty.
Roll 1d. Bolg Suppressor hits the target with its powerful aura, receiving
10 fixed damage to its MP if it rolls "1-3" and to its HP if it rolls "4-6". ◯Layered Protection
This effect can be used only once in 10 seconds (1 round) and consumes The Defense of Upper Body section is increased by +2 points for each
10 points of its own MP when used. remaining Arm section.

Loot ●Lower Body


Always Barbarous' Orders (500G/White A) ◯Attack Obstacle = +4 • None
2–4 Battle Gear (30G/White B) Hecatoncheires’ height prevents enemies from attacking it. The
5 – 10 Soldier's Outfit (500G/White A) Upper Body receives a +4 bonus to Evasion checks against melee attacks.
11+ Golden Battle Outfit (3,200G/Gold White S) This effect disappears when the Lower Body falls to 0 HP or lower.
Loot
Description Always Massive Weapon (300G/Black White A) x 6
It is a Bolg (see p. 75) fighter who has trained their body to the utmost 2–7 Nothing
limit and is filled with a strong presence beyond ordinary people's reach. 8 – 12 Lump of Silver (3,600G/Gold S)
Although they are hand-to-hand fighters, it is said that they can do more 13+ Lump of Gold (18,000G/Gold SS)
than an ordinary army just alone, and they are trusted by the upper
barbarous as a trump card in local battles.
Blog Suppressors specialize in striking enemies with the bottom of their Description
palms, knocking them down in the process. They then look down fiercely This is a 12-armed giant (see p. 61) of about 6 meters in height. When
at their fallen opponent, defeating their spirit. fighting, they carry weapons on 6 arms and shields on the other 6. They
value bravery and respect those who come at them fairly and squarely, but
they are angry at those who act cowardly. Because of this, they are often
entrusted with guarding important places such as the treasury and are not
often seen outside.

101
15 Murcielago Latigo New 15 Diablo Captain (Human Form) CR III p. 339
Intelligence: High Perception: Five senses (Darkvision) Intelligence: High Perception: Five senses (Darkvision)
Disposition: Hostile Soulscars: 4 Disposition: Hostile Soulscars: 4
Language: Trade Common, Barbaric, Nosferatu, Arcana Language: Barbaric, Drakish, Daemonic Habitat: Wilderness, Shallows
Habitat: Unknown Rep/Weak: 23/26 Weak Point: Energy damage +3 points
Rep/Weak: 23/26 Weak Point: Physical damage +2 points Initiative: 24 Movement Speed: 25/25(Flying)
Initiative: 22 Movement Speed: 25/25(Flying) Fortitude: 19(26) Willpower: 19(26)
Fortitude: 19(26) Willpower: 19(26)
F Style Accuracy Damage Evasion Def. HP MP
F Style Accuracy Damage Evasion Def. HP MP Weapon 19(26) 2d+20 18(25) 14 132 85
Claws 18(25) 2d+20 18(25) 16 128 94
Unique Skills
Unique Skills ◯Tough Skin
◯Flight Whenever it receives physical or magical damage of the bludgeoning
A Murcielago receives a +1 bonus to Accuracy and Evasion only for type, it is reduced by -3 points.
melee attacks.
◯Flight II
◯Swords of Protection Resistance Receives a +2 bonus to Accuracy and Evasion only for melee attacks.
If the Murcielago is within the influence of Swords of Protection, the
Murcielago’s soulscars are treated as 2 points lower than it originally was. ◯Limited 2 Actions
The monster can perform two Major Actions in one round. However,
►Truespeech Magic 15 Level/Magic Power 19(26) this is limited to one weapon melee attack and one [►Daemonic Eyes III]
once each.
◯🗨Magic Aptitude It cannot use [🗨Cleave II] for that melee attack.
They can use the Combat Feats [Targeting], [Magic Convergence],
[Magic Control], [Universal Metamagic], [Multi-Action]. 🗨Cleave II
It attacks with a weapon up to 5 characters within the skirmish in which it
◯Multiple Declarations = 2 times resides.

🗨Mana Strike = +19 damage ►Daemonic Eyes III/Can’t


May deal an additional +19 damage to their next melee attack. At risk, With a sharp look in its eyes, it makes enemies shrivel.
they take a -2 penalty to their Fortitude and Willpower checks. With “Range/Area: 2(30m)/Target”, select any number of targets and
deal 10 curse fixed damage each. Afterward, Diablo’s HP is restored by
🗨Cleave II the sum of all applied damage dealt to the targets.
It attacks with a weapon up to 5 characters within the skirmish in which it Using this ability consumes 4 points of MP per character targeted.
resides.
◯Barbarous and Daemons Strengthening
►Bonds of Love and Blood/18(25)/Willpower/Neg All Barbarous and Daemon monsters except for the Diablo Captain
The same ability as of a Murcielago (see p. 96). within "Range: Self" and "Target: All Areas(30m Radius)/All" receive a +2
bonus on all action checks except Evasion checks, and the physical and
⏩△Bat Shapeshifting magic damage they cause is increased by +2 points.
Murcielago changes its own appearance into a bat about 20 cm in length.
Or, it returns to its original form from the state of being a bat. ⏩△Instant Daemonshift
When in the form of a bat, the physical abilities of the bat will be The character changes into the daemon form with Minor Actions or
equivalent to its appearance (enough to fly as a bat), and all unique skills during Combat Preparation. For the data, see Diablo Captain (Daemon
will be ineffective. Also, the bat form is not treated as a character and is not Form) (see the next page). HP and MP are restored to their maximum
a target of any effect. If the character is changed during a battle, it can leave values, and all effects of magic, etc., are negated. In the turn in which this
the battlefield. unique skill is performed, only the Head section of the Daemon Form is
This ability can be used only once per hour, and unless this ability is used, treated as having completed the Major Action, and the Right Side and Left
the shape never changes. Side sections can make it this turn.
[⏩△Instant Daemonshift] cannot be used for 3 hours immediately after
the [►Humanification] was used. Also, [►Humanification] cannot be
Loot used for 1 hour immediately after [⏩△Instant Daemonshift] was used.
Always The Lustrous Blood of Murcielago (2,000G/Red S) x 1d
2–6 Nothing Loot
7+ Blood Family Directives (5,000G/White S) Always Abyss Shard (200G/-) x 5
2–5 Jet-Black Gem (2,200G/Gold S) x 2
Description 6 – 12 True Dark Gem (4,900G/Gold S) x 2
13+ Abyssal Treasure (15,500G/Gold SS) x 2
Among the Murcielago (see p. 96), Latigo vampires are especially favored
by Nosferatu (see p. 60). While Murcielago excel at seducing and cajoling
Humanoids, Latigo vampires are known to be equally skilled and even Description
better fighters.
This is a Diablo (see p. 60) who has led an army through age and many
They educate and direct the regular Murcielagos, serving as Nosferatu's
combat experiences.
close associates and personal guards, protecting them with their lives. They
They are a skilled commander of Barbarous and Daemons and is a
also boast of their overwhelming good looks and sometimes use them to
master of drawing out their strengths, sometimes leading the troops, but
discredit superior heroes in humanoid society or even to seduce and take
they are also devoted to the training of young Diablos. They have a broad
them as their own servants.
perspective on the expansion of Barbarous as a whole. Therefore, they are
not only at odds with Humanoids but also often engage in strategic
bargaining and political dealings.
When transformed into the daemon form, they expose their true
ferociousness and destroy their enemies with their fighting instincts.

102
Part 2 Monsters
Loot
16 Diablo Captain (Daemon Form) CR III p. 340 Always Abyss Shard (200G/-) x 2d
Intelligence: High Perception: Five senses (Darkvision) 2–4 Jet-Black Gem (2,200G/Gold S)
Disposition: Hostile Soulscars: 4 5 – 11 True Dark Gem (4,900G/Gold S)
Language: Barbaric, Drakish, Daemonic Habitat: Wilderness, Shallows 12+ Abyssal Treasure (15,500G/Gold SS)
Rep/Weak: 24/27 Weak Point: Energy damage +3 points
Initiative: 24 Movement Speed: 25/25(Flying)
Fortitude: 20(27) Willpower: 20(27) 16 Succubus Knight New
Intelligence: High Perception: Five senses (Darkvision)
F Style Accuracy Damage Evasion Def. HP MP Disposition: Hostile Soulscars: 4
Bite (Head) 20(27) 2d+22 19(25) 14 141 83 Language: Trade Common, Barbaric, Arcana, Daemonic Habitat: Various
Weapon (Right Rep/Weak: 22/26 Weak Point: +2 Magic damage
21(28) 2d+20 17(24) 16 118 39
Side) Initiative: 23 Movement Speed: 23/46(Flying)
Weapon (Left Side) 21(28) 2d+20 17(24) 16 118 39 Fortitude: 20(27) Willpower: 20(27)
Sections: 3 (Head / Right Side / Left Side) Main Section: Head
F Style Accuracy Damage Evasion Def. HP MP
Unique Skills Weapon 20(27) 2d+20 20(27) 15 122 126
●All Sections
◯Tough Skin
Whenever it receives physical or magical damage of the bludgeoning
Unique Skills
type, it is reduced by -3 points. ◯Flight
A Succubus receives a +1 bonus to Accuracy and Evasion only for melee
attacks.
●Head
◯Limited 2 Actions ►Magic (2 systems) 15 Level/Magic Power 20(27)
The monster can perform two Major Actions in one round. However, Succubus has mastered any two of Spiritualism Magic, Divine Magic, and
the monster must choose two different actions from the melee attack, Summoning Arts at the 15th level.
[►Daemonic Eyes III] or [►Daemonic Cursed Rain].
◯🗨►Magic Aptitude
►Daemonic Eyes III/Can’t They can use the Combat Feats [Targeting], [Magic Convergence],
Same as for Diablo Captain (Human Form). [Magic Control], [Universal Metamagic], [Wordbreak].
►Daemonic Cursed Rain/20(27)/Willpower/Half ◯Multiple Declarations = 2 times
First, the Head must spend 10 points of MP to use this ability. Then, roll
2d, and calculate the Intensity of the effect as "roll + 5". 🗨Mana Strike = +20 damage
The Diablo Captain receives fixed damage of Intensity points, and at the
May deal an additional +20 damage to their next melee attack. At risk,
same time, at "Range: Caster" and "Target: All Areas (30m Radius)/All"
they take a -2 penalty to their Fortitude and Willpower checks.
receive “Intensity x 3” curse magical damage. Any character within this
range can be excluded from the target.
◯Painful Strike
If the 2d roll of the damage roll is 10 or more, the damage is increased
►Humanification
by an additional +12 points.
It changes to the Human form. For data on the Human form, refer to
Diablo Captain (Human Form). If the Head section has suffered HP or
►Indecent Dreams/20 (27)/Willpower/Neg
MP damage or has been affected by magic or other effects, these are
Within “Range: Caster” and "Target: All Areas (20m radius)/All" are put
carried over to the Human form. If its HP is less than 0, it immediately
to sleep, and show a lewd dream. Deals 2d points of curse damage to
falls unconscious.
target's HP or MP, immediately followed by sleep. The Succubus must
[►Humanification] cannot be used for 1 hour immediately after
choose whether to target HP or MP for each use of [►Indecent Dreams]
[⏩△Instant Daemonshift] was used. Also, [⏩△Instant Daemonshift] and will regain HP or MP equal to the damage dealt.
cannot be used for 3 hours immediately after the [►Humanification] was This effect is both psychic + curse type. However, sleep brought by this
used. effect is treated as psychic (weak) type.

●Right Side/Left Side Loot


◯Flight II Always Succubus Lipstick (6,700G/Red S)
All sections receive a +2 bonus to Accuracy and Evasion only for melee 2–8 Beautiful Tail (3,000G/Red S)
attacks. 9 – 12 Captivating Tail (7,000G/Red S)
If either the Right Side or Left Side section falls to 0 HP or lower, this 13+ Bewitching Tail (19,000G/Red SS)
unique skill cannot be used.

🗨Cleave II Description
It attacks with a weapon up to 5 characters within the skirmish in which it Among Succubus (see p. 98), this Succubus Knights are especially good
resides. at fighting.
They have the ability to refine weapons, use scythes and swords, and wear
●Right Side tight silhouette armor. Their beautiful appearance mesmerizes and awe-
◯Daemons Strengthening inspires the viewer at the same time.
All Daemon monsters within "Range: Self" and "Target: All Areas(30m They love to attract the strong heroes and take particular pleasure in
Radius)/All" receive a +2 bonus on all action checks except Evasion checks, seducing them with their bewitching beauty, as well as in overpowering
and the physical and magic damage they cause is increased by +2 points. them with their fighting prowess, bringing them to their knees, and then
sucking their energy out of them.
●Left Side
◯Barbarous Strengthening
All Barbarous monsters (except this monster) within "Range: Self" and
"Target: All Areas(30m Radius)/All" receive a +2 bonus on all action checks
except Evasion checks, and the physical and magic damage they cause is
increased by +2 points.

103
and they lose their unique skill [◯Regeneration]. This reduction will
17 Vampire Tetrahedron New accumulate every 7 days, but it will all be removed immediately when the
Intelligence: High Perception: Five senses (Darkvision) [◯Vampire of the Matter Clan] is used.
Disposition: Hostile Soulscars: 4
Language: Trade Common, Barbaric, Nosferatu, Arcana Habitat: Various ◯Revival
Rep/Weak: 19/26 Weak Point: Accuracy +1 When the HP of this monster becomes 0 or less, and there is a character
Initiative: 23 Movement Speed: 18/36(Flying) within a 100m radius who has become a vessel by the effect of [◯Vampire
Fortitude: 22(29) Willpower: 22(29) of the Matter Clan], the monster will immediately take over the character's
body and revive itself. When this happens, the HP is restored to its
maximum value, but the MP inherits the current value of the Vampire
F Style Accuracy Damage Evasion Def. HP MP
before revival.
Claws 22(29) 2d+30 21(28) 20 144 144
The vessel character dies at this stage. To revive, the HP of the new
Vampire Tetrahedron must be reduced to 0 or less, and the corpse must
Unique Skills be retrieved (for example, if the Vampire dies by falling off a cliff, they may
►Truespeech Magic, Spiritualism Magic, Divine Magic 14 Level/Magic resurrect out of the PCs' sight). If there are multiple vessels within the area
Power 21(28) of effect, a character will be randomly selected from them to become the
new body.
◯🗨►Magic Aptitude
They can use the Combat Feats [Multi-Action], [Targeting], [Magic Loot
Convergence], [Hawk Eye], [Universal Metamagic], [Double Cast], Always Beautiful Tetrahedron (6,000G/Gold Black S)
[Wordbreak]. 2 – 10 Nothing
11 – 12 Glasses of the Immortal (3,500G/Gold Black White S)
◯Multiple Declarations = 2 times Golden Recording Glasses of the Immortal
13+
(16,500G/Gold Black White SS)
◯Normal Weapon Immunity

◯Knowledge & Weakness Exploit/21(28) Description


Can make Sage Intelligence checks with a Standard Value of 21 (fixed Among the Nosferatu (see p. 60), there exists a Matter Clan of vampires
value of 28). who have spent many years studying as scholars. Like other clans, they
If this monster makes an attack against another character who is detected focus on contracts, but their first priority is to pass on knowledge.
as having a weak point, the effect of the attack is doubled. Despite their considerable proficiency in Barbarous, they do not like to
exclude others from their work. They view almost everything as a research
◯Flight target, and their only concern is whether or not they can prove their own
A Vampire Tetrahedron receives a +1 bonus to Accuracy and Evasion ideas through experiments or other means. They prefer to "preserve" the
only for melee attacks. state of things so that their research targets will never cease, and they do
not go around killing or destroying without careful consideration.
◯Regeneration = 12 points However, they will not tolerate any interruption that may interfere with
At the end of each round, a Vampire Tetrahedron recovers 12 HP. This their research and will try to eliminate it with their own abilities. They are
does not affect the Vampire Tetrahedron at 0 HP or lower. also characterized by their arrogance and ruthlessness, and when it comes
to the experiments they have in mind, they do not care about the lives of
◯Vampire Body others.
As long as a Vampire Tetrahedron is under sunlight, it takes 12 magic
damage at the end of its turn and receives a -2 penalty to all Accuracy and
Evasion Checks. This damage cannot be reduced in any way. Additionally,
the Vampire Tetrahedron cannot use their [◯Regeneration] or
[◯Normal Weapon Immunity] abilities.

⏩Fourth Dimensional Laws/22(29)/Willpower/Neg


It is a limited manifestation of a higher level of reason that is
incomprehensible to the human mind.
This skill affects in "Range/Area: 1(100m)/Target" affects "Target: 1
Character". Target will treat "5" or "6" as "0" for each dice rolled for the Skill
Checks for 10 seconds (1 round). So, Success Value can become even 1
or 0. If a dice roll is changed by an effect such as [Sword's Grace /Change
Fate], or if a dice roll is changed again, this effect will still work, so for
example “1,2” roll changed to “5,6” will result in 0+0= 0 result.
Even with this effect, the automatic failure still occurs only when "1, 1"
was rolled.
This effect can be used only once in 10 seconds (1 round) for the same
target, and consumes 5 MP to use.

◯Vampire of the Matter Clan


If a Bite attack hits, the monster's HP will be restored by the applied
damage.
A target whose HP is reduced to 0 or less by Bite's attack suffers a -15
penalty on Death Checks. If such a target fails the Death Check, the
monster chooses one of the following three options: make the target a
vessel, make the target die, or scar the soul for 5 soulscars of the target and
turn it into Mad Blood (see p. 143).
Those that become Mad Bloods begin to act immediately afterward.
The vessels do not age the same as there are under the effect of
[Preservation] (see CR II, p. 142). They cannot take action, and no other
effect or damage is applied except for canceling this effect can affect them.
This effect is treated as a curse type effect with a Success value of 26. If the
effect is dispelled, the target is "dead" at the time of dispelling.
If Vampire Tetrahedron does not recover HP by [◯Vampire of the
Matter Clan] for 7 days, their HP and MP will be reduced by 12 points,

104
Part 2 Monsters

17 Drake Count (Human Form) CR III p. 341 18 Drake Count (Dragon Form) CR III p. 341
Intelligence: High Perception: Five senses (Darkvision) Intelligence: High Perception: Five senses (Darkvision)
Disposition: Hostile Soulscars: 4 Disposition: Hostile Soulscars: 4
Language: Trade Common, Barbaric, Drakish, Arcana Habitat: Various Language: Trade Common, Barbaric, Drakish, Arcana Habitat: Various
Rep/Weak: 18/25 Weak Point: +2 Magic Damage Rep/Weak: 19/26 Weak Point: Magic damage +2 points
Initiative: 23 Movement Speed: 30/60(Flying) Initiative: 23 Movement Speed: 30/60(Flying)
Fortitude: 23(30) Willpower: 23(30) Fortitude: 24(31) Willpower: 24(31)

F Style Accuracy Damage Evasion Def. HP MP


F Style Accuracy Damage Evasion Def. HP MP
Bite (Body) 23(30) 2d+22 22(29) 22 165 90
Weapon 23(30) 2d+21 21(28) 21 150 90 Wing (Wing) 24(31) 2d+18 19(26) 19 90 46
Wing (Wing) 24(31) 2d+18 19(26) 19 90 46
Unique Skills Sections: 3 (Body / Wing x 2) Main Section: Body
►Spiritualism Magic 15 Level/Magic Power 21(28)
Unique Skills
◯🗨►Magic Aptitude ●All Sections
A Drake Count (Human Form) can use the Combat Feats [Targeting],
[Magic Convergence], [Magic Control], [Universal Metamagic], [Hawk ◯Energy Immunity
Eye], [Multi-Action], and [Wordbreak].
●Body
◯Multiple Declarations = 2 times ►Spiritualism Magic 15 Level/Magic Power 21(28)

⏩△Techniques ◯🗨►Magic Aptitude


A Drake Count (Human Form) can use the [Beetleskin], [Cat's Eyes], A Drake Count (Dragon Form) can use the Combat Feats [Targeting],
[Recovery (9 pts.)], [Giant Arms], and [Sphinx Knowledge] Techniques. [Magic Convergence], [Magic Control], [Universal Metamagic], [Hawk
Eye], [Multi-Action], and [Wordbreak].
◯Flight
A Drake Count receives a +1 bonus to Accuracy and Evasion only for ◯Multiple Declarations = 2 times
melee attacks.
⏩△Techniques
🗨 Mana Strike = +21 damage A Drake Count (Dragon Form) can use the [Beetleskin], [Cat's Eyes],
A Drake Count may deal an additional +21 damage to their next melee [Recovery (9 pts.)], [Giant Arms], and [Sphinx Knowledge] Techniques.
attack. If they do, at risk, they receive a -2 penalty to Fortitude and
Willpower checks until their next turn. 🗨 Mana Strike = +21 damage
A Drake Count may deal an additional +21 damage to their next melee
⏩△Instant Dragonification attack. If they do, at risk, they receive a -2 penalty to Fortitude and
The Drake Count transforms into a dragon form, healing all HP and MP. Willpower checks until their next turn.
Any lingering magical effects are removed as well. For more information,
►Radiant Breath/24 (31)/Fortitude/Half
see the Drake Count (Dragon Form) stats. In the turn in which [⏩△Instant
Drake Count spits out a pure energy mass at "Range/Area: 2(50m)/Shot"
Dragonification] is performed, only the Body section of Dragon Form is
and explodes it at the point of impact, dealing "Target: 1 area (6m
treated as having completed the Major Action, and Wing sections can
Radius)/20" 2d+25 energy magic damage.
make them on this turn.
This unique skill cannot be used in consecutive turns.
[⏩Instant Humanification] cannot be used for 1 hour immediately after
using [⏩△Instant Dragonification]
⏩△Instant Humanification
It instantly transforms into Human form. Refer to Drake Count (Human
Loot Form) for data on the Human form. If the Body section has suffered HP
Always Heraldic Ring (3,000G/Gold White S) or MP damage or has been affected by magic or other effects, these are
2–7 Nothing carried over to the Human form. If its HP is less than 0, it is immediately
8 – 12 Majestic Draconian Horn (4,200G/Red S) stunned.
13+ Noble Draconian Horn (12,600G/Red SS) [⏩△Instant Humanification] cannot be used for 1 hour immediately after
using [⏩△Instant Dragonification].
Description
●Wing
One of the highest-ranking Barbarous, Drake Counts have a regal air
about themselves that lesser Drakes (see p. 83) do not. While they may be ◯Flight
the same as other Drakes physically, a Drake Count's appearance and A Drake Count (Dragon Form) receives a +1 bonus to Accuracy and
mannerisms have that noble look about them, unconsciously showing off Evasion only for melee attacks.
their status to other Barbarous. At the same time, Drake Counts are If one of the Wing sections falls to 0 HP or lower, this unique skill cannot
masterful combatants and tacticians, able to easily control thousands of be used.
Barbarous beneath them.
A massive beast, the dragon form of a Drake Count, is much larger than 🗨Decoy Attack II
those of the Drake Barons underneath them. With glistening translucent It gains -2 to Accuracy checks, but the damage is increased by +8 on hit.
green scales, its glory is only surpassed by its frightening combat unique If the declared attack is evaded, the enemy receives a -2 penalty to Evasion
skill. checks for the next 10 seconds (1 round). This effect is cumulative up to -
8 but is lost if the target fails an Evasion check even once.
Loot
Always Heraldic Ring (3,000G/Gold White S)
2–7 Nothing
8 – 12 Majestic Draconian Horn (4,200G/Red S)
13+ Noble Draconian Horn (12,600G/Red SS)

105
Animals
1 Wolf CR I p. 410 2 Giant Lizard CR I p. 411
Intelligence: Animal Perception: Five senses Disposition: Hungry Intelligence: Animal Perception: Five senses Disposition: Hungry
Language: None Habitat: Forests, Meadow Language: None Habitat: Various
Rep/Weak: 5/10 Weak Point: Physical damage +2 points Rep/Weak: 7/11 Weak Point: Physical damage +2 points
Initiative: 11 Movement Speed: 15 (4 Legs)/- Initiative: 10 Movement Speed: 12(4 Legs)/-
Fortitude: 3 (10) Willpower: 1 (8) Fortitude: 5(12) Willpower: 3(10)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Bite 2(9) 2d 2(9) 1 12 8 Bite 3(10) 2d+2 2(9) 2 20 8

Unique Skills Unique Skills


None. None.

Loot Loot
2–3 Nothing 2–7 Nothing
4-8 Wolf Hide (20G/Red B 8+ High-quality Jade (140G/Red A)
9 – 10 High-quality Wolf Hide (50G/Red B)
11+ Flawless Wolf Hide (100G/Gold Red A)
Description
A carnivorous giant lizard, its body, is about 2m long. Adventurers should
Description be wary of lone Lizards, as their companions tend to wait in ambush for
A simple Wolf, often appearing in packs of 3 to 5. unwary stragglers.
They are often tamed by Bolgs (see p. 75). In rare cases, there are those specimens with finer scales than usual. If
enough of these scales can be harvested and brought to a skilled
armorsmith, high-quality scale mail can be made.
1 Giant Gadfly CR I p. 410
Intelligence: Animal Perception: Five senses Disposition: Hungry
Language: None Habitat: Forests, Meadow, Swamp
2 Dolphin CR III p. 343
Rep/Weak: 6/9 Weak Point: Physical damage +2 points Intelligence: Average Perception: Five senses Disposition: Neutral
Initiative: 9 Movement Speed: 3 (6 Legs)/15 (Flying) Language: Sea Animal Habitat: Sea, River
Fortitude: 2 (9) Willpower: 2 (9) Rep/Weak: 6/11 Weak Point: Fire damage +3 points
Initiative: 11 Movement Speed: -/25 (Swimming)
Fortitude: 4(11) Willpower: 4(11)
F Style Accuracy Damage Evasion Def. HP MP
Mouth 2(9) 2d-1 2(9) 1 8 5
F Style Accuracy Damage Evasion Def. HP MP
Slam 4(11) 2d+2 3(10) 3 23 9
Unique Skills
◯Flight
Receives a +1 bonus to Accuracy and Evasion only for melee attacks.
Unique Skills
◯Underwater
◯Constant Attacks It cannot move outside of the water and cannot act outside of the water,
If an attack by a Giant Gadfly is evaded, the next attack by the Giant but it does not suffer any restrictions or penalties for actions in the water.
Gadfly on that target will gain a +1 bonus to the Accuracy checks until end
of the monster’s turn. Loot
This modifier is cumulative for all Giant Gadflies and has no upper limit. 2–5 Nothing
However, it is lost once the Giant Gadfly hits or the last Giant Gadfly attack 6–9 Pearl Fragments (50G/Gold Red B)
of the round is avoided. 10+ Ocean Pearl (200G/Gold Red A)

Loot
2–7 Nothing
Description
8 - 11 Blackened Compound Eyes (30G/Red B) This species of Dolphin grows to around 3m long and is highly intelligent,
12+ Shiny Compound Eyes (150G/Red A) able to speak its own language. While Dolphins often live in groups out in
the seas and open ocean, they will rarely come to the coast and attempt to
make contact with Humanoids.
Description
It is a gigantic fly with a body length of over 50 cm. They attack mainly
animals, cutting them with their sharp mouthparts and sucking off the
blood to fill their bellies.
They frequently act in herds. Such herds tend to target larger objects
because of the ease of attacking them as a group.

106
Part 2 Monsters

2 Purple Ant CR I p. 411 3 Grey Lynx CR I p. 412


Intelligence: Animal Perception: Five senses Disposition: Neutral Intelligence: Animal Perception: Five senses (Darkvision)
Language: None Habitat: Forests, Mountain, Cave, Grassland, Disposition: Hostile Language: None Habitat: Forests, Mountain
Wilderness, Shallows Rep/Weak: 8/11 Weak Point: Physical damage +2 Rep/Weak: 12/15 Weak Point: Magic Damage +2 points
Initiative: 10 Movement Speed: 12 (6 Legs)/- Initiative: 12 Movement Speed: 16(4 Legs)/-
Fortitude: 4 (11) Willpower: 3 (10) Fortitude: 5(12) Willpower: 3(10)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Mandibles 4(11) 2d+1 3(10) 4 14 8 Bite 4(11) 2d+3 5(12) 2 19 10

Unique Skills Unique Skills


►Formic Acid/4(11)/Fortitude/Neg ◯Continuous Attack
Spit acid on “Target: 1 Character” at “Range: Touch,” dealing 2d-1 If a Grey Lynx successfully hits a target in melee, it may make a second
poison magic damage. attack against the same target.

Loot Loot
2–9 Beetle Shell (30G/Red B) Always Grey Lynx Fur (80G/Red B)
10 - 11 Violet Jewel (120G/Gold A) 2-9 Nothing
12+ Abyss Shard (200G/-) 10+ Mysterious Seeds (100G/Red Green A)

Description Description
These giant ants are more than 1 meter long and covered with a purple This large wildcat has grown to a size of 2m. The Grey Lynx is keen on
shell. Carnivorous, they nest here and there in Alframe, and their ferocity hiding itself and avoids Human-sized prey, which leads children to think
in attacking at random makes them a threat to people. of these cats as myths.
They are often seen in Shallow Abysses, and their nests can be found While fur is not quite a luxury, there is still a steady enough demand for
where Shallows were found before. Abyssal shards are also sometimes it. There may also be seeds from unknown plants stuck in the fur, some of
found in the nests, and their connection to Abyss is being investigated. which may yet still sprout.

3 Anaconda CR III p. 343


Intelligence: Animal Perception: Five senses (Darkvision)
Disposition: Hungry Language: None Habitat: Forests, Plains, Caves
Rep/Weak: 8/12 Weak Point: +2 Magic Damage
Initiative: 11 Movement Speed: 15(Crawling)/-
Fortitude: 6(13) Willpower: 4(11)

F Style Accuracy Damage Evasion Def. HP MP


Constrict 5(12) 2d+3 3(10) 4 29 9

Unique Skills
◯Entanglement
A successful hit from a Constrict attack entangles the target. In each
round, the Anaconda hits the entangled target automatically and makes all
Accuracy and Evasion Checks with a -2 penalty.
When the target tries to escape, use de-bonding (see p. 71).
While entangled by this unique skill, the Anaconda cannot attack other
characters. If the monster itself wants to release the target, it can do so with
a Minor Action.

Loot
2–5 Snake Skin (20G/Red B)
6–9 Fine Snake Skin (150G/Red A)
10+ Premium Snake Skin (320G/Red A)

Description
A large snake, an Anaconda measures around 2m in length. Its preferred
method of attack is to hide in trees as though it were a large vine, then drop
down onto unsuspecting prey. The coils of an Anaconda can constrict and
suffocate something as large as a cow. The skin of the Anaconda is prized
for its capabilities when turned into leather, and adventurers are often sent
to procure such skins.

107
3 Pack Leader CR I p. 412 4 Sharp Nails VC
Intelligence: Animal Perception: Five senses Disposition: Hungry Intelligence: Animal Perception: Five senses Disposition: Hungry
Language: None Habitat: Forests, Meadow Language: None Habitat: Various
Rep/Weak: 8/11 Weak Point: Physical damage +2 points Rep/Weak: 11/14 Weak Point: Physical damage +2 points
Initiative: 13 Movement Speed: 16(4 Legs)/- Initiative: 12 Movement Speed: 16/- Fortitude: 6(13) Willpower: 5(12)
Fortitude: 5(12) Willpower: 3(10)
F Style Accuracy Damage Evasion Def. HP MP
F Style Accuracy Damage Evasion Def. HP MP Nails 6(13) 2d+6 6(13) 3 29 6
Bite 5(12) 2d+3 5(12) 2 23 11
Unique Skills
Unique Skills ◯Just Scratches
◯Pack Command If the roll of the damage decision is 5 or less, the Sharp Nails gets a +1
Gives a +1 bonus to all Wolves’ Accuracy and Evasion checks in the bonus to Evasion checks for the following 10 seconds (1 round).
skirmish in which it resides. This effect is not cumulative, even if there are
multiple Pack Leaders. Loot
2–8 Nothing
🗨Aimed Attack 9+ Thin Nails (120G/Red A)
When attacking, the Pack Leader can gain a +1 bonus to Accuracy. This
ability has no effect on characters equipped with metal armor.
Description
Loot The monkey is small, measuring about 70 cm in length. It has long, thin
2–3 Nothing claws on both hands, which it uses to pounce on and attack its prey.
4–5 Wolf Hide (20G/Red B) These monkeys are brutal and vigilant, and they can be tricky,
6–8 High-quality Wolf Hide (50G/Red B) challenging, and distracting as they rip through their prey.
9+ Flawless Wolf Hide (100G/Gold Red A)
4 Giant Crab CR II p. 355
Description Intelligence: Animal Perception: Five senses Disposition: Hungry
They are the leaders of the wolf pack. They are one size larger than a Language: None Habitat: Coast, Ocean
normal Wolf (see p. 106) and much more dangerous. However, the true Rep/Weak: 11/14 Weak Point: Bludgeoning damage +3 points
fear lies in the fact that wolves led by a pack leader move in a more Initiative: 10 Movement Speed: 14 (Many Legs)/14 (Swimming)
controlled manner than regular ones. Fortitude: 6 (13) Willpower: 4 (11)
For novice adventurers, a pack of wolves led by a Pack Leader can be a
considerable threat.
F Style Accuracy Damage Evasion Def. HP MP
Pincers 6(13) 2d+4 4(11) 7 22 6
4 Vulture New
Intelligence: Animal Perception: Five senses Disposition: Hungry Unique Skills
Language: None Habitat: Mountains, Forests ◯Underwater Aptitude
Rep/Weak: 9/13 Weak Point: +2 Magic Damage
Initiative: 15 Movement Speed: -/30(Flying) ►Twin Strike & Double Attack
Fortitude: 6(13) Willpower: 5(12) Can make two Pincers attacks each round, though each attack requires its
own Accuracy check. They may choose to attack different characters with
each attack.
F Style Accuracy Damage Evasion Def. HP MP
Beak 6(13) 2d+6 5(12) 5 30 12 Loot
Always Sharp Pincers (50G/Red B)
Unique Skills 2 – 10 Nothing
◯Flight 11+ Crab Innards (600G/Red A)
Receives a +1 bonus to Accuracy and Evasion only for melee attacks.

Loot Description
Always Flight Feathers (100G/Red A) Measuring on average 2m, a Giant Crab uses its size, bulk, and powerful
2–8 Cheap Meat (100G/Red A) pincers to take down their prey. It's even said that some land-based animals
9+ Fine Meat (200G/Red A) have been caught and eaten by some Giant Crabs.

Description
A large bird of prey that typically lives in high mountains or canyons, the
vulture has a wingspan that can reach up to 3 meters. With this, it can easily
carry away both livestock and humans. Normally, vultures are content to
fly high above, but when hungry, they will descend to catch prey and bring
it back to their nest.

108
Part 2 Monsters

4 Dinos CR I p. 413 4 Poisonous Spillbug CR III p. 344


Intelligence: Animal Perception: Five senses Disposition: Hungry Intelligence: None Perception: Five senses (Darkvision)
Language: None Habitat: Cold Region Disposition: Hungry Language: None Habitat: Forests, Swamp
Rep/Weak: 9/12 Weak Point: Bludgeoning type damage +3 points Rep/Weak: 10/13 Weak Point: +3 Energy damage
Initiative: 10 Movement Speed: 13/- Fortitude: 7 (14) Willpower: 5 (12) Initiative: 10 Movement Speed: 10 (Many Legs)/-
Fortitude: 6(13) Willpower: 5(12)
F Style Accuracy Damage Evasion Def. HP MP
Bite (Head) 6(13) 2d+6 5(12) 3 26 9 F Style Accuracy Damage Evasion Def. HP MP
Kick (Body) 7(14) 2d+5 5(12) 4 34 13 Mouth 5(12) 2d+4 4(11) 6 38 8

Sections: 2 (Head/Body) Main Section: Head Unique Skills


Unique Skills ◯Poison Immunity
●Head
◯Corrosive Fluid Secretion
►Freezing Breath/5(12)/Fortitude/Half If the monster is hit by a melee or ranged attack, the weapon or
Spits mass of cold air with “Range/Area: 2 (20m)/Shot” at “Target: 1 ammunition will be affected by the corrosive fluid. If not cleaned with at
Character”, dealing 2d+2 water/ice magic damage. least 1 liter of alcohol within 24 hours, they will rot and become useless.
This ability cannot be used on consecutive turns. Magic weapons and ammunition are not affected by this effect.
If the attack was made with a natural weapon, the attacker must suffer 1d
●Body poison magic damage for each hit.
◯Attack Obstacle = +4 • None
Dinos' height prevents enemies from attacking them. The Head receives ►Venom Spray/5(12)/Fortitude/Half
a +4 bonus to Evasion checks against melee attacks. Sprays poison fluid at "Target: 1 area(3m Radius)/5" with "Range: Caster."
When the Body falls to 0 HP or lower, this effect disappears. The target receives 2d poison magic damage.
This ability cannot be used on consecutive turns.
Loot
Always Frozen Meat (90G/Red B) ⏩Curl Up
2-7 Nothing It curls up its body and defends itself with its outer shell. While curled
8 – 12 False-dragon Scale (350G/Red A) up, it gains +3 Defense points but cannot make a melee attack with its
13+ Water Crystal (1,600G/Gold S) Mouth.
Stretching a curled up body is also a Minor Action. The body can only
be curled up or stretched before the Major Action is executed.
Description
This is a large false dragon, white-scaled, that inhabits the cold regions of Loot
the Alframe continent. It is about 3 meters long, with small forelimbs and 2–7 Nothing
hindlimbs for body support and a long tail for balance. 8 – 11 Poisonous Shell (250G/Red A)
It has an organ that produces cold air in the body and can exhale it. 12+ Highly Poisonous Shell (750G/Red A)
Their meat is edible and can be frozen and brought home using its
cooling organs, making them the desired target for hunting.
Description
It is a species similar to a bug with a total length of more than 1 meter. It
prefers moist ground, such as swamps and deep forests where there is no
sunlight. It constantly secretes poisonous body fluid, which it uses to
weaken approaching small animals and prey on them.
Its poisonous shell can become a dangerous weapon if carefully
processed and traded at a high price by some.

109
4 Lizard Fly CR III p. 344 5 Sandworm CR I p. 413
Intelligence: None Perception: Five senses (Darkvision) Intelligence: Animal Perception: Five senses Disposition: Hostile
Disposition: Hungry Language: None Habitat: Forests, Swamps Language: None Habitat: Desert
Rep/Weak: 9/13 Weak Point: +3 Energy damage Rep/Weak: 10/15 Weak Point: Water/Ice damage + 3 points
Initiative: 10 Movement Speed: 10 (many legs)/- Initiative: 11 Movement Speed: 20 (Crawling)/20 (Burrow)
Fortitude: 6(13) Willpower: 5(12) Fortitude: 9(16) Willpower: 6(13)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Bite 6(13) 2d+7 3(10) 1 35 12 Mouth 8(15) 2d+10 7(14) 3 46 11

Unique Skills Unique Skills


◯Flight None.
A Lizard Fly receives a +1 bonus to Accuracy and Evasion only for melee
attacks. Loot
2–5 Nothing
Loot 6–9 Sandworm Gem (150G/Gold Red A)
Always Sand Lizard Skin (70G/Red B) 10+ Green Sandworm Gem (200G/Gold Red A) x 1d
2–7 Nothing
8 – 11 Thin Wings (120G/Red A)
12+ Glittering Feathers (340G/Gold Red A) Description
A giant snake-like creature that lives in the sand may have up to one-fifth
of its body covered in a hard exoskeleton. Older Sandworms often have
Description gems in their hide, formed from the sand and pressure. The green gems
Lizard Flies appear to be larger than average lizards, ranging in size from carry a high price in markets, while the clear gems have value when crushed
about 50cm to 1m, with two pairs of thin, translucent wings on their back. into an abrasive polishing powder.
Carnivorous, they will stay buried under sand until prey comes near, then Some of Bolgs (see p. 75) seem to have tamed Sandworms and use them
spring out and attack. in battle.

5 Crocodile CR II p. 355 5 Dark Sweeper KF


Intelligence: Animal Perception: Five senses Disposition: Hungry Intelligence: Animal Perception: Five senses Disposition: Hungry
Language: None Habitat: Rivers, Swamps Language: None Habitat: Lakes, Swamps
Rep/Weak: 12/15 Weak Point: Magic damage +2 points Rep/Weak: 12/15 Weak Point: Physical damage +2 points
Initiative: 11 Movement Speed: 12(4 Legs)/20(Swimming) Initiative: 12 Movement Speed: 16(Many Legs)/16(Swimming)
Fortitude: 8(15) Willpower: 6(13) Fortitude: 7(14) Willpower: 7(14)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Jaws 7(14) 2d+8 6(13) 6 44 11 Bite 7(14) 2d+6 7(14) 5 40 14

Unique Skills Unique Skills


◯Underwater Aptitude ◯Underwater Aptitude

Loot ►Slime Vomit/6(13)/Fortitude/Half


2–8 Nothing In "Range/Area: 1(10m)/Shot," spits out a mass of water mixed with a
9 – 11 Crocodile Skin (200G/Red A) sticky substance to "Target: 1 Character" to attack.
12+ Superior Crocodile Skin (600G/Red A) The target suffers "2d+5" water/ice magic damage and takes a -2 penalty
on Evasion checks for a total of 3 minutes (18 rounds). The penalty to
Evasion check is not cumulative and is removed if the target wipes off the
Description sticky water with a Major Action.
Giant beasts, Crocodiles, inhabit murky waters near rivers and swamps This ability cannot be used on consecutive turns.
where they can hide from prey. Their speed while in water is incredible,
and their jaws will crush any game caught within. Once dragged Loot
underwater, there is no escape. 2–7 Nothing
It is said that Superior Crocodile Skins can be used for a number of 8 – 10 Sticky Water (200G/Red A)
goods, such as luxury bags and wallets. 11+ Very Sticky Water (680G/Red A)

Description
It is a giant water spider about 2 meters long. Although it can swim
underwater, its main means of transportation is to walk on the water using
its water-repellent legs dexterously.
They nest under bridges or underground in places where water flows and
prey on fish and other aquatic animals.

110
Part 2 Monsters

5 Tiger CR III p. 345 6 Calvert Worm VC


Intelligence: Animal Perception: Five senses Disposition: Hostile Intelligence: Animal Perception: Five senses (Darkvision)
Language: None Habitat: Forest Disposition: Hungry Language: None Habitat: Rivers
Rep/Weak: 10/14 Weak Point: Accuracy +1 Rep/Weak: 11/16 Weak Point: Earth damage + 3 points
Initiative: 14 Movement Speed: 22(4 Legs)/- Initiative: 12 Movement Speed: 20(Crawling)/25(Swimming)
Fortitude: 8(15) Willpower: 7(14) Fortitude: 10(17) Willpower: 7(14)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Bite 7(14) 2d+8 8(15) 4 42 13 Mouth 9(16) 2d+11 8(15) 4 53 12

Unique Skills Unique Skills


◯Fast Action ◯Underwater Aptitude
During the first round of combat, if Tiger wins the initiative, it may take
two Major Actions that round. Loot
2–4 Nothing
◯Continuous Attack 5–8 Sandworm Gem (150G/Gold Red A)
If a Tiger successfully hits a target in melee, it may make a second attack 9+ Green Sandworm Gem (200G/Gold Red A) x 1d
against the same target.

Loot Description
Always Large Fang (100G/Red A) It is a sub-species of the Sandworm (see p. 110), and its territory includes
2–6 Nothing muddy rivers and dark marshes. They are green and brown in color and
7 – 12 Tiger Pelt (200G/Red A) move freely through the mud.
13+ Fine Tiger Pelt (600G/Red A)

Description
A four-legged carnivore with black and orange stripes. A ferocious feline,
these large cats are hunting experts alone, hiding with their striped
camouflage and striking unexpectedly. Their fur is prized by fashion
enthusiasts, and high-quality pelts can fetch a good price at the market.

6 Iron Turtle New


Intelligence: Animal Perception: Five Senses Disposition: Neutral
Language: None Habitat: Seas, Coasts, Rivers, Swamps
Rep/Weak: 12/17 Weak Point: Fire damage + 3 points
Initiative: 10 Movement Speed: 10(4 Legs)/30(Swimming)
Fortitude: 9(16) Willpower: 8(15)

F Style Accuracy Damage Evasion Def. HP MP


Slam 7(14) 2d+9 7(14) 10 53 12

Unique Skills
◯Underwater Aptitude

►Shell Guard
The Iron Turtle can retract into its shell, increasing its Defense by +10
for 10 seconds (1 round).

🗨△Cover I
The effect is the same as the combat feat [Cover I] (see CR I, p. 255).

Loot
2–8 Sturdy Shell (200G/Red A)
9+ High-Quality Shell (1,200G/Red S)

Description
A large turtle, ranging anywhere from 1 to 3 m in size, gets its name
because its shell is as hard as iron. These turtles are fairly docile, slow to
move, and unlikely to cause any harm. However, because their shell is used
in a variety of crafts, overfishing has led to a decline in their population and
the Iron Turtle is becoming harder to find in the wild.

111
◯Splashing Bodily Fluids/Can’t
6 Grizzly Bear CR III p. 345 If this monster dies (including when it is targeted by [►Cannibalism]), it
Intelligence: Animal Perception: Five senses Disposition: Hungry sprays hot bodily fluids to "Target: 1 area(3m Radius)/5" at "Range: Caster"
Language: None Habitat: Forests, Mountains and deals 1d fire magic damage.
Rep/Weak: 12/16 Weak Point: Magic damage +2 points
Initiative: 14 Movement Speed: 18/- Fortitude: 9(16) Willpower: 6(13) Loot
2–8 Reddish Black Body Fluid (70G/Red B)
9+ Red Body Fluid (550G/Gold Red A)
F Style Accuracy Damage Evasion Def. HP MP
Claws 8(15) 2d+8 7(14) 7 49 14
Description
Unique Skills This maggot is a larva that has grown to about 1m to 1m 50cm in length
►Double Attack without becoming an adult. They are reddish-black in color and move with
A Grizzly Bear can make two Claw attacks. surprising agility.
It has a symbiotic relationship with Fossil Chrysalis (see p. 114) and preys
◯Bear Hug on small animals that approach it.
If the Grizzly Bear successfully hits with both attacks from [►Double In times of crisis, they tend to eat the allies around them, enhancing their
Attack], it will hold the target, and the target will not be able to move or abilities.
make melee or ranged attacks. Each round, the held target is hit

6 Plain Centipede
automatically by the Grizzly Bear, dealing 2d + 16 damage.
When the target tries to escape, use de-bonding (see p. 71). CR II p. 356
While entangled by this unique skill, the Grizzly Bear cannot attack other Intelligence: Animal Perception: Five senses Disposition: Hostile
characters. If the monster itself wants to release the target, it can do so with Language: None Habitat: Plains
a Minor Action. Rep/Weak: 13/16 Weak Point: Physical damage +2 points
Initiative: 13 Movement Speed: 20 (Many Legs)/-
🗨Power Strike Fortitude: 9 (16) Willpower: 7 (14)
They can deal an additional +4 damage on their next attack. However,
any Evasion Check made by them this turn receives a -2 penalty.
F Style Accuracy Damage Evasion Def. HP MP
Loot Jaws (Head) 9(16) 2d+8 8(15) 6 56 17
Always Fur (150G/Red A) Legs (Body) x 1-4 8(15) 2d+6 7(14) 6 44 14
2 – 12 Bear Paws (300G/Red A) Sections: 2-5 (Head/Body x 1-4) Main Section: Head
13+ Aromatic Bear Paws (1,200G/Red S)
Unique Skills
●Head
Description
◯Deadly Poison/8(15)/Fortitude/Neg
A large bear with grey-brown fur, Grizzlies can stand on their hind legs to
If the Jaw attack hits and deals 1 applied damage, it deals additional 2d+6
intimidate would-be predators, standing around 2-3m tall. In the summer,
poison magic damage to the target.
they will rarely appear to those wandering in the wilderness, but as the
seasons change, they will attack livestock to build up bulk for their winter
●Body
hibernation. Grizzlies are especially dangerous during the springtime, as
they are ravenously hungry after hibernation. 🗨Decoy Attack I
Bear paws, specifically the right paw, are used as ingredients in high-end It gains -2 to Accuracy checks, but the damage is increased by +2 on hit.
cuisine, as the right paw is used to scoop honey. It is said that honey has If the declared attack is evaded, the enemy receives a -1 penalty to Evasion
infused itself into the bear's skin, giving the paw an almost sweet, gamey checks for the next 10 seconds (1 round). This effect is cumulative up to -
flavor. The left paw, however, is rarely used and often discarded as there is 4 but is lost if the target fails an Evasion check even once.
little demand for it.
Loot
2 - 11 Good Quality Shell (150G/Red A)
6 Crimson Maggot CR III p. 346 12+ Superior Shell (750G/Red A)
Intelligence: None Perception: Five senses (Darkvision)
Disposition: Hostile Language: None Habitat: Ruins
Rep/Weak: 13/16 Weak Point: Water/Ice damage + 3 points
Description
Initiative: 12 Movement Speed: 10(Crawling)/- This is a giant centipede that appears on the plains of the Alframe
Fortitude: 9(16) Willpower: 8(15) continent. It mainly feeds on animals on the plains, but in the Dorden
region, it has been observed to frequent the vicinity of railroad tracks.
Studies have shown that they move along the tracks by licking the track
F Style Accuracy Damage Evasion Def. HP MP water and oil spilled by trains, earning them the nickname "Railway
Bite 9(16) 2d+11 8(15) 5 51 14 Centipedes.” This habit is thought to be a way for them to replenish some
nutrients, but this has not been proven with certainty. When they are large,
Unique Skills they are not much bigger than a train and often block the railroad tracks
◯Fire Immunity, ◯Psychic Immunity and are requested to be taken down.

◯Bloodsucking
If a Bite attack hits, the monster's HP is restored by a value equal to the
applied damage.

►Cannibalism
Within "Range: Touch," this monster preys on other Crimson Maggots
"Target: 1 Character".
The target dies immediately. At the same time, the monster’s HP is
restored to its maximum value.
For the next 3 minutes (18 rounds), the Crimson Maggot using this effect,
gains a +1 bonus to Accuracy checks and +2 points to damage. This effect
is cumulative up to 4 times (Accuracy check +4, damage +8).

112
Part 2 Monsters

6 Petroviper CR II p. 356 7 Giant Eagle New


Intelligence: Animal Perception: Five senses (Darkvision) Intelligence: Animal Perception: Five Senses Disposition: Hungry
Disposition: Hostile Language: None Habitat: Forests, Grassland, Ruins Language: None Habitat: Wastelands, Mountains
Rep/Weak: 10/14 Weak Point: Physical damage +2 points Rep/Weak: 14/17 Weak Point: Wind type damage +3 points
Initiative: 15 Movement Speed: 15(Crawling)/- Initiative: 18 Movement Speed: -/30(Flying)
Fortitude: 8 (15) Willpower: 7 (14) Fortitude: 10(17) Willpower: 9(16)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Bite 8(15) 2d+6 7(14) 6 47 15 Talons 9(16) 2d+10 9(16) 5 58 14

Unique Skills Unique Skills


◯Petropoison/7(14)/Fortitude/Neg ◯Flight
If the Bite's attack hits and deals more than 1 point of applied damage, A Giant Eagle receives a +1 bonus to Accuracy and Evasion only for
the target will gain Petrifaction effect (Dexterity, Agility/-6) effect (see p. melee attacks.
71). This effect is poison type.
🗨Dive Attack
Loot Giant Eagle dives down from a high altitude down on the unsuspecting
2–4 Snake Skin (20G/Red B) prey.
5–8 Fine Snake Skin (120G/Red A) The Accuracy check is increased by +2, and the damage is +4 points. At
9+ Premium Snake Skin (320G/Red A) risk, the Giant Eagle receives a -3 penalty on the Evasion checks.

Loot
Description 2–8 Nothing
It is a serpent with a dangerous poison that gradually petrifies its prey. 9+ Feathers of the Bird of Prey (400G/Red A)
Poison is mainly used to weaken its prey. However, it can also be used as
a weapon against powerful enemies, and it will not stop attacking until it
has completely petrified its prey. Description
This huge eagle is 3 meters in length and over 5 meters in height. It preys
on animals as large as a human adults by weakening them with its sharp
7 Sabertooth Tiger CR II p. 357 claws and taking them to its nest.
Intelligence: Animal Perception: Five senses Disposition: Hostile Sometimes flying Barbarous train them and keep them as pets.
Language: None Habitat: Plains, Forests, Mountains
Rep/Weak: 14/18 Weak Point: Accuracy +1
Initiative: 17 Movement Speed: 20 (4 Legs)/-
Fortitude: 11 (18) Willpower: 9 (16)

F Style Accuracy Damage Evasion Def. HP MP


Claws 10(17) 2d+10 9(16) 7 63 13

Unique Skills
◯Double Bite
When dealing damage with a Bite attack, the damage is rolled twice and
added during damage calculation.

◯Painful Strike
If the 2d roll of the damage roll is 10 or more, the damage is increased
by an additional +6 points.

Loot
2–6 Fangs (100G/Red A) x 2
7 – 12 Sharp Fangs (200G/Red A) x 2
13+ Shining Fang (600G/Gold Red A) x 2

Description
Similar in appearance to a regular tiger, the Sabertooth Tiger has two
enormous, very sharp canine teeth that give it its name. These fangs are
said to be strong enough to easily penetrate metal armor.

113
7 Fossil Chrysalis CR III p. 347 7 Forest Kong CR II p. 357
Intelligence: None Perception: Magic Disposition: Hostile Intelligence: Low Perception: Five senses Disposition: Hungry
Language: None Habitat: Ruins Language: None Habitat: Forest
Rep/Weak: 15/18 Weak Point: Bludgeoning damage +3 points Rep/Weak: 13/16 Weak Point: Fire damage + 3 points
Initiative: 7 Movement Speed: 10(Crawling)/- Initiative: 14 Movement Speed: 18 (4 Legs)/-
Fortitude: 11(18) Willpower: 10(17) Fortitude: 10 (17) Willpower: 8 (15)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Slam (Chrysalis) 9(16) 2d+13 7(14) 12 71 13 Arm 10(17) 2d+12 9(16) 6 66 14
Tentacle (Tentacle) 10(17) 2d+10 8(15) 7 49 14
Tentacle (Tentacle) 10(17) 2d+10 8(15) 7 49 14 Unique Skills
Tentacle (Tentacle) 10(17) 2d+10 8(15) 7 49 14
⏩△Swinging
Sections: 4 (Chrysalis / Tentacle x 3) Main Section: Chrysalis
It hangs from a branch or other object above its head. The monster
Unique Skills receives no penalty due to poor footing until the beginning of the next turn.
It also gains a +1 bonus to Accuracy checks and has its Damage reduced
●All Sections by -2 points.
◯Block This ability can only be used in environments with something to hang
The same as [Block] Combat Feat (see CR II, p. 202). overhead, such as a forest.

●Chrysalis Loot
◯Chrysalis Body 2–6 Fur (150G/Red A)
It is immune to critical hits from edged weapons and slashing-type attacks. 7+ Fine Fur (450G/Red A)
It also reduces all magic damage it suffers by -6 points.

►Soporific Scent/9(16)/Fortitude/Neg Description


It releases a soporific scent, putting all the characters in the skirmish it This giant ape is found in forests throughout the Alframe continent. They
resides to sleep. are about 2m 50cm long, and their arms are more developed than their
Poison and psychic (weak) type countermeasures are effective against this legs. They use their arms and legs to move more quickly than they look.
effect (for example, this effect can be removed with damage to HP or MP). They are so strong that they can easily snap off an ordinary tree with their
If the target is protected or resistant to both types, the target may choose arms.
either type.
This ability cannot be used on consecutive turns.
8 Crash Bear CR II p. 358
●Tentacle Intelligence: Animal Perception: Five senses Disposition: Hungry
🗨△Cover I (Chrysalis only) Language: None Habitat: Forests, Mountain
Has the combat feat [Cover I] (see CR I, p. 256). The Cover is limited to Rep/Weak: 15/18 Weak Point: Magic damage +2 points
the Chrysalis section. Initiative: 16 Movement Speed: 20 (4 Legs)/-
Fortitude: 2(19) Willpower: 9(16)
◯Long Tentacles
It can attack with Tentacle with "Range/Area: 1(10m)/Target". F Style Accuracy Damage Evasion Def. HP MP
Claws 12(19) 2d+13 10(17) 9 70 22
Loot
Always Fossil Shell (300G/Red Black A) x 1d
2 – 10 Tentacle (220G/Red A) Unique Skills
11+ Extended Tentacle (660G/Red A) ◯2 Actions
Can perform two Major Actions in one round.

Description ◯Throw
This gigantic chrysalis, about 3 meters long, is often found in old ruins. If the Claws attack hits, it slams the target into the ground and causes it to
Because of its huge size, when it is found, it is often only exposed partly in fall prone.
a ruin’s room, and its full extent is rarely revealed.
The body surface of the chrysalis is so hardened that it could be mistaken ►Fall On/Can’t
for a mineral. Moreover, it can move while still in its pupal state, making it This ability can only be used if the target is character prone.
dangerous to be caught in its movement. Black tentacles extend from the The target receives 2d+18 physical damage.
tip of the chrysalis, and while the body remains motionless, the chrysalis
uses the tentacles to defend itself. Loot
It is said that they hatch when some conditions are met, but there is no Always Glossy Fur (150G/Gold Red A)
reported case of witnessing the moment of hatching. 2 – 10 Bear Paws (300G/Red A)
They never appear alone but are always surrounded by several to a dozen 11+ Aromatic Bear Paws (1,200G/Red S)
Crimson Maggots (see p. 112) living in symbiosis.
Description
These giant bears appear in forests and low mountains. They are known
to be fierce and dangerous. They are especially dangerous in the fall before
hibernation. Still, suppose they fail to hibernate and are active during the
winter. In that case, they can be so dangerous that adventurers must be
immediately dispatched to their habitat area.

114
Part 2 Monsters

8 Sea Serpent CR III p. 348 8 Fake Angler KF


Intelligence: Animal Perception: Five senses Disposition: Hungry Intelligence: Animal Perception: Five senses (Darkvision)
Language: None Habitat: Sea Disposition: Hungry Language: None Habitat: Oceans
Rep/Weak: 14/19 Weak Point: Fire damage + 3 points Rep/Weak: 16/19 Weak Point: Lightning damage + 3
Initiative: 16 Movement Speed: 15 (Crawling)/30(Swimming) Initiative: 14 Movement Speed: 7(Crawling)/15(Swimming)
Fortitude: 11 (18) Willpower: 10 (17) Fortitude: 11(18) Willpower: 10(17)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Bite (Head) 10(17) 2d+10 10(17) 8 69 18 Bite (Head) 11(18) 2d+11 10(17) 8 64 22
Constrict (Body) 11(18) 2d+8 8(15) 7 78 21 Spine Fin (Back) 11(18) 2d+9 10(17) 7 52 12
Tail Fin (Tail) 10(17) 2d+10 9(16) 8 60 14
Sections: 2 (Head / Body) Main Section: Head
Sections: 3 (Head / Back / Tail) Main Section: Head
Unique Skills Unique Skills
●All Sections
●All Sections
◯Underwater Specialization
◯Underwater Aptitude
Can move in water without penalties and restrictions. Conversely, all Skill
Checks are subject to a -2 penalty on the ground.
◯Natural Mimicry/16/Danger Sense/Neg
It disguises itself as an island by floating only its back on the surface of the
●Head
water. While mimicking, characters cannot perform a Monster Knowledge
►Fire Breath/9 (16)/Fortitude/Half check on this monster. If a character approaches it unintentionally, they
Spits out a fireball with "Range: Caster" and deals 2d+5 fire magic damage need to make a Danger check with Target Number 16, and if it fails, they
to "Target: 1 area (4m Radius)/10". will be surprised (see CR I, p. 144). Mimicry will be automatically ended
once the monster starts to act.
●Body This monster cannot be detected with [Sense Magic].
◯Entanglement II
A successful hit from a Sea Serpent attack entangles the target. Each ●Head
round, the entangled target is dealt 2d+8 physical damage and makes all ►Dizzying Light/10 (17)/Willpower/Neg
Accuracy and Evasion Checks with a -2 penalty. Within “Range: Caster,” it shines a lantern on the forehead and confuses
The monster can use [◯Entanglement II] to entangle multiple characters "Target: All Areas (30m Radius)/All".
with multiple hits and can attack other characters while entangling. The target will appear to be out of position or distance from all characters,
When one of the targets tries to escape, use de-bonding (see p. 71). including Fake Angler, for 10 seconds (1 round), and when attempting to
use a ranged attack or ranged effect, the target must roll 1d after
◯Long Body determining the target, and if the roll is "1 or 2", the target cannot be
The Head section can make a Bite attack with "Range/Area: properly targeted, and the action must be canceled. If they cancel the
1(10m)/Target". action, ammunition, MP, and consumables will not be lost (and the target
When the Body falls to 0 HP or lower, this effect disappears. forfeits their action for the turn).
If this effect is used, it costs 10 points of MP.
◯Attack Obstacle = +4 • None This effect is psychic type.
The Sea Serpent's height prevents enemies from attacking it. The Head
receives a +4 bonus to Evasion checks against melee attacks. When the ●Back
Body falls to 0 HP or lower, this effect disappears. ◯Spine Fin Poison/11(18)/Fortitude/Neg
A target hit by a Spine Fin attack and suffering from more than 1 point of
Loot applied damage to HP will suffer an additional 7 points of poison magic
Always Sea Serpent Scales (200G/Red A) damage.
2–6 Nothing
7 – 12 Parasitic Shellfish Husk (200G/Red A) ●Tail
13+ Shining Parasitic Shellfish Shell (1,000G/Gold Red S) 🗨Tail Sweep
The monster can use its tail to attack up to 5 targets in the same skirmish.
Description An Accuracy check is made on all characters at once, and damage is
determined individually.
A giant ocean snake, a Sea Serpent, can measure up to 20m long, causing This attack cannot be used in consecutive rounds.
sailors to believe they had encountered an aquatic dragon. Under normal
circumstances, they are solitary monsters, content to eat fish but will attack Loot
boats when desperately hungry. There are subspecies of Sea Serpents that Always Huge Lantern (2,000G/Red S)
can live in freshwater, and some cities have even enshrined a Sea Serpent
2–9 Nothing
as the embodiment of a water god.
10+ Stale Scales (370G/Red A)

Description
A giant anglerfish, about 5 to 7 meters long, it can be found in the coastal
areas of the Alframe continent.
On its back are piles of ruins and building junk, which at night or from a
distance may appear to be island structures.
Among the Barbarous, the Lizardmen are particularly knowledgeable
about the ecology of this monster, and there are reports that they treat it as
a nest or base, or use it to approach the coast.

115
8 Frost Panther CR II p. 358 9 Giant Bohr CR III p. 349
Intelligence: Animal Perception: Five senses Disposition: Hostile Intelligence: Animal Perception: Five senses Disposition: Hostile
Language: None Habitat: Cold Region Language: None Habitat: Forests, Mountain
Rep/Weak: 16/19 Weak Point: Fire damage + 3 points Rep/Weak: 16/19 Weak Point: Magic damage +2 points
Initiative: 18 Movement Speed: 23 (4 Legs)/- Initiative: 19 Movement Speed: 25(4 Legs)/-
Fortitude: 11(18) Willpower: 10(17) Fortitude: 13(20) Willpower: 11(18)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Bite and Claws 11(18) 2d+12 12(19) 9 68 16 Bite (Head) 13(20) 2d+13 12(19) 9 79 13
Kick (Body) 12(19) 2d+10 11(18) 8 85 11
Unique Skills Sections: 2 (Head / Body) Main Section: Head
◯Water/Ice Immunity
Unique Skills
◯Snow and Ice Mastery ●All Sections
On snow and ice, it has no penalties due to poor footing.
►Trample
◯Mimicry/16/Danger Sense/Neg A melee attack is applied to the targets within "Range/Area:
It blends its white body into the snowfield. While mimicking, characters 1(25m)/Breakthrough", and a melee attack is applied to each target by any
cannot perform a Monster Knowledge check on this monster. one section of this monster.
If a character approaches it unintentionally, they need to make a Danger Once this ability is used, all sections will complete the Major Action.
check with target number 16, and if it fails, they will be surprised (see CR This ability cannot be used if the HP of the Body section is 0 or less.
I, p. 144). Mimicry will be automatically ended once the monster starts to
act. ●Body
This monster cannot be detected with [Sense Magic]. ►Full Speed Rush
This ability can only be used in a melee.
►Triple Attack Giant Bohr rampages around and leaves the melee. It changes position
Frost Panther can attack the same target with three attacks. to an adjacent area in the backward direction (Simplified Combat) or to
any coordinates within 25m front or back (Standard Combat, Advanced
Loot Combat).
2–7 Nothing
8 – 12 Glossy Fur (150G/Gold Red A) Loot
13+ Snow White Fur (2,600G/Gold Red S) 2–4 Fur (150G/Red A)
5–9 Fine Fur (450G/Red A)
10+ Best Fur (1,350G/Red S)
Description
This is a dangerous large predator of the cat family that roams the
snowfields. Its pure white fur is almost invisible in the middle of the day. Description
The skin provides more than enough warmth to keep the monster waiting These huge boars, which live in forests and mountains and reach more
for its prey in the snow for hours. than 5 meters in length, are omnivores and are feared as demolishers of
Because of its whiteness and warmth, its fur is valuable as the finest the environment because of their appetite for devouring anything and
clothing material. everything they can find and the wildness that they can rampage about on
their huge bodies. They are extremely belligerent and territorial and will
react with fierce hostility to anyone who approaches them.

116
Part 2 Monsters

9 Noisy Rattlesnake CR II p. 359 9 Brafotes CR II p. 360


Intelligence: Animal Perception: Five senses (Darkvision) Intelligence: Animal Perception: Five senses Disposition: Hostile
Disposition: Hungry Language: None Habitat: Forests
Language: None Habitat: Forests, Grassland, Desert Rep/Weak: 15/18 Weak Point: Magic damage +2 points
Rep/Weak: 17/20 Weak Point: Earth damage + 3 points Initiative: 17 Movement Speed: 40/40 (Flying)
Initiative: 15 Movement Speed: 14(Crawling)/- Fortitude: 12 (19) Willpower: 11 (18)
Fortitude: 11(18) Willpower: 11(18)
F Style Accuracy Damage Evasion Def. HP MP
F Style Accuracy Damage Evasion Def. HP MP Beak (Head) 12(19) 2d+12 11(18) 9 77 14
Bite(Head) 11(18) 2d+12 11(18) 7 81 34 Tail (Body) 13(20) 2d+10 10(17) 10 89 22
Tail (Body) 12(19) 2d+10 12(19) 6 73 28 Wing (Wing) 11(18) 2d+9 9(16) 8 56 8
Wing (Wing) 11(18) 2d+9 9(16) 8 56 8
Sections: 2 (Head / Body) Main Section: Head
Sections: 4 (Head / Body / Wing x 2) Main Section: Head
Unique Skills Unique Skills
●Head
●Head
◯Poison/11(18)/Fortitude/Neg
►Gale Breath/11(18)/Fortitude/Half
If the Bite attack hits, it deals additional 8 points of poison magic damage
With "Range/Area: 2(30m)/Shot”, it exhales a violent wind in "1 area(3m
to the target.
Radius)/5", dealing 2d+8 wind magic damage to the target.
This ability cannot be used on consecutive turns.
◯Counter
This is the same effect as the combat feat [Counter].
●Body
🗨Strength Burst 🗨Tail Sweep
It is ready to make a move. The monster receives a +1 bonus to Accuracy The monster can use its tail to attack up to 5 targets in the same skirmish.
checks and a -1 penalty to Evasion checks until the beginning of its next An Accuracy check is made on all characters at once, and damage is
turn. determined individually.
This attack cannot be used in consecutive rounds.
●Body
◯Attack Obstacle = Impossible • Impossible
◯Noise Disturbance/Can’t
Its body hinders the attack.
The sound made by the Tail disturbs mental concentration. The Tail
The Head section cannot be attacked, whether melee or ranged. When
gives a -4 penalty to Spellcasting checks and Performance checks for
the Body falls to 0 HP or lower, this effect disappears.
"Range: Caster" and "Target: All areas (50m radius)/All".
This effect has "Resistance: Can't," but it does not extend to characters
●Body
that cannot hear (see CR II, p. 71).
◯Flight II
►Twin Strike & Double Attack All sections receive a +2 bonus to Accuracy and Evasion only for melee
It can make two Tail attacks each round, though each attack requires its attacks.
accuracy check. They may choose to attack different characters with each This unique skill is lost if either Wing section is reduced to 0 or less HP.
attack.
Loot
Loot 2–6 Saurian Membrane (100G/Red A)
Always Rattling Tail (770G/Red A) 7 – 12 Black Membrane (500G/Red A)
2–4 Snake Skin (20G/Red B) 13+ Obsidian Membrane (3,000G/Red S)
5–8 Fine Snake Skin (120G/Red A)
9+ Premium Snake Skin (320G/Red A)
Description
It is a monstrous bird without feathers, with a wingspan of an adult of 7
Description to 10 meters. It has a reptilian-like body and is said to be a kind of
This type of rattlesnake boasts a vast body that can reach nearly 10 meters pterosaur. They are ferocious; when they catch their prey, they go on a
in length and a body thickness of over 20 centimeters in diameter. The rampage and kill, pecking it. After the meal, it often becomes a paradise
intimidating sound they make with their tails is so loud that it is said to send for carrion-eating animals. Such animals can be seen running in flocks on
anyone who hears it into a panic. the ground, following this monster bird soaring in the sky.
Its membrane is prized as a material for leather goods.

117
Loot
10 Sky Whale CR II p. 361 Always Water Crystal (1,600G/Gold S)
Intelligence: Animal Perception: Five senses Disposition: Neutral 2–9 Nothing
Language: Sea Animal Habitat: Mountains, Floating Masses 10+ Wind Crystal (1,600G/-)
Rep/Weak: 18/21 Weak Point: Wind damage +3 points
Initiative: 16 Movement Speed: -/20 (Floating)
Fortitude: 13 (20) Willpower: 13 (20) Description
These flying whales live in the vicinity of the Floating Masses. They are
F Style Accuracy Damage Evasion Def. HP MP white and can grow up to 15 meters in length. They usually hide among
Bite(Head) 13(20) 2d+14 12(19) 10 96 33 clouds and are not easily spotted.
Slam(Body) 12(19) 2d+16 12(19) 8 88 31 They prey on small flying birds and rarely attack humanoids.
Tail(Tail) 13(20) 2d+12 13(20) 7 68 25
Sections: 3 (Head / Body / Tail) Main Section: Head

Unique Skills
●Head
►Ultrasonic Attack/12 (19)/Fortitude/Neg
With "Range/Area: 2(30m)/Shot", the target is hit with a highly directional
ultrasonic blast that paralyzes the enemy. Target will have -2 on all action
checks for 30 seconds (3 rounds). This effect is not cumulative.
A character who is deafened is immune to this effect.

●Body
►Mist Breath/13(20/Fortitude/Half
With "Range/area: 2(20m)/Shot" and “Target: 1 area (5m Radius)/15" is
dealt 2d+12 water/ice magic damage.
In addition, a target that fails a resistance check suffers a -2 penalty on
Accuracy checks and Evasion checks for 10 seconds (1 round).
This ability cannot be used on consecutive turns.

●Tail
🗨Tail Sweep
The monster can use its tail to attack up to 5 targets in the same skirmish.
An Accuracy check is made on all characters at once, and damage is
determined individually.
This attack cannot be used in consecutive rounds.

118
Part 2 Monsters

10 Marsavra CR III p. 350 10 Red Helm DL


Intelligence: Animal Perception: Five senses (Darkvision) Intelligence: Animal Perception: Five senses Disposition: Hungry
Disposition: Hungry Language: Nothing Habitat: Wilderness, Grasslands Language: None Habitat: Forests, Mountains
Rep/Weak: 17/20 Weak Point: Water/ice damage +3 points Rep/Weak: 16/19 Weak Point: Bludgeoning damage +3
Initiative: 16 Movement Speed: 15(4 Legs)/- Initiative: 16 Movement Speed: 20(4 Legs)/-
Fortitude: 14(21) Willpower: 12(19) Fortitude: 14(21) Willpower: 12(19)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Bite (Head) 14(21) 2d+13 12(19) 8 81 14 Bite (Head) 12(19) 2d+15 13(20) 7 67 12
Arm (Body) 13(20) 2d+11 11(18) 10 98 13 Paws (Body) 13(20) 2d+13 12(19) 9 83 10
Tail (Tail) 14(21) 2d+11 11(18) 8 77 10
Sections: 2 (Head / Body) Main Section: Head
Sections: 3 (Head / Body / Tail) Main Section: Head

Unique Skills Unique Skills


●All Sections ●Head
►Body Press/11(18)/Fortitude/Half ◯All-Out Attack
The Marsavra’s body leaps up, carrying all the weight on its belly. A Head can deal an additional 8 damage on its next attack. However, any
All characters in the skirmish it resides are dealt 2d+18 physical damage. Evasion check made by this section this turn receives a -3 penalty.
To use this ability, all sections (Head, Body, and Tail) must be able to
make a Major Action, and at least one must perform a Major Action. Then, ⏩Cowering Eyes/12(19)/Willpower/Neg
the Major Action of all sections is completed when this ability is used. Stares at one character in close proximity, filling them with fear.
This ability cannot be used on consecutive turns. One character in the same skirmish area receives a -2 penalty to Accuracy
and Evasion checks for 10 seconds (1 round), and the physical and magical
●Head damage it inflicts is reduced by 4 points.
►Fire Breath/13(20)/Fortitude/Half This effect is psychic type. This effect can only be used once per 10
Spits out a fire mass at "Range/Area: 2(20m)/Shot", dealing 2d+12 fire seconds (1 round).
magic damage to “Target: 1 Character”.
This ability cannot be used on consecutive turns. ●Body
►Double Attack
●Body Can attack twice with the Paws of both hands.
►Potbelly Defense (Attack Obstacle = Impossible • +4)
Extends belly to prevent attacks on the head. For 10 seconds (1 round) ◯Bear Hug
after this ability is used, the Head section cannot be the target of melee If the Grizzly Bear successfully hits with [◯Double Attack], it will hold
attacks and gains a +4 bonus on Evasion checks against ranged attacks. the target, and the target will not be able to move or make a melee or
ranged attack. Each round, the held target is hit automatically by the Red
●Tail Helm, dealing 2d + 24 damage.
◯Continuous Attack When the target tries to escape, use de-bonding (see p. 71).
If the section successfully hits a target in melee, it may make a second While entangled by this unique skill, the Red Helm cannot attack other
attack against the same target. characters. If the monster itself wants to release the target, it can do so with
a Minor Action.
Loot
2–6 Crocodile Skin (200G/Red A) ⏩Intimidating Posture
7–9 Superior Crocodile Skin (600G/Red A) Stands up and spread their arms wide to intimidate the target.
10+ Perfect Crocodile Skin (2,200G/Red S) For 10 seconds (1 round), the Head section gains a +1 bonus to Accuracy
checks for melee attacks and +2 damage. At the same time, the Body
section takes a -2 penalty to its Evasion checks.
Description This effect can only be used once in 10 seconds (1 round).
This large, fat, balloon-like reptile inhabits the south-central part of the
Alframe continent. It is about 8 meters long and prefers arid land, but its Loot
body surface resembles that of a crocodile and is also covered with hard Always Bright Red Fur (1,200G/Red S)
scales. Some call it crocodile skin, but it is superior to crocodile skin and 2–9 Bear Paws (300G/Red A) x 2
is used as a material for leather products. 10+ Aromatic Bear Paws (1,200G/Red S) x 2
With a voracious appetite, any animal they see is prey for them, as large
as a horse. When they find their prey to be a threat, they will spit out the
fire to weaken it, and then, bouncing their whole body, they will try to finish Description
it off. The Korgana region is home to a huge bear that measures over 3 meters
in length. Its body fur is almost blackish gray, and the area around its head
and shoulders is discolored reddish black from the fresh blood of its prey.
These bears are extremely ferocious and belligerent. They will attack any
creature that unknowingly enters their territory as prey.
There have been numerous reports of Humanoid and Barbarous beings
killed, and surrounding villagers warn travelers and merchants to flee as
fast as possible if they find traces of these bears.

119
11 Desert Scorpion CR III p. 351 11 Hydra CR II p. 362
Intelligence: Animal Perception: Five senses Disposition: Hungry Intelligence: Animal Perception: Five senses Disposition: Hostile
Language: None Habitat: Desert Language: None Habitat: Lakes, Swamps
Rep/Weak: 17/20 Weak Point: Physical Damage +2 points Rep/Weak: 17/20 Weak Point: Physical damage +2 points
Initiative: 18 Movement Speed: 25(Many Legs)/10(in sand) Initiative: 16 Movement Speed: 12(Crawling)/12(Swimming)
Fortitude: 15(22) Willpower: 12(19) Fortitude: 14 (21) Willpower: 13 (20)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Jaw (Body) 13(20) 2d+12 13(20) 10 103 16 None (Body) - - 12(19) 13 106 44
Pincer (Right Bite (Neck x 7-9) 14(21) 2d+15 13(20) 9 86 29
14(21) 2d+10 12(19) 9 78 12
Pincer)
Pincer (Left Pincer) 14(21) 2d+10 12(19) 9 78 12 Sections: 8-10 (Body / Neck x 7-9) Main Section: Neck (All)
Tail (Tail) 16(23) 2d+11 11(18) 8 71 11
Sections: 4 (Body / Right Pincer / Left Pincer / Tail) Main Section: Body
Unique Skills
●All Section
Unique Skills ◯Poison Immunity
●All Sections ◯Underwater Aptitude
◯Many Legs ◯Regeneration = 10 points
It is not subject to penalties due to poor footing. At the end of each round, each section of Hydra recovers 10 HP. This
has no effect if the section has 0 HP or lower.
●Body
◯Fire Weakness
◯Hide in the Sand A section that suffers fire-type damage will not gain the effect of
If the character approaches within 15 meters of Desert Scorpion, if they [○Regeneration] for that round.
fail the Danger Sense check with target number 18, they will receive a
surprise attack (see CR I, p. 144).
●Body
⏩Dusting Sand ⏩Head Reviving
For 10 seconds (1 round), all attacks against all sections of this monster The body can wake the Neck section that has 0 HP or less. Its HP
have a -1 penalty on Accuracy checks against them and Evasion checks becomes 1, and the Head can act immediately afterward.
against attacks from them. Characters with Magic perception are not Using this ability will consume 20 points of HP of the Body section.
affected by this. Hydra cannot use [⏩Head Reviving], which would reduce the HP to 0 or
To use its ability, 5 points of HP must be consumed. less.

●Right Pincer/Left Pincer ●Neck


🗨Decoy Attack II ◯Limited Attacks
It gains -2 to Accuracy checks, but the damage is increased by +8 on hit. The Neck can only make two Bite attacks against the same target during
If the declared attack is evaded, the enemy receives a -2 penalty to Evasion a single round.
checks for the next 10 seconds (1 round). This effect is cumulative up to -
8 but is lost if the target fails an Evasion check even once. ◯Long Neck
Bite attacks can attack at any character within “Range: 1(10m)”, ignoring
●Tail skirmishes.
◯Dead Angle Attack
If the Body section is the target of a melee attack, an Accuracy check by ►Poison Breath/13 (20)/Fortitude/Half
Tail can be performed instead of an Evasion check of the Body section. With “Range/Area: 2(20m)/Shot", spits poison at "Target: 1 Character,”
See [Counter] for the detail of the process, CR II, p. 209. In failure, the dealing 2d+7 poison magic damage.
Body section suffers damage as with [Counter] feat. Hydra can use this unique skill only two times in total per round. Also,
This ability can only be used once per 10 seconds (1 round). the same Neck cannot use this unique skill in consecutive turns.

◯Poison/13 (20)/Fortitude/Neg ◯Substitution


If the Tail attack inflicts 1 or more applied damage, it inflicts 10 poison When the Body suffers damage from a melee or ranged attack, the Neck
magic damage to the target. can take damage instead. The damage to the Body is applied as-is to the
Neck (without recalculation). This unique skill can only be used once per
Loot round for each Neck.
Hydra cannot use this unique skill against wide-area or multiple-target
Always Poison Stinger (100G/Red A)
attacks, even if they are melee or ranged attacks.
2 – 11 Fine Scorpion Shell (250G/Red A)
12+ Large Scorpion Shell (2,200G/Red S) Loot
2 - 11 False-dragon Scale (350G/Red A)
Description 12+ Green Scales (1,600G/Gold Red S)
It is a giant scorpion that inhabits the deserts of the Alframe continent. Its
body length, including the tail, exceeds 10 meters. Description
These lords of the desert usually lurk in the depths of the sand. When it
recognizes an intruder in its territory, it approaches the intruder from the It’s a beast with numerous snakeheads, about 10 meters long. Each head
sand and kills it with a single strike of its deadly tail. has an independent ego and each prey on instinct. They usually emerge
The shells are valuable as armor and building materials. Still, few people from swamps and lakes and attack animals in the lakeshore with only their
attempt to kill a living Desert Scorpion to steal it, instead obtaining it by heads protruding. The number of heads of hydra is often reported to be
searching for its rotting carcass in the desert or by picking up anything that 7-9, but various accounts suggest that the number may vary, and each
falls by chance. individual is thought to have a different number of heads.
When the body is attacked, all heads concentrate on this enemy. Hydra
has an exceptional regeneration ability and is said to be able to revive heads
repeatedly unless the wound is burned.

120
Part 2 Monsters

11 Murder Hornet New 12 Swamp Worm CR II p. 363


Intelligence: Animal Perception: Five Senses Disposition: Hostile Intelligence: Animal Perception: Five senses Disposition: Hostile
Language: None Habitat: Forests, Grassland Language: None Habitat: Swamp
Rep/Weak: 17/20 Weak Point: Physical damage +2 points Rep/Weak: 19/22 Weak Point: Bludgeoning damage +3 points
Initiative: 21 Movement Speed: -/40(Flying) Initiative: 17 Movement Speed: 10(Crawling)/-
Fortitude: 14(21) Willpower: 13(20) Fortitude: 16 (23) Willpower: 14 (21)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Needle 14(21) 2d+11 13(20) 8 97 33 Mouth (Mouth) 16(23) 2d+18 15(22) 12 111 25
Slam (Body) 15(22) 2d+16 14(21) 10 103 21
Unique Skills Slam (Body) 15(22) 2d+16 14(21) 10 103 21
Slam (Body) 15(22) 2d+16 14(21) 10 103 21
◯Flight
Tail (Tail) 16(23) 2d+14 14(21) 8 94 13
A Murder Hornet receives a +1 bonus to Accuracy and Evasion only for
melee attacks. Sections: 5 (Mouth / Body x 3 / Tail) Main Section: Body (All)

◯Vital Strike Unique Skills


If the 2d roll determining damage is 9 or more, the damage is increased ●All Section
by +8 points. ◯Underwater Aptitude

◯Deadly Poisonous Needle/14(21)/Fortitude/Half ◯Swamp Monster Body


If the Needle hits, it deals 2d+6 poison magic damage. Damage from blunt weapons is treated as if Defense were 5 points higher.

►Murderous Wing Noise/13(20)/Fortitude/Neg ●Mouth


The Murder Hornet flaps its wings at high speed and sprays deafening ◯Bloodsucking
noise to "Target: 2-3 areas (10m radius)/All" within "Range: Caster", which If the Mouth attack hits, the HP of any one section of this monster is
interferes with the concentration. The targets lose their hearing, and at the recovered by a value equal to the applied damage. Which section is
same time, suffers a -2 penalty to Spellcasting check and action checks. recovered can be selected after each attack and after all the damage
This effect is of psychic type. Also, it cannot be used for consecutive determination processes are completed. However, the section with HP
turns. below 0 cannot be selected.
Loot ●Body
Always Deadly Poisonous Needle (2,400G/Red S)
►Fluid Eruption/16(23)/Fortitude/Neg
With "Range: Caster" and "Target: 1 area (3m Radius)/5", it spurts out
Description bodily fluids and is used to blind the target.
If the target fails resistance, it becomes blind. This state can be removed
Enormous bees, each one measuring a staggering 2 meters, roam the
with an effect that cures blindness or by the target wiping its face with a
forests and grasslands of the northern Alframe continent. These majestic
Major Action.
creatures hunt larger animals and build nests so massive that they could
This unique skill can only be used when the HP of the Body section is
easily be mistaken for flying boulders.
less than half of the maximum value (rounded up), and when used, it
So great is their weight that ancient structures and towering trees alike are
consumes 10 HP. The body section can lower its HP to 0 or lower, with
said to have collapsed under their burden. But it is not just their size that
this ability becoming disabled.
is awe-inspiring. The needle on their abdomen is equally massive, nearly
20 cm in length, and coated with a deadly poison that can blind with a single
touch. ●Tail
►Foot Scooping/12(19)/Danger Sense /Neg
Tail crawls underground and attacks the feet of the target. With “Range:
Touch,” Tail makes up to 5 characters fall prone. This effect only applies
to bipedal characters with only one section.

Loot
2–6 Mud Stone (100G/Gold Black A)
7 – 11 Brown Mud Stone (200G/Red Black A)
12+ Black Mud Stone (1,600G/Red Black S)

Description
This is a giant earthworm that inhabits the swamps of the Alframe
continent. The length of the body, from the mouth to the tip of the tail, is
about 20 meters, with the largest exceeding 30 meters.
It is said that when they leave the swamp where they were born while still
young and move to a spring or pond filled with fresh water, they dig up the
bottom of the water and turn it into a muddy swamp, making it their new
home.

121
12 Megaloceros New 13 Lunoicos CR III p. 352
Intelligence: Animal Perception: Five senses Disposition: Hungry Intelligence: Animal Perception: Five senses Disposition: Neutral
Language: None Habitat: Snowfields Language: None Habitat: Wilderness, Plain
Rep/Weak: 19/22 Weak Point: Fire damage + 3 points Rep/Weak: 17/21 Weak Point: Energy damage +3 points
Initiative: 19 Movement Speed: 22(4 Legs)/- Initiative: 19 Movement Speed: 20(4 Legs)/-
Fortitude: 16(23) Willpower: 15(22) Fortitude: 17(24) Willpower: 14(21)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Antlers 15(22) 2d+16 15(22) 8 122 68 Horns (Head) 15(22) 2d+16 14(21) 16 111 18
Trample (Front) 16(23) 2d+18 13(20) 13 121 18
Unique Skills Trample (Back) 16(23) 2d+18 13(20) 13 131 18
Tail (Tail) 17(24) 2d+14 14(21) 12 101 18
◯Water/Ice Immunity
Sections: 4 (Head / Front / Back / Tail) Main Section: Head
◯Adapted to Snow
Megaloceros is not subject to adverse modifications for poor footing due Unique Skills
to snow, etc. or cold weather. ●All Sections
◯Light Protection
◯Ice Deer Rationale It protects itself with a light covering its entire body. A character who
Megaloceros have a lot of experience in combat, and they judge the makes a melee attack against this monster, regardless of success or failure,
combat situation correctly and act accordingly. suffers 6 energy-fixed damage for each attempt.
In judging the actions of combat, treat it as “Intelligence: Average”. This monster illuminates an area of 2 to 3 areas (10m Radius) centered
on itself.
►Summon a Snowstorm/15(22)/Fortitude/Half
Megaloceros swings its antlers in complex gestures, creating a blizzard. ●Head
This unique skill has “Range: Caster” and deals 2d+12 water/ice magic ►Light Ray/16(23)/Fortitude/Half
damage to "Target: 1 area (Radius 6m)/20". It attacks by firing a huge beam of energy light from its horns.
If the value of the target's resistance check for this effect is lower than the With “Range/Area: 2(30m)/Line" dealing 2d+12 energy magic damage.
value of this unique skill by 3 or more, the target cannot take a Minor This effect cannot be used on consecutive turns.
Action for 10 seconds (1 round).
This ability cannot be used on consecutive turns, and it consumes 10 MP ●Front & Back
when used.
◯Attack Obstacle = Impossible • +4
The Head cannot be attacked in melee. Against any ranged attacks, Head
⏩Ice Shards/16(23)/Fortitude/Half
receives a +4 bonus to Evasion checks.
Antlers become covered with ice, and it throws it. It deals 2d+14 water/ice This effect disappears when either Front or Back section falls to 0 HP or
magic damage to “Target: 1 Character” to “Range/Area: 2(20m)/Shot”. lower.
This unique skill can only be used once per round, and costs 6 MP.
◯Painful Strike
Loot
If the 2d roll of the damage roll is 10 or more, the damage is increased
2–6 Ice Deer Antlers (3,100G/Red S) by an additional +12 points.
7 – 12 Clear Ice Deer Antlers (7,400G/Red S)
13+ Crystallized Ice Deer Antlers (14,800G/Red SS) ●Tail
🗨Tail Swing
Description The monster can use its Tail to attack up to 5 targets in the same skirmish.
This white-haired deer is revered as the guardian god of the snowfields
Loot
and hail. From the time they are born, their antlers continue to grow, and
by the time they reach adulthood, they are over one meter long. 2–4 Faintly Glowing Scale (370/Gold Red A)
As the antlers grow, they become harder and more translucent, giving 5–9 Glowing Blue Scale (670G/Gold Red A)
them a mineral-like appearance. The antlers create cold air around them, 10+ White Green Scales (3,370G/Gold Red S)
and can be wielded to create snowstorms or freeze moisture in the air to
form ice cubes.
Description
A giant reptile walks on all four legs covered with glowing scales. The
glowing scales are believed to be caused by microscopic insects living
symbiotically on the body's surface. They receive nutrients from the main
body of Lunoicos and protect them from approaching foreign enemies by
strongly glowing.
Lunoicos themselves are herbivores and do not actively attack other
organisms. However, they have learned to harness the power of their
symbionts and tend to confront danger rather than flee from it.
After the death of the Lunoicos, the symbionts reduce their activity to an
extremely low level to survive. The scales become pale and luminescent,
which lasts for a long time. This makes them highly prized as accessory
materials. Each individual has a slight difference in the light's hue, making
it collectible to enthusiasts.

122
Part 2 Monsters

14 Roc CR III p. 353 15 Blazing Mammoth CR III p. 354


Intelligence: Animal Perception: Five senses Disposition: Hostile Intelligence: Animal Perception: Five senses Disposition: Hungry
Language: None Habitat: Mountains Language: None Habitat: Volcano
Rep/Weak: 15/21 Weak Point: Accuracy +1 Rep/Weak: 22/25 Weak Point: Water/Ice damage + 3 points
Initiative: 25 Movement Speed: 15/60(Flying) Initiative: 21 Movement Speed: 25(4 Legs)/-
Fortitude: 19(26) Willpower: 17(24) Fortitude: 20(27) Willpower: 19(26)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Beak (Head) 17(24) 2d+17 17(24) 12 122 22 Bite (Head) 19(26) 2d+22 17(24) 13 135 26
None (Body) - - 15(22) 10 130 26 Trample (Body) 18(25) 2d+24 16(23) 15 144 19
None (Body) - - 15(22) 10 130 26
Claw (Wing) 18(25) 2d+13 17(24) 10 79 19 Sections: 2 (Head / Body) Main Section: Head
Claw (Wing) 18(25) 2d+13 17(24) 10 79 19
Talon (Leg) 19(26) 2d+14 17(24) 12 82 17 Unique Skills
Talon (Leg) 19(26) 2d+14 17(24) 12 82 17 ●All Sections
Sections: 7 (Head / Body x 2 / Wing x 2 / Leg x 2) Main Section: Head ◯Fire Immunity

Unique Skills ●Head


●Head ◯2 Actions
◯Continuous Attack Can perform two Major Actions in one round.
If a Roc successfully hits a target in melee, it may make a second attack
against the same target. ►Fire Shower/19(26)/Fortitude/Half
Raising its snout high, it blows fireballs. The fireball deals 2d+25 fire
●Body magic damage to "Target: 1 area(3m Radius/5" within "Range: Caster."
This ability can only be used once every 20 seconds (2 rounds).
◯Attack Obstacle = Impossible • Impossible
The huge Roc’s Body hinders attacks.
The Head of the Roc cannot be attacked with melee and ranged attacks. ►Throw/17(24)/Evasion/Neg
This unique skill is lost when the Body section has 0 or less HP. The Blazing Mammoth attempts to grab a “Target: 1 Character” within
“Range: Touch.” If successful, the target is thrown to the rearguard area of
their faction (Simplified Combat) or in any direction chosen by this
●Wing
monster at 30m (Standard Combat) and falls down, taking 45 points of fall
►Windstorm/18 (25)/Fortitude/Neg damage.
The Roc flaps its wings, creating high winds dealing 2d+12 physical
damage within “Range: Caster” to “Target: All Areas (30m Radius/All”. ●Body
To use this ability, both Wing sections must be ready for Major Action.
Also, when this ability is used, the Major Action of both Wing sections is ◯Attack Obstacle = +4 • None
completed. Blazing Mammoth’s height prevents enemies from attacking it.
This unique skill cannot be used in consecutive turns. The Head receives a +4 bonus to Evasion checks against melee attacks.
This effect disappears when the Body section falls to 0 HP or lower.
◯Flight II
All sections receive a +2 bonus to Accuracy and Evasion only for melee ►Trample with Both Feet
attacks. The Blazing Mammoth may Trample twice during the same turn but
This unique skill is lost if the Wing sections are reduced to 0 or less HP. must attack two different characters.

●Leg ◯Flame-clad/Can’t
The body surface of the Body section is always covered with fire. Any
◯Clutch character in the same position (area, coordinate) as this monster will
If the Talon attack hits, the target is grabbed; the target can no longer receive 6 fire magic damage at the end of this monster's turn.
move and can only perform melee attacks against the Leg that is grabbing This ability is lost when the HP of the Body section becomes less than 0.
it.
Roc cannot attack the target Leg has grabbed except with the section it
⏩Burning Rage
has grabbed ([►Windstorm] also cannot hit the target). However, the
Talons of Leg section will automatically hit. The damage caused by [◯Flame-clad] is increased by +2 points for 3
When the target tries to escape, use de-bonding (see p. 71). If the minutes (18 rounds). This bonus is accumulated up to 3 times (max +6
monster itself wants to release the target, it can do so with a Minor Action. points).
To use this ability, the monster must spend 5 points of HP. Also, it can
Loot use this ability only once per round.
Always Strange Flight Feathers (500G/Red A)
Loot
2–6 Nothing
2–8 Damaged Ivory Tusk (100G/Gold Red A)
7 – 12 Beautiful Feathers (1,200G/Gold Red S)
9 – 10 Red Ivory Tusk (1,600G/Gold Red S)
13+ Vivid Feathers (3,000G/Gold Red S)
11 – 12 Crimson Ivory Tusk (3,600G/Gold Red S)
13+ Crimson Lotus Ivory Tusk (6,600G/Gold Red S)
Description
A monstrous bird whose wingspan reaches 30m, the Roc is a wondrous Description
sight to see. They live in the higher altitudes of most mountain ranges,
though their massive form and vivid coloring can be seen from quite far This huge elephant-like animal continuously emits fire from its entire
away. With their massive talons, they can grab even mature cows and fly body and stands about 6 meters tall. It is adapted to volcanic regions, and
away with them, let alone a full-grown humanoid. the fire on its skin is not emitted from its own body but is ignited by rubbing
its body against the surrounding magma to keep the fire going.
When angered, they secrete a viscous liquid from their skin, increasing
the intensity of their flames.

123
●Head
18 Tyrant Regilex CR III p. 355 ◯Continuous Attack
Intelligence: Animal Perception: Five senses Disposition: Hostile If a Tyrant Regilex successfully hits a target in melee, they may make a
Language: None Habitat: Forests, Wasteland, Plains, Grasslands second attack against the same target.
Rep/Weak: 19/23 Weak Point: Magic damage +2 points
Initiative: 24 Movement Speed: 35/- Fortitude: 24(31) Willpower: 22(29) ◯Painful Strike
If the 2d roll of the damage roll is 10 or more, the damage is increased
F Style Accuracy Damage Evasion Def. HP MP by an additional +20 points.
Bite (Head) 23(30) 2d+22 21(28) 20 167 29
Claws (Body) 25(32) 2d+17 20(27) 20 189 31 ●Body
Tail (Tail) 24(31) 2d+18 21(28) 19 136 22 ◯Claws
If the Claws attack hits, it should make two damage decisions, dealing
Sections: 3 (Head / Body / Tail) Main Section: Head
them both to the target.
Unique Skills ◯Attack Obstacle = +4 • +4
●All Sections
The giant body hinders attacks.
◯Might of the Tyrant/23(30)/ Willpower/Neg The Head section gains a +4 bonus to Evasion checks against melee and
This unique skill is treated as an effect of "Range: Caster" and "Target: All ranged attacks.
Areas (100m Radius)/Space". This effect disappears when the Body section falls to 0 HP or lower.
All characters in the area of effect, except Tyrant Regilex itself, must
perform Willpower at the beginning of their turn. If they fail, they suffer a ●Tail
-2 penalty on all action checks for the next 10 seconds (1 round) due to
instinctive fear.
🗨Power Strike III
They can deal an additional +20 damage on their next attack. However,
This effect is of the psychic type.
any Evasion Check made by them this turn receives a -2 penalty.
◯Enormous Body
Loot
Tyrant Regilex's body is too large. Some attacks will not reach the enemy
in front of it. The Tail section melee attacks cannot be used to attack targets Always Sharp Fangs (200G/Red A) x 2d
that have been attacked by Head or Body sections. The same is true vice 2–6 Giant Fangs (1,500G/Red S)
versa. 7 – 12 Tyrant Fang (4,200G/Red S)
13+ Tyrant King Fang (11,700G/Red SS)

Description
Known as “tyrant,” Tyrant Regilex is an extremely ferocious predator. It
stands erect and looks like a lizard with well-developed back legs. They are
about 10 meters long, and when they see their prey, they attack without
hesitation, no matter how big or small the prey is. Their sharp claws and
fangs are their most powerful weapons, and they are uncontrollable once
they start rampaging. They are also known as the strongest predators in all
Raxia.

124
Part 2 Monsters

Plants
2 Steam Pod CR I p. 414 4 Coiled Ivy VC
Intelligence: None Perception: Magic Disposition: Neutral Intelligence: None Perception: Magic Disposition: Hostile
Language: None Habitat: Forest Language: None Habitat: Forests, Swamps
Rep/Weak: 7/11 Weak Point: Lightning damage + 3 points Rep/Weak: 11/14 Weak Point: Fire damage + 3 points
Initiative: 7 Movement Speed: 5 (Creeping)/- Initiative: 11 Movement Speed: 10(leap)/-
Fortitude: 4(11) Willpower: 3(10) Fortitude: 6(13) Willpower: 5(12)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Vine 3(10) 2d+3 1(8) 2 18 3 Slam 6(13) 2d+4 6(13) 3 33 4

Unique Skills Unique Skills


◯Unpleasant Vapor/Can’t ◯Elasticity
In the “Range: Self” and “Target: 1 area (5m radius)/Space” Steam Pod On a successful Evasion check against melee attacks, the Coiled Ivy gains
creates an unpleasant environment for the creatures by blowing steam. +3 damage points on its next turn. This effect is not cumulative.
Any character within range receives a -1 penalty to all Accuracy and
Evasion checks. This effect is a poison effect. Loot
Monsters whose Habitat includes “Forests,” “Marshes,” or “Caves” are 2–6 Nothing
not affected by this effect. 7+ Elastic Vines (120G/Green A)

Loot
Always Steam Distillation (30G/Green B) Description
2 – 10 Nothing The monster is a spiral-shaped, thick vine. It moves by leaping and
11+ Steam Vine Seeds (120G/Green A) expanding itself like a spring. It usually wraps around the trunks of other
large trees and is considered a threat on offense. It can convert its elasticity
into striking power.
Description
It is a plant with a sac of about 3 meters, similar to a saddle. It has
numerous long and short vines to strike down approaching animals or 4 Stepping Leaf CR II p. 364
move by crawling on the ground or in trees. Intelligence: None Perception: Magic Disposition: Hostile
It constantly expels the steam that builds up in its sac, keeping the Language: None Habitat: Rivers, Ponds
surroundings hot and humid, which they prefer. This environment is Rep/Weak: 11/14 Weak Point: Physical damage +2 points
unpleasant for most organisms but desirable for a limited number of Initiative: 10 Movement Speed: -/5 (Swimming)
livestock breeders and farmers, and the seeds are sold at high prices. Fortitude: 6 (13) Willpower: 5 (12)

3 Dancing Thorn CR I p. 414 F Style Accuracy Damage Evasion Def. HP MP


Slam 5(12) 2d+7 5(12) 3 31 13
Intelligence: None Perception: Magic Disposition: Hostile
Language: None Habitat: Meadow, Wilderness
Rep/Weak: 10/12 Weak Point: Fire damage + 3 points Unique Skills
Initiative: 11 Movement Speed: 10 (Rotation)/- ◯Underwater Aptitude
Fortitude: 5 (12) Willpower: 4 (11)
◯Mimicry/13/Danger Sense/Neg
Its mimicry a stone. While mimicking, characters cannot perform a
F Style Accuracy Damage Evasion Def. HP MP
Monster Knowledge check on this monster.
Slam 5(12) 2d+4 4(11) 2 23 4 If a character approaches it unintentionally, they need to make a Danger
check with target number 13, and if it fails, they will be surprised (see CR
Unique Skills I, p. 144). Mimicry will be automatically ended once the monster starts to
◯Painful Strike act.
If the 2d roll of the damage roll is 10 or more, the damage is increased This monster cannot be detected with [Sense Magic].
by an additional +3 points.
Loot
Loot 2–5 Nothing
2-8 Nothing 6–8 Magical Vine (30G/Green B)
9+ Crimson Petals (120G/Green A) 9+ Strong Vine (300G/Green A)

Description Description
These thorns are as tall as a Humanoid. They are characterized by It is a floating plant that floats on the surface of shallow rivers and ponds,
constant rustling and shaking, even when there is no wind. When an animal with its round leaves ranging from 30 to 50 cm in diameter. If animals step
approaches, the thorns detach their roots, curl up and spin around, and on them unnoticed, they will drop them into the water and attack them.
strike the animal, attempting to tear it apart with the numerous thorns on
their stems. If the thorns are defeated or driven away, they may reestablish
their roots and grow again with renewed vigor, so it is hard to get rid of this
weed.

125
Loot
5 Bloody Petal CR I p. 415 2 –8 Nothing
Intelligence: None Perception: Magic Disposition: Hostile 9 – 12 Diffused Fruit Juice (150G/Green A)
Language: None Habitat: Forests 13+ Concentrated Fruit Juice (650G/Green A)
Rep/Weak: 11/14 Weak Point: Fire damage + 3 points
Initiative: 10 Movement Speed: 5 (Many Legs)/-
Fortitude: 11 (18) Willpower: 9 (16) Description
It is a large nut, about 1 m long. They are soft and moderately teardrop-
shaped. When provoked, it sprinkles juice around it to protect itself.
F Style Accuracy Damage Evasion Def. HP MP
None (Body) - - 5(12) 2 58 20
Petal (Petal) x 3-5 7(14) 2d+8 6(13) 1 23 8 6 Meria Mistletoe CR II p. 365
Sections: 4-6 (Body / Petal x 3-5) Main Section: None Intelligence: None Perception: Magic Disposition: Hostile
Language: None Habitat: Forest
Unique Skills Rep/Weak: 13/16 Weak Point: Accuracy +1
●Body Initiative: 13 Movement Speed: 10(Crawling)/-
Fortitude: 9(16) Willpower: 9(16)
◯Regeneration = 5 points
At the end of each round, the Body and all remaining Petal sections
recover 5 HP. If a Petal has 0 or less HP, it has no effect on this unique F Style Accuracy Damage Evasion Def. HP MP
skill. Ivy 8(15) 2d+6 8(15) 5 63 22
If the Body has 0 or less HP, this effect disappears.
Unique Skills
●Petal
◯Nutrients Consumption
◯Paralysis Poison/7 (14)/Fortitude/Neg If a character of the Meria or Arbor race is the target of a melee attack, it
If a Petal attack hits, the target suffers a -1 penalty to Accuracy and is preferentially selected as the target. On the other hand, a character with
Evasion check for 10 seconds (1 round). This effect is not cumulative. [◯Poison Immunity] will not be chosen as a target.
This effect is of the poison type.
◯Implantation/8(15)/Willpower/Neg
Loot The target hit by the attack with Ivy is put to sleep, and the target is
Always Crimson Petals (120G/Green A) implanted with a parasite.
2–8 Nothing The target falls asleep on the spot. This sleep is not awakened by the
9+ Red Berries (300G/Green A) passage of time or by natural means. While asleep, the target's maximum
HP is reduced by 1 point every 10 seconds (1 round). If this effect causes
the maximum HP to reach 0, the target dies without making a Death
Description Check.
Plants with large petals as red as blood, these root-less plants will chase This effect is of the psychic type. It can be removed by [Awaken] spell,
prey down, albeit slowly. Also referred to as “flesh-eating flowers,” these [Early Bird] spellsong, or other awakening effects, but the success value
plants will capture both animals and Humanoids alike, slowly dissolving must be compared. Awake Potion cannot be used to remove this effect.
their prey for nutrition.
If the flower is in full bloom and fed a healthy amount of blood, the petals Loot
of the plant can be distilled into quality medicine. Rarely a few fruits of the 2–4 Magical Vine (30G/Green B)
bloody petal can be found as well. 5 – 11 Strong Vine (300G/Green A)
This monster has only one Trunk but has 3 to 5 Petals. The GM can use 12+ Magical Vine (600G/Gold Green A)
2 + (half of 1d) to randomly determine the amount of Petals, if necessary.
The Hoodlings (see p. 58) like to feed their Humanoids to these flowers
and may lure them in by pretending to flee. Description
It is a plant that parasitizes other species and absorbs nutrients from them.
6 Gradient Plum VC
It looks like a clump of sand daisies and usually crawls on the ground.
It is characterized by its ability to frequently change parasite hosts. It
Intelligence: None Perception: Magic Disposition: Hostile generally parasitizes plants, but occasionally it parasitizes humanoids,
Language: None Habitat: Forests barbarous and animals. Among humanoids, the parasite often targets and
Rep/Weak: 13/16 Weak Point: Slashing type damage +3 parasitizes Meria among Humanoids and Arbor (see p. 81) among the
Initiative: 13 Movement Speed: 12(Rotation)/- Barbarous, probably because of their origins.
Fortitude: 8(15) Willpower: 8(15) It is dangerous to encounter it alone, as it’s a humanoid, barbarous, or
animal parasite that can quickly take the life of its host. Since they do not
attack constructs, conjurers are very useful for their cleanup.
F Style Accuracy Damage Evasion Def. HP MP
Slam 8(15) 2d+8 8(15) 6 48 20

Unique Skills
◯Poison, Disease Immunity

◯Change Color
The color of the whole body changes according to the remaining HP; it
turns red when the HP is less than half (24) and purple when the HP is less
than one-fourth (12). Once the color is changed, it does not change back
even if the HP is recovered.

►Juice Splash/7(14)/Fortitude/Neg
Sprays juice around itself. Within “Range: Caster” deals 2d+2 magic
damage to "1 area (3m radius)/5".
If the color of the monster is red, the target is blinded for 1 day after
failing the resistance check. If the color of the monster is purple, the
Gradient Plum gains a +2 bonus to the Standard Values of this unique skill.
Damage and its accompanying effects are all of the disease types.
This unique skill costs 5 MP.

126
Part 2 Monsters

7 Entlet CR II p. 366 8 Giant Fluffball CR III p. 356


Intelligence: Average Perception: Magic Disposition: Neutral Intelligence: None Perception: Magic Disposition: Hostile
Language: Sylvan Habitat: Forest Language: None Habitat: Wilderness
Rep/Weak: 12/18 Weak Point: Fire damage +3 points Rep/Weak: 14/17 Weak Point: Fire damage +3 points
Initiative: 10 Movement Speed: 12/- Fortitude: 10(17) Willpower: 10(17) Initiative: 14 Movement Speed: -/15(Floating)
Fortitude: 11(18) Willpower: 10(17)
F Style Accuracy Damage Evasion Def. HP MP
Branch (Trunk) 9(16) 2d+8 8(15) 9 72 42 F Style Accuracy Damage Evasion Def. HP MP
Branch (Trunk) 9(16) 2d+8 8(15) 9 72 42 Slam (Fluff) 10(17) 2d+10 9(16) 6 78 17
Slam (Fluff) 10(17) 2d+10 9(16) 6 78 17
Sections: 2 (Trunk x 2) Main Section: None Slam (Fluff) 10(17) 2d+10 9(16) 6 78 17

Unique Skills Sections: 3 (Fluff x 3) Main Section: None


●All Sections Unique Skills
►Fairy Magic 6 Level/Magic Power 8(15) ●All Sections
It can use earth, water/ice, light, and dark types.
◯Fluff Body
The monster does not receive a critical hit from blunt weapons and is
◯🗨►Magic Aptitude treated as having a Defense value of 3 points higher against blunt weapons.
They can use the Combat Feats [Targeting], [Hawk Eye],
[Metamagic/Targets], and [Wordbreak].
◯Fire Vulnerability
When the Giant Fluffball is hit by Fire-type damage, it takes an extra 3
Loot
damage.
Always Ent Leaves (100G/Green A)
2–6 Nothing ◯Fluff Scatter/Can’t
7 – 12 Mysterious Seeds (100G/Green A) If the target character (a character who is hit by a Slam or a character who
13+ Mysterious Sapling (500G/Green A) hits this monster with a melee attack) automatically gains 1 "fluff point".
This effect accumulates until the number of "fluff points" reaches 5.
Description ◯Fluff Explosion/Can’t
A giant tree that roams around, using its roots as feet to walk. Entlets are The Fluff section explodes and scatters cotton wool within "Range: Caster"
said to be over 100 years old and have a wide variety of knowledge they when its HP becomes 0. In “Target: 1 area (5m Radius)/15,” gets 1d x “fluff
can be persuaded to share with others. Their leaves are said to be herbs points.” Fluff points are accumulated until the number of points reaches 5
that increase one’s wisdom, and teas brewed with them are top-rated for each target.
among mothers. Entlets tend to be gentle giants and will be friendly if After this effect occurs, the Fluff section automatically fails the Death
treated in kind. Check.

◯Fluff Disease/11(18)/Fortitude/Neg
A character with 1 or more "fluff points" receives "fluff points" of fixed
damage at the end of their turn. This effect is a disease type and lasts for 1
day.
A character can pull out the fluff from "Target: 1 Character" (including
itself) within "Range: Touch" with a Major Action. This makes the target's
"fluff points" automatically reduced by -1.

Loot
2 – 10 Dangerous Fluff (200G/Green A)
11+ Ash Fluff (2,000G/Green S)

Description
Found throughout the continent of Alframe in wastelands with little
fruitfulness, it is a huge mass of cottony hairs up to 3 meters in length. They
are sometimes seen floating in the wind.
It attacks any creature that comes near it and plants hairs on its body. The
hairs absorb the host's life force and sprout as a seedbed.
They are called "Deadly Fluff" by merchants, travelers, and adventurers,
who are told to stay away from them and run away if they see them.

127
9 Green Cemetery CR II p. 367 Unique Skills
●All Sections
Intelligence: None Perception: Magic Disposition: Hostile
►Fairy Magic 2 Level/Magic Power 3(10)
Language: None Habitat: Ruins
Can use earth, water/ice, light, and dark types.
Rep/Weak: 18/21 Weak Point: Fire damage + 3 points
Initiative: 0 Movement Speed: -/- Fortitude: 13 (20) Willpower: 12 (19)
🗨Power Strike II
They can deal an additional +12 damage on their next attack. However,
F Style Accuracy Damage Evasion Def. HP MP any Evasion Check made by them this turn receives a -2 penalty.
None - - 10(17) 0 105 40
🗨Improved Aimed Attack
Unique Skills When attacking, the Living Tree can gain a +4 bonus to Accuracy but
◯Wall Moss receives a -8 penalty to damage dealt when doing so.
It cannot fall prone, nor is it affected by any effect that moves its position
(coordinates or area). Also, it is immune to Throw attacks. ◯Regeneration = 10 points
At the end of each round, Living Tree recovers 10 HP. This has no effect
◯Limited 2 Actions if Living Tree has 0 HP or lower.
Can perform Major Action twice in one round. However, it is limited to
Loot
one each of [►Illusory Light] and [►Toxin Spores].
Always Ent Leaves (100G/Green A) x 1d
◯Inviting Light/12(19)/Willpower/Neg 2–4 Nothing
It produces light that attracts creatures. 5–8 Mysterious Seeds (100G/Green A)
Any character within a "50m radius" of this monster (in Simplified 9+ Mysterious Sapling (500G/Green A)
Combat, all areas) must perform a Willpower at the start of their turn. If
failed, the character tries to get as close as possible with Normal Move. The
character can choose any actions they want to make (actions that can only
Description
be made with Limited Move are not allowed). They are giant walking trees that boast of their huge size and monstrous
A character already in the same position (coordinates or area) as Green strength. Some trees are around 5 meters tall and more than 1,000 years
Cemetery is not affected by this. old.
They are not very intelligent, but they are mild-mannered and honest.
►Illusory Light/Can’t They are proud to be the protectors of the forest and can become friends
It gives a hallucination, so it fights with itself to "Target: 2-3 areas (10m with anyone they meet as long as they are respectful and considerate of the
Radius)/All" and “Range: Caster." forest.
The target must immediately perform an Accuracy check, a Spellcasting
check, or a Performance check (the one with the highest standard value).
Then, the same target must counter it with an Evasion check or Willpower 11 Fungal Parasite CR II p. 368
(those who have mastered the combat feat [Counter] may use an Accuracy Intelligence: Low Perception: Magic Disposition: Hostile
check) and compare the success value against each other. Language: Trade Common Habitat: Forests, Caves, Ruins
The target is unaffected if there is a tie or the opposing side's success value Rep/Weak: 19/22 Weak Point: Fire damage + 3 points
is higher. However, if the opponent fails to do so, the target is knocked Initiative: 15 Movement Speed: 12/-
prone by the illusion. In addition, the target will not be able to move or Fortitude: 14(21) Willpower: 13(20)
take a Major Action on its turn.
In this comparison of success values, all permanent effects or duration
F Style Accuracy Damage Evasion Def. HP MP
apply to both checks. In the opposite Evasion check or Willpower check,
Fist 13(20) 2d+10 12(19) 12 108 12
it is possible to use an item to affect the check.

►Toxin Spores/11(18)/Fortitude/Half Unique Skills


Sprays Toxin Spores within "Range: Caster" and "Target: 1 area (6m ⏩Sporulation/11 (18)/Fortitude/Neg
Radius)/All", and deals 2d+8 poison magic damage to the targets. This unique skill can be used only once per round.
Fungal Parasite spreads reddish-purple spores in "Range: Caster" and
Loot "Target: 1 area (6m Radius)/20", infecting the target with a disease called
Always Green Dye (80G/Green B) x 1d sporotrichosis. This effect is treated as a disease type.
2–6 Fertile Soil (300G/Green A) Character infected with sporotrichosis will have small reddish-purple
7+ Abundant Soil (2,000G/Green S) mushrooms sprouting from all over their body after 1 day, and their all
ability scores will be reduced by -6 points. Fixed characters suffer a -1
penalty for Accuracy, Evasion, Fortitude, and Willpower.
Description If any ability scores reach 0 or 3 full days have passed since the spore
This is a mottled, glowing moss that clings to the outer walls of ruins. The infection, the character will fall into a severe hallucinatory state and cannot
moss and its spores refract light, creating illusions for approaching act at all. The character in this state will spread spores every round,
characters. regardless of their will.
The illusion cannot directly harm, but while it is perceived as a threat, the After a few days of infection, the characters will be lost entirely, and the
spore poison slowly drains the target's strength, leading to death. character becomes Fungal Parasite. If the character has fallen into this state,
it cannot be recovered by effects that heal disease, such as [Cure Disease].

10 Living Tree CR III p. 357 ►Hallucinogenic Spores/13 (20)/Fortitude/ Neg


Intelligence: Low Perception: Magic Disposition: Neutral These blue-violet spores are scattered around the Fungal Parasite, and all
Language: Sylvan Habitat: Forest those in the same skirmish must make a Fortitude check. Those who fail
Rep/Weak: 15/21 Weak Point: Fire damage + 3 points will see the Fungal Parasite as someone close to them and will move to
Initiative: 16 Movement Speed: 14/- protect it from anything and anyone who wishes to do it harm (and will do
Fortitude: 15(22) Willpower: 13(20) nothing else). Even if the Fungal Parasite attacks an affected character, it
will remain under the effect of these spores.
This effect is treated as a disease type.
F Style Accuracy Damage Evasion Def. HP MP
Branch (Trunk) 13(20) 2d+14 12(19) 14 105 58
Branch (Trunk) 13(20) 2d+14 12(19) 14 105 58
Sections: 2 (Trunk x 2) Main Section: None

128
Part 2 Monsters
Loot so it is recommended to slay the Belladonna before the poison spreads
Always Wilted Mushrooms (30G/Green B) throughout the victim's body.
2–7 Nothing
8 – 10
11+
Forest Marvel (2,000G/Green S)
Forest Marvel (2,000G/Green S) x 3 13 Abyss Tree CR III p. 359
Intelligence: Low Perception: Magic Disposition: Hostile
Language: Arcana, Daemonic Habitat: Abyss
Description Rep/Weak: 20/23 Weak Point: Fire damage + 3 points
This monster is a humanoid covered in parasitic mushrooms, feeding the Initiative: 19 Movement Speed: -/- Fortitude: 17(24) Willpower: 16(23)
mushroom as it decomposes. Typically found in dark, damp places, the
Fungal Parasite will attack any humanoid or animal passing by, hoping to
F Style Accuracy Damage Evasion Def. HP MP
infect them and use them as a new host. Fungal Parasite hosts will last for
Slam (Trunk) 15(22) 2d+16 13(20) 11 137 88
a year or two before becoming desiccated husks, drained of all vital
Branch (Branch) 16(23) 2d+14 15(22) 9 105 23
nutrients.
Branch (Branch) 16(23) 2d+14 15(22) 9 105 23
It is possible to save a victim of the Fungal Parasites, though it involves
casting a [Refresh] spell on a host whose HP has been reduced to 0. Sections: 3 (Trunk / Branch x 2) Main Section: Trunk
Rarely, a mushroom called “Forest Marvel” may grow among the various
Fungal Parasites. This mushroom is non-toxic and quite delicious, so it is Unique Skills
valued by many in the culinary community. Additionally, it is thought to ●Trunk
have anti-aging properties, and some elder priests have sent out ►Spiritualism Magic 12 Level/Magic Power 14(21)
adventurers to look for these mushrooms.
◯🗨►Magic Aptitude
12 Belladonna CR III p. 358
They can use the Combat Feats [Multi-Action], [Targeting], [Magic
Convergence], [Magic Control], [Hawk Eye], [Universal Metamagic],
Intelligence: None Perception: Magic Disposition: Hostile [Rune Master], and [Wordbreak].
Language: None Habitat: Forests, Meadow
Rep/Weak: 16/20 Weak Point: Fire damage + 3 points ◯Abyss Connection
Initiative: 12 Movement Speed: 15/- Fortitude: 16(23) Willpower: 14(21) When this monster is in Shallow Abyss, it may share HP with a monster
existing in the same Shallow Abyss. In this case, as long as the target
monster exists in the Shallow Abyss, it can choose to receive the applied
F Style Accuracy Damage Evasion Def. HP MP damage to its HP as fixed damage that would otherwise be dealt to the
Vine (Upper Body) 15(22) 2d+10 14(21) 12 116 14 Trunk section. The distance from the target is not taken into account, and
Slam (Lower Body) 13(20) 2d+12 13(20) 13 128 16 it is not necessary to be visible. Any number of monsters can be the target
Sections: 2 (Upper Body / Lower Body) Main Section: None of this effect.
The HP of the target cannot be used to heal the damage already suffered
Unique Skills by the Trunk section.
●All Sections
◯Regeneration = 9 points
◯Psychic Immunity At the end of each round, Abyss Tree recovers 9 HP. This has no effect
if Abyss Tree has 0 HP or lower.
◯Persistent Poison/16(23)/Fortitude/Neg
If the Belladonna melee attack hits, the target will be poisoned. ●Branch
A character affected by poison immediately suffers 2d poison magic
damage and continues to suffer similar damage every hour (without ◯Attack Obstacle = +4 • +4
Fortitude checks). This effect persists unless the poison is removed, but it The giant body hinders attacks.
is not cumulative. The Trunk section gains a +4 bonus to Evasion checks against melee and
The Belladonna Leaves characters can get when you kill this monster is ranged attacks.
a counterpoison that can remove the effects of this poison without This effect disappears when any Branch section falls to 0 HP or lower.
contested checks. 1 leaf can heal 1 person.
►Toxic Branch/15(22)/Willpower/Neg
●Upper Body Branch strokes "Target: 1 Character" with the Abyss branch and leaves
within "Range: Touch."
►Snaring Vines/14 (21)/Fortitude/Neg The target suffers 2d+15 magic damage and, at the same time, randomly
As a Major Action, the Belladonna can use its Vine to ensnare a target in loses one of its items if it has any of the following items in its inventory:
the same skirmish. If the target fails to resist, they are ensnared, unable to herbs, potions, or medicine. This effect is a curse type.
move, and receive a -4 penalty to Evasion checks. On the turn when any Branch section uses this ability, other Branch
When the target tries to escape, use de-bonding (see p. 71). sections cannot use this ability.
The monster has a large number of vines, and even if it has already
entangled a character with [►Snaring Vines], it can still make a Melee Loot
Attack or a new [►Snaring Vines], regardless of the number of vines, even Always Abyss Tree Branches (1,900G/Green S)
if it has already entangled a character with [►Snaring Vines]. 2–9 Abyss Tree Leaves (300G/Green A) x 1d
10+ Abyss Tree Black Leaves (4,000G/Green S)
Loot
Always Belladonna Leaves (150G/Green A) x 1d
2–8 Nothing Description
9+ Poisonous Flower (500G/Green A) This tree can be found in Shallow Abyss. It does not look much different
from other trees and is difficult to distinguish from a distance.
Description However, it acts with its own will, including casting spells. Its purpose is
to maintain the Shallow Abyss in which it lives.
A Belladonna appears at first glance to be a green-skinned humanoid, but Therefore, it cooperates with monsters protecting Shallow Abyss and
upon closer investigation is actually a plant whose vines have been so takes measures such as sharing HP. Because of its ability to share, it is
entwined with each other they can take the shape of a human. By taking a necessary to find and defeat this tree before clearing the Shallow Abyss.
humanoid shape, the Belladonna can move much more easily to attack
prey and will drain nutrients from anything it has killed, animal or
otherwise. It will also hide in forests, using its plant body to disguise itself
before surprising prey.
The vines of a Belladonna contain a horrific poison, causing high fevers,
nausea, and even death from just a touch. However, the leaves from the
Belladonna's vines can be turned into an antidote for this contact poison,

129
Loot
13 Daemonwood Branch New Always Abyss Tree Leaves (300G/Green A) x 2d
Intelligence: Low Perception: Magic Disposition: Hostile 2–8 Gray Bark (400G/Green A) x 1d
Language: None Habitat: Forests 9+ Magic Bark (4,000G/Gold Green S)
Rep/Weak: 18/21 Weak Point: Fire damage + 3 points
Initiative: 19 Movement Speed: 20/- Fortitude: 17(24) Willpower: 14(21)
Description
This is one of the Living Tree species, which walks using its roots as legs.
F Style Accuracy Damage Evasion Def. HP MP
It has an eerily twisted, humped trunk with countless thin branches.
Fist 18(25) 2d+13 16(23) 8 117 13 This evil plant does not use leaves, but has excellent mental sensitivity
and communicates its will to others in a kind of telepathy. The weak-
Unique Skills minded are overwhelmed by it and become unable to act.
►Daemon Transformation This tree communicates with the Otherworld, and Daemon can be
The monster transforms into a monster of any "Classification: Daemon" summoned by opening the Abyss Gate. The scholars suspect, from its
of 12th level or lower, and all HP and MP are restored, and all effects it bizarre appearance, that it may be a creature that has been modified by the
had been receiving are also lost. From its next turn, it acts as the Daemon Otherworld Daemons to invade this world.
completely.
If it dies, it returns to its original form. In that case, when looting this
monster, use this monster table instead of Daemon's with added +2 bonus 15 Megalomor New
to the loot rolls. Intelligence: High Perception: Magic Disposition: Neutral
Language: None Habitat: Forests, Meadows
Loot Rep/Weak: 20/24 Weak Point: Physical damage +2 points
2–9 Gray Bark (400G/Green A) Initiative: 20 Movement Speed: -/- Fortitude: 20(27) Willpower: 18(25)
10+ Magic Bark (4,000G/Gold Green S)
F Style Accuracy Damage Evasion Def. HP MP
Description None (Stem) - - 16(23) 11 150 60
The Daemonwood tree can shed its branches that have become too thick, Leaf (Leaf) 19(26) 2d+24 17(24) 10 100 40
which in turn can transform into a humanoid creature. These creatures, Leaf (Leaf) 19(26) 2d+24 17(24) 10 100 40
known as Daemonwood Branches, are naked and wander the forest Sections: 3 (Stem / Leaf x 2) Main Section: Stem
hunting animals (and occasionally Humanoids, Barbarous, or Mythical
Beasts). Unique Skills
They bring their catch to their master, the Daemonwood, burring them ●All Section
in the ground for nourishment. ◯Poison Immunity, ◯Disease Immunity, ◯Curse Immunity, ◯Psychic
Despite their low intellect, Daemonwood Branches have good instincts Immunity
to detect danger. If they feel that the person they have found is too strong
for them, they will attempt to lure them to their master, leaving obvious ◯Mana Interference
tracks behind. If this monster succeeds in the Willpower check, treat resistance as
"Neg".
14 Daemonwood New ●Stem
Intelligence: Average Perception: Magic Disposition: Hostile ◯2 Actions
Language: None Habitat: Forest Can perform two Major Actions in one round.
Rep/Weak: 18/22 Weak Point: Fire damage +3 points
Initiative: 19 Movement Speed: 10(Many Legs)/- ►Devour Mana/19(26)/Willpower/Neg
Fortitude: 17(24) Willpower: 16(23) Megalomor absorbs mana from surrounding entities and regains life
force.
F Style Accuracy Damage Evasion Def. HP MP “Target: All Areas (30m Radius)/All” are dealt magic damage to MP
Trunk 18(25) 2d+17 14(21) 12 145 72 of "1/10 of the target's current MP (rounded up)" within "Range: Caster".
After that, the HP of the Stem section is recovered by the sum of the
Unique Skills applied damage.
►Open Abyss Gate
►Full Wave Release/20(27)
Opens Abyss Gate and summons a Daemon, just as a Warlock does.
Megalomor releases a wave that removes all effects on "Range: Caster"
Only Daemons with monster level 13 or lower can be summoned. When
and "Target: All areas (30m radius)/All".
Daemonwood uses this ability, it spends "Monster level x 2" points of MP
This unique skill Success Value is compared with the Success values
for the Daemon it summons. This ability cannot be used if Daemon has
of all effects to be removed, and if Success Value is higher, those effects
already been summoned.
are canceled.
The summoned Daemon acts according to the Daemon Action Chart
However, the effects of poison and disease types are automatically
(see p. 46), but if the roll is 1, the Daemon is sent away without doing
canceled. Using this effect consumes 15 MP.
anything (this monster does need to spend MP for canceling its action).
When a new Daemon is invoked after the Daemon is returned, it cannot
●Leaf
be the same Daemon as the one that was summoned immediately before.
It must be a different type from the previous one. 🗨△Cover I
When this monster is defeated, the summoned Daemon is automatically The effect is the same as the combat feat [Cover I] (see CR I, p. 255).
sent back, and the Abyss Gate that was created disappears. Exceptionally Leaf can only cover Stem section.

⏩Oppressive Will/18(25)/Willpower/Neg ◯Bloodsucking


Within "Range/area: 2(30m)/Target," pressurize the spirit of the "Target: If the Leaf hits, the HP of the Leaf section is restored by the same value
1 Entire Character" with its own thoughts. as the applied damage.
A target who fails a resistance receives a -2 penalty to any action check for
the next 3 minutes (18 rounds). Loot
This effect is of a psychic type and is cumulative without an upper limit. 2–7 Medicinal Leaf Liquid (500G/Gold Green A)
This ability may be used up to three times per round but may not be used 8 – 10 Medicine Leaf Liquid (2,500G/Green S)
more than once on the same enemy in the same round. 11+ Sacred Medicine Leaf Liquid (5,000G/Green S)

130
Part 2 Monsters
►Confusing Scene/20(27)/Willpower/Neg
Description Petal’s tentacles disorient the surrounding characters.
Megalomor is a massive perennial herb that can grow several meters high All characters within "Range: Caster" and "Target: All Areas (30m
with stems and leaves. It thrives in areas with heavy pollution, such as Radius)/All" should roll 1d. If the roll is "1-2", the character cannot take a
poison or dense mana, and is known to eliminate them. Major Action on their turn for 10 seconds (1 round). This effect does not
It is not considered a threat unless touched, but the juice of its leaves has apply to characters other than with five senses perception.
potent disease-curing properties. People with power and wealth sometimes Only one Petal section can use this unique skill each turn.
hire others to collect the leaves. Megalomor sometimes grows in areas
where Mako Stones can be mined in abundance because of its mana- Loot
removing properties. It is sometimes requested to be exterminated, but 2–6 Lightly Glowing Pollen (770G/Gold Green A)
some Barbarous who prefer a polluted environment may try to kill it. In 7 – 10 Glowing Blue Pollen (1,370G/Gold Green S)
such cases, the plant will defend itself with all its might. 11+ White Green Pollen (7,370G/Gold Green S)
If left alone, Megalomor will eventually die out without leaving anything
behind when pollution and mana levels in the environment are sufficiently
reduced. How this non-flowering, non-fruit-bearing, and non-bulb- Description
producing plant continues to grow and reappear in new places remains a
The plant mimics settlements and ruins lined with simple buildings. The
mystery.
plant is a giant flower with a radius of about 30 meters, with six petals that
open in a radial pattern. Mimicry is achieved by deforming the numerous
16 Green Torch CR III p. 360 tentacles that line the petal's surface. Still, there is also an element of
magical illusion, and the monster is assumed to have been modified during
Intelligence: None Perception: Magic Disposition: Hostile the Magic Civilization Period. In the center of each petal is a stamen with
Language: None Habitat: Forests, Mountains, Plains a greenish light at the tip. To the uninitiated, it looks like a tower of green
Rep/Weak: 20/25 Weak Point: Fire damage +3 damage lights that brightly illuminate the entire settlement. This light is due to the
Initiative: 21 Movement Speed: 5(Creep)/- same effect as the symbiotic organisms of the Lunoicos (see p. 122).
Fortitude: 20(27) Willpower: 19(26) During predation, the tentacles on the surface of the petals break their
mimicry, bunch together, and strike at moving objects. The central stamen
F Style Accuracy Damage Evasion Def. HP MP also attacks using its luminescent ability. The roots beneath the petals must
None (Roots) - - 16(23) 13 159 62 be eliminated in order to defeat it, making it a troublesome monster that
None (Stamen) - - 17(24) 12 150 47 should be treated with caution.
Tentacles (Petal) x 6 20(27) 2d+21 18(25) 10 99 13
Sections: 8 (Roots / Stamen / Petal x 6) Main Section: Root, Stamen (All)

Unique Skills
●All Section
◯Mimicry/25/Danger Sense/Neg
It mimics uninhabited settlements and ruins. While mimicking,
characters cannot perform a Monster Knowledge check on this monster.
If a character approaches it unintentionally, they need to make a Danger
check with target number 25, and if it fails, they will be surprised (see CR
I, p. 144). Mimicry will be automatically ended once the monster starts to
act.
This monster can be detected with [Sense Magic].

◯Psychic Immunity

●Roots
◯Under the Petals
Any character wishing to attack or interfere with this monster must roll
1d at the beginning of its turn. If the number of 1d is not greater than the
number of Petal sections of this monster alive, the Roots section of this
monster cannot be chosen as a target, including those affecting a wide area,
and cannot become a target for that turn. Exceptions are magic and effects
that have "Range: 2 (Infinite)" and do not require visibility.

►Nutrient Replenishment
Select any Petal sections with HP of 1 or more, and heal their HP by 60
points total. Sections can be healed in units of 10 points.

►Nutrient Augmentation
In the turn, when this ability is used, the Stamen section will be able to
perform [►Light Wave] twice.

●Stamen
►Light Wave/20(27)/Evasion/Neg
With “Range/Area: 2(30m)/Shot," deals 2d+16 energy magic damage to
"Target: 1 Character".

●Petal
►Undulating Petals/20(27)/Fortitude/Neg
The entire petal undulates violently, shaking the character standing above
it. The character is knocked prone within "Range: Caster," dealing 2d+25
physical damage to "Target: 1 area (6m Radius)/20". Flying, floating, and
other characters that do not have their feet on the ground are not affected
by this effect.
Only one Petal section can use this unique skill each turn.

131
20 Yggdrasil Sapling CR III p. 361
Intelligence: High Perception: Magic Disposition: Neutral
Language: Sylvan Habitat: Forests
Rep/Weak: 18/23 Weak Point: Fire damage + 3 points
Initiative: 20 Movement Speed: -/- Fortitude: 26(33) Willpower: 27(34)

F Style Accuracy Damage Evasion Def. HP MP


None (Trunk) - - 22(29) 19 200 156
Branch (Branch) x 5 25(32) 2d+23 24(31) 17 142 34
Sections: 6 (Trunk / Branch x 5) Main Section: Trunk

Unique Skills
●All Sections
◯Water/Ice Immunity, ◯Earth Immunity

●Trunk
◯3 Actions
The Trunk can perform three Major Actions in one round.

►Fairy Magic 15 Level/Magic Power 27(34)


Can use earth, water/ice, light, and dark types.

◯🗨►Magic Aptitude
They can use the Combat Feats [Targeting], [Magic Convergence],
[Magic Control], [Hawk Eye], [Universal Metamagic], [Double Cast],
[Rune Master], and [Wordbreak].

◯Breath of the World Tree


Yggdrasil Sapling brings the vitality of nature into its body. At the end of
each round, the Trunk sections recover 20 HP and MP.
This effect is lost if the HP of the Trunk section becomes 0 or less.

●Branch
◯Long Branches
An attack on a branch can be made within "Range/Area: 2(20m)/Target".

◯Branch Cover
If the Yggdrasil Sapling's Trunk is attacked by a melee or ranged attack,
a spell with “Area: Shot” with “Target: 1 Character”, a Branch may move
in the way of the attack, taking the damage instead automatically (no
Evasion, Fortitude or Willpower check needed). The branch cannot
reduce damage with its defense or other effects.
Each Branch may only do this once per round. This unique skill is
automatically used when the trunk is attacked, but GM should decide
which Branch will take the hit.
This does not protect the Trunk from “Area: Target” spells or wide-area
effects.

►Branch Dance/Can't
The Yggdrasil Sapling deals “2d x (Remaining Branches) + 5 Physical
damage” to one target in the same skirmish.
This ability cannot be used if even one Branch has completed its Major
Action. Also, after using this ability, the Major Actions of all Branches are
completed.

Loot
Always Yggdrasil Leaf (5,000G/Green S)
2–6 Nothing
7 – 12 Yggdrasil Branch (15,000G/Green SS)
13+ Great Yggdrasil Branch (40,000G/Green SS)

Description
In Raxia, the name “Yggdrasil” is the name of the great World Tree, the
largest tree known to humanity, which has been rooted in Raxia since the
beginning of the Divine Civilization. This young tree is but a sapling of
another Yggdrasil, resulting from a seed flung far from the original tree that
has taken root. Though it is young compared to the original World Tree,
the Yggdrasil Sapling is still large enough to scrape the heavens and cannot
be accurately measured using current equipment. It is said that the history
of Raxia lies engraved in its leaves and branches, and those who can find
even a fallen twig of the tree can find themselves with a wealth of
knowledge.

132
Part 2 Monsters

The characters in "Classification: Undead" have the following abilities in common. These are omitted from the individual
data.

◯Poison Immunity, ◯Disease Immunity, ◯Psychic Type (Weak) Immunity


The Undead are immune to any poison or disease-type effects or damage. They are also immune to psychic-type (weak)
effects.

◯Unstable Healing
Healing effects such as Divine Magic and the items like Unicorn's Horn will damage Undead.
Magitech, Fairy Magic, Nature Magic, etc., will have no effect on the Undead.
Spiritualism Magic and a few other healing effects can restore the Undead's HP.

1 Skeleton CR I p. 416 1+ Revenant CR I p. 416


Intelligence: Low Perception: Magic Disposition: Hostile Intelligence: Low Perception: Magic Disposition: Hostile
Language: None Habitat: Ruins, Cemetery Language: None Habitat: Various
Rep/Weak: 6/11 W. P.: HP Recovery Damage (when deals damage) +3 Rep/Weak: 8/14 W. P.: HP Recovery Damage (when deals damage) +3
points points
Initiative: 10 Movement Speed: 8/- Fortitude: 2 (9) Willpower: 4 (11) Initiative: ※-2 Movement Speed: ※ Fortitude: ※ Willpower: ※

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Weapon 2(9) 2d 2(9) 3 15 - Weapon, etc. ※+2 ※+2 ※-2 ※ ※+10 -

Unique Skills Unique Skills


◯Psychic Immunity ◯Psychic Immunity

◯Bone Body ◯Past Life


A Skeleton is immune to criticals from edged weapons. This monster's strength depends on its strength before it is reborn as a
Revenant. In the various numerical fields, apply the numerical value of the
Loot monster before it was reborn to the places marked with “※”.
2–5 Nothing The level of this monster is equal to “Previous Level + 1”.Revenant also
6 – 10 Sturdy Bones (30G/Red B) inherits combat feats and unique skills. However, it cannot cast spells.
11+ Magical Bones (250G/Gold Red A)
◯Regeneration = 3 points
At the end of each round, a Revenant recovers 3 HP. This has no effect
Description if the Revenant is at 0 HP or lower.
A walking bone corpse filled mana. Their entire body is made of bones
and usually armed with weapons, shields, and armor. They appear in old Loot
battlefields, poorly buried cemeteries, and catacombs and will attack 2–5 Nothing
anyone who approaches them. They may follow the more powerful 6 – 10 Tainted Bones (50G/Red B)
undead and attack the living in packs. 11+ Tainted Skull (300G/Red A)

Description
A Revenant is an undead being created by the death of an impure soul.
Constant resurrections scar one's soul and certain spirits can rise on their
own with enough soulscars. Humanoids, Barbarous, animals, and mythical
beasts can be Revenants.
A Revenant has an intense hatred of the living and will kill without
discrimination. If a Revenant is reduced to 0 HP or lower, it is utterly
destroyed and cannot be revived.

133
2 Ghost CR I p. 417 3 Ghoul New
Intelligence: Average Perception: Magic Disposition: Neutral Intelligence: Low Perception: Magic Disposition: Hostile
Language: Trade Common Habitat: Various Language: None Habitat: Ruins
Rep/Weak: 10/13 Weak Point: Magic damage +2 points Rep/Weak: 8/13 W.P.: HP Recovery Damage (when deals damage), +3
Initiative: 11 Movement Speed: -/10(Floating) points
Fortitude: 5(12) Willpower: 4(11) Initiative: 12 Movement Speed: 11/- Fortitude: 5(12) Willpower: 5(12)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Smash 3(10) 2d 3(10) 0 20 20 Claws 4(11) 2d+2 4(11) 0 30 -

Unique Skills Unique Skills


◯Normal Weapon Immunity ◯Psychic Immunity

►Tempting Lure/4 (11)/Willpower/Neg ►Double Attack


The Ghost whispers to “Target: 1 Entire Character” in “Range/Area: 1 It can attack the same target twice in one action with its Claws.
(10m)/Target”. If the target fails to resist, the Ghost may have that character
move according to the Ghost's whim. ◯Paralyzing Poison/5(12)/Fortitude/Neg
Affected characters cannot move very quickly and cannot use magic or If a Claw attack hits and deals at least 1 applied damage, the target has a -
attack. If the Ghost does not order the character to move, the character 2 penalty to Evasion checks for 30 seconds (3 rounds). This effect is not
will stand in position unconscious. cumulative.
This effect is treated as a psychic type (weak) and lasts for 1 day. This effect is of a poison type.

Loot Loot
2 – 11 Nothing Always Ghoul Toxin Extract (20G/Gold Red B)
12+ Crystal Tears of Resentment (500G/White A) 2–9 Nothing
10+ Ghoul Coin (300G/Gold A)
Description
Ghosts are a manifestation of the thoughts of the dead and dying, given Description
an ethereal form after their original body has passed away. They retain their A Ghoul is an undead that eats rotting corpses. Their “prey” is left to
appearance in life and what knowledge they have learned over their decay for a while after the kill, so that the Ghoul can feed off of the rot and
lifetime, though this may be of questionable usefulness as time passes. corruption. Compared to Zombies, a Ghoul decays at a much slower rate
It also has memories, but most of them are distorted. The strength varies due to the toxin in their system. When the toxin is extracted from the body,
greatly from class to class and from one individual to another (the values it can be used on wood to preserve it.
given here are those of an ordinary person turned into a Ghost without any Additionally, the amber sediment inside a Ghoul's eye can be extracted
particular class, etc.). So, GM might change Ghost data to account for a and solidified into a small disc, which has taken the colloquial name “ghoul
specific individual. coin” among collectors of such objects.

2 Zombie CR I p. 417 3 Skull Bird CR II p. 369


Intelligence: Low Perception: Magic Disposition: Hostile Intelligence: Animal Perception: Magic Disposition: Hostile
Language: None Habitat: Ruins, Cemetery Language: None Habitat: Ruins, Abandoned Houses
Rep/Weak: 7/12 W.P.: HP Recovery Damage (when deals damage) +3 Rep/Weak: 10/13 W.P.: HP Recovery Damage (when deals damage), +3
points points
Initiative: 7 Movement Speed: 10/- Fortitude: 4(11) Willpower: 4(11) Initiative: 10 Movement Speed: 10/16 (Flying)
Fortitude: 6 (13) Willpower: 5 (12)
F Style Accuracy Damage Evasion Def. HP MP
Claws 3(10) 2d+3 3(10) 1 25 - F Style Accuracy Damage Evasion Def. HP MP
Beak 5(12) 2d+4 5(12) 5 19 11
Unique Skills
◯Psychic Immunity Unique Skills
◯Psychic Immunity
🗨Power Strike I
They can deal an additional 4 damage on their next attack. However, any ◯Bone Body
Evasion Check made by them this turn receives a -2 penalty. It is immune to criticals from edged weapons.

Loot ◯Flight
2 Nothing Receives a +1 bonus to Accuracy and Evasion only for melee attacks.
3–4 Zombie Eye (30G/Red B)
5+ Zombie Eye (30G/Red B) x 2 🗨Piercing Attack
When a melee attack deals physical damage to a target, the target's
Defense is halved (rounded up) for that attack. At risk, the monster takes
Description a -1 penalty to Evasion checks.
This is a corpse inhabited by mana and set in motion. It is decomposing
but retains its original form. If the eyeballs are dried, they make good Loot
quality medicine. 2-9 Soulscarred Bird Bones (50G/Red B)
But not every zombie has its eyes in place. Some individuals are missing 10+ Soulscarred Bird Skull (250G/Red A)
parts of their bodies due to decomposition, but as long as their arms and
legs are normal, their abilities are not affected.
Description
This is an undead monster raptor. It has no flesh left but only bones.
They are often found in ruins in swarms, or they can be accompanied by
stronger undead.

134
Part 2 Monsters

3 Dry Corpse CR I p. 418 4 Skeleton Archer CR II p. 369


Intelligence: Low Perception: Magic Disposition: Hostile Intelligence: Low Perception: Magic Disposition: Hostile
Language: None Habitat: Ruins, Cemetery Language: None Habitat: Ruins
Rep/Weak: 8/13 Weak Point: Fire damage + 3 points Rep/Weak: 6/13 W.P.: HP Recovery Damage (when deals damage), +3
Initiative: 13 Movement Speed: 16/- Fortitude: 5 (12) Willpower: 5 (12) points
Initiative: 8 Movement Speed: 18/- Fortitude: 5 (12) Willpower: 6 (13)
F Style Accuracy Damage Evasion Def. HP MP
Claws 5(12) 2d+2 5(12) 2 25 - F Style Accuracy Damage Evasion Def. HP MP
Weapon 6(13) 2d+5 5(12) 5 28 -
Unique Skills
◯Psychic Immunity Unique Skills
◯Psychic Immunity
◯Continuous Attack
If a Dry Corpse successfully hits a target in melee, it may make a second ◯Bone Body
attack against the same target. It is immune to criticals from edged weapons.

Loot ►Bow
2 – 10 Tainted Bones (50G/Red B) With “Range: 2(30m),” it makes a Shooting Attack with a bow, Accuracy
11+ Tainted Skull (300G/Red A) check, and damage are the same as a normal attack.

◯Targeting
Description Stray shots cannot occur.
Like Zombie (see p. 134), it is a corpse in motion, but it differs from
Zombie in that its body tissues are dry and tight, giving it the appearance of Loot
a skeletal Human from a distance. 2–8 Sturdy Bones (30G/Red B)
They are light and agile. If you approach them carelessly, they will cut 9+ Magical Bones (250/Gold Red A)
you down to pieces in no time, and you may lose your life.

Description
3 Bloodling CR III p. 362 It is a Skeleton (see p. 133) armed with a bow and arrows. It responds to
Intelligence: Low Perception: Magic Disposition: Hostile any approaching creature with relentless fire.
Language: Regional Dialect Habitat: Various

4 Death Sword
Rep/Weak: 10/14 W.P.: HP Recovery Damage (when deals damage), +3
points CR II p. 370
Initiative: 12 Movement Speed: 12/24(Flying) Intelligence: Low Perception: Magic Disposition: Hostile
Fortitude: 5(12) Willpower: 6(13) Language: None Habitat: Wilderness, Labyrinths
Rep/Weak: 9/12 Weak Point: Magic damage +2 points
F Style Accuracy Damage Evasion Def. HP MP Initiative: 8 Movement Speed: 14/- Fortitude: 6 (13) Willpower: 6 (13)
Claws 5(12) 2d+2 4(11) 3 24 6
F Style Accuracy Damage Evasion Def. HP MP
Unique Skills Weapon 6(13) 2d+4 5(12) 4 36 18
►Vampire Bite/4 (11)/Evasion/Neg
Bites an enemy character in the skirmish in which it resides, dealing 2d- Unique Skills
1 physical damage. The Bloodling heals HP equal to the applied dealt. ►Blade of Death/5(12)/Evasion/Neg
Death Sword slashes a “Target: 1 Character” within “Range: Touch” with
◯Vampire Body a vengeful blade, dealing 10 curse magic damage.
As long as a Bloodling is under sunlight, it takes 3 magic damage at the
end of its turn and receives a -2 penalty to all Accuracy and Evasion Loot
Checks. This damage cannot be reduced in any way. Always Rusty Sword (50G/Black White B)
2 – 10 Nothing
◯Flight 11+ Ornate Sword Hilt (600G/White A)
A Bloodling receives a +1 bonus to Accuracy and Evasion only for melee
attacks.
Description
Loot A spirit trapped in a sword, the Death Sword possesses a decaying body
2–9 Nothing to carry out its foul grudges. When encountering a stronger opponent, the
10+ Corrupted Ash (300G/Gold A) Death Sword will seek to slay the stronger and possess that body, so it often
looks for stronger and stronger foes to face.
Description
It is a species of Blood Suckers created by Nosferatu (see p. 60), but it is
clearly an inferior species of Blood Suckers. When Blood Suckers are
born, Bloodlings occur at a certain rate, but the reason for this is not clear.
The Bloodlings take on the form of a human with bat wings for arms. At
night, they fly around, emitting a high-pitched, sad cry, targeting the weakest
enemies.
Naturally, where these are seen flying, Nosferatu can be nearby.

135
4 Flying Hands CR III p. 363 5 Adapsia CR III p. 363
Intelligence: None Perception: Magic Disposition: Hostile Intelligence: Average Perception: Magic Disposition: Neutral
Language: None Habitat: Wilderness, Ruins Language: Trade Common, Regional Dialect
Rep/Weak: 9/12 W.P.: HP Recovery Damage (when deals damage), +3 Habitat: Forests, Mountain, Wilderness
points Rep/Weak: 12/15 Weak Point: Fire damage +3 points
Initiative: 11 Movement Speed: -/20(Flying) Initiative: 12 Movement Speed: 15/- Fortitude: 7(14) Willpower: 7(14)
Fortitude: 5(12) Willpower: 5(12)
F Style Accuracy Damage Evasion Def. HP MP
F Style Accuracy Damage Evasion Def. HP MP Weapon 7(14) 2d+5 7(14) 4 39 16
Fist (Right Arm) 7(14) 2d+3 6(13) 4 29 9
Fist (Left Arm) 7(14) 2d+3 6(13) 4 29 9 Unique Skills
Sections: 2 (Right Arm / Left Arm) Main Section: None ◯Normal Weapon Immunity

Unique Skills ◯Fire Vulnerability


●All Sections When the Adapsia is hit by Fire-type damage, it takes an extra 3 damage.
◯Psychic Immunity Loot
2–7 Nothing
🗨Decoy Attack I 8 – 10 Broken Memento (500G/White A)
It gains -2 to Accuracy checks, but the damage is increased by +2 on hit.
11+ Memento (1,000G/White S)
If the declared attack is evaded, the enemy receives a -1 penalty to Evasion
checks for the next 10 seconds (1 round). This effect is cumulative up to -
4 but is lost if the target fails an Evasion check even once. Description
This is an undead person with a corpse-like body. They maintain the
Loot
same appearance as before they were born and are almost indistinguishable
2 – 11 Nothing from the living.
12+ Yellowed Golden Ring (1,000G/Gold White S) For some reason, their souls were not reincarnated but remained in the
corpse. Some resent the world and try to bring misfortune upon it, while
others maintain their reason and intelligence and live in solitary dwellings
Description in remote places. It is said they gather together in some places to form
It is an undead pair of hands flying around from the elbow to the tip. It is pseudo-families.
said that the hands move only in search of the enemy as if they are
wandering around in regret for the death of a fighter who could not exert
their strength in battle. 5 Ghoul Mage New
Intelligence: Average Perception: Magic Disposition: Hostile
4 Bone Hound VC Language: Regional Dialect, Arcana Habitat: Ruins
Rep/Weak: 10/15 Weak Point: Accuracy +1
Intelligence: Animal Perception: Magic Disposition: Hostile Initiative: 13 Movement Speed: 14/- Fortitude: 7(14) Willpower: 8(15)
Language: None Habitat: Ruins
Rep/Weak: 10/13 W.P.: HP Recovery Damage (when deals damage) +3
points F Style Accuracy Damage Evasion Def. HP MP
Initiative: 11 Movement Speed: 20(4 Legs)/- Claws 6(13) 2d+4 6(13) 3 38 24
Fortitude: 6 (13) Willpower: 6 (13)
Unique Skills
►Truespeech Magic 4 Level / Magic Power 7(14)
F Style Accuracy Damage Evasion Def. HP MP
Bite (Head) 7(14) 2d+5 6(13) 5 27 11
Tail (Body) 6(13) 2d+7 5(12) 5 33 14 ◯🗨Magic Aptitude
They can use the Combat Feats [Targeting], [Metamagic/Targets].
Sections: 2 (Head / Body) Main Section: Head
►Double Attack
Unique Skills It can attack the same target twice in one action with its Claws.
●Head
►Poison Breath/6(13)/Fortitude/Half ◯Paralyzing Poison/5(12)/Fortitude/Neg
With “Range/Area: 1(10m)/Shot," spits poison at "Target: 1 Character", If a Claw attack hits and deals at least 1 applied damage, the target has a -
dealing 2d+2 poison magic damage. 2 penalty to Evasion checks for 30 seconds (3 rounds). This effect is not
This effect cannot be used on consecutive turns. cumulative.
This effect is of a poison type.
●Body
Loot
🗨Tail Sweep
The monster can use its tail to attack up to 3 targets in the same skirmish. Always Ghoul Toxin Extract (20G/Gold Red B)
This ability cannot be used on consecutive turns. 2–6 Nothing
7 – 11 Ghoul Coin (300G/Gold A)
Loot 12+ Rare Ghoul Coin (350G/Gold A) x 1d
Always Beast Skull (60G/Red B)
2–9 Nothing Description
10+ Twisted Bones (130G/Red A)
Seemingly identical to the Ghoul (see p. 134), a Ghoul Mage has the
intellect to understand human speech. They prefer to live at the same level
Description as humans, and despite being Ghouls, they eat fresh meat and often use it
to trap creatures.
Bone Hound is an Undead, a grotesque quadruped. Its body is stripped
Rarely will one find a Ghoul Mage with enough mana that it even
of flesh, except for the face, the only remaining part. The skeletal creature
crystallizes in the “Ghoul Coin”. These high-quality coins glitter with an
is unnervingly agile and emits poison from its face, which still clings to some
unearthly pattern and will undoubtedly fetch quite the price to the right
putrid flesh.
collector.

136
Part 2 Monsters

5 Skeleton Soldier CR II p. 370 6 Iceman CR II p. 371


Intelligence: Low Perception: Magic Disposition: Hostile Intelligence: Low Perception: Magic Disposition: Hostile
Language: None Habitat: Ruins Language: Regional Dialect Habitat: Cold Regions
Rep/Weak: 7/14 W.P.: HP Recovery Damage (when deals damage), +3 Rep/Weak: 14/17 Weak Point: Fire damage + 3 points
points Initiative: 14 Movement Speed: 15/- Fortitude: 8 (15) Willpower: 9 (16)
Initiative: 10 Movement Speed: 21/- Fortitude: 6(13) Willpower: 7(14)
F Style Accuracy Damage Evasion Def. HP MP
F Style Accuracy Damage Evasion Def. HP MP Fist 9(16) 2d+9 8(15) 8 49 25
Weapon 8(15) 2d+6 5(12) 7 36 -
Unique Skills
Unique Skills ◯Water/Ice Immunity
◯Psychic Immunity
◯Snow and Ice Mastery
◯Bone Body On snow and ice, it has no penalties due to poor footing.
It is immune to criticals from edged weapons.
►Throw Ice Block/9(16)/Evasion/Neg
🗨Power Strike I Throws a block of ice at "Target: 1 Character" with "Range: 1 (100m)",
They can deal an additional 4 damage on their next attack. However, any dealing 2d+8 water/ice physical damage.
Evasion Check made by them this turn receives a -2 penalty.
◯Freeze/Can't
Loot If a fist attack or [►Throw Ice Block] hits, it will freeze the opponent.
2–7 Sturdy Bones (30G/Red B) This is treated as a Petrifaction (dexterity or agility/-6) (see p. 71).
8+ Magical Bones (250G/Gold Red A) This effect is water/ice type. Also, if the target receiving this effect has HP
or MP reduced by the fire type, this effect will be removed entirely.
If its dexterity or agility reaches 0 target becomes completely petrified
Description (frozen).
It is a Skeleton (see p. 133) armed with a large weapon and armor. It
aggressively attacks and tries to eliminate any approaching creature. Loot
2 – 11 Nothing
12+ Ice Crystal (1,600G/Gold S)
5 Phantom CR I p. 418
Intelligence: Average Perception: Magic Disposition: Hostile
Language: Trade Common Habitat: Various
Description
Rep/Weak: 10/16 W.P.: HP Recovery Damage (when deals damage) +3 This is a monster who died in a snowfield or a snowy mountain and
points became undead. Except for the pale discoloration and coldness of the skin,
Initiative: 13 Movement Speed: -/11 (Floating) it looks almost the same as before its death. The blocks of ice cling to
Fortitude: 6 (13) Willpower: 8 (15) various parts of their former equipment, and they sometimes attack with
ice blocks by throwing them, freezing anything they touch.
F Style Accuracy Damage Evasion Def. HP MP
Fists 6(13) 2d+4 7(14) 0 42 16

Unique Skills
◯Normal Weapon Immunity

►Undead Blessing/5(12)/Optional
It empowers other undead characters within “Range: Self” and “Target:
2-3 area (10m radius/All”. The targets receive a +2 bonus for Accuracy
checks and +2 points to damage for 10 seconds (1 round).
This effect is a curse type.

►Hateful Scream/7(14)/Willpower/Half
Phantom emits a cursed cry to the living at “Range: Self” and “Target: 1
area (6m radius)/All”. All targets except for the undead are dealt 2d+2
curse magic damage.
This ability cannot be used on consecutive turns.

Loot
2–6 Nothing
7 – 10 Old Cloak (200G/White A)
11+ Ancient Cloak (800G/White A)

Description
It is the consciousness of someone that has died, leaving behind a strong
grudge. It reacted with mana and became undead. It takes on the form of
a living being but has no substance and wanders about covered in a white
cloth.
They hate the living with a passion and attack them to welcome new
members into the ranks of the undead. This resentment is feared because
it curses and debilitates the living and empowers the undead, giving them
more power and increasing their threat.

137
6 Skeleton Heavy Archer VC Description
Intelligence: Low Perception: Magic Disposition: Hostile A person drained by a Lesser Vampire (see p. 96) then revived into a
Language: None Habitat: Ruins subservient unlife, a Blood Sucker is still a dangerous monster to
Rep/Weak: 8/15 W.P.: HP Recovery Damage (when deals damage), +3 encounter.
points With pale skin and bloody eyes, they lack the grace of their sires and
Initiative: 10 Movement Speed: 18/- Fortitude: 8 (15) Willpower: 9 (16) stand out as something unnatural. Their memories are distorted. They will
attack humans and animals alike to stave off hunger and thirst.
Due to their vulnerability to sunlight, Blood Suckers move and attack
F Style Accuracy Damage Evasion Def. HP MP solely at night.
Bow 9(16) 2d+9 7(14) 6 48 -

Unique Skills 6 Lanternhead CR III p. 364


◯Bone Body Intelligence: Low Perception: Magic Disposition: Hostile
It is immune to criticals from edged weapons. Language: Barbaric, Arcana Habitat: Unknown
Rep/Weak: 12/15 W.P.: HP Recovery Damage (when deals damage), +3
►Bow points
With “Range: 2(30m),” it makes a Shooting Attack with a bow, Accuracy Initiative: 13 Movement Speed: -/12(Floating)
check, and damage are the same as a normal attack. Fortitude: 8(15) Willpower: 8(15)

◯Targeting & Hawk Eye F Style Accuracy Damage Evasion Def. HP MP


It can shoot with Bow in the skirmish without causing stray shots and Bite 7(14) 2d+7 7(14) 4 48 42
attack through the shielding.

Loot Unique Skills


2–6 Sturdy Bones (30G/Red B) x 1d ►Divine Magic 6 Level/Magic Power 8(15)
7+ Magical Bones (250/Gold Red A)
⏩Fear Curse/8 (15)/Willpower/Half
Within “Range/Area: 1(10m)/Target,” Lanternhead whispers a word of
Description fear curse into the “Target: 1 Character’s” ear and inflicts 1d magical
It is a Skeleton Archer (see p. 135) with a body length of about 2 meters. damage to the target MP.
The bow used is also large, increasing the threat level. Using this ability consumes 3 points of MP. Also, once the target succeeds
in Willpower, it cannot be used on this turn.

6 Blood Sucker CR II p. 372 ◯Nimble


Intelligence: Low Perception: Magic Disposition: Hostile Lanternhead gains a +2 bonus to the Evasion check against ranged
Language: Regional Dialect Habitat: Various attacks.
Rep/Weak: 12/15 W.P.: HP Recovery Damage (when deals damage), +3
Loot
points
Initiative: 13 Movement Speed: 15/- Fortitude: 8 (15) Willpower: 7 (14) Always Missing Bones (80G/Red B)
2–9 Nothing
F Style Accuracy Damage Evasion Def. HP MP 10+ Tainted Skull (300G/Red A)
Claws 8(15) 2d+7 7(14) 6 49 6

Unique Skills Description


◯Continuous Attack The humanoid's head is the only undead part of its body, drifting in
If a Blood Sucker successfully hits a target in melee, it may make a second midair. The entire head is enveloped in a blue luminescence, attacking all
attack against the same target. living things without regard. At times, it can use the Divine Magic of
Immortal Queen Zeides.
⏩Gaze/7 (14)/Willpower/Neg
Blood Sucker may attempt to paralyze with “Target: 1 Character” within
“Range/Area: 50m/Target”. If the target fails to resist the Gaze, they are
paralyzed for 10 seconds (1 round) and cannot take any Minor Actions or
active combat feats.
This unique skill can be used only once per round.

►Vampire Bite/7 (14)/Evasion/Neg


The Blood Sucker bites the target in the same skirmish, dealing 2d+4
Physical damage. The Blood Sucker heals HP equal to the applied dealt.

◯Regeneration = 3 points
At the end of each round, a Blood Sucker recovers 3 HP. This has no
effect if the Blood Sucker is at 0 HP or lower.

◯Vampire Body
As long as a Blood Sucker is under sunlight, it takes 6 magic damage at
the end of its turn and receives a -2 penalty to all Accuracy and Evasion
Checks. This damage cannot be reduced in any way, and the Blood Sucker
cannot use their [◯Regeneration] unique skill.

Loot
2–8 Nothing
9+ Corrupted Ash (300G/Gold A)

138
Part 2 Monsters

7 Jack O'Lantern New 7 Dullahan CR I p. 419


Intelligence: High Perception: Magic Disposition: Hostile Intelligence: Average Perception: Magic Disposition: Hostile
Language: Arcana Habitat: Unknown Language: Arcana Habitat: Unknown
Rep/Weak: 13/17 W.P.: HP Recovery Damage (when deals damage), +3 Rep/Weak: 11/18 W.P.: HP Recovery Damage (when deals damage) +3
points points
Initiative: 14 Movement Speed: -/18(Flying) Initiative: 16 Movement Speed: 25 (4 Legs & Wheeled)/-
Fortitude: 9(16) Willpower: 9(16) Fortitude: 10(17) Willpower: 10(17)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Scythe 8(15) 2d+11 9(16) 6 58 36 Sword (Rider) 10(17) 2d+12 9(16) 5 53 44
Charge (Chariot) 8(15) 2d+14 7(14) 7 62 -
Unique Skills Hoof (Horse) 9(16) 2d+8 8(15) 3 37 22
Hoof (Horse) 9(16) 2d+8 8(15) 3 37 22
►Summoning Arts 6 Level/Magic Power 9(16)
Sections: 4 (Rider, Chariot, Horse x 2) Main Section: Rider
◯🗨►Magic Aptitude
They can use the Combat Feats [Targeting], [Hawk Eye], Unique Skills
[Metamagic/Distance], [Wordbreak]. ●Rider
◯Normal Weapon Immunity
◯Soul Harvesting
If the target is reduced to 0 HP or lower from a Jack O'Lantern's Scythe ►Truespeech Magic, Divine Magic 5 Level / Magic Power 8 (15)
attack, they receive a -10 penalty to their next Death Check.
◯🗨►Magic Aptitude
Loot They can use the Combat Feats [Targeting], [Magic Convergence],
Always Pumpkin Lantern (100G/Green White A) [Violentcast I].
2–6 Rusty Scythe (100G/Black White A)
7 – 10 Large Scythe (600G/Black White A) ●Chariot
11+ Soul Harvesting Scythe (3,000G/Gold Black White S) ◯Iron Body
The Chariot is immune to criticals from edged weapons.
Description ◯Attack Obstacle = Impossible • None
This is a pumpkin-headed monster dressed in a black veil. They wear The Chariot's size hinders attack.
white gloves and hold a scythe in both hands, which is larger than their The Rider cannot be attacked with melee attack. When the Chariot falls
height, and attack with the scythe. to 0 HP or lower, this effect disappears.
They haunt and roam the remote villages at night, looking for victims.
When they kill their prey, they are said to light up their mouths and eyes ●Horse
with bright lights.
🗨Power Strike I
They can deal an additional 4 damage on their next attack. However, any
7 Skeleton Guardian CR II p. 372 Evasion Check made by them this turn receives a -2 penalty.
Intelligence: Low Perception: Magic Disposition: Hostile ◯Less Mobile
Language: None Habitat: Ruins Each time the HP of a Horse section falls to 0 or below, the Dullahan
Rep/Weak: 13/16 W.P.: HP Recovery Damage (when deals damage), +3 movement is reduced by -10.
points
Initiative: 13 Movement Speed: 20/- Fortitude: 8(15) Willpower: 9(16) Loot
2–4 Nothing
F Style Accuracy Damage Evasion Def. HP MP 5–7 Magical Wood (200G/Gold Green A)
Weapon 9(16) 2d+8 7(14) 10 61 - 8 – 12 Premium Magical Wood (500G/Gold Green A)
13+ Mithril (2,600G/Gold S)
Unique Skills
◯Psychic Immunity
Description
◯Bone Body A Dullahan is an immense figure comprised of a headless knight in black
It is immune to criticals from edged weapons. armor, driving a hellish chariot pulled by skeletal horses.
It carries its head in its left arm and sentences a man to death in one year.
◯Bone Dance Anyone who tries to prevent a Dullahan from doing so becomes a target
If Skeleton Guardian has 40 or less HP remaining, it gains a +2 bonus to themselves (though they may not be killed until a year later). It is unclear
Accuracy checks. If it has 25 or less HP remaining, the bonus increases to why Dullahans do what they do, but even if their target hides in a secret
+4. If it has 15 or less HP remaining, its weapon always hits. room or on an isolated island, the Dullahan always appears and attempts
to kill them.
Loot
2–4 Sturdy Bones (30G/Red B)
5+ Magical Bones (250G/Gold Red A)

Description
This is a heavily-armed Skeleton (see p. 133). When it is hit, it shatters,
and its bones fly off, blocking the opponent's view, drawing attention, and
aiding the attacker.

139
section itself receives only the rest of the damage. The damage cannot be
7 Warring Ash CR III p. 364 allocated to a Corpse section whose HP is already 0 or less, but it is
Intelligence: None Perception: Magic Disposition: Hostile acceptable if the HP of the Corpse section becomes 0 or less as a result of
Language: None Habitat: Ruins, Wilderness the allocation.
Rep/Weak: 14/17 Weak Point: Water/Ice damage +3 points
Initiative: 15 Movement Speed: -/20(Floating) ►Raise Dead
Fortitude: 9(16) Willpower: 10(17) Resurrects one Corpse section whose HP is 0 or less, with the maximum
HP.
Using this ability consumes 20 points of MP of the Colored Light section.
F Style Accuracy Damage Evasion Def. HP MP
None - - 10(17) 0 53 11 ●Corpse
◯Coordinated Attack
Unique Skills If an attack on a Corpse section is evaded, the other Corpse section's
◯Fire Immunity, ◯Wind Immunity, ◯Normal Weapon Immunity attacks on that target gain a +1 to the Accuracy check against that target.
This modifier is accumulated for each evaded attack. However, once any
◯Ash Body Corpse section attack hits or the monster's turn is ended, it is lost.
Blunt weapons treat the Defense of Warring Ash as 5 points higher.
Throws deal no damage and have no effect. Loot
Any damage that is not of the recovery effect type cannot be critical. Always Crystal Tears of Resentment (500G/White A)
2–6 Dirty Weapons (300G/Black White A)
◯Shadow Sneak 7+ Engraved Weapon (600G/Black White A)
It is not subject to any movement blocking (see CR II, p. 59) and is not
restricted in any way when attempting to leave the skirmish.
Description
►Cover with Ash/9(16)/Fortitude/Half The souls of warriors who died without redemption have merged and
Within “Range: Touch,” it covers “Target: 1 Character” with its own body become undead. The corpses of the warriors can move and wield weapons,
and suffocates it. The target suffers 2d+7 poison magic damage. In but their bodies are anchored in the mysterious light they carry, which
addition, the target will not be able to make any vocalizations for 10 connects each warrior seamlessly.
seconds (1 round). They have lost most of their sense of self, but they can still communicate.
They harbor a deep hatred of the living and are willing to fight as slaves if
►Gale of Ashes/9(16)/Evasion/Neg they are promised to kill the living. However, if they feel that promises are
Warring Ash rushes through the air in a whirlwind, tearing through not kept, and their desire to kill is not fulfilled, they immediately begin to
anything it touches. Within "Range/Area: 1(20m)/ Breakthrough", the rebel.
targets are dealt 2d+5 wind magic damage.
This ability cannot be used on consecutive turns.
8 Specter CR II p. 373
Loot Intelligence: High Perception: Magic Disposition: Hostile
Always Corrupted Ash (300G/Red A) Language: Arcana Habitat: Labyrinths, Cemetery
Rep/Weak: 14/17 W.P.: HP Recovery Damage (when deals damage), +3
Description points
Initiative: 13 Movement Speed: -/18 (Flying)
The ashes of a corpse burnt to ashes, leaving behind a grudge and Fortitude: 9 (16) Willpower: 11 (18)
becoming undead. It rarely occurs when a person burned to death in a fire
is left unattended or when a corpse is burned carelessly in the open. It is
rare for a corpse that has been officially cremated to become undead. F Style Accuracy Damage Evasion Def. HP MP
These ashes are rising and moving in whirlpools. They are full of Fist 10(17) 2d+4 10(17) 7 66 60
resentment and attack the living without regard.
Unique Skills
8 Corpse Mass CR III p. 365
◯Normal Weapon Immunity

Intelligence: Low Perception: Magic Disposition: Hostile ►Truespeech Magic, Spiritualism Magic 8 Level/Magic Power 12(19)
Language: Trade Common, Regional Dialect Habitat: Ruins, Battlefields
Rep/Weak: 13/16 W.P.: HP Recovery Damage (when deals damage), +3 ◯🗨Magic Aptitude
points They can use the Combat Feats [Targeting], [Magic Convergence],
Initiative: 12 Movement Speed: 15(Many Legs)/- [Magic Control], and [Metamagic/Targets].
Fortitude: 11(18) Willpower: 10(17)
◯Flight
F Style Accuracy Damage Evasion Def. HP MP Receives a +1 bonus to Accuracy and Evasion only for melee attacks.
None (Colored
- - 11(18) 8 71 52 Loot
Light)
Weapon (Corpse 2–9 None
10(17) 2d+10 10(17) 7 63 11 10 – 12 Old Cloak (200G/White A)
x 3+)
13+ Ancient Robe (3,300G/White S)
Sections: 4+ (Colored Light / Corpse x 3+) Main Section: Colored Light

Unique Skills Description


●All Sections
A Specter is believed to be the spirit of a powerful and angry magic user.
◯Cursed Light Often, these spellcasters lived during the age of the Magical Civilization,
A character who makes a melee attack against this monster, regardless of the Magic Civilization period, and their sheer hatred of the living has kept
success or failure, suffers 3 curse fixed damage for each attempt. their form intact. In fact, this hatred drives the Specter to kill anyone it
comes across. For some reason, Specters will only be found at night and
●Colored Light disappear during the day. However, unlike some others, the sun does not
◯Normal Weapon Immunity damage the Specter.

◯HP Sharing
Whenever this section receives damage to HP, half of the applied damage
(rounded up) is allocated as fixed damage to any Corpse section so that the

140
Part 2 Monsters

8+ High Revenant CR II p. 373 Description


Intelligence: Average Perception: Magic Disposition: Neutral This is an irregularly shaped mass of reddish-black liquid. It is believed
Language: Inherited from previous life Habitat: Various to be the result of the thoughts of people who have sunk into bottomless
Rep/Weak: 12/17 W.P.: HP Recovery Damage (when deals damage), +3 swamps. The liquid moves about and constantly changes its shape. It can
points harm living beings due to its toxic composition.
Initiative: ※-2 Movement Speed: ※ Fortitude: ※+2 Willpower: ※+2
9 Banshee CR III p. 366
F Style Accuracy Damage Evasion Def. HP MP Intelligence: Low Perception: Magic Disposition: Hostile
Weapon, etc. ※+2 ※+2 ※-2 ※ ※+20 ※ Language: Arcana Habitat: Various
Rep/Weak: 12/19 Weak Point: Energy damage +3 points
Unique Skills Initiative: 17 Movement Speed: -/21(Floating)
◯Regeneration = 8 points Fortitude: 10(17) Willpower: 13(20)
At the end of each round, High Revenant recovers 8 HP. This has no
effect if High Revenant has 0 HP or lower. F Style Accuracy Damage Evasion Def. HP MP
Claws 10(17) 2d+7 12(19) 10 72 73
◯Past Life
This monster's strength depends on its strength before it is reborn as a
High Revenant. Unique Skills
In the various numerical fields, apply the numerical value of the monster ◯2 Actions
before it was reborn to the places marked with “※” The level of this Banshee can perform two Major Actions in one round.
monster is equal to “Previous Level + 1”.
High Revenant also inherits combat feats and unique skills and spells. ►Truespeech Magic, Spiritualism Magic 7 Level/Magic Power 10 (27)

Loot 🗨Magic Aptitude


Always Tainted Skull (300G/Red A) A Banshee can use the Combat Feats [Universal Metamagic].
2 – 10 Tainted Bones (50G/Red B)
►Maddening Scream/13 (20)/Willpower/ Neg
11+ Tainted Sacrum (2,400G/Red S)
Banshee makes a high-pitched wail within “Range: Caster,” causing
everyone within a “Target: All Areas (20m Radius)/All” to go mad. A
Description character affected by this effect must randomly select a target for their
attacks, casting spells, and other effects. The character is free to choose
They are creatures resurrected by powerful hatred or obsessions from the
actions, use Minor Actions, declare active combat feats, etc.
dead.
The target of an action taken by a frenzied character is chosen at random
The significant difference from the regular Revenant (see p. 133) is that
after checking possible targets by the range and other conditions just before
it retains almost all of its original knowledge and memories. It is often
the Skill Check for the action is taken. This effect lasts for 3 minutes (18
distorted by delusions, but you can converse with High Revenants and
rounds), but it also disappears when the affected character inflicts a total of
negotiate with them. However, they are rarely interested in anything other
45 points of applied damage to a character in their own faction. A character
than relief from their own grudges.
released from the effect of applied damage accumulation cannot receive
High Revenant can be created from Humanoid, Barbarous, Animal, or
Mythical Beast of Adventurer Level or Monster Level 7 or higher. the effect of [►Maddening Scream] for 1 day afterward (if the effect is
released by any other method, it may receive the effect anew). If a character
who has been affected by this effect is affected again, the duration of the
9 Blood Swamp New effect is refreshed, but the accumulated applied damage is until the effect
is removed as it is.
Intelligence: None Perception: Magic Disposition: Hostile This effect is treated as psychic type.
Language: None Habitat: Swamps, Forests Banshee can use this ability only once per round.
Rep/Weak: 16/19 Weak Point: Fire damage + 3 points
Initiative: 14 Movement Speed: 10(Fluid)/- Loot
Fortitude: 12(19) Willpower: 11(18)
2–7 Crystal Tears of Resentment (500G/White A)
8+ Crystal Tears of Sorrow (1,000G/White S)
F Style Accuracy Damage Evasion Def. HP MP
Fist 11(18) 2d+6 10(17) 6 72 40
Description
Unique Skills A Banshee is the vengeful spirit of a woman who died in sorrow after
suffering a terrible betrayal, seeking to share her fate with others. Its
◯Normal Weapon Immunity
screams can shake even the most stoic of adventurers, and it is said that
death comes to those who've heard the wail of a Banshee. Though they
◯Attitude Control
tend to appear as a beautiful woman, Banshees turn as ugly as a mummy
It does not fall prone under any effect.
when unleashing their wail on others. Upon defeat, a Banshee will
disappear entirely, leaving behind only beautiful crystals, physical remnants
◯Morphogenesis of their powerful emotions.
It is constantly wriggling and changing its form.
At the beginning of its turn, roll 1d, and for 10 seconds (1 round), the
damage is increased by the rolled value, and Defense is decreased by the
rolled value.

⏩Blood Strike/10(18)/Fortitude/Half
Withing "Range: Touch", Blood Swamp showers "Target: 1 Character"
with his/her own blood, dealing 2d magic damage and blinding it for 3
minutes (18 rounds). This effect is poison type. This effect can be used
only once per 10 seconds (1 round).

Loot
2–7 Gem (150G/Gold A) x 1d
8 – 10 Nothing
11+ Memento (800G/Gold Black White A)

141
maximum HP is reduced to 0 in this way, they immediately die (no Death
9 Bone Knight CR II p. 374 Check needed).
Intelligence: Average Perception: Magic Disposition: Hostile This effect is treated as a curse type and is permanent. This effect can
Language: Arcana Habitat: Wilderness, Cemetery also be removed with a spell such as the [Remove Curse] spell (which
Rep/Weak: 14/17 W.P.: HP Recovery Damage (when deals damage), +3 requires a success value of at least 20), but it is automatically removed if
points the Mummy who bestowed the curse is defeated. A character who dies with
Initiative: 16 Movement Speed: 30(4 Legs)/- a maximum HP of 0 can only be revived after the curse has been removed.
Fortitude: 13(20) Willpower: 11(18)
◯Fire Vulnerability
When the Mummy is hit by Fire-type damage, it takes an extra 3 damage.
F Style Accuracy Damage Evasion Def. HP MP
Weapon (Rider) 12(19) 2d+13 11(18) 11 77 58 Loot
Hoof (Horse) 11(18) 2d+10 10(17) 8 63 28 2–7 Nothing
Sections: 2 (Rider / Horse) Main Section: Rider 8 – 10 Yellowed Golden Ring (1,000G/Gold White S)
11+ Yellowed Golden Bracelet (2,000G/Gold White S)
Unique Skills
●All Sections Description
◯Normal Weapon Immunity Guardians of the wizard-kings of ancient times, Mummies are dried
corpses wholly covered with bandages. Their loyalty is unwavering even in
●Rider death, and they will mercilessly attack anyone venturing into their king's
►Spiritualism Magic 8 Level /Magic Power 11(18) crypt. A Mummy can also cause a debilitating curse just from touching the
living, so contact is highly discouraged.
◯🗨Magic Aptitude
They can use the Combat Feats [Targeting], [Magic Convergence],
[Magic Control], and [Universal Metamagic]. 10 Ghost Horse New
Intelligence: Low Perception: Magic Disposition: Hostile
►Twin Strike & Double Attack Language: None Habitat: Various
It can make two Weapon attacks each round, though each attack requires Rep/Weak: 15/22 Weak Point: Water/Ice damage + 3 points
its Accuracy check. They may choose to attack different characters with Initiative: 20 Movement Speed: 36(4 Legs)/-
each attack. Fortitude: 15(22) Willpower: 13(20)

●Horse
🗨Power Strike I F Style Accuracy Damage Evasion Def. HP MP
They can deal an additional 4 damage on their next attack. However, any Hoof (Front) 13(20) 2d+10 12(19) 10 87 23
Evasion Check made by them this turn receives a -2 penalty. Hoof (Rear) 13(20) 2d+11 11(18) 10 77 18
Sections: 2 (Front / Rear) Main Section: Front
◯Attack Obstacle = +2 • None
Horse's size prevents enemies from attacking the knight. Unique Skills
The Rider receives a +2 bonus to Evasion checks against melee attacks. ●All Sections
When the Horse falls to 0 HP or lower, this effect disappears.
◯Fire Immunity
Loot
◯Shadow Body
Always Ghostly Reins (900G/White A)
When in shadowy areas or at night, the Ghost Horse automatically melds
2–9 Nothing with the shadows, becoming impossible to see without Darkvision. While
10+ Bone Knight Helmet (4,200G/Black White S) unnoticed, it can also move through otherwise solid obstacles, such as walls
and barriers.
Description However, while being seen by a character, this unique skill is lost.
At first glance, this appears to be a mounted knight in armor. However, ●Front
as the Bone Knight draws near, it's easy to see the skull peering out of the
►Burning Gaze/13 (20)/Fortitude/Neg
armor, its malice towards the living almost tangible. An old knight from the
The Ghost Horse gazes with “Range/Area: 2(20m)/Target” and “Target:
Magic Civilization age is searching for their lost lord and will let nothing get
1 Character”, igniting it and dealing 2d + 10 fire magic damage.
in their way. Though dead for a while, a Bone Knight's swordsmanship and
magical prowess remain as sharp as they were, making the undead knight
a truly fearsome foe. ●Rear
►Kick Away/13 (20)/Evasion/Neg
The Ghost Horse kicks the character in the same skirmish area with both
9 Mummy CR II p. 375 legs. The character is kicked to the rearguard area (Simplified Combat) or
to any direction chosen by the monster (Standard/Advanced Combat) at
Intelligence: Low Perception: Magic Disposition: Hostile
20m, and falls down with "20" points of fall damage.
Language: None Habitat: Ruins
Rep/Weak: 15/18 Weak Point: Fire damage + 3 points
Loot
Initiative: 14 Movement Speed: 14/- Fortitude: 12 (19) Willpower: 12 (19)
Always Fiery Hoof (500G/Gold Red A)
2–6 Evil Eye (400G/Red A)
F Style Accuracy Damage Evasion Def. HP MP 7 – 12 Fiery Evil Eye (800G/Gold Red A)
Arm 11(18) 2d+11 11(18) 9 77 30 13+ Incandescent Evil Eye (3,000G/Gold Red S)

Unique Skills
►Twin Strike & Double Attack Description
It can make two Arm attacks each round, though each attack requires its A pitch-black horse made of shadow with a mane of flames, the Ghost
accuracy check. They may choose to attack different characters with each Horse is dangerous on its own but is often seen as a mount for more
attack. powerful undead. Its eyes are a piercing blood-red, and its body will
occasionally have gouts of flame burst forth.
◯Decaying Curse
If an Arm attack hits, it will reduce the target's maximum HP by the same
amount as the applied damage (never less than 0). If a character's

142
Part 2 Monsters

10 Mad Blood New 10 Rotten Wanderer CR II p. 376


Intelligence: Low Perception: Magic Disposition: Hostile Intelligence: Low Perception: Magic Disposition: Hostile
Language: Regional Dialect Habitat: Various Language: Regional Dialect Habitat: Ruins, Caves
Rep/Weak: 15/18 W.P.: HP Recovery Damage (when deals damage), +3 Rep/Weak: 18/21 W.P.: HP Recovery Damage (when deals damage), +3
points points
Initiative: 15 Movement Speed: 17/- Fortitude: 14(21) Willpower: 12(19) Initiative: 16 Movement Speed: 16/- Fortitude: 15 (22) Willpower: 13 (20)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Claws 13(20) 2d+12 11(18) 10 93 16 Head Butt (Head) 13(20) 2d+12 12(19) 8 99 15
Arm (Right Arm) 14(21) 2d+15 13(20) 7 74 11
Unique Skills Arm (Left Arm) 14(21) 2d+15 13(20) 7 74 11
Kick (Legs) 13(20) 2d+13 12(19) 10 91 14
►Double Attack
Sections: 4 (Head / Right Arm / Left Arm / Legs) Main Section: Head
⏩Gaze/11 (18)/Willpower/Neg
Mad Blood may attempt to paralyze with “Target: 1 Character” within Unique Skills
“Range/Area: 2(50m)/Target”. If the target fails to resist the Gaze, they are ●All Sections
paralyzed for 10 seconds (1 round) and cannot take any Minor Actions or ◯Normal Weapon Immunity
declare Active Combat Feats.
This unique skill can be used only once per round. ●Head
►Spitting Rot/12(19)/Fortitude/Half
►Vampire Bite/12 (19)/Evasion/Neg Spits out a large amount of rotten fluid from its mouth at "Target: 1 area
The Mad Blood bites the target, dealing 2d+9 Physical damage. The Mad (3m Radius)/5" with "Range/Area: 1 (10m)/Shot", dealing "2d+10" disease
Blood heals HP equal to the applied dealt. magic damage.

◯Regeneration = 6 points ●Right Arm/Left Arm


At the end of each round, a Mad Blood recovers 6 HP. This has no effect
if the Mad Blood is at 0 HP or lower.
🗨Cleave II
It attacks with a weapon up to 5 characters within the skirmish in which it
resides.
◯Vampire Body
As long as a Mad Blood is under sunlight, it takes 6 magic damage at the
●Legs
end of its turn and receives a -2 penalty to all Accuracy and Evasion
Checks. This damage cannot be reduced in any way. Additionally, the Mad ◯Attack Obstacle = Impossible • +4
Blood cannot use their [◯Regeneration] unique skill. Monster size hinders attack.
The Head cannot be attacked in melee. Against any ranged attacks, Head
Loot receives a +4 bonus to Evasion checks.
Always Corrupted Ash (300G/Gold A) When the Legs fall to 0 HP or lower, this effect disappears.
2–8 Nothing
Loot
9+ Old Cloak (200G/White A)
Always Decaying Flesh (20G/Red B) x 2d
2 – 10 Rotten Fluid (100G/Red A)
Description 11+ Fizzing Rotten Fluid (1,200G/Red S)
It is a more powerful Blood Sucker (see p. 138). It is rumored that only
the most powerful Nosferatu (see p. 60) can create these monsters.
Description
It is a humanoid undead whose whole body is rotting. It has large bumps
at the joints of their bodies, and their entire bodies are bloated with them.
They appear mainly in ruins and caves. It is not difficult to locate its
territory because it rots surrounding plants just by passing through them,
and its remains are covered with decaying flesh spilled from its body.

143
11 Dullahan Lord CR III p. 367 11 Mummy Lord CR II p. 377
Intelligence: High Perception: Magic Disposition: Hostile Intelligence: High Perception: Magic Disposition: Hostile
Language: Arcana, Magitech Habitat: Unknown Language: Arcana Habitat: Ruins
Rep/Weak: 17/24 Weak Point: Energy damage +3 points Rep/Weak: 16/19 Weak Point: Fire damage + 3 points
Initiative: 22 Movement Speed: 40(Wheeled)/- Initiative: 17 Movement Speed: 14/- Fortitude: 14 (21) Willpower: 14 (21)
Fortitude: 15(22) Willpower: 16(23)
F Style Accuracy Damage Evasion Def. HP MP
F Style Accuracy Damage Evasion Def. HP MP Cane 10(17) 2d+12 11(18) 13 92 75
Sword (Rider) 15(22) 2d+13 12(19) 12 95 123
Slam (Manabike) 14(21) 2d+14 11(18) 13 101 43 Unique Skills
►Truespeech Magic 10 Level/Magic Power 14 (21)
Sections: 2 (Rider / Manabike) Main Section: Rider

Unique Skills ◯🗨►Magic Aptitude


●All Sections They can use the Combat Feats [Targeting], [Magic Convergence],
[Magic Control], [Metamagic/Targets], and [Wordbreak].
◯Normal Weapon Immunity
◯Decaying Curse
◯Iron Body If a Cane attack hits, it will reduce the target's maximum HP by the same
The Dullahan Lord is immune to criticals from edged weapons. amount as the applied damage (never less than 0). If a character's
maximum HP is reduced to 0 in this way, they immediately die (no Death
●Rider Check needed).
►Truespeech Magic, Divine Magic, Magitech 11 Level/Magic Power 15 This effect is treated as a curse type and is permanent. This effect can
(22) also be removed with a spell such as the [Remove Curse] spell (which
requires a success value of at least 22), but it is automatically removed if
◯🗨Magic Aptitude the Mummy Lord who bestowed the curse is defeated. A character who
A Dullahan Lord can use the Combat Feats [Universal Metamagic], dies with a maximum HP of 0 can only be revived after removing the curse.
[Rune Master], and [Multi-Action].
◯Fire Vulnerability
🗨Power Strike II When the Mummy is hit by Fire-type damage, it takes an extra 3 damage.
They can deal an additional +12 damage on their next attack. However,
any Evasion Check made by them this turn receives a -2 penalty. Loot
Always Staff of the Wizard-King (3,000G/Gold White S)
●Manabike 2–7 Yellowed Golden Ring (1,000G/Gold White S)
►Magitech 11 Level/Magic Power 15 (22) 8 – 12 Yellowed Golden Bracelet (2,000G/Gold White S)
13+ Golden Mask (15,000G/Gold White SS)
►Gunfire/14(21)/Evasion/Neg
Has a gun with “Range: 2(30m)” and Maximum Capacity of 5.
Description
◯Targeting It is believed that, in ancient times, royal families from the Magic
Stray shots cannot occur. Civilization period would often have themselves bound and buried in
ornate crypts to keep their family together and protect them from what may
►Sonic Blaster/15 (22)/Fortitude/ Neg lie beyond. A Mummy Lord is unliving proof of such claims and wields
Within “Range: Caster” causes a loud noise around the target, impacting incredible power to preserve the family's crypt. Able to command other
"Target: All Areas (30m Radius)/All". Targets suffer 2d bludgeoning magic Mummies (see p. 142) that were buried alongside them, a Mummy Lord
damage and cannot declare Minor Actions or active combat feats for 10 also has great combat prowess and magical power at its command.
seconds (1 round). Their Accuracy check and Evasion check are penalties While a Mummy Lord is typically only roused from its slumber to deter
by -2. any intruders into the crypt, there are stories of large armies of the undead
This unique skill cannot be used on consecutive turns. attacking settlements under the watchful eye of a Mummy Lord.

◯Downswing
The Rider section deals an extra +2 damage. 11 Rotten Beast New
This unique skill cannot be used when the Manabike falls to 0 HP or Intelligence: Animal Perception: Magic Disposition: Hostile
lower. Language: None Habitat: Ruins, Tombs
Rep/Weak: 18/21 Weak Point: Slashing type damage +3
◯Attack Obstacle = Impossible • None Initiative: 19 Movement Speed: 25(4 Legs)/-
The Manabike size hinders attack. Fortitude: 14(21) Willpower: 13(20)
The Rider cannot be attacked with Melee Attacks. When the Manabike
falls to 0 HP or lower, this effect disappears. F Style Accuracy Damage Evasion Def. HP MP
Bite 15(22) 2d+16 14(21) 6 133 20
Loot
Always Manabike Parts (500G/Black White A)
2–6 Nothing Unique Skills
7 – 12 Mithril (2,600G/Gold S) ◯Double Bite
13+ Pure Mithril (8,800G/Gold S) When dealing damage with a Bite attack, the damage is rolled twice and
added during damage calculation.

Description ►Miasma Breath/13 (20)/Fortitude/Half


An improved Dullahan (see p. 139), the Dullahan Lord still wears beat- Rotten Beast spits miasma with "Range/Area: 2(20m)/Shot" to “Target: 1
up white armor and tucks its head underneath one arm. area (4m Radius)/10”, dealing 2d+14 disease magic damage.
However, the Dullahan Lord is familiar with magitech and takes This ability cannot be used on consecutive turns.
advantage of an ancient Manabike instead of the old horse-drawn carriage.
Loot
Always Skull of a Defiled Mythical Beast (1,500G/Red S)

144
Part 2 Monsters

Description 13 Wraith CR III p. 369


These are mythical beasts whose entire bodies have decayed and become Intelligence: High Perception: Magic Disposition: Hostile
undead. The majority are quadrupeds, but some of them fly in the sky or Language: Trade Common, Arcana Habitat: Unknown
move underwater. Rep/Weak: 16/23 Weak Point: Physical damage +2 points
Initiative: 25 Movement Speed: -/26(Floating)
12 Cursed Artist CR III p. 368
Fortitude: 16(23) Willpower: 19(26)

Intelligence: High Perception: Magic Disposition: Hostile


Language: Arcana Habitat: Ruins F Style Accuracy Damage Evasion Def. HP MP
Rep/Weak: 19/22 Weak Point: Accuracy +1 None - - 17(24) 13 118 112
Initiative: 18 Movement Speed: 20/- Fortitude: 15(22) Willpower: 15(22)
Unique Skills
F Style Accuracy Damage Evasion Def. HP MP ◯Knowledge = Conjurer Class
Bow for Playing Those with Conjurer will automatically succeed in the Monster
15(22) 2d+15 14(21) 9 115 88 Knowledge check for this monster. But they still must roll to know its weak
(Musician)
None (Instrument) - - 15(22) 10 106 48 point.

Sections: 2 (Musician / Instrument) Main Section: Special ►Spiritualism Magic 13 Level/Magic Power 18 (25)
Unique Skills ◯🗨►Magic Aptitude
●All Sections A Wraith can use the Combat Feats [Targeting], [Magic Convergence],
◯Concealed Main Section [Magic Control], [Universal Metamagic], and [Wordbreak].
The Main Section of this monster is randomly selected from Musician
and Instrument section at the time of its appearance and is kept secret. ◯Normal Weapon Immunity
In the Monster Knowledge check during Combat Preparation, if the
success value is equal to or greater than the Weakness, in addition to ◯Fog Body
applying weak points, Main Section will be identified. Blunt weapons treat the Wraith's Defense as 5 points higher.
In addition, the Throw weapon deals no damage to it.
◯🗨Magic Aptitude The Wraith automatically halves the total damage of any incoming
They can use the Combat Feats [Universal Metamagic], [Targeting], Magical damage (or quarters if the spell has “Resistance: Half”).
[Magic Convergence], [Magic Control], and [Hawk Eye].
Loot
●Musician 2 – 12 Nothing
►Truespeech Magic 11 Level /Magic Power 14(21) 13+ Frozen Mana (5,000G/Gold S)

◯Intoxicated by Music
The body is activated in response to spellsongs. Description
If the Musician section is under the effect of any spellsong, its HP is A Wraith is a body from which the soul has departed and become
recovered by 8 points at the end of its turn. animated. It can manifest as a living agglomeration or as a dead rift after
the physical body's death, rendering it unresponsive. Wraiths cannot pass
●Instrument through walls but can traverse small spaces. They are immune to physical
►Basic Spellsongs 10 Level/15(22)/All Areas (50m Radius) attacks but can be harmed by silver and magic weapons.
In addition to Basic 5th level Spellsongs (see CR II, p. 192), it can use Each Wraith's strength varies depending on the individual before
[Dare]. becoming a Wraith. When a Conjurer uses the [Wraith Form] spell (see
CR III, p. 141), they take on this form. Some individuals become Wraiths
►[Finale: Dance of the Fire Dragon]/15(22)/Willpower/Half by receiving the same effect as magic from magic-powered items or traps.
It uses [Finale: Dance of the Fire Dragon] at "Range: 2(50m)", dealing These Wraiths cannot return to their bodies and remain as Wraiths.
2d+15 fire and wind magic damage to up to 5 targets. Whether the caster is dead or alive makes no difference. However, a dead
This ability cannot be used on consecutive turns. Wraith can be dispelled by magic or by removing the effect to return to the
body, while a live one cannot. The Wraith's body core is cold to the touch,
and in rare cases, its magic power can freeze and form a gem.
◯Magic Repeat
The same magic cast by the Musician section in the same round is cast by
the Instrument section with the exact same target and the same success
value. The same amount of MP is consumed from the Instrument section.

Loot
Always Baffling Sheet Music (800G/White A)
2–9 Nothing
10 – 12 Vintage Instrument (2,600G/Green White S)
13+ Antique Instrument (12,600G/Green White SS)

Description
This is a figure of a past musician who could not let go of their obsession
with their own music and became undead, continuing to perform even after
their death. This is the result of a musician of the Magic Civilization Period
who tried to use their strong spellsongs.
They are eccentric and stubborn and will not tolerate anyone who
interferes with their playing. They are known to have several types of
musical instruments in their hands, including a large keyboard. There are
various theories about the source of their obsession, the musician or the
instrument.

145
Psychic effect, gives a -2 penalty to all Action rolls for the next 30 seconds
14 Undead General CR III p. 370 (3 rounds).
Intelligence: Low Perception: Magic Disposition: Hostile This effect is treated as psychic type.
Language: Arcana Habitat: Ruins
Rep/Weak: 16/20 W.P.: HP Recovery Damage (when deals damage), +3 🗨Simultaneous Attack
points A Giant Zombie's Weapon can attack all characters in the same skirmish.
Initiative: 19 Movement Speed: 23/- Fortitude: 16(23) Willpower: 17(24) Each Accuracy Check is made with a -2 penalty.

●Lower Body
F Style Accuracy Damage Evasion Def. HP MP
◯Attack Obstacle = +4 • None
Weapon 18(25) 2d+18 18(25) 18 128 -
A Giant Zombie's height prevents enemies from attacking it. The Upper
Body receives a +4 bonus to Evasion checks against melee attacks. This
Unique Skills effect disappears when the Lower Body falls to 0 HP or lower.
◯Psychic Resistance
Undead General gains a +4 bonus when it makes a Willpower roll against Loot
any psychic type spell or unique skill. Always Giant Rotting Weapon (500G/Black White A)
2–6 Nothing
◯Bone Body 7 – 12 Gold Bracelet (5,000G/Gold White S)
An Undead General is immune to criticals from edged weapons. 13+ Giant's Treasure (10,000G/Gold SS)

►4 Attacks (At Random)


The Undead General makes four attacks, swinging the weapon around in Description
both hands. For each attack, the target is chosen at random from the list of Giant Zombie is born from the corpse of a Giant (see p. 61). These are
possible melee attackers. just a few examples of Giant Zombies, and the strength of Giant Zombies
varies greatly depending on the race and the individual.
◯Continuous Attack II
If an Undead General successfully hits a target in melee, they may make
a second attack. They can make a third attack against the same target if a 18 Dark Hierophant CR III p. 372
second attack hits.
Intelligence: High Perception: Magic Disposition: Hostile
Language: Arcana, Drakish, Basilisk, Daemonic Habitat: Ruins, Abyss
◯Painful Strike Rep/Weak: 25/28 W.P.: HP Recovery Damage (when deals damage), +3
If the 2d roll of the damage roll is 10 or more, the damage is increased points
by an additional +12 points. Initiative: 25 Movement Speed: 18(Many Legs)/-
Fortitude: 22(29) Willpower: 23(30)
🗨△Cover I
The effect is the same as the combat feat [Cover I] (see CR I, p. 256).
F Style Accuracy Damage Evasion Def. HP MP
Loot Cane (Body) 22(29) 2d+24 21(28) 14 161 206
Always Well-kept Weapon (1,000G/Black White S) Fist (Palanquin) 24(31) 2d+21 20(27) 16 145 26
2 – 12 Well-kept Weapon (1,000G/Black White S)
Sections: 2 (Body / Palanquin) Main Section: Body
13+ Royal Treasured Sword (8,000G/Gold Black White S)
Unique Skills
Description ●Body
The Undead Generals were specially created by ancient wizard-kings to ►Divine Magic 15 Level/Magic Power 23(30)
guard their treasures.
These warriors are skilled at launching swift and powerful attacks, making ◯🗨Magic Aptitude
them formidable in melee combat. However, they possess low intelligence They can use the Combat Feats [Multi-Action], [Targeting], [Magic
and can only carry out orders. Still guarding the wizard-king's secret Convergence], [Magic Control], [Universal Metamagic], [Double Cast],
underground laboratories and treasure vaults, they are an extremely [Critical Cast II], [Rune Master].
formidable adversary for any adventurers.
●Palanquin
►3 Attacks (Free)
15 Giant Zombie CR III p. 371 A countless number of ghosts swarm and attack three times per round,
Intelligence: Low Perception: Magic Disposition: Hostile with separate Accuracy checks and choosing whether to attack the same
Language: None Habitat: Various target again or a different target.
Rep/Weak: 13/20 Weak Point: Physical damage +2 points
Initiative: 19 Movement Speed: 25/- Fortitude: 20(27) Willpower: 18(25) ◯Attack Obstacle = Impossible • +4
The Body cannot be attacked in melee. Against any ranged attacks, Body
receives a +4 bonus to Evasion checks.
F Style Accuracy Damage Evasion Def. HP MP
This effect disappears when the Palanquin section falls to 0 HP or lower.
Weapon (Upper
19(26) 2d+20 17(24) 16 132 20
Body)
◯Wall of Believers
Kick (Lower
20(27) 2d+16 16(23) 18 142 10 The Body section cannot be a target for the effects with "Target: 1
Body)
Character", "Target: 1 Character X", and "Target: X area (YY radius)/Z"
Sections: 2 (Upper Body / Lower Body) Main Section: Upper Body unless it wishes to be (it still can be targeted by "Target: 1 Entire Character"
and "Target: X area (YY radius)/All).
Unique Skills This effect is lost when the Palanquin section HP falls to 0 or less.
●All Sections
◯Regeneration = 10 points ►Praise the Hierophant
At the end of each round, each section of Giant Zombie recovers 10 HP. The departed sacrifice themselves and offer distorted prayers to the being
This has no effect if the section has 0 HP or lower. above the palanquin. This ability costs 10 HP and MP to the Palanquin
section.
●Upper Body The Body section heals HP and MP by 10 points immediately and gets a
►War Cry/18 (25)/Willpower/Neg +2 bonus to action checks for 10 seconds (1 round).
The Giant Zombie unleashes a powerful yell, causing fear for "Range:
Caster" and "Target: 2-3 areas (10m Radius)/All". This fear, treated as a

146
Part 2 Monsters

●Body
Loot ►Twin Strike & Double Attack
Holy Symbol of the Evil God (600G/Black White A) x A Dragon Zombie can make two Claw attacks each round. They may
Always
2d choose to attack different characters with each attack.
2 – 10 Nothing
11+ Hierophant's Cloak (11,100G/White SS) ◯Miasma Claws/24(31)/Fortitude/Neg
The target is weakened if the target is hit by a Claw attack. Target's
strength is reduced by -6.
Description This effect is permanent and accumulative; a character whose strength
This is an evil hierophant, who worshipped and glorified the evil gods, falls to 0 or less dies without making a Death Check.
and became undead by involving their followers. Even in death, they are In the case of a fixed value character, each time it is affected by this effect,
still worshipped by the souls of the dead. its damage is reduced by -1, and it will die if it is affected by the effect
The hierophant themself has no special abilities, though they are a high "Monster Level/5 (rounded up) + 2” times in total.
priest. However, they are strengthened by the palanquin that carries them, This effect is of the disease type.
and their power baptizes the living into death and makes them new
believers. ◯Attack Obstacle = +4 • None
A Dragon Zombie's height prevents enemies from attacking it. The Head
receives a +4 bonus to Evasion checks against melee attacks. When the
20 Dragon Zombie CR III p. 372 Body falls to 0 HP or lower, this effect disappears.
Intelligence: Low Perception: Magic Disposition: Hostile
Language: None Habitat: Ruins ●Wing
Rep/Weak: 20/27 W.P.: HP Recovery Damage (when deals damage), +4 🗨All-Out Attack
points A Wing can deal an additional 8 damage on its next attack. However, any
Initiative: 21 Movement Speed: 20(4 Legs)/- Evasion check made by this section this turn receives a -3 penalty.
Fortitude: 27(34) Willpower: 27(34)
●Tail
F Style Accuracy Damage Evasion Def. HP MP 🗨Tail Sweep
Bite (Head) 25(32) 2d+24 25(32) 18 187 61 The monster can use its tail to attack up to 5 targets in the same skirmish.
Claw (Body) 26(33) 2d+22 22(29) 20 218 54 An Accuracy check is made on all characters at once, and damage is
Wing (Wing) 23(30) 2d+20 23(30) 15 156 51 determined individually.
Wing (Wing) 23(30) 2d+20 23(30) 15 156 51 This attack cannot be used in consecutive rounds.
Tail (Tail) 24(31) 2d+22 23(30) 19 184 49
Loot
Sections: 5 (Head / Body / Wing x2 / Tail) Main Section: Head, Body (All)
Always Decaying Dragon Scales (10,000G/Red SS)
Unique Skills 2–6 Dragon Jewel (7,000G/Red S)
●All Sections 7 – 12 Dragon Jewel (7,000G/Red S) x 2
13+ Dragon's Treasure (20,000G/Gold SS)
◯Miasma Vortex
The Dragon Zombie is surrounded by a protective veil of miasma and
gains a +4 bonus to Evasion checks against ranged attacks. Description
Dragon Zombies are the reanimated corpse of a dragon that decayed over
◯Regeneration = 10 points
a number of years and returned to unlife after being corrupted. Typically,
At the end of each round, each section of Dragon Zombie recovers 10
Dragon Zombies are of lower intelligence due to their brain having
HP. This has no effect if the section has 0 HP or lower.
decomposed over the years, but rarely are there intelligent Dragon
Zombies capable of speech and magic. However, the organs that would
●Head
produce fire in a living dragon have rotted and decayed, and now the
►Poison Breath/25(32)/Fortitude/Half Dragon Zombie can only exhale a rotten miasma.
With "Range/Area: 2(20m)/Shot" and “Target: 1 area (6m Radius)/20", it Often, Dragon Zombies have some sort of unfinished business in the
breathes putrid gas dealing 2d+25 poison magic damage. world of the living, whether to get revenge on their slayer, to protect the
This unique skill cannot be used on consecutive turns. remnants of their plundered horde, or something else altogether. The need
to take care of this business drives the Dragon Zombie to the point where
nothing will stand in their way in order to accomplish their goals.

147
The characters in "Classification: Constructs" have the following abilities in common. These are omitted from the individual
data. This is the same as that of characters of "Classification: Magitech".

◯Poison Immunity, ◯Disease Immunity, ◯Psychic Type Immunity


Constructs and magitechs are immune to poison or disease effects or damage. They are also immune to psychic effects.

◯Partial Healing Immunity


Effects of healing Construct HP are very limited and come only from Spiritualism Magic and some special items.
Healing effects such as Divine Magic, Fairy Magic, and Nature Magic cannot restore Construct's HP.
Magitech also have the same restriction, with a few exceptions.

◯Can be Detected
The constructs and magitechs can be detected by the [Sense Magic] spell and similar effects.

1 Ghast CR I p. 420 2 Ghast Lurker New


Intelligence: Servant Perception: Magic Disposition: Hostile Intelligence: Servant Perception: Magic Disposition: Instructed
Language: None Habitat: Forests, Ruins Language: None Habitat: Unknown
Rep/Weak: 5/10 Weak Point: Physical damage +2 points Rep/Weak: 5/11 Weak Point: Physical damage +2 points
Initiative: 9 Movement Speed: 15/- Fortitude: 2 (9) Willpower: 2 (9) Initiative: 8 Movement Speed: 15/- Fortitude: 4 (11) Willpower: 3 (10)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Smash 3(10) 2d+2 2(9) 0 14 - Smash 4(11) 2d+4 3(10) 1 18 -

Unique Skills Unique Skills


None. None.

Loot Loot
2–9 Nothing 2–9 Nothing
10+ Magical Stone (250G/Gold A) 10+ Magical Stone (250G/Gold A)

Description Description
A lost soul bound to a shadow, Ghasts live a sorry existence. Originally This is a slightly grown-up Ghast, about the size of an adult Human,
thought to have been created during the Magic Civilization period, Ghasts otherwise the same as a Ghast.
continue to spawn and thrive today in the shadows of civilization. The In rare cases, there are Ghast Lurkers that act of their own volition.
reason for their creation has been forgotten to time, though their extremely
gaunt frame and pitch-black body are difficult to forget. Ghasts are not
known to be solitary, so if one is seen, others are sure to follow.
Occasionally, Ghasts will be summoned by Barbarous carrying magical
stones. These stones are given to the regular members by Drakes, who
keep close the secret of manufacturing.

148
Part 2 Monsters

2 Cheap Stone CR I p. 420 3 Culvert Slime KF


Intelligence: None Perception: Magic Disposition: Hostile Intelligence: None Perception: Magic Disposition: Instructed
Language: None Habitat: Caves, Ruins Language: None Habitat: Ruins
Rep/Weak: 7/10 Weak Point: Energy type damage +3 Rep/Weak: 10/13 Weak Point: Fire damage + 3 points
Initiative: 8 Movement Speed: 8 (Rotation)/- Initiative: 8 Movement Speed: 8(Flowing)/-
Fortitude: 3 (10) Willpower: 3 (10) Fortitude: 6(13) Willpower: 6(13)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Slam 3(10) 2d+1 4(11) 3 13 - Slam 5(12) 2d+3 3(10) 4 28 20

Unique Skills Unique Skills


►Crawl In/2(9)/Danger Sense/Neg ◯Soft Body
It moves under the feet of “Target: 1 Character” within “Range: Touch” Blunt weapons treat the Defense of Culvert Slime as 5 points higher.
and causes the target to fall prone.
◯Mucus of Disease/4(11)/Fortitude/Neg
Loot A target hit by a Slam has its Dexterity and Agility reduced by -2 points.
2–9 Nothing For monster characters, roll 1d. It has its Accuracy check reduced by 1d if
10 - 11 Mako Stone (1 pts.) (50G/-) the roll is "1-3" and its Evasive check reduced by -1 point if the roll is "4-6".
12+ Mako Stone (2 pts.) (100G/-) This effect is a disease type and lasts until it is removed.

Loot
Description 2–6 Nothing
These are palm-sized rocks found at Magic Civilization Period sites, etc. 7 – 10 Tainted Mucus (80G/Red B)
They are monsters that were moved out of the ground during the mining 11+ Soulscarred Mucus (440G/Red A)
of mako stone, etc. They were called scrap stones or cheap stones and were
considered of little or no value.
When a creature with mana approaches, it may start to move. It does not Description
fly but only rolls and moves. This is a Mucus construct that can grow up to 1 meter long. It inhabits
They have no purpose for their behavior but move around and places where the smell of decay is present, and is believed to have been
sometimes bump into each other. However, they are sometimes found created to clean up dirty areas such as dark walls and sewers. It absorbs
clustered together in piles of soil, and there have been sightings of them anything it comes into contact with and takes it into its body, giving it a
gathering at the feet of people in ruins. black and muddy appearance like sludge. When discovered, it is typically
exterminated by burning it with fire.

3 Gargoyle CR I p. 421
Intelligence: Servant Perception: Magic Disposition: Instructed 3 Door Limiter CR I p. 421
Language: None Habitat: Ruins Intelligence: Servant Perception: Magic Disposition: Instructed
Rep/Weak: 9/14 Weak Point: Bludgeoning type damage +3 Language: None Habitat: Ruins
Initiative: 12 Movement Speed: 15/30 (Flying) Rep/Weak: 9/12 Weak Point: Physical damage +2 points
Fortitude: 4 (11) Willpower: 4 (11) Initiative: 10 Movement Speed: -/5 (Floating)
Fortitude: 5 (12) Willpower: 5 (12)
F Style Accuracy Damage Evasion Def. HP MP
Claws 5(12) 2d+4 4(11) 3 26 - F Style Accuracy Damage Evasion Def. HP MP
Slam 5(12) 2d+7 3(10) 5 22 -
Unique Skills
◯Mimicry/12/Danger Sense/Neg Unique Skills
It mimics a stone statue. While mimicking, characters cannot perform a ◯Mimicry/11/Danger Sense/Neg
Monster Knowledge check on this monster. If the character approaches it It mimics a door. While mimicking, characters cannot perform a
unintentionally, they need to make a Danger check with target number 12, Monster Knowledge check on this monster. If the character approaches it
and if it fails, they will be surprised (see CR I, p. 144). unintentionally, they need to make a Danger check with target number 11,
Mimicry will be automatically ended once the monster starts to act. This and if it fails, they will be surprised (see CR I, p. 144). Mimicry will be
monster can be detected with [Sense Magic]. automatically ended once the monster starts to act.
This monster can be detected with [Sense Magic].
◯Flight
Receives a +1 bonus to Accuracy and Evasion only for melee attacks. ◯Throw
If the melee attack hits, the target is knocked to the ground and falls
Loot prone.
2–7 Sharp Stone (20G/Black B)
8+ Enchanted Stone (250G/Gold A) Loot
2–6 Nothing
7 – 11 Magical Wood (200G/Gold Green A)
Description 12+ Premium Magical Wood (500G/Gold Green A)
A variety of golem with both claws and wings, a Gargoyle is a beast of
stone animated by long-lost magic. Gargoyles were famous guardians of the
Magic Civilization period, and most seen today are still following Description
instructions given to them from that time. While Gargoyles seem to act as It is a construct disguised as a door in the corridors of labyrinths, ruins,
living beings, they can choose to camouflage themselves as stone, taking and discarded mansions. Generally, they are responsible for repelling
advantage of unaware and careless adventurers. intruders, remaining completely motionless until an enemy approaches, at
which point they attack as soon as they get close enough to open the door.

149
4 Ghast Knight CR I p. 422 5 Deck Chest Trap CR III p. 374
Intelligence: Servant Perception: Magic Disposition: Instructed Intelligence: Servant Perception: Magic Disposition: Instructed
Language: None Habitat: Ruins Language: None Habitat: Ruins
Rep/Weak: 7/13 Weak Point: Physical damage +2 points Rep/Weak: 9/13 Weak Point: Accuracy +1
Initiative: 11 Movement Speed: 8/- Fortitude: 7(14) Willpower: 4(11) Initiative: 12 Movement Speed: 14/- Fortitude: 8(15) Willpower: 8(15)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Weapon 6(13) 2d+8 5(12) 2 32 - Arms 7(14) 2d+6 6(13) 6 39 -

Unique Skills Unique Skills


None. ◯Mimicry/15/Danger Sense/Neg
It can mimic treasure chests, furniture, and doors. While mimicking,
Loot characters cannot perform a Monster Knowledge check on this monster.
2–6 Nothing If a character approaches it unintentionally, they need to make a Danger
7 – 11 Magical Stone (250G/Gold A) check with target number 15, and if it fails, they will be surprised (see CR
12+ Dense Magic Jewel (700G/Gold A) I, p. 144). Mimicry will be automatically ended once the monster starts to
act.
This monster can be detected with [Sense Magic].
Description
These Ghast Knights have been trained to use weapons and still retain ►Twin Strike & Double Attack
some martial prowess from when they were once alive. Now able to fight A Deck Chest Trap can make two Smash attacks each round.
and move efficiently, their understanding of commands has grown as well. They may choose to attack different characters with each attack.
They can be seen commanding other weaker Ghasts (see p. 148).
◯Capture
If both Smash attacks from [►Twin Strike & Double Attack] hit the
4 Trap Mixer New target, the target becomes entangled by Deck Chest Trap. The target will
Intelligence: Servant Perception: Magic Disposition: Instructed not be able to move, and from the next round on, any attack from this
Language: None Habitat: Ruins monster to the entangled target will automatically hit.
Rep/Weak: 11/14 Weak Point: Bludgeoning type damage +3 points When the target tries to escape, use de-bonding (see p. 71).
Initiative: 11 Movement Speed: 10(4 Legs)/-
Fortitude: 6(13) Willpower: 6(13) Loot
2–5 Nothing
6–9 Magical Wood (200G/Gold Green A)
F Style Accuracy Damage Evasion Def. HP MP
10+ Premium Magical Wood (500G/Gold Green A)
Feathers 6(13) 2d+3 4(11) 4 38 -

Unique Skills Description


◯Rotary Conversion A Deck Chest Trap can disguise itself as a variety of ordinary furniture,
Whenever the monster receives 1 point or more physical damage, the such as bookcases, doors, beds, etc. It can move its strong arms and two
monster's physical damage and magic damage are increased by 1 point for small legs in and out at will.
10 seconds (1 round). This effect is stacks until it reaches a maximum of 4
points.
5 Homunculus CR I p. 422
►Whirlwind/5(12)/Willpower/Half Intelligence: Average Perception: Five senses Disposition: Neutral
Trap Mixer creates a magical wind around itself. It deals 2d wind magic Language: Trade Common, Arcana Habitat: Various
damage to all opponents in the same skirmish area. Rep/Weak: 10/15 Weak Point: Physical damage +2 points
This ability cannot be used on consecutive turns. Initiative: 14 Movement Speed: 16/- Fortitude: 7(14) Willpower: 8(15)
►Howling Wind/6(13)/Willpower/Half
Trap Mixer sends wind blade far. With “Area: Shot” it deals 2d+2 F Style Accuracy Damage Evasion Def. HP MP
slashing magic damage to target 1 character within "Range: 1(10m)". Weapon 7(14) 2d+4 6(13) 6 39 37
This ability cannot be used on consecutive turns.
Unique Skills
Loot ►Truespeech Magic, Spiritualism Magic 3 Level / Magic Power 6 (13)
2–7 Nothing
8+ Enchanted Oak Branch (200G/Gold Green A) ◯🗨►Magic Aptitude
They can use the Combat Feats [Targeting], [Magic Convergence],
Description [Hawk Eye], [Metamagic/Targets] and [Wordbreak].
This is a 2-meter-long, insect-like construct that lacks wings for flying. Loot
Instead, three to five spinning gears are attached to its back near the top, Always Jelly-like Material (100G/Red A)
and it strikes opponents by creating razor winds through the violent 2 – 12 Nothing
rotation of these gears.
13+ Ancient Writings (2,000G/White S)
Attacking the gears on the wings increases the speed of rotation and
produces stronger winds. It is worth noting that this type of aircraft was
initially used for autonomous air cages and other non-combat roles. Description
It is an artificial Human that is believed to have been created during the
Ancient Magic Civilization period. Although they are completely Human-
like in appearance, they are always expressionless and do not change their
facial expressions.
Homunculi were a major source of inspiration for the creation of
Runefolk.

150
Part 2 Monsters

6 Shadow Teamster VC Description


Intelligence: Servant Perception: Magic Disposition: Instructed This construct is a pile of junk that has gained consciousness. Its body is
Language: None Habitat: Ruins composed entirely of debris, garbage, pieces of wood, and stone, and it
Rep/Weak: 13/16 Weak Point: +2 Magic Damage changes shape as it moves. In rare cases, special objects or rare ores may
Initiative: 14 Movement Speed: 15/- Fortitude: 8(15) Willpower: 8(15) be mixed in with its body. When it moves violently, it self-destructs and
scatters junk around itself.

F Style Accuracy Damage Evasion Def. HP MP


Weapon (Body) 8(15) 2d+7 8(15) 6 44 - 6 Swordmaton CR II p. 378
Kick (Legs) 7(14) 2d+5 7(14) 5 29 - Intelligence: Servant Perception: Magic Disposition: Instructed
Language: None Habitat: Ruins
Sections: 2 (Body / Legs) Main Section: None
Rep/Weak: 12/15 Weak Point: Lightning damage +3 points
Unique Skills Initiative: 13 Movement Speed: 10(4 Legs)/-
Fortitude: 8(15) Willpower: 8(15)
●All Sections
◯Attitude Control
It does not fall prone under any effect. F Style Accuracy Damage Evasion Def. HP MP
None (Body) - - 8(15) 5 49 36
●Body Sword (Sword Arm) 8(15) 2d+7 7(14) 4 34 -
Spear (Spear Arm) 7(14) 2d+8 7(14) 3 38 -
🗨Power Strike I Club (Club Arm) 9(16) 2d+6 7(14) 3 42 -
They can deal an additional 4 damage on their next attack. However, any
Evasion Check made by them this turn receives a -2 penalty. Sections: 4 (Body / Sword Arm / Spear Arm / Club Arm) Main Section:
Body
◯Regrow Legs
If the Legs section HP is 0 or less, it is restored to its maximum value. Unique Skills
The recovered Legs section can perform an action immediately. ●All Sections
This ability can be used only once per combat. ◯Stable Body
Any "Resistance: Half" effect on this monster will be treated as
●Legs "Resistance: Neg."
◯Outstretched Legs
Kick attacks are treated as melee attacks with "Range: 1 (10m)". ●Body
►Truespeech Magic 5 Level /Magic Power 7(14)
Loot
2–8 Nothing ◯🗨►Magic Aptitude
9+ Magical Stone (250G/Gold A) They can use the Combat Feats [Targeting], [Universal Metamagic], and
[Wordbreak].

Description ●Sword Arm/Spear Arm/Club Arm


The Construct is black and about 1.5 meters long. Its upper body is 🗨Decoy Attack I
humanoid, and it has several long, thin, cloth-like legs. It waits in the It gains -2 to Accuracy checks, but the damage is increased by +2 on hit.
shadow of its master when not in use, and only performs chores when If the declared attack is evaded, the enemy receives a -1 penalty to Evasion
called. In the present day, it wanders around the ruins as it cannot find its checks for the next 10 seconds (1 round). This effect is cumulative up to -
master's shadow. 4 but is lost if the target fails an Evasion check even once.

6 Junkwalker
Loot
KF Always Book of Mastership (300G/White A)
Intelligence: Servant Perception: Magic Disposition: Instructed 2–5 Crude Weapon (10G/Black White B)
Language: None Habitat: Ruins 6–9 High-quality Weapon (150G/Black White A)
Rep/Weak: 13/16 Weak Point: +2 Magic Damage 10+ Engraved Weapon (600G/Black White A)
Initiative: 12 Movement Speed: 15/- Fortitude: 9(16) Willpower: 8(15)

Description
F Style Accuracy Damage Evasion Def. HP MP
This is a combat training construct from the Magic Civilization Period. It
Fists (Right) 8(15) 2d+9 7(14) 7 64 -
has a log-like body with three arms holding weapons and four short legs for
Fists (Left) 8(15) 2d+9 7(14) 7 64 -
movement. Rarely a working version of this construct has been found at
Sections: 2 (Right / Left) Main Section: None Magic Civilization Period ruins.
It is said to have been used to teach how to deal with various weapons
Unique Skills and magical attacks. Its three arms were modeled after a certain humanoid
●Right / Left race that became extinct during the Magic Civilization Period.
◯Junk Self-destruction/Can’t
Its body self-destructs.
Immediately after both the Right and Left sections' body have finished
their turns, one of the randomly selected sections receives "1d+2" fixed
damage to its HP, and all other characters in the same area (area,
coordinates) except the character itself receive double that amount of
physical damage.
This ability is lost when the HP of any section falls to 0 or less.

Loot
Always Iron (20G/Black B) x 1d
2–8 Nothing
9+ Magical Stone (250G/Gold A)

151
6 Plasma Sphere CR III p. 375 7 Scarlet Stamp CR II p. 379
Intelligence: Servant Perception: Magic Disposition: Instructed Intelligence: Servant Perception: Magic Disposition: Instructed
Language: None Habitat: Ruins Language: None Habitat: Ruins
Rep/Weak: 13/16 Weak Point: Physical damage +2 points Rep/Weak: 15/18 Weak Point: Magic damage +2 points
Initiative: 13 Movement Speed: -/10(Floating) Initiative: 15 Movement Speed: 15 (Leaping)/-
Fortitude: 8(15) Willpower: 8(15) Fortitude: 10(17) Willpower: 10(17)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Shock 9(16) 2d+8 8(15) 5 53 34 Suction Pad 10(17) 2d+10 9(16) 6 59 22

Unique Skills Unique Skills


◯Shock ◯Dangerous Absorption/Can’t
Melee Attack damage inflicted by this monster is treated as lightning If an attack with the Suction Pad hits the target, it is sucked into the target.
magic damage. In the sucking state, the monster can use one of the unique skills [⏩Suck
Blood] or [⏩Minor Break]. If the turn ends without using any of the
►Lightning Connection/Can’t
Deals "Target: 1 Character" at "Range: Touch" 5 lightning fixed damage. unique skills, the monster automatically releases the target.
If the target is a Construct or Magitech monster, the target gets a +2 bonus
to Accuracy check for 10 seconds (1 round), and the physical damage it ⏩Suck Blood/Can’t
causes becomes the lightning type and increased by +3 points. It deals 2d magic damage to the target and heals its own HP by the same
amount as the applied damage.
Loot This unique skill can only be used on targets that were sucked with
2 – 10 Nothing [◯Dangerous Absorption] and once used targets are released.
11+ Lightning Crystal (1,600G/Gold S)
⏩Minor Break/Can’t
Removes any effect from the target with a success value of 0.
Description This unique skill can only be used on targets sucked with [◯Dangerous
This construct looks like a about 30cm in diameter crystal ball floating in Absorption], and targets are released once used.
the space. Lightning is swirling inside the sphere and occasionally
discharges outward with sound. Loot
Its lightning can activate constructs and magitech. It is known that this 2–4 Nothing
construct was developed by researchers in the Magic Civilization Period, 5–6 Mako Stone (1 pts.) (50G/-)
but it was later confirmed to be effective for magitech as well. In the 7–9 Mako Stone (2 pts.) (100G/-)
Magitech Civilization Period, there were cases where magitech was used at
10+ Mako Stone (5 pts.) (250G/-)
archaeological sites.

Description
7 Ghast Bishop CR III p. 375 This construct was created in the Magic Civilization Period and had a
Intelligence: Servant Perception: Magic Disposition: Instructed caterpillar-like body with a sucker-like mouth. It was mainly used for
Language: None Habitat: Ruins guarding and eliminating intruders. It moves with its body wriggling and
Rep/Weak: 9/15 Weak Point: Physical damage +2 points jumping and attacks hostile objects by sucking on them with its sucker pads
Initiative: 15 Movement Speed: 15/- Fortitude: 10(17) Willpower: 8(15) and sucking up their bodily fluids. The name is derived from the bruises
left on the target after the suckers were attached.
F Style Accuracy Damage Evasion Def. HP MP It also has the power to suck up mana and cancel all weak magic and
Arms 11(18) 2d+12 10(17) 5 54 - effects, and as a byproduct of this effect, it may have crystals with mana
stored in its body. They can be used in exactly the same way as the mako
stone.
Unique Skills
None.

Loot
8 Sinker House CR II p. 380
Intelligence: Servant Perception: Magic Disposition: Instructed
2–6 Magical Stone (250G/Gold A) Language: None Habitat: Ruins
7+ Dense Magic Jewel (700G/Gold A) Rep/Weak: 14/18 Weak Point: Physical damage +2 points
Initiative: 8 Movement Speed: 5 (Crawling)/-
Description Fortitude: 10 (17) Willpower: 10 (17)
It is a Ghast (see p. 148) that has grown to an immensely powerful level,
often leading an army of Ghasts and playing the role of Ghast leader. F Style Accuracy Damage Evasion Def. HP MP
Drill 12(19) 2d+7 3(10) 7 70 -

Unique Skills
◯Mimicry/18/Danger Sense/Neg
It can mimic rooms. While mimicking, characters cannot perform a
Monster Knowledge check on this monster. If a character approaches it
unintentionally, they need to make a Danger check with target number 18,
and if it fails, they will be surprised (see CR I, p. 144). Mimicry will be
automatically ended once the monster starts to act.
This monster can be detected with [Sense Magic].

►Triple Attack
Sinker House can attack the same target with three attacks.

⏩Room Rotation
Sinker House can flip itself 180 degrees, swapping the floor and ceiling.
All non-flying characters will fall 5m (taking fall damage) and fall prone.

152
Part 2 Monsters
This unique skill can only be used once per round and cannot be used ►Mirroring
on consecutive turns. This ability can only be used if another character has been taken in by
[►Invitation to the Reversed World].
⏩Floor Change The mirror creates the shadow of the character captured in the mirror
Sinker House changes the floor of the room to one of the following states. and manipulated at will. The abilities and numerical values of the character
This unique skill can be used only once per round. captured in the mirror are used as they are. The GM controls the shadow.
Softening: The Sinker House can make the floor soft and challenging to When a shadow performs an action involving an item's consumption, it
walk on. Characters standing on the floor will receive a -2 penalty for does so by consuming that item from the character captured in the mirror
Evasion, but any character falling on a softened floor will take no damage. (but it does not needlessly discard items, etc.).
Ignition/10 (17)/Willpower/Half: The Sinker House sets the floor on fire, The shadow itself has no HP or MP, and if it must be dealt damage or
dealing 2d-2 fire magic damage to all characters standing on it. consumed, the HP and MP of the Mirror section controlling it are reduced
Freezing: The floor becomes icy and slippery. All characters on the floor instead.
receive a -2 penalty on their Accuracy checks. In addition, at the end of When Mirror’s turn is over, the shadow disappears.
their turn, they must make check 2d + Adventurer Level + Agility modifier Only one Mirror section can perform the [►Mirroring] per turn. Once
with target number 13, falling prone if they fail this check. one Mirror section has done so, no other section Mirror can use it.
When multiple Mirror section is used to capture the character with
Loot multiple sections, it is possible to create the shadow of only one of the
2–6 Nothing sections.
7 – 10 Premium Magical Wood (500G/Gold Green A)
11+ Luxury Magical Wood (3,600G/Gold Green S) ●Foundation
◯Oak Wood Body
It is immune to a critical hit from edged weapons.
Description
A monster that mimics a tiny traveler's hut, room, or other such building, ◯Attack Obstacle = +4 • None
the Sinker House is deceptively dangerous. Fitting in an area usually Size prevents enemies from attacking it.
around 5m in height, width, and depth, the Sinker House can be attacked All Mirror sections receive a +4 bonus to Evasion checks against melee
through the floor or walls. The house can create a sizeable conical drill to attacks.
attack the inhabitants, changing the floor to make it more dangerous for This effect disappears when the Foundation section falls to 0 HP or
the inhabitants all the while. lower.
While the Sinker House is often seen as a small hut, it can appear as any
indoor and outdoor room to trap victims inside. However, these rooms do Loot
seem to be slightly distorted, and this distortion can give away the Sinker 2 – 10 Fragments of Mirror (330G/Black White A)
House's mimicry. 11+ Large Fragments of Mirror (1,220G/Black White S)
Additionally, Gargoyles and other flying creatures find the interior quite
welcoming, making it all the more dangerous for unaware adventurers.
Description
8 Malicious Dresser CR III p. 382
This is a runaway construct of a magical mirror stand used by the nobility
in the Magic Civilization Period. It is equipped with three large mirrors
Intelligence: Low Perception: Magic Disposition: Hostile reflecting the whole body and is supported by a sturdy base.
Language: Arcana Habitat: Ruins Its original purpose was to place the reflected image outside the mirror in
Rep/Weak: 16/19 Weak Point: Physical damage +2 points order to be able to check it from all angles, but what is now running amok
Initiative: 14 Movement Speed: 10(4 Legs)/- in ruins is to take the reflected character into the mirror and manipulate
Fortitude: 10(17) Willpower: 11(18) only its shadow.

F Style Accuracy Damage Evasion Def. HP MP


None (Mirror) - - 10(17) 5 61 33
None (Mirror) - - 10(17) 5 61 33
None (Mirror) - - 10(17) 5 61 33
Kick (Foundation) 11(18) 2d+12 9(16) 8 69 15
Sections: 4 (Mirror x 3 / Foundation) Main Section: Mirror (All)

Unique Skills
●Mirror
►Invitation to the Reversed World/10(17)/ Willpower/Neg
Engulfs the person reflected in the mirror, making it impossible to
interfere with the real world.
Engulfs "Target: 1 Character" in the mirror within "Range: Touch." The
captured target will not be able to perform any movement or actions (Major
Action, Minor Action). The target can attempt to escape at the beginning
of its turn by comparing the success value of the ability to its Willpower
(with the escaping player being the active player). If the success value is
higher than the ability value, the target is released and can continue its turn.
Otherwise, the target suffers 2d+5 curse magic damage.
This effect is automatically canceled when the HP of the Mirror section
that used this ability becomes 0 or less or the target dies.
A Mirror section that already captured another character cannot use this
ability.
As a general rule, this ability does not allow a character in multiple
sections to be the target. However, suppose multiple Mirror sections have
not engulfed the character. In that case, using this ability, it is possible to
take in as many sections of the target by the same number of Mirror
sections. Each check of this ability and each check of escape attempts is
performed only once to compare to the success value. Damage incurred in
case of escape failure is given to each section individually.

153
Loot
9 Alert Gramophone CR II p. 381 Always Green Dye (80G/Green B) x 1d
Intelligence: Servant Perception: Magic Disposition: Instructed 2–8 Green Light Powder (520G/Gold A)
Language: Arcana Habitat: Ruins 9+ Green Light Powder (520G/Gold A) x 1d
Rep/Weak: 15/18 Weak Point: Physical damage +2 points
Initiative: 15 Movement Speed: 10(4 Legs)/-
Fortitude: 11(18) Willpower: 12(19) Description
It is a sphere about one meter in diameter that floats while emitting
phosphorescent light. This construct is believed to have been used by
F Style Accuracy Damage Evasion Def. HP MP
wizards to show off their creations and illuminate them.
Arm 11(18) 2d+11 11(18) 7 79 - As well as being a light, it could act as a guardian, preventing the exhibits
from being stolen or damaged.
Unique Skills It is often encountered in ruins, along with the architecture and objects it
◯Limited 2 Actions was guarding. Although it does not speak itself, there have been reports of
The monster can perform two Major Actions in one round. However, it being stopped by arcana words.
one must be a melee attack with Arm, and the other must be either a
[►Basic Spellsongs] [►Special Spellsong] or [►Finale].
10 Alchemy Tooth CR III p. 378
►Basic Spellsongs 5 Level/12(19)/All areas (50m radius) Intelligence: Animal Perception: Magic Disposition: Hostile
Language: None Habitat: Forests, Ruins, Cave
►Special Spellsong [Curiosity]/12(19)/All areas (50m radius) Rep/Weak: 14/17 Weak Point: Physical damage +2 points
Plays spellsong [Curiosity]. This unique skill can only be used if the Initiative: 14 Movement Speed: 18(Crawling)/-
current value of this monster's HP is at least half of the maximum value Fortitude: 12(19) Willpower: 13(20)
(rounded up).
F Style Accuracy Damage Evasion Def. HP MP
►[Finale: Screaming Snake-pit Symphony]/12(19)/Willpower/Half
Uses [Finale: Screaming Snake-pit Symphony] within “Range: 2(50m)” to Bite 14(21) 2d+9 11(18) 10 83 -
deal 2d+10 curse magic damage to up to 3 targets.
This unique skill can only be used if the current value of this monster’s Unique Skills
HP is less than half of the maximum value (rounded up). ◯Golden Disease/15 (22)/Fortitude/Neg
If the Bite attack hits, it infects the target with a “Golden Disease” disease.
Loot Target immediately receives a 2d disease magic damage and an additional
2–9 Plain Trumpet (50G/Black White B) 1d disease magic damage at the end of each round (no additional checks
10 – 13 Exquisite Horn (900G/Black White A) are needed in that case).
14+ Luxury Horn (5,800G/Black White S) As the disease deals with damage, golden spots spread from the wound,
eventually turning the whole-body gold. If the target dies from this disease,
after 24 hours, their entire body is stiff gold, and the character cannot be
Description resurrected.
This is a sound device made in the Magic Civilization Period to repel The Golden Serum earned from defeating an Alchemy Tooth can be
intruders. A large horn is mounted on the top of the pedestal-like body, used to cure this disease (but not the HP lost). If taken in advance, it will
and it has four short legs for moving and two long, thin hands for operating prevent the character from catching this disease for up to 24 hours.
the device on the top. Major Action is needed to take Golden Serum.
When the monster detects an intruder in the house, it lures them with its
spellsongs and draws them into a trap. After that, the monster attacks the ◯Continuous Attack
intruder with its arms and spellsongs. If an Alchemy Tooth successfully hits a target in melee, it may make a
The type of spellsong that can be played is specified at the time of second attack against the same target.
creation, and it seems that some of them play other spellsongs rather than
[Curiosity]. Loot
Always Golden Serum (300G/Gold A) x 1d
2–8 Nothing
9 Phosphor Sphere CR III p. 377 9+ Golden Scales (600G/Gold Red A)
Intelligence: Low Perception: Magic Disposition: Hostile
Language: None Habitat: Underground Labyrinth, Ruins
Rep/Weak: 15/20 Weak Point: Water/Ice damage +3 points Description
Initiative: 14 Movement Speed: -/16(Flying) This particular construct has a bacterium that causes the Golden Disease,
Fortitude: 12(19) Willpower: 13(20) which eventually turns a person's entire body into gold. While someone
with the Golden Disease eventually dies and stiffens into a golden statue,
their entire body is not actually gold. However, unscrupulous salesmen will
F Style Accuracy Damage Evasion Def. HP MP attempt to sell these bodies as golden statues in hopes of duping people
Slam 12(19) 2d+10 11(18) 6 74 - out of their hard-earned money.

Unique Skills
◯Fire Immunity, ◯Lightning Immunity 10 Carnage Table CR II p. 382
Intelligence: Servant Perception: Magic Disposition: Instructed
◯Energy Absorption Language: None Habitat: Ruins
It is immune to energy-type damage. Conversely, if the monster is hit by Rep/Weak: 17/20 Weak Point: Physical damage +2 points
an energy-type attack, its HP is recovered by the amount of applied Initiative: 16 Movement Speed: 10(4 Legs)/-
damage. Fortitude: 4(21) Willpower: 3(20)
No effects other than damage can be caused by energy-type effects.
F Style Accuracy Damage Evasion Def. HP MP
◯Poison/11 (18)/Fortitude/Neg
None (Table) - - 13(20) 12 98 30
If the Slam hits, it deals 2d poison magic damage to the target.
Tableware (Serving
14(21) 2d+14 12(19) 10 85 30
Arms)
◯Poison Body/11 (18)/Fortitude/Neg Tableware (Serving
A character who makes a melee attack against this monster and hits it 14(21) 2d+14 12(19) 10 85 30
Arms)
suffers 2d points of poison magic damage at the end of their turn.
Sections: 3 (Table / Serving Arms x 2) Main Section: Table

154
Part 2 Monsters

Unique Skills ●Sword


●Table ◯Mithril Body
It is immune to criticals from edged weapons and all Magic damage.
►Food Temptation/13(20)/Fortitude/Neg
Sword section melee attacks are treated as silver weapons.
Puts out a meal that looks attractive on the table and lures the target with
the look and smell of the food.
All the characters in the same position (coordinates or area) as the storage 🗨Power Strike II
section will eat the food on the table on failed resistance check. It can deal an additional +12 damage on their next attack. However, any
After that, characters at the end of each turn of the Table section will Evasion Check made by them this turn receives a -2 penalty.
receive 3 poison magic damage (9 maximum damage total). When Table
section HP becomes 0 or less, it disappears. 🗨Lethal Strike II
The 2d roll of damage decision is increased by +1. At risk, he takes a -1
►Public Kitchen/13(20)/Willpower/Neg penalty to its Evasion check.
The storage area under the dining table temporarily becomes transparent
and visible, giving a graphic view of the food being prepared. 🗨Cleave II
With "Range: Caster" and "Target: 2-3 areas (10m Radius)/All," targets It attacks with a weapon up to 5 characters within the skirmish in which it
cannot take Minor Actions for 10 seconds (1 round) (Major Action and resides. Accuracy checks are made at once, and damage is determined
active combat feats can still be declared). For the same duration receiving individually. If this ability is declared with [🗨Power Strike II] or
HP or MP recovery effects, the amount of recovery will be reduced by half [🗨Lethal Strike II], the damage will be changed only for one target.
(rounded up).
◯Painful Strike
●Serving Arms If the 2d roll of the damage roll is 10 or more, the damage is increased
►Rampant Dishes/15(22)/Evasion/Neg by an additional +8 points. When declaring [🗨Lethal Strike II], this ability
Throws many dishes. The effect will cause a 2d+12 physical damage to is triggered when the modified roll is 10 (the original roll was 9) or more.
"Target: 1 area (3m Radius)/5" at "Range /Area: 2(20m)/Shot" and will
consume 10 MP. ●Handle
◯Careful Balance
►Forced Seating/13(20)/Evasion/Neg The well-balanced and carefully crafted handle helps to move the sword
The character is forcibly seated at the dining table. The seated character blade. The Sword section has the ability of [◯Multiple Declarations = 2
automatically fails the Fortitude and Willpower check for the ability used times]. This ability is lost when the HP of the Handle section becomes 0
by the Table section without rolling any dice. or less.

◯Attack Obstacle = Impossible • Impossible ►Gale Breath/11(18)/Fortitude/Half


Its body hinders the attack. The dragon on the handle spits torrent from the dragon's mouth and
The Table section cannot be attacked, whether melee or ranged. This deals 2d+l1 wind magic damage to "Target: 1 area (3m Radius)/5" at
effect disappears when any of the Serving Arms falls to 0 HP or lower. "Range/Area: 2(20m)/Shot".
This ability cannot be used on consecutive turns.
Loot
Always Silverware (50G/Black White B) x 2d ●Sheath
2 – 10 Memento (1,000G/White S) ►Truespeech Magic 10 Level/Magic Power 12(19)
11+ Enchanted Object (2,000G/Gold White S)
◯🗨Magic Aptitude
They can use the Combat Feats [Multi-Action], [Targeting], [Magic
Description Convergence], [Magic Control], and [Universal Metamagic].
This magical device was created as a "dream food table" in the Magic
Civilization Period. Underneath the four-legged rectangular table, storage Loot
is installed to store foodstuffs. The table is equipped with a long, thin arm Always Mithril (2,600G/Gold S)
that serves the food to the table. 2–7 Gold Thread Decoration (800G/Gold White A)
Many of those that remain today have malfunctioned. It restrains those 8 – 11 Gold and Silver Decoration (1,800G/Gold White S)
seated and does not release them until all the food that appears endlessly 12+ Jewelry Decoration (7,800G/Gold White S)
has been consumed. Those who try to force their way out or harm them
are punished with serving arms and stored in the storage as food for the
next visitor. Malfunctioning storage will also most likely lose its ability to Description
keep food fresh.
This is a self-sustaining sword created by a sorcerer who studied Swords
of Genesis during the Magic Civilization Period as the result of their
research. It is about 5 meters long.
11 Exceed Disaster CR III p. 378 Swords of Genesis have been studied from various aspects, but the
monstrosity that we see here was created to reproduce its performance and
Intelligence: Average Perception: Magic Disposition: Hostile power and has survived to the present day. The size of the sword is also
Language: Arcana Habitat: Ruins too large to be handled by a humanoid.
Rep/Weak: 18/21 Weak Point: Accuracy +1 Strictly speaking, it's not a magic sword but a Construct in the shape of a
Initiative: 19 Movement Speed: -/20(Flying) sword, but it seems that some of the research results were able to reproduce
Fortitude: 14(21) Willpower: 15(22) part of the secret of Swords of Genesis.

F Style Accuracy Damage Evasion Def. HP MP


Sword (Sword) 15(22) 2d+16 14(21) 13 90 34
Swing (Handle) 13(20) 2d+14 13(20) 11 75 28
Slam (Sheath) 14(21) 2d+13 13(20) 9 80 68
Sections: 3 (Sword / Handle / Sheath) Main Section: None

Unique Skills
●All Sections
◯Flight
This monster receives a +1 bonus to Accuracy and Evasion only for melee
attacks.

155
12 Buckbaird CR II p. 383 14 Carbide Claws CR III p. 380
Intelligence: High Perception: Magic Disposition: Hostile Intelligence: Servant Perception: Magic Disposition: Instructed
Language: None Habitat: Labyrinths, Ruins Language: None Habitat: Labyrinths, Ruins
Rep/Weak: 18/21 Weak Point: Physical damage +2 points Rep/Weak: 19/25 Weak Point: Accuracy +1
Initiative: 18 Movement Speed: -/14 (Flying) Initiative: 18 Movement Speed: 17/- Fortitude: 18(25) Willpower: 18(25)
Fortitude: 16 (23) Willpower: 16 (23)
F Style Accuracy Damage Evasion Def. HP MP
F Style Accuracy Damage Evasion Def. HP MP Fist (Right Side) 18(25) 2d+21 14(21) 20 120 -
Slam 14(21) 2d+16 14(21) 11 117 90 Fist (Left Side) 18(25) 2d+21 14(21) 20 120 -

Unique Skills Sections: 2 (Right Side / Left Side) Main Section: None
◯Triple Attack & Inconsistent Unique Skills
Buckbaird can take three Major Actions in one round. They are chosen ●All Sections
randomly from among Slams and five types of eye rays.
◯Knowledge = Conjurer Class
►Eye Ray/15 (22)/Willpower/Neg Those with Conjurer will automatically succeed in the Monster
With “Range: 20m” and “Area: Shot,” a ray of light is shot from the magic Knowledge check for this monster. But they still must roll to know its weak
eye at one enemy character. Buckbaird has five types of rays. A character point.
cannot be targeted by more than one Eye Ray but can be targeted by Slams
and one Eye Ray. ◯Superalloy Body
1: Paralyzing Ray It is immune to criticals from magical or weapon attacks.
The target reduces their Dexterity and Agility by -12 points (to a
minimum of 0) for 30 seconds (3 rounds). For fixed value characters, each ►Throw/17(24)/Evasion/Neg
paralyzing ray adds a -2 penalty to Accuracy and Evasion checks, The Carbide Claws attempts to grab a “Target: 1 Character” within
respectively. This effect is cumulative. “Range: Touch.” If successful, the target is thrown to the rearguard area of
2: Sleep Ray their faction (Simplified Combat) or in any direction chosen by this
The target falls into a deep sleep for 3 hours. This effect is of the psychic monster at 30m (Standard Combat) and falls down, taking 45 points of fall
type. Target cannot be woken up by normal means. This effect can be damage.
dispelled via magic means by contested check.
3: Frost Ray Loot
Frost Ray deals to the target 2d+20 water/ice damage. Always Magic Iron Ingot (680G/Gold Black A) x 1d
4: Brainwashing Ray 2–9 Mithril (2,600G/Gold S)
Those affected will follow the Buckbaird's orders and move to protect it 10+ Pure Mithril (8,800G/Gold S)
for the next one minute (6 rounds). Orders given cannot be harmful to the
target. Without a specific command, the target will act to protect the
Buckbaird. This effect is of the psychic type. Description
5: Rust Ray It is a bipedal golem made of a jet-black alloy, but with long arms that
Those affected lose all metal objects of A-Rank or lower, including reach to the ground and huge hands.
weapons, armor, shields, and accessories. As the guardian of places and treasures, it is known to throw anything that
S-Rank metal objects, as well as those from the Magic Civilization and approaches and never allows it to pass.
earlier, remain unaffected.

◯Flight 16 Goldface CR III p. 381


A Buckbaird receives a +1 bonus to Accuracy and Evasion only for melee Intelligence: Servant Perception: Magic Disposition: Instructed
attacks. Language: Arcana Habitat: Ruins
Rep/Weak: 22/26 Weak Point: Physical damage +2 points
Loot Initiative: 23 Movement Speed: -/15(Floating)
Always Giant Eyeball (500G/Red A) Fortitude: 20(27) Willpower: 20(27)
2–8 Crystallized Magical Eye (1,000G/Gold Red S)
F Style Accuracy Damage Evasion Def. HP MP
9 – 12 Crystallized Magical Eyes (1,000G/Gold Red S) x 1d
Slam 22(29) 2d+20 21(28) 19 150 -
13+ Crystallized Magical Eyes (1,000G/Gold Red S) x 2d
Unique Skills
Description ◯Fire Immunity
A giant monster about 1m in diameter, a Buckbaird has one giant eye in
the front and many much smaller eyes around its body. It's covered in fine ◯Superalloy Body
black fur and floats using a mysterious power. The front eye has incredible It is immune to criticals from magical or weapon attacks.
magical power and can fire five different rays at targets in front of it. Due
to the structure of the eye, only one ray can be used at a time. In combat, ◯3 Actions (At Random)
the Buckbaird combines the usage of these rays with incredibly fast tackling The monster can take 3 Major Actions in one round. Each Major Action
attacks, making it dangerous both in melee and at a range. is randomly selected by the table with 1d rolled. The same Major Action
There are many mysteries about the ecology of the Buckbaird, and it is may be selected more than once.
thought that they are the creation of some mad wizard during the Magic 1d Major Action to be taken
Civilization period. However, their origin and diet are unknown, and even 1 ►Face Flash
their thoughts and possible breeding habits are an absolute mystery. What 2 ►Binocular Light Ray
little is known is they enjoy the spaces in underground labyrinths. 3 ►Gale Blow
Although it can speak arcana for guidance, it is currently unable to 4 ►Poisonous Flame Breath
communicate with the user and only continues to speak unintelligible
5 ►Crunch
guidance one-sidedly.
6 Slam (Melee Attack)

►Face Flash/Can’t
Within “Range: Caster” causes the target's face to glow intensely, blinding
“Target: 2-3 areas (10m Radius)/All”. Targets take a -2 penalty on Accuracy
and Evasion checks for the next 10 seconds (1 round). If the target is hit
by this effect again during the duration, the penalty is increased to -4, and

156
Part 2 Monsters
the target is blinded (see CR II, p. 70). 3 or more times will not make the
effect worse. This effect is curse type and is independent of the target's 20 Mithril Golem CR III p. 382
perception. Target will be affected even if they are blind. If an attempt is Intelligence: Servant Perception: Magic Disposition: Instructed
made to cancel an effect, the success value is treated as 30. Language: None Habitat: Labyrinths, Ruins
Rep/Weak: 19/25 Weak Point: Accuracy +1
►Binocular Light Ray/20(27)/Willpower/ Half Initiative: 20 Movement Speed: 20/- Fortitude: 26(33) Willpower: 25(32)
Within "Range/Area: 2(30m)/Line", light rays are emitted from both eyes,
dealing 2d+16 magic damage to the target. For this effect, the dice must be
rolled twice to determine at random by 1d whether or not a character in F Style Accuracy Damage Evasion Def. HP MP
the area of effect has escaped the effect. Only if both of them are the same Fist (Upper Body) 26(33) 2d+26 23(30) 30 204 -
will the effect be avoided. If either one of the two rolls is a roll that is Fist (Upper Body) 26(33) 2d+26 23(30) 30 204 -
considered to be affected, then the effect must be taken. Even if both of Kick (Lower Body) 24(31) 2d+28 22(29) 30 228 -
the rolls are considered to be affected, the effect is taken only once. Kick (Lower Body) 24(31) 2d+28 22(29) 30 228 -
Sections: 4 (Upper Body x 2 / Lower Body x 2) Main Section: None
►Gale Blow/20(27)/Fortitude/Half
Within “Range: Caster," blowing strong wind from its nose causes "Target: Unique Skills
All Areas (30m Radius)/All" to fall prone and take 2d+16 physical damage. ●All Sections
◯Knowledge = Conjurer Class
►Poisonous Flame Breath/20(27)/ Fortitude/Half Those with Conjurer will automatically succeed in the Monster
Spits out poisoned particles of high temperature within "Range/Area: Knowledge check for this monster. But they still must roll to know its weak
2(30m)/Shot" and "Target: 1 area (6m Radius)/20", dealing 2d+20 poison point.
and fire magic damage.
◯Mithril Body
►Crunch/21(28)/Evasion/Neg The Mithril Golem is immune to criticals from edged weapons and all
Within "Range: Touch," the monster captures "Target: 1 Character" with Magic damage. The Mithril Golem's melee attacks are treated as silver
its large mouth and crushes it with its fangs. In addition, the target's armor weapons.
is damaged.
If the target is a character that has PC data, the Defense of any equipped ●Upper Body
armor or shield chosen by the target must be reduced by -1. This effect is
cumulative, and if Defense becomes 0, it will be completely destroyed. ◯2 Actions
Armor with reduced Defense can be repaired by paying 10% (up to 90%) Can perform two Major Actions in one round.
of the armor's price for each reduction.
Each time a character with the monster data is affected by this effect, its ◯Multiple Declarations = 2 times
Defense is reduced by -1. The effect is cumulative but only down to 0.
Defense is restored by +1 point per day. 🗨Improved Aimed Attack
When attacking, the Mithril Golem can gain a +4 bonus to Accuracy but
◯Throw receives a -8 penalty for damage dealt.
If a Slam hits the target, the target is knocked prone and falls to the
ground. ►Glowing Fists
Wraps its fists with magical light for 10 seconds (1 round), and the damage
Loot it generates in a melee attack becomes energy magic damage.
Always Magical Gold Nuggets (2,000G/Gold Black S)
2–9 Mithril (2,600G/Gold S) ●Lower Body
10+ Pure Mithril (8,800G/Gold S) ►Simultaneous Attack
A Mithril Golem’s Kick attacks all characters in the same position.

Description ►Earthshaker/25 (32)/Fortitude/Neg


This is a construct in the shape of a human head from the neck up. It is The Mithril Golem shakes the ground, and those who fail to resist
gigantic, 3 meters in height, and is floating with the help of magic. It is made immediately fall prone.
of a special metal, and its surface is golden and shiny. It has a few curved
surfaces, and many small planes are connected by sharp corners and edges ◯Balance Loss
to form the face. If the HP of any Lower Body section is reduced to 0 or less, the remaining
During the Magic Civilization Period, they were mainly used as Lower Body sections lose their [►Earthshaker] and [►Simultaneous
gatekeepers of important facilities such as treasuries. Even today, when Attack] abilities.
encountered inside the ruins, the gatekeepers protect such places and act
to keep intruders out. ◯Attack Obstacle = Impossible • +4
Upper Body sections cannot be attacked in melee. Against any ranged
attacks, Upper Body sections receive a +4 bonus to Evasion checks.
This effect disappears when all Lower Body sections fall to 0 HP or lower.

Loot
Always Mithril (2,600G/Gold S) x 2d
Always Pure Mithril (8,800G/Gold S) x 1d

Description
A humanoid golem created entirely out of the magical metal mithril, the
Mithril Golem is a 10m tall behemoth. However, the Mithril Golem is one
of the most dangerous monsters known to exist in the entirety of Raxia, so
defeating one and taking the treasure it guards is much easier said than
done.

157
The characters in "Classification: Magitech" have the following abilities in common. These are omitted from the individual
data. This is the same as that of characters of "Classification: Constructs".

◯Poison Immunity, ◯Disease Immunity, ◯Psychic Type Immunity


Constructs and magitechs are immune to poison or disease effects or damage. They are also immune to psychic effects.

◯Partial Healing Immunity


Effects of healing Magitech HP are very limited and come only from Spiritualism Magic and some special items.
Healing effects such as Divine Magic, Fairy Magic, and Nature Magic cannot restore Magitech's HP.
Constructs also have the same restriction, with a few exceptions.

◯Can be Detected
The constructs and magitechs can be detected by the [Sense Magic] spell and similar effects.

2 Dorn CR I p. 423 2+ Magireplica CR III p. 383


Intelligence: Servant Perception: Mechanical Disposition: Instructed Intelligence: Servant Perception: Mechanical Disposition: Instructed
Language: None Habitat: Ruins, Settlements Language: Magitech Habitat: Ruins
Rep/Weak: 9/12 Weak Point: Lightning damage + 3 points Rep/Weak: ※/※ Weak Point: Lightning damage +3 damage
Initiative: 8 Movement Speed: 13 (Wheels)/- Initiative: ※ Movement Speed: ※(※)/※(※)
Fortitude: 3 (10) Willpower: 3 (10) Fortitude: ※ Willpower: ※

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Hammer 3(10) 2d+4 3(10) 2 18 -
※(※) ※+1 ※+2 ※ ※+1 ※+5 ※

Unique Skills Sections: ※ Main Section: None


◯Mechanical Body
It is immune to criticals from edged weapons.
Unique Skills
◯Mechanical Body
Loot It is immune to criticals from edged weapons.
Always Iron (20G/Black B)
◯By Model
2 – 10 Nothing
The strength of this monster depends on the modeled animal. Please
11+ Crude Magitech Components (100G/Black White A)
apply the modeled animal monster's values to the place marked with ※ in
the various values and data columns.
Description Its level is equal to the “Animal Monster’s Level +1”. In the case of a
This security magitech was produced in large numbers during the multi-section model, the Main Section is always "None".
Magitech Civilization Period. Basically, Magireplica has the same unique skills. However, it does not
It is about one meter long and appears like a large Human child, and its have the effect of regenerating its own HP (such as [◯Regeneration]" and
entire body is covered with hard metal. It has one arm, a large hammer, [◯Bloodsucking]).
which it wields to attack. With wheels mounted on its legs, it is more agile
than it appears. Loot
Always Iron (20G/Black B)
2–5 Crude Magitech Components (100G/Black White A)
6–9 Magitech Components (300G/Black White A)
10+ Rare Magitech Components (900G/Black White A)

Description
Magireplica is a magitech modeled after an Animal. Except for the fact
that it is obviously made of metal, it looks exactly like the modeled animal
and behaves very similarly. Even if the animal has unique skills, they are
reproduced by magitech.
In the history of magitech development, it is said to be the result of the
attempt to gain various knowledge by "learning from nature," but it seems
that many of them were created as a hobby.

158
Part 2 Monsters

3 Kagner CR III p. 384 3 Zerlay CR I p. 423


Intelligence: Servant Perception: Mechanical Disposition: Instructed Intelligence: Servant Perception: Mechanical Disposition: Instructed
Language: Magitech Habitat: Ruins Language: None Habitat: Ruins
Rep/Weak: 10/13 Weak Point: Lightning damage + 3 points Rep/Weak: 10/13 Weak Point: Bludgeoning type damage +3 points
Initiative: 9 Movement Speed: 10(Wheeled)/- Initiative: 9 Movement Speed: 10/- Fortitude: 5 (12) Willpower: 5 (12)
Fortitude: 5(12) Willpower: 5(12)
F Style Accuracy Damage Evasion Def. HP MP
F Style Accuracy Damage Evasion Def. HP MP Slam 4(11) 2d+3 4(11) 3 25 -
Slam 4(11) 2d+4 4(11) 4 28 -
Unique Skills
Unique Skills ◯Mana Coating (1)
◯Mechanical Body Reduces magic damage received by 1.
It is immune to criticals from edged weapons.
►Light Bullet/5(12)/Willpower/Half
◯Mounted Magitech = 2 Characters It leans forward and shoots a light projectile from its launcher. This ability
Up to 2 magitech characters (2 sections) can be mounted. can only be used with Limited Move.
It cannot be used in consecutive turns. With “Target: 1 Character” and
◯Mounted Person Protection = +2 • None “Range/Area: 2 (20m)/Shot” deals 2d+3 energy magic damage.
A character mounted on this monster has a +2 bonus to Evasion checks
against melee attacks. ◯Targeting
[►Light Bullet] fired into a skirmish cannot stray.
Loot
Always Iron (20G/Black B) Loot
2–7 Nothing Always Daemon-Resistant Material (40G/Gold Black B)
8+ Crude Magitech Components (100G/Black White A) 2–8 Nothing
9+ Crude Magitech Components (100G/Black White A)
Description
This is a transportation magitech used to carry magitechs during the Description
Magitech Civilization Period in the Alframe region. It is about 1m high and This is a magitech that can be found on the Alframe continent. It has a
3m long with wheels. slender Humanoid form, but it carries a launcher on its back, and when
The pedestal has fasteners and fixations for mooring the magitech, attacking, it leans forward and shoots a light projectile. Once used, the light
making it suitable for long-distance transportation. It was capable of moving projectile needs to be refilled with mana and cannot be fired in rapid
by itself and being towed by a train to carry the magitech in succession. succession. It is also characterized by the use of a special material that is
inferior in hardness but superior in resistance to magic.

3 Cutting Torches KF
Intelligence: Servant Perception: Mechanical Disposition: Instructed 3 Redorn SSS
Language: None Habitat: Ruins, Caves Intelligence: Servant Perception: Mechanical Disposition: Instructed
Rep/Weak: 10/13 Weak Point: Water/Ice damage + 3 points Language: None Habitat: Ruins
Initiative: 10 Movement Speed: 12(4 Legs)/- Rep/Weak: 10/13 Weak Point: Lightning damage + 3 points
Fortitude: 5(12) Willpower: 5(12) Initiative: 9 Movement Speed: 13 (Wheeled)/-
Fortitude: 4(11) Willpower: 4(11)
F Style Acc. Dam. Evasion Def. HP MP
Cutting Torch (Right Side) 5(12) 2d+4 4(11) 3 22 - F Style Accuracy Damage Evasion Def. HP MP
Cutting Torch (Left Side) 5(12) 2d+4 4(11) 3 22 - Hammer 5(12) 2d+5 4(11) 3 23 -
Sections: 2 (Right Side/Left Side) Main Section: None
Unique Skills
Unique Skills ◯Mechanical Body
●All Sections It is immune to criticals from edged weapons.
◯Cutting Blade Loot
Any attacks with Cutting Torch treat Defense as halved (rounded up).
Always Iron (20G/Black B)
2–8 Nothing
◯Cool Blade
If the Cutting Torch’s HP is reduced by 1 or more points due to physical 9+ Crude Magitech Components (100G/Black White A)
damage or magical damage of water/ice or lightning type, the Cutting
Torch’s damage is reduced by 4 points until the end of the next turn. Description
Loot It is an improved version of Dorn (see p. 158) with slightly improved
performance. It is recorded that a small number of this model was
Always Iron (20G/Black B) x 2
produced as a research magitech as a basis for the development of other
2–9 Nothing higher models of Dorns.
10+ Crude Magitech Components (100G/Black White A)

Description
This is a type of magitech used for excavating caves and underground
areas. It was designed to melt and vaporize bedrock using heated left and
right blades. However, it can only be used under specific conditions and
seems to have only been used in areas where urban development was active
during the Magitech Civilization era.

159
4 Barba CR III p. 384 5 SZerlay CR I p. 425
Intelligence: Servant Perception: Mechanical Disposition: Instructed Intelligence: Servant Perception: Mechanical Disposition: Instructed
Language: Magitech Habitat: Ruins, Mountains Language: None Habitat: Ruins
Rep/Weak: 11/14 Weak Point: Physical damage +2 points Rep/Weak: 12/15 Weak Point: Bludgeoning type damage +3 points
Initiative: 11 Movement Speed: -/10(Floating) Initiative: 11 Movement Speed: 10 (4 legs)/-
Fortitude: 6(13) Willpower: 5(12) Fortitude: 7 (14) Willpower: 7 (14)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Legs 6(13) 2d+5 6(13) 3 31 - Tube (Launch Tube) 7(14) 2d+4 7(14) 3 30 -
Slam (Body) 7(14) 2d+6 7(14) 4 40 -
Unique Skills Sections: 2 (Launch Tube/Body) Main Section: None
►Bursting Shell Drop/6(13)/Willpower/ Half
The bursting shell is dropped on the top of the target. Unique Skills
Within “Range: Caster” deals 2d+5 fire magic damage to "Target: 1 area
●All Sections
(3m Radius)/5".
This ability can only be used once. ◯Mana Coating (1)
Reduces magic damage received by 1.
Loot
Always Iron (20G/Black B) ●Launch Tube
2–5 Nothing ►Light Ray/7(14)/Willpower/Half
6–9 Crude Magitech Components (100G/Black White A) Attacks with a huge ray of light.
10+ Magitech Components (300G/Black White A) Attacks target within “Range/Area: 2(20m)/Line” and deal 2d+5 energy
magic damage.
This unique skill cannot be used on consecutive turns.
Description
During Magitech Civilization Period, the tactic of attacking from the air ◯Targeting & Hawk Eye
to the ground in large-scale field battles and sieges was devised, and the [►Light Ray] fired into a skirmish cannot stray and can attack through
Barba series of magitech was developed to realize this tactic. shielding.
It looks like a spider about 50 cm in length and moves by floating with a
small air sac on its back. It holds a Bursting Shell between its legs, which it ●Body
drops to attack a wide area. ◯Attack Obstacle = +4 • None
SZerlay height prevents enemies from attacking it. The Launch Tube
receives a +4 bonus to Evasion checks against melee attacks.
4 Burrdorn CR I p. 424 When the Body falls to 0 HP or lower, this effect disappears.
Intelligence: Servant Perception: Mechanical Disposition: Instructed
Language: None Habitat: Ruins ◯Loss of Mobility
Rep/Weak: 11/14 Weak Point: Lightning damage +3 points When the Body section HP becomes 0 or less, SZerlay cannot move.
Initiative: 10 Movement Speed: 14 (wheels)/-
Fortitude: 6 (13) Willpower: 6 (13) Loot
Always Daemon-Resistant Material (40G/Gold Black B)
2–5 Nothing
F Style Accuracy Damage Evasion Def. HP MP 6–8 Crude Magitech Components (100G/Black White A)
Hammer (Right Side) 6(13) 2d+6 5(12) 4 32 - 9+ Magitech Components (300G/Black White A)
Hammer (Left Side) 6(13) 2d+6 5(12) 4 32 -
Sections: 2 (Right Side/Left Side) Main Section: None
Description
Unique Skills This is one of the larger magitech in the Zerlay (see p. 159) series, carrying
●All Sections a larger launcher on its back. The larger size allows it to shoot as a light
◯Mechanical Body beam. It is also able to move while maintaining its posture when shooting
It is immune to criticals from edged weapons. the light beam.

►Hammer Throw & Pull Back/5(12)/Evasion/Neg


It can throw a hammer and immediately pull it back.
With “Target: 1 Character” and “Range/Area: 1 (10m)/Shot” deals 2d+4
physical damage.
The section that uses this ability takes a -1 penalty to its Evasion check
until the beginning of its next turn.

Loot
Always Iron (20G/Black B)
2–5 Nothing
6–9 Crude Magitech Components (100G/Black White A)
10+ Magitech Components (300G/Black White A)

Description
This is a larger version of the Dorn (see p. 158), with a shooting
mechanism on both hammers, which allows them to attack an opponent at
a distance.

160
Part 2 Monsters
Miga attacks by striking repeatedly with its huge arms, but it can also shoot
5 Deg Kagner CR III p. 385 one arm to attack a wide area. Although Migas were often found without
Intelligence: Servant Perception: Mechanical Disposition: Instructed arms and considered to be used for work, the discovery of a complete body
Language: Magitech Habitat: Ruins has overturned this assumption. Nowadays, some countries and
Rep/Weak: 12/15 Weak Point: Lightning damage + 3 points organizations are manufacturing reconstructors.
Initiative: 11 Movement Speed: 10(wheeled)/-
Fortitude: 7(14) Willpower: 7(14)
6 Gur Barba CR III p. 385
F Style Accuracy Damage Evasion Def. HP MP Intelligence: Servant Perception: Mechanical Disposition: Instructed
Language: Magitech Habitat: Ruins, Mountains
Slam 7(14) 2d+7 7(14) 7 42 -
Rep/Weak: 13/16 Weak Point: Physical damage +2 points
Initiative: 13 Movement Speed: -/10(Floating)
Unique Skills Fortitude: 7(14) Willpower: 7(14)
◯Mechanical Body
It is immune to criticals from edged weapons.
F Style Accuracy Damage Evasion Def. HP MP
Legs 9(16) 2d+8 8(15) 5 48 -
◯Mounted Magitech = 2 Characters
Up to 2 magitech characters (2 sections) can be mounted.
Unique Skills
◯Mounted Person Protection = +2 • +2 ►Bursting Shell Drop/8(15)/Willpower/ Half
A character mounted on this monster has a +2 bonus to Evasion checks The bursting shell is dropped on the top of the target. Within “Range:
against melee and ranged attacks. Caster” deals 2d+7 fire magic damage to "Target: 1 area (3m Radius)/5".
This ability can only be used once.
Loot
Always Iron (20G/Black B) ►Sprinkle Repair Liquid/Can’t
2–8 Crude Magitech Components (100G/Black White A) Sprays magitech restoring liquid to "Target: 1 area (3m Radius)/5" in
9+ Magitech Components (300G/Black White A) "Range: Caster." If the target is a magitech character, its HP is restored by
2d+7 points.
This effect can be used only once. This monster is always excluded from
Description this effect.
This sturdy Kagner (see p. 159) is designed for transportation over rough
terrains, such as mountains and wastelands. The extra fence to secure the Loot
magitech to be transported is added to protect the magitech even more Always Iron (20G/Black B)
firmly. 2–7 Crude Magitech Components (100G/Black White A)
8+ Magitech Components (300G/Black White A)

5 Miga New
Description
Intelligence: Servant Perception: Mechanical Disposition: Instructed
Language: None Habitat: Ruins, Caves This large Barba (see p. 160) is about one meter in length and holds a
Rep/Weak: 13/16 Weak Point: +2 Magic Damage Bursting Shell and a restore fluid to support the front-line magitech. The
Initiative: 12 Movement Speed: 15/- Fortitude: 8(15) Willpower: 7(14) fluid solidifies quickly when it touches the damaged part of the magitech
and closes it temporarily.
Both Bursting Shell and restore liquid are loaded only enough for one
F Style Accuracy Damage Evasion Def. HP MP use.
Arms 7(14) 2d+6 6(13) 6 50 -

Unique Skills
►Twin Strike & Double Attack
It can make two Arms attacks each round, though each attack requires its
Accuracy check. They may choose to attack different characters with each
attack.

►Rocket Arm/7(14)/Evasion/Neg
Shoots with the whole arm. Deals "2d+8" physical damage within "Range:
2(30m)" and "Area: Shot".
This ability can only be used once. If Miga uses it, it loses [►Twin Strike
& Double Attack]. On the other hand, the ability "►Faint Arm" becomes
available.

►Faint Arm/Can’t
The auxiliary arm is used to detect the opponent's moves, and to evade
their attacks. Within “Range: Touch” and “Target: 1 Character,” Evasion
checks get a -2 penalty. This effect lasts for 10 seconds (1 round).
This ability can be used only once per round. Also, this ability can be
used only after using [►Rocket Arm] in combat.

Loot
Always Iron (20G/Black B)
2–8 Nothing
9+ Magitech Components (300G/Black White A)

Description
Miga is a magitech that resembles a giant humanoid with two arms. It was
developed as a general-purpose machine to accompany infantry during the
Magitech Civilization Period.

161
6 Scorpo New 6 Barren Dorn CR II p. 384
Intelligence: Servant Perception: Mechanical Disposition: Instructed Intelligence: Servant Perception: Mechanical Disposition: Instructed
Language: None Habitat: Ruins, Caves Language: None Habitat: Ruins
Rep/Weak: 13/16 Weak Point: Lightning damage + 3 Rep/Weak: 13/16 Weak Point: Lightning damage + 3 points
Initiative: 13 Movement Speed: 20(Wheeled)/- Initiative: 12 Movement Speed: 16 (Wheeled)/-
Fortitude: 7(14) Willpower: 8(15) Fortitude: 8 (15) Willpower: 8 (15)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Sword (Body) 9(16) 2d+7 8(15) 5 52 - Blade (Right Side) 8(15) 2d+6 7(14) 6 49 -
Wheels (Wheels) 8(15) 2d+5 7(14) 8 48 - Hammer (Left Side) 8(15) 2d+9 7(14) 6 49 -
Wheels (Wheels) 9(16) 2d+7 6(13) 8 43 -
Sections: 2 (Body / Wheels) Main Section: None
Sections: 3 (Right Side / Left Side / Wheels) Main Section: None
Unique Skills Unique Skills
●All Sections
●All Sections
◯Mechanical Body
◯Mechanical Body
It is immune to criticals from edged weapons.
It is immune to criticals from edged weapons.
●Body
●Right Side
🗨Power Strike I 🗨Red-hot Blade
It can deal an additional 4 damage on their next attack. However, any
Blade becomes red-hot. If the attack hits, the damage dealt will be fire
Evasion Check made by them this turn receives a -2 penalty.
type, and the target's Defense will be treated as halved (rounded up).
◯Painful Strike
●Left Side
If the 2d roll of the damage roll is 10 or more, the damage is increased
by an additional +5 points. ►Hammer Throw & Pull Back/7(14)/Evasion/Neg
It can throw a hammer and immediately pull it back.
●Wheels With “Target: 1 Character” and “Range/Area: 1 (10m)/Shot” deals 2d+7
physical damage.
►Stir Up/8(15)/Fortitude/Neg The section that uses this ability takes a -1 penalty to its Evasion check
The wheels are violently rubbed against the ground, and the dust is blown until the beginning of its next turn.
up. Within “Range: Caster” gives "Target: 1 area (Radius 6m)/All" a -2
penalty on Accuracy check or Evasion check for 10 seconds (1 round).
●Wheels
Which of the penalties is applied is randomly determined for each target
and each time the effect is applied. Different penalties are cumulative. ◯Slalom Drive
This ability cannot be used on consecutive turns. Wheel attacks can be made on up to two targets at the same time;
Accuracy checks are made only one at a time, and damage should be
◯Standing Upright determined individually.
If the HP of the Wheels is 0 or less, Body section gets a -2 penalty on
Evasion checks. ►Random Drive
Until the beginning of the next turn, the Right Side and Left Side gain a
Loot +2 bonus to Evasion checks.
Always Iron (20G/Black B) This ability cannot be used on consecutive turns.
2–6 Nothing
Loot
7+ Extravagant Weapon (500G/Black White A)
Always Iron (20G/Black B) x 3
2–7 Crude Magitech Components (100G/Black White A)
Description 8 – 11 Magitech Components (300G/Black White A)
This magitech looks like a humanoid torso on a pedestal. The silhouette 12+ Rare Magitech Components (900G/Black White A)
is similar to that of Androscorpion (see p. 78), but the legs are wheels. It
has been regarded as a magitech that was made by Barbarous, who stole
the technology of Humanoid's magitech.
Description
This is an even larger version of the Dorn series (see p. 158), with a
mobile mechanism attached to its base. It was prepared for combat, and
there are records of its use in large-scale battles against Barbarous. Few still
exist, and their remnants are sometimes found in ruins or Barbarous
territory.

162
Part 2 Monsters

7 Fixed Zerlay CR II p. 385


Intelligence: Servant Perception: Mechanical Disposition: Instructed
Language: None Habitat: Ruins
Rep/Weak: 14/17 Weak Point: Bludgeoning damage +3 points
Initiative: 13 Movement Speed: 10(4 Legs)/-
Fortitude: 9(16) Willpower: 9(16)

F Style Accuracy Damage Evasion Def. HP MP


Tube (Right Launch
9(16) 2d+8 9(16) 4 60 -
Tube)
Tube (Center
9(16) 2d+8 9(16) 4 60 -
Launch Tube)
Tube (Left Launch 9(16) 4 60 -
9(16) 2d+8
Tube)
Sections: 3 (Right Launch Tube / Center Launch Tube / Left Launch
Tube) Main Section: None
Unique Skills
●All Sections
◯Mana Coating (2)
Reduces magic damage received by -2.

►Light Ray/9(16)/Willpower/Half
Attacks with a huge ray of light.
Attacks target within “Range/Area: 2(20m)/Line” and deal 2d+7 energy
magic damage.
This unique skill cannot be used on consecutive turns.

◯Targeting &Hawk Eye


[►Light Ray] fired into a skirmish cannot stray and can attack through
shielding.

►Overcharge
The next [►Light Ray] to be fired from the same section will have its
damage increased by 3 points. This effect is cumulative up to 2 times (+6).

◯Exhaust Heat
If any section uses [►Light Ray], adjacent sections cannot use [►Light
Ray] during the same turn.
The three sections are linked side by side, with the Center Launch Tube
flanked by the Right and Left Launch Tubes.

Loot
Always Daemon-Resistant Material (40G/Gold Black B) x 3
2–7 Crude Magitech Components (100G/Black White A)
8 – 10 Magitech Components (300G/Black White A)
11+ Rare Magitech Components (900G/Black White A)

Description
It is a specialized gunnery model of the Zerlay series, with three optical
weapons connected side by side. The legs, which serve as the model's base,
have only minimum mobility and are not designed for high-speed or long-
distance movement.
Although it has a high attack power, it is limited because the simultaneous
firing of all the rays causes malfunction due to heat exhaustion.

163
7 Hibrayzan New 7 Lang Kagner CR III p. 386
Intelligence: Servant Perception: Mechanical Disposition: Instructed Intelligence: Servant Perception: Mechanical Disposition: Instructed
Language: None Habitat: Ruins, Caves Language: Magitech Habitat: Ruins, Mountains
Rep/Weak: 14/17 Weak Point: Lightning damage + 3 points Rep/Weak: 14/17 Weak Point: Lightning damage +3 points
Initiative: 14 Movement Speed: -/18(Floating) Initiative: 13 Movement Speed: 10(Wheeled)/15(Floating)
Fortitude: 9(16) Willpower: 9(16) Fortitude: 10(17) Willpower: 10 (17)

F Style Acc. Dam. Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Cutting Blade (Upper Body) 13(20) 2d+12 12(19) 9 85 - Slam 10(17) 2d+11 9(16) 7 63 -
Rotating Blade (Lower Body) 13(20) 2d+12 12(19) 9 85 -
Unique Skills
Sections: 2 (Upper Body / Lower Body) Main Section: None
◯Mechanical Body
Unique Skills It is immune to criticals from edged weapons.
●All Sections
◯Mounted Magitech = 2 Characters
◯Fire Immunity Up to 2 magitech characters (2 sections) can be mounted.

◯Mechanical Body ◯Mounted Person Protection = +2 • +2


It is immune to criticals from edged weapons. A character mounted on this monster has a +2 bonus to Evasion checks
against melee and ranged attacks.
●Upper Body
►Twin Strike & Double Attack ►Gale Artillery/9(16)/Willpower/Half
It can make two attacks with Cutting Blade each round, though each Within “Range/Area: 2(20m)/Shot", spews a gale of wind, dealing 2d+8
attack requires its Accuracy check. They may choose to attack different wind magic damage to "Target: 1 Character" and knocks prone.
characters with each attack. This ability can be used only when this character's movement method is
"Wheeled" (grounded).
◯Cutting Blade
Any attacks with Cutting Blade treat Defense as halved (rounded up). Loot
Always Iron (20G/Black B)
◯Cool Blade 2–8 Magitech Components (300G/Black White A)
If the Cutting Blade’s HP is reduced by 1 or more points due to physical 9 – 11 Rare Magitech Components (900G/Black White A)
damage or magical damage of water/ice or lightning type, the Cutting Mysterious Magitech Components (2,400G/Black
Torch’s damage is reduced by 4 points until the end of the next turn. 12+
White S)

●Lower Body
◯Painful Strike Description
If the 2d roll of the damage roll is 10 or more, the damage is increased This is the largest type in the Kagner (see p. 159) series. It is equipped
by an additional +5 points. with a powerful air-blowing mechanism and is capable of floating and
moving by blowing wind.
⏩Combat Maneuver It is also equipped with a small cannon for self-defense. Connecting an
Hibrayzan flies around in a complex trajectory while floating. The Upper air-blowing mechanism here can launch wind cannonballs to eliminate
Body section gains a +1 bonus to its Accuracy and Evasion checks. At the enemies. Since this mechanism cannot work for weapons and floating
same time, Lower Body receives a -1 penalty on Accuracy and Evasion systems simultaneously, the weapon is operatable only when moved by
checks. This effect can be used only once per round and cannot be used wheels.
in consecutive turns.

►Rotating Blade/10(17)/Evasion/Neg
Lower Body of Hibrayzan with its blade attack targets around it.
It attacks with its Melee Attack up to 5 targets around it.
This ability cannot be used on consecutive turns.

Loot
Always Magitech Components (300G/Black White A)
2–8 Nothing
9+ Rare Magitech Components (900G/Black White A)

Description
Hibrayzan is a magitech soldier designed for close combat, with long
arms. Its body is comprised of two spheres, one above the other and one
below the other, with the head buried in the body and shaped like a plate.
The blades on both arms can be heated red-hot, and the power of their
slashes is fearsome.
The blade grows directly from the lower half of the body, spinning as it
approaches and cleaving surrounding enemies.
Hibrayzans appear to be intended for operation on top of Kagners (see
p. 159), and are often seen working together simultaneously.

164
Part 2 Monsters
Loot
8 Star Sniper CR II p. 386 Always Iron (20G/Black B)
Intelligence: Servant Perception: Mechanical Disposition: Instructed 2–7 Magitech Components (300G/Black White A)
Language: None Habitat: Ruins, Plains 8 – 10 Rare Magitech Components (900G/Black White A)
Rep/Weak: 15/18 Weak Point: Lightning damage +3 points Mysterious Magitech Components (2,400G/Black
11+
Initiative: 16 Movement Speed: 10(4 Legs)/- White S)
Fortitude: 11(18) Willpower: 11(18)

Description
F Style Accuracy Damage Evasion Def. HP MP
This is a magitech for sieges, boasting an ultra-long-range range. While
Javelin 12(19) 2d+15 9(16) 4 67 -
guns are the standard for such magitechs, this is a rare type that attacks by
shooting heavy javelins. The accuracy and power of the javelin, the primary
Unique Skills weapon of the magitech, were the highest priority in its design, and its other
◯Javelin abilities, including mobility, were relatively low.
A Javelin attack is treated as a Thrown Attack with a "Range: 2(100m)". Different Star Snipers variations change what is ejected into rocks, flame
Star Sniper has 2d Javelins at the start of combat. projectiles, etc.

◯Targeting & Hawk Eye


It can throw Javelins in the skirmish without causing stray shots and attack
through the shielding.

►Aimed Shot Preparation


Prepares to shoot the target.
With “Range/Area: 2(100m)/Target," the monster declares the next
ranged attack to be performed on "Target: 1 Character".
If this monster makes a ranged attack with a Javelin at the declared target
on the next Major Action, it gains a +2 bonus to its Accuracy check and
+15 points to its damage. Regardless of whether this action is made or not,
and regardless of whether the attack hits or not, the effect of this ability is
lost once the following Major Action is completed.

165
8 Domsva New 8 Maris Barba CR III p. 387
Intelligence: Servant Perception: Mechanical Disposition: Instructed Intelligence: Servant Perception: Mechanical Disposition: Instructed
Language: None Habitat: Ruins, Caves Language: Magitech Habitat: Ruins, Mountains
Rep/Weak: 16/19 Weak Point: Accuracy +1 Rep/Weak: 15/18 Weak Point: Physical damage +2 points
Initiative: 14 Movement Speed: 15/15(Floating) Initiative: 15 Movement Speed: -/10(Floating)
Fortitude: 11(18) Willpower: 10(17) Fortitude: 10(17) Willpower: 11(18)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Weapon (Upper 12(19) 9 85 - Machine Gun
10(17) 2d+12 11(18) 2d+8 11(18) 6 61 -
Body) 12(19) 9 85 - (Body)
None (Body) - - Legs (Legs) 11(18) 2d+10 10(17) 7 66 -
11(18) 11 95 -
Kick (Legs) 14(21) 2d+15
Sections: 2 (Body / Legs) Main Section: None
Sections: 3 (Upper Body / Body / Legs) Main Section: Body
Unique Skills
Unique Skills ●Body
●All Sections ◯Gun
◯Mechanical Body The Machine Gun is treated as a gun weapon with a "Range: 2 (20m)" and
It is immune to criticals from edged weapons. a maximum magazine of 3.
When the bullets run out, Maris Barba cannot attack at all.
●Upper Body
►Portable Cannon/12(19)/Evasion/Neg ►Reload (One Time Only)
Domsva uses its cannon and makes a Shooting Attack with "Range: Completely reloads the bullets of the Machine Gun. This effect can only
2(30m)", dealing "2d+8" points of magic damage. be used once.
This ability can be used only twice, regardless of success or failure.
◯Targeting & Hawk Eye
🗨Cleave I Stray shots cannot occur. It also can aim through the shielding.
It can attack up to 3 characters with melee attacks that can be reached,
but the damage will be reduced by -3. ●Legs
►Bursting Shell Drop/10(17)/Willpower/ Half
🗨All-Out Attack The bursting shell is dropped on the top of the target. Within “Range:
A Weapon can deal an additional 8 damage on its next attack. However, Caster” deals 2d+10 fire magic damage to "Target: 1 area (3m Radius)/5".
any Evasion check made by this section this turn receives a -3 penalty. This ability can only be used once.

●Body ►Sprinkle Repair Liquid/Can’t


►Condemning Flash/10(17)/Fortitude/Neg Sprays magitech restoring liquid to "Target: 1 area (3m Radius)/5" in
"Target: 1 Character" is blinded for 10 seconds (1 round) by a dazzling "Range: Caster." If the target is a magitech character, its HP is restored by
flash within "Range: 1 (10m)". 2d+7 points.
If the HP of the Body section is less than half of the maximum value This effect can be used only once. This monster is always excluded from
(rounded up), the [►Condemning Flash] can be used twice with one this effect.
Major Action. The second target can be chosen after the result of the first
one. If the first target resists, the same target can be selected again. Loot
Always Iron (20G/Black B)
●Legs 2–7 Magitech Components (300G/Black White A)
◯Attack Obstacle = Impossible • Impossible 8 – 10 Rare Magitech Components (900G/Black White A)
Its Legs hinder the attack. Mysterious Magitech Components (2,400G/Black
11+
The Body section cannot be attacked, whether melee or ranged. White S)
When the Legs fall to 0 HP or lower, this effect disappears.

🗨Kneeguard Bash Description


The target is attacked with armor at the knee joint. The Legs section This is a mid-air support type of the larger Barba series (see p. 160). At
gains a +2 bonus to Accuracy checks but deals -4 damage less. the end of the Magitech Civilization Period, Maris Barba's troops in
formation were recorded to have attacked and defeated all the Barbarous.
Loot However, there is a record of problems such as inferior fighting capability
Always Magitech Components (300G/Black White A) x 3 and increased cost as a result of the larger size.
2–9 Nothing
Mysterious Magitech Components (2,400G/Black
10+
White S)

Description
Domsva is the armored humanoid magitech soldier, standing tall at over
3 meters. Its thick armor is an impressive sight to behold.
Despite its slow and heavy appearance, it defies gravity with the ability to
levitate on its legs, moving at surprising speeds. Its powerful knee kicks take
advantage of its thrusting ability, allowing it to stand on water.
A master of combat, it wields a two-handed greatsword with great vigor
and carries a large two-handed cannon, albeit with a small number of
bullets.
In the Magitech civilization, it is revered as a defender of important bases
and a fierce attacker of enemy camps, boasting unparalleled combat power.

166
Part 2 Monsters

●Legs
9 Eltrias New ◯Attack Obstacle = +4 • None
Intelligence: Servant Perception: Mechanical Disposition: Instructed An Eltrias’ height prevents enemies from attacking it.
Language: None Habitat: Ruins, Caves The Head and Body receive a +4 bonus to Evasion checks against melee
Rep/Weak: 16/19 Weak Point: Physical damage +2 points attacks.
Initiative: 16 Movement Speed: 22/- Fortitude: 12(19) Willpower: 12(19) When the Legs fall to 0 HP or lower, this effect disappears.

F Style Accuracy Damage Evasion Def. HP MP ◯Overdraft/11(18)/Fortitude/Neg


12(19) 6 62 - A target hit by a Kick will fall prone. Characters may counter this effect
None (Head) - -
with a Strength check (see CR I, p. 113) instead of Fortitude if they wish.
Luminous Flux
12(19) 2d+8 11(18) 8 68 -
(Body)
1H Sword (Right Loot
13(20) 2d+14 11(18) 6 66 - Always Rare Magitech Components (900G/Black White A)
Arm)
Large Shield (Left 2–7 Nothing
11(18) 2d+10 10(17) 14 76 - Mysterious Magitech Components (2,400G/Black
Arm) 8+
Kick (Legs) 12(19) 2d+10 10(17) 10 70 - White S)
Sections: 5 (Head / Body / Right Arm / Left Arm / Legs)
Main Section: Head, Body Description
Unique Skills Eltrias is a humanoid-looking magitech soldier that was reportedly
created at the end of the Magitech Civilization. Its appearance is
●Head reminiscent of a knight wielding a sword and shield, and it stands at nearly
►Attack Order 5 meters tall. Eltrias was likely responsible for commanding other magitech
The Eltrias instructs the surrounding machines to move precisely. soldiers.
Magitech characters within "1 area (4m radius)/10" centered on Eltrias In close combat, Eltrias is a skilled fighter, wielding its sword and shield
gain a +1 bonus to Accuracy checks and +2 points of damage for 10 with ease. Its shield is equipped with a built-in gun, allowing for combat at
seconds (1 round). various distances. Eltrias can also deploy a Protective Shield from its body,
This effect cannot be used for consecutive turns. suggesting it was designed to work in tandem with Barba (see p. 160).
Eltrias has the ability to command other magitechs and can coordinate
►Defensive Order attacks with them.
The Eltrias directs the surrounding magitechs to perform defensive While originally designed as the core of an attack, Eltrias is sometimes
actions. stationed to protect a base without engaging in battle. However, some rogue
Magitech characters within "1 area (4m radius)/10" centered on Eltrias units can be found wandering the wilderness, attacking enemy bases and
gain a bonus of +1 to Evasion and +2 points to Defense for 10 seconds (1 settlements indiscriminately.
round).
This effect cannot be used on consecutive turns.
9 Dimateravia CR II p. 387
●Body Intelligence: Servant Perception: Mechanical Disposition: Instructed
◯Luminous Flux Language: None Habitat: Ruins
Eltrias attacks with Luminous Flux are treated as Shooting Attacks with Rep/Weak: 18/21 Weak Point: Magic damage +2 points
"Range: 2 (30m)". And they deal magic damage. Initiative: 16 Movement Speed: 5(4 Legs)/-
Fortitude: 11(18) Willpower: 11(18)
◯Targeting
Stray shots cannot occur.
F Style Accuracy Damage Evasion Def. HP MP
Fist 11(18) 2d+10 11(18) 13 84 -
◯Protective Shield Deployment
When the Body section takes fire, water/ice, wind, earth, or lightning type
damage, a protective shield forms around it, nullifying any subsequent Unique Skills
attacks of the same element. When the defensive shield is put up, all ◯Mana Diffusion
sections are not affected by any damage or disadvantageous effect caused Whenever a character within “All Areas (Radius 30m)” of this monster's
by the type. center performs an action that consumes MP, the amount of MP
Once a new protective shield is put up, the previous protective shield consumed is increased by +1 point. When doubled by [Metamagic/**] or
loses its effectiveness. At the beginning of the battle, the defensive layer a similar effect, the original MP consumption is increased by +1 point and
against fire is deployed. then doubled.

●Right Arm ►Maximum Disturbance/11(18)/Willpower/Neg


🗨Cleave I With "Range: Caster" and "Target: all areas (30m radius)/All" create an
It can attack up to 3 characters with melee attacks that can be reached, area that inhibits the use of mana. Whenever the target performs an action
but the damage will be reduced by -3. that consumes MP, it takes the same amount of fixed damage to its HP.
This effect is a curse type and lasts only for 10 seconds (1 round). Also,
●Left Arm this unique skill cannot be used on consecutive turns.
►Shield Guard
Loot
Eltrias protects itself with a large shield. Changes the target of ranged
attacks on all sections of itself to the Left Arm section. Always Iron (20G/Black B)
Does not interfere and stop attacks, spells, and unique skills targeting 2–7 Rare Magitech Components (900G/Black White A)
multiple sections. Mysterious Magitech Components (2,400G/Black
8+
White S)
►Concealed Gun/12(19)/Evasion/Neg
The shield has a gun built into it which Eltrias can use to attacks suddenly.
Within “Range/area:2(20m)/Shot" it deals "2d+10" magic damage to
Description
"Target: 1 Character". Characters who have already been chosen before as This magitech is designed as an installed trap that dampens the mana of
targets for this ability receive a +2 bonus on Evasion checks. an object that has been stepped into. It has a spherical body with four short
legs.

167
9 Barba Kagner CR III p. 388 10 Zerlay Dorn CR II p. 388
Intelligence: Servant Perception: Mechanical Disposition: Instructed Intelligence: Servant Perception: Mechanical Disposition: Instructed
Language: Magitech Habitat: Ruins Language: None Habitat: Ruins
Rep/Weak: 16/19 Weak Point: Lightning damage +3 points Rep/Weak: 17/20 Weak Point: Lightning damage +3 points
Initiative: 15 Movement Speed: 10(Wheeled)/- Initiative: 16 Movement Speed: 20 (Wheels)/-
Fortitude: 12(19) Willpower: 12(19) Fortitude: 13 (20) Willpower: 13 (20)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Machine Gun (Right Tube (Right Body) 13(20) 2d+12 12(19) 9 85 -
12(19) 2d+9 13(20) 7 68 -
Side) Tube (Left Body) 13(20) 2d+12 12(19) 9 85 -
Machine Gun (Left Hammer (Right
12(19) 2d+9 13(20) 7 68 - 14(21) 2d+15 11(18) 11 95 -
Side) Leg)
Wheels (Cart) 11(18) 2d+14 11(18) 10 85 - Hammer (Left Leg) 14(21) 2d+15 11(18) 11 95 -
Sections: 3 (Right Side / Left Side / Cart) Main Section: None Sections: 4 (Right Body / Left Body / Right Leg / Left Leg)
Main Section: None
Unique Skills
●All Sections Unique Skills
◯Mechanical Body ●Right Body/Left Body
It is immune to criticals from edged weapons. ◯Mana Coating (2)
Reduces magic damage received by -2.
●Right Side/Left Side
◯Gun ►Light Ray/13(20)/Willpower/Half
The Machine Gun is treated as a gun weapon with a "Range: 2 (20m)" and Attacks with a huge ray of light.
a maximum magazine of 3. Attacks target within “Range/Area: 2(20m)/Line” and deal 2d+10 energy
magic damage.
◯Targeting & Hawk Eye This unique skill cannot be used on consecutive turns.
Stray shots cannot occur. It also can aim through the shielding.
◯Targeting &Hawk Eye
►Reload [►Light Ray] fired into a skirmish cannot stray and can attack through
Reloads bullet into the Machine Gun. shielding.

●Cart ●Right Leg/Left Leg


►Maris Barba Launch ◯Mechanical Body
One stored Maris Barba (see p. 166) is launched. The launched Maris It is immune to criticals from edged weapons.
Barba appears in the same position (area, coordinate) as this monster and
performs movement and actions from the next round. ►Hammer Throw & Pull Back/12(19)/Evasion/Neg
This ability cannot be used on consecutive turns. It can be used only up It can throw a hammer and immediately pull it back.
to 3 times. With “Target: 1 Character” and “Range/Area: 1 (10m)/Shot” deals 2d+13
physical damage.
►Sprinkle Repair Liquid/Can’t The section that uses this ability takes a -1 penalty to its Evasion check
Applies magitech restoring liquid to "Target: 1 Character" (including itself) until the beginning of its next turn.
with "Range: Touch," and if the target is a magitech, its HP is restored by
2d+10 points. Loot
This ability cannot be used on consecutive turns. Always Iron (20G/Black B) x 2
Always Daemon-Resistant Material (40G/Gold Black B) x 2
◯Stranded 2 – 12 Rare Magitech Components (900G/Black White A)
If the HP of the Cart section becomes 0 or less, the Right Side and Left 13+ Trove of Magical Components (7,600G/Black White S)
Side receive a -4 penalty on Evasion checks.

Loot Description
Always Iron (20G/Black B) This prototype results from a project to integrate the Dorn (see p. 158)
2–8 Rare Magitech Components (900G/Black White A) and Zerlay (see p. 159) series. Researchers who had been developing each
Mysterious Magitech Components (2,400G/Black other's products provided their development records to each other.
9 – 12 Integrating different concepts and designs was pretty challenging, but they
White S)
13+ Trove of Magical Components (7,600G/Black White S) overcame the difficulties and completed a product with a high level of
combat power. Although it can be said that most of the development
objectives have been achieved, there is a record that the developers
Description lamented the gap between their actual efforts and project goals.
This is a large Kagner (see p. 159) specialized for transporting Maris
Barba (see p. 166) and capable of storing three Maris Barba.
It was assumed that Kagner would move to the vicinity of the operation
area and launch Maris Barba to attack the base, but there is no record of
its actual use in battle. The number of Barba Kagner found at ruins is
extremely small, and they are also known as “phantom magitechs.”

168
Part 2 Monsters

◯Gun-Proof Armor
11 Maginohek New Defense is useful when the Maginohek receives magic damage from
Intelligence: Servant Perception: Mechanical Disposition: Instructed Ranged Attacks, Area: Shot, or Area: Line spells or effects.
Language: None Habitat: Ruins, Plains This ability can be obtained only when Maginohek is in Combat Form.
Rep/Weak: 18/21 Weak Point: Magic damage +2 points
Initiative: 17 Movement Speed: 10(4 legs)/- ◯Out of the Balance/14(21)/Evasion/Neg
Fortitude: 15(22) Willpower: 14(21) Maginohek can fall prone depending on its HP.
Roll 1d at the start of the turn, and Maginohek will fall prone depending
on its HP and the roll. If it falls prone, it deals 2d+30 physical damage to
F Style Accuracy Damage Evasion Def. HP MP "Target: 1 area(Radius 6m)/20" within "Range: Caster". After that, it changes
Spear 15(22) 2d+18 10(17) 20 200 - to the Moving Form.
The Maginohek needs a Major Action to get up from the fall, and cannot
Unique Skills perform [⏩△Morphogenesis] on turn it fell from this ability.
◯Water/Ice Immunity Tumbling Table
Current HP 1d Roll
◯Mechanical Body 151 or more 1
It is immune to criticals from edged weapons. 101 – 150 1–2
51 – 100 1–3
◯Limited 3 Attacks 50 or less 1–4
Maginohek can make three Spear attacks with one Major Action.
It can only choose the same target twice in the same round. ◯Collapse of a Giant Wall
The number of experience points earned by defeating this monster is 220
◯Giant Wall per character.
Maginohek counts as 5 characters for the purpose of determining
blocking movement and the size of the skirmish area. Loot
Mysterious Magitech Components (2,400G/Black
⏩△Morphogenesis Always
White S)
This monster has two forms, the "Mobile Form" and the "Combat Form",
which can be changed to each other with Minor Action or during Combat
Preparation. In each turn, the Maginohek can perform Description
[⏩△Morphogenesis] only once. Maginohek is essentially a self-propelled "wall".
Maginohek cannot make Melee Attack cannot be performed in Mobile It features four legs on the back side of a square wall measuring about 5
Form. Also, it gains [◯Mounted = 3 Characters]. meters on each side. When in motion, it walks flat on its back, and it is
Melee Attack can be performed in Combat Form. Also, Maginohek gets possible to place materials or soldier gunners on top of it.
the [◯Gun-Proof Armor]. Originally, several Maginohek were operated simultaneously, with their
role being to construct makeshift field fortifications. To achieve this,
◯Mounted = 3 Characters several Maginohek would stand on two legs and interweave their remaining
Up to 3 characters can be mounted (see p. 70). two legs with each other in a horizontal line.
This ability is only available when the Maginohek is in Mobile Form. If a The Maginohek is equipped with several inlays, through which another
magitech soldier or shooter can attack using guns. However, the
character is mounted and then [⏩△Morphogenesis] is used to change into
Maginohek seen today lacks accompanying soldiers and attacks with spears
Combat Form, all mounted characters will fall off this monster (see CR III,
and other weapons. It has a balance issue, and when it stands on two legs,
p. 89).
it is highly prone to falling over on its own.
Although they can be seen at the remains of military bases, they are
currently few in number and rarely form huge walls. Even so, their defenses
are extremely hard, and getting caught in a fall by accident could easily
result in being crushed to death.

169
move on rough roads with its legs and on wheels on tracks used by trains
11 Railway Cannon CR II p. 389 for long-distance travel.
Intelligence: Servant Perception: Mechanical Disposition: Instructed It is about the same size as a train car, but there is a record that several of
Language: None Habitat: Plains them were linked and used in large-scale battles.
Rep/Weak: 11/21 Weak Point: Physical damage +2 points
Initiative: 17 Movement Speed: 30 (Many Legs)/-
Fortitude: 14 (21) Willpower: 14 (21) 12 Material Dealer CR III p. 389
Intelligence: Servant Perception: Mechanical Disposition: Instructed
Language: Magitech Habitat: Ruins
F Style Accuracy Damage Evasion Def. HP MP Rep/Weak: 19/22 Weak Point: Lightning damage + 3 points
Cannon (Train
15(22) 2d+16 12(19) 8 80 - Initiative: 19 Movement Speed: 20(4 Legs)/-
Gun)
Fortitude: 15(22) Willpower: 16(23)
Cannon (Train 12(19) 8 80 -
15(22) 2d+16
Gun)
Leg (Base) 13(20) 2d+13 13(20) 12 100 - F Style Accuracy Damage Evasion Def. HP MP
Leg (Base) 13(20) 2d+13 13(20) 12 100 - Card 15(22) 2d+16 14(21) 10 111 -
Sections: 4 (Train Gun x 2 / Base x 2) Main Section: None
Unique Skills
Unique Skills ◯Card Throwing
●All Sections The Card attack is treated as a thrown attack with "Range: 1(10m)", and if
◯Mechanical Body it hits, it deals slashing physical damage. The Cards can be used as many
It is immune to criticals from edged weapons. times as it wants since they are infinitely generated and replenished.

●Train Gun ◯Targeting & Hawk Eye


Stray shots cannot occur. It also can aim through the shielding.
◯Targeting
Stray shots cannot occur.
►⏩Evocations/15(22)
◯Gun It can use [Vorpal Weapon], [Critical Ray], [Paralyzing Mist], [Heal
The Cannon is treated as a Gun weapon with a "Range: 2 (50m)" and a Spray], and [Slash Field] evocations. All Evocations are used at A rank.
maximum magazine of 1. There is no limit to the number of cards; Material Dealer can use as many
cards as needed.
When used with a Major Action, the Evocation check is performed with
►Reload
the standard value, success value, described in the heading of this ability;
Reloads bullet into the cannon.
when used with a Minor Action, the success value is treated as 0.
⏩△Bursting Shell
►Frenzy Card Deal/Can’t
The loaded bullet is changed to attack with "Target: 1 area(4m Within “Range: Caster,” Material Dealer makes countless cards fly up
Radius)/10". Damage and range distance remains the same. and attack "Target: 1 area (6m Radius)/20", deals 2d+10 points of damage.
This unique skill can only be used when the bullet is loaded and In this case, roll 1d for each target. If the result is 1-3, slashing magic
consumes 10 points of the section's HP. damage is dealt, and if the result is 4-6 slashing physical damage is dealt to
that target.
●Base When this ability is used, it consumes 10 points of HP.
⏩△Wheel Drive
This unique skill can only be used when this monster is on track. Also, it Loot
cannot be used when the HP of any Base section is less than 0. Always Play Cards (50G/White B)
The built-in wheels are lowered onto the tracks. The Railway Cannon can 2–8 Rare Magitech Components (900G/Black White A)
move on the tracks at a speed of “90 (wheels)/-”. Mysterious Magitech Components (2,400G/Black
It cannot use [►Trampling Down] on the same turn to use this unique 9 – 11
White S)
skill. 12+ Trove of Magical Components (7,600G/Black White S)

►Trampling Down/13(20)/Fortitude/Half
Railway Cannon stomps around the area. It deals 2d+10 earth physical Description
damage to "Target: 1 area (3m Radius)/All" with "Range: Caster." It is a human-shaped magitech on a cart that houses a large number of
After this effect is used by one of the Base sections, it cannot be used by magispheres and material cards. From the back of the magitech, a number
the Base section in the same round. of dexterous arms extend to provide entertainment in all directions,
including cards and magic tricks.
►Loading Aid It is said to have existed on the Alframe continent during the Magitech
Selects one of the Train Gun sections and reload the bullet into that Civilization Period and was used in prosperous underground gambling
cannon. establishments. In order to suppress a disturbance in an emergency, it can
incapacitate the customers who caused the disturbance. Because of its
◯Attack Obstacle =+4 •+4 elaborate structure, it is quite rare to find one left in the present age.
Its size hinders attacks.
All Train Guns gain a +4 bonus to Evasion checks against melee and
ranged attacks.
If the HP of any Base section falls below 0 or below, this effect is lost.

Loot
Always Giant Magitech Components (3,000G/Black White S)
2–8 Rare Magitech Components (900G/Black White A)
Mysterious Magitech Components (2,400G/Black
9 – 12
White S)
13+ Trove of Magical Components (7,600G/Black White S)

Description
This is a large self-propelled magitech created in the Magitech Civilization
Period for use as the base of invasion or base of defense. It is designed to

170
Part 2 Monsters

13 Colossus: Pawn CR II p. 390 Description


Intelligence: Servant Perception: Mechanical Disposition: Instructed Colossus was a giant magitech created on the Alframe continent during
Language: None Habitat: Various the Magitech Civilization Period. It is said to have taken various forms with
Rep/Weak: 16/23 Weak Point: Physical damage +2 points unparalleled destructive power. Today, most of them are inactive and have
Initiative: 20 Movement Speed: 40 (6 Legs)/- been abandoned in multiple locations. However, it is unknown whether
Fortitude: 17 (24) Willpower: 16 (23) some of them have been destroyed and will never operate again, or
whether some remain in a dormant state. Programmed to start working
again at any moment. A few cases of colossi are found in working
F Style Accuracy Damage Evasion Def. HP MP conditions at ruins.
None (Core) - - 16(23) 10 120 60 The ones listed here are among the smallest colossuses. They look like a
Weapon (Arm) 17(24) 2d+18 15(22) 8 95 - human upper body mounted on a hexapod base. It is said to have been
Weapon (Arm) 17(24) 2d+18 15(22) 8 95 - used to eliminate simple threats quickly because of its low cost (for a
Stomp (Leg) 16(23) 2d+15 14(21) 14 110 - colossus), easy maintenance, and mobility.
Stomp (Leg) 16(23) 2d+15 14(21) 14 110 - Although small for a colossus, it is still a giant, more than 10 meters tall,
Sections: 5 (Core / Arm x 2 / Leg x 2) Main Section: None and a formidable enemy.

Unique Skills
●All Sections 14 Skyship CR III p. 390
◯Mechanical Body Intelligence: None Perception: Magic Disposition: Instructed
It is immune to criticals from edged weapons. Language: None Habitat: Unknown
Rep/Weak: 16/19 Weak Point: Fire damage +3 points
◯Mana Coating (3) Initiative: 19 Movement Speed: -/50(Flying)
Reduces magic damage received by -3. Fortitude: 18(25) Willpower: 17(24)

●Core F Style Accuracy Damage Evasion Def. HP MP


►Magitech 10 Level/Magic Power 13(20) None - - 15(22) 20 200 -

◯🗨Magic Aptitude Unique Skills


They can use the Combat Feats [Targeting], [Magic Convergence], ◯Flight
[Magic Control], [Hawk Eye], and [Metamagic/Targets]. A Skyship receives a +1 bonus to Accuracy and Evasion only for melee
attacks.
►Light Ray/16(23)/Willpower/Half
With “Range/Area: 2(50m)/Line," fires a Light Ray, dealing 2d+15 energy ◯Mounted = 10 Characters
magic damage to targets. Up to 10 characters can be mounted (see p. 70) in addition to the pilot.
This effect cannot be used on consecutive turns. This ability can exceptionally mount characters that can store something
withing them to be boarded. However, characters with the [◯Mounted]
●Arm/Leg unique skill cannot be mounted.
►Self-Destruction Protocol/15(22)/Willpower/Half
This unique skill is always performed if either the HP of the Core sections Loot
is 0 or lower or the HP of this section is below 30. Otherwise, it is never Always Broken Magitech Components (50G/Black B) x 5
executed.
It self-destructed with "Range: Caster" to "Target: All areas (30m
Radius)/All]" will be damaged "the section's current HP value" of Description
bludgeoning magic damage. It is a small airship. It has no combat capability and is for transportation
only. It can accommodate up to 10 passengers in addition to a pilot. Rarely
●Arm excavated from the ruins of Magitech Civilization, they are sold at high
◯Continuous Attack prices. Some of them have sails and use wind power.
If the section successfully hits a target in melee, it may make a second Magitech [Skyship] (see CR III, p. 160) can make one with the same
attack against the same target. capabilities.

🗨Aimed Attack
When attacking, the section can gain a +1 bonus to Accuracy. This ability
does not affect characters equipped with metal armor.

●Leg
◯Stranded
If the HP of any Leg section is reduced to 0 or less, the Arms section and
Core section suffer a -2 penalty to their Evasion checks.
If the HP of all Leg sections is 0 or less, the penalty to Evasion check
becomes -4.

►Trampling Down/15(22)/Fortitude/Half
Colossus stomps around the area. It deals 2d+12 earth physical damage
to "Target: 1 area (3m Radius)/All" with "Range: Caster."
This effect cannot be used by any other Leg section in the same round
after it was used by any Leg section.

Loot
Always Colossus Red Core (5,000G/Gold Black White S)
2–6 Rare Magitech Components (900G/Black White A)
Mysterious Magitech Components (2,400G/Black
7 – 10
White S)
11+ Trove of Magical Components (7,600G/Black White S)

171
►Reload
15 Dragon Fortress CR III p. 390 Fully reloads the Main Battery and Machine Gun of that section.
Intelligence: Servant Perception: Mechanical Disposition: Hostile
Language: Magitech Habitat: Ruins ►Volley
Rep/Weak: 17/20 Weak Point: Lightning damage + 3 points To use this ability, the weapon must have at least 3 bullets loaded, and 3
Initiative: 22 Movement Speed: 20/50 (Flying) bullets are consumed at the same time.
Fortitude: 21(28) Willpower: 19(26) The success value of the Accuracy check is set to 30, with the same
damage as a regular attack.
The same Dragon Fortress may only perform one [►Volley] per round
F Style Accuracy Damage Evasion Def. HP MP against the same target.
Bite (Head) 17(24) 2d+16 18(25) 13 145 -
Main Battery (Body) 19(26) 2d+18 16(23) 11 141 - ●Body
Main Battery (Body) 19(26) 2d+18 16(23) 11 141 -
Machine Gun ◯Attack Obstacle = Impossible • Impossible
20(27) 2d+16 17(24) 12 104 - The Dragon Fortress's size hinders attack.
(Wing)
Machine Gun The Head cannot be attacked, whether melee or ranged. This effect
20(27) 2d+16 17(24) 12 104 - disappears when any Body section falls to 0 HP or lower.
(Wing)
Claw (Foot) 18(25) 2d+17 17(24) 10 119 -
Claw (Foot) 18(25) 2d+17 17(24) 10 119 - ◯Stranded
If the HP of all Body sections is reduced to 0 or less, the Head sections
Sections: 7 (Head / Body x 2 / Wing x 2 / Foot x 2) Main Section: Head receive a -4 penalty for Evasion checks.
Unique Skills ●Wing
●All Sections
◯Flight II
◯Mechanical Body All sections receive a +2 bonus to Accuracy and Evasion only for melee
It is immune to criticals from edged weapons. attacks.
This unique skill is lost if any Wing section is reduced to 0 or less HP.
●Head
►Adaptive Jet/18(25)/Willpower/Half Loot
Dragon Fortress sprays a jet of flames, ice, or lightning. Always Rare Magical Components (900G/Black White A)
Within “Range/Area: 2(50m)/Shot” deals to the "Target: 1 area(6m Mysterious Magitech Components (2,400G/Black
Radius)/20" 2d+20 magic damage. 2–6
White S)
The type of damage is chosen upon usage between fire, water/ice, and 7 – 12 Trove of Magical Components (7,600G/Black White S)
lightning. Newly Discovered Magical Components
13+
(25,000G/Black White SS)
●All Sections
◯Targeting & Hawk Eye
Stray shots cannot occur. It also can aim through the shielding. Description
A large construct in the shape of a dragon, the Dragon Fortress is a huge
●Body & Wing machine, measuring around 50m long and 15m high. Able to fly at high
◯Gun speeds, its weapons are able to cause destruction on a massive scale. It is
The Main Battery is a gun weapon that has a “Range: 2(30m)” and a thought to be the top of the line when it comes to mobile defense and
maximum magazine of 3. The Machine Gun is a gun weapon that has a comes outfitted with a wide variety of weapons. It is an existence that brings
“Range: 1(10m)” and a maximum magazine of 6. together the highest level of technology in Magitech Civilization, and the
leaders of each country are searching for their whereabouts.

172
Part 2 Monsters

●Front Lower Body


16 Colossus: Knight New ►Eradicating Ray/19(26)/Fortitude/Half
Intelligence: Servant Perception: Mechanical Disposition: Instructed The Front Lower Body fires ray of light at "Range/Area: 2(50m)/Line",
Language: None Habitat: Various dealing "2d+20" energy magic damage.
Rep/Weak: 19/26 Weak Point: Physical damage +2 points This unique skill cannot be used on consecutive turns.
Initiative: 23 Movement Speed: 50(4 Legs)/-
Fortitude: 21(28) Willpower: 20(27) ●Rear Lower Body
►Emergency Maintenance
F Style Accuracy Damage Evasion Def. HP MP It restores its own body. This effect restores the HP of one of the sections
Spear (Right by 2dx5 points.
20(27) 2d+24 19(26) 15 140 - This effect cannot be used on consecutive turns.
Upper Body)
Spear (Lower
20(27) 2d+24 19(26) 15 140 - ►Smoke Cover
Upper Body)
Hoofs (Front he monster creates a cloud of smoke around it, making it difficult to see.
18(25) 2d+28 18(25) 18 160 - For 10 seconds (1 round), the monster's Evasion, Fortitude, and Willpower
Lower Body)
Hoofs (Rear checks for all sections of this monster are increased by +2 against characters
18(25) 2d+28 18(25) 18 160 - who are in another area (Simplified Combat) or 10m or more away
Lower Body)
(Standard Combat, Advanced Combat) from Colossus: Knight.
Sections: 4 (Right Upper Body / Left Upper Body / Front Lower Body /
Rear Lower Body) Main Section: None Loot
Unique Skills Always Colossus Blue Core (8,000G/Gold Black White S)
Mysterious Magitech Components (2,400G/Black
●All Sections 2–8
White S)
◯Mechanical Body 9+ Trove of Magical Components (7,600G/Black White S)
It is immune to criticals from edged weapons.

◯Mana Coating (4) Description


Reduces magic damage received by -4. This is a Colossus (see p. 63), a figure that is relatively small figuratively
speaking, although its overall height is over 10 meters. Designed for
►Colossus Trample mobility, it has a warrior-like appearance of a Centaur, with a horse-like
Colossus: Knight attacks with "Area: Breakthrough". lower body and an armed humanoid upper body.
All targets within range will be hit with Colossus: Knight, one of the Its main role was to forcefully trample armies and break enemy
sections’ Melee Attacks. All section Accuracy checks gain a +2 bonus, and formations with its long spears and rushing power. Equipped with
damage is increased by +6. destructive ray weapons, it was difficult to approach even from close range.
The Colossus may roam the wilderness or deserts in search of enemies,
●Right Upper Body/Left Upper Body but it is reported to ignore only small numbers of opponents. It may be
►Twin Strike & Double Attack sleeping in ruins, attacking those who enter. When it awakens, it heads
It can make two Spear attacks each round, though each attack requires its straight for its destination, causing serious damage to settlements and towns
Accuracy check. They may choose to attack different characters with each along the way.
attack. Some Colossi were defective, or the hangars were targeted by the
Barbarous, and if found in ruins, Colossi should be neutralized or
●Front Lower Body/Rear Lower Body destroyed as soon as possible. However, there have been past tragedies
◯Stranded where people have awakened them by trying to destroy them, and now
If the HP of the Front Lower Body or Rear Lower Body section is 0 or Knights still roam the surrounding lands.
less, Right Upper Body and Left Upper Body sections suffer a -2 penalty
on the Evasion check.
If both of them have 0 or less HP, the penalty is -4.

173
Mythical Beasts
If one happens to know either the Arcana or Elven languages, it is quite
2 Achlis VC possible to converse with Deela Harpy.
Intelligence: Low Perception: Five senses Disposition: Neutral Often mild-mannered, a Deela Harpy avoids fights with Humanoids
Language: None Habitat: Meadows unless there is a compelling reason to do so. In addition, some prefer
Rep/Weak: 9/12 Weak Point: Physical damage +2 points reading to talking, and some carry manuscripts of books dating back to the
Initiative: 9 Movement Speed: 12(4 Legs)/- Magic Civilization period.
Fortitude: 4(11) Willpower: 3(10)
F Style Accuracy Damage Evasion Def. HP MP 4 Kamawet New
Bite (Front) 4(11) 2d+1 4(11) 3 18 10 Intelligence: Average Perception: Five senses Disposition: Friendly
Kick (Rear) 4(11) 2d+4 3(10) 4 14 6 Language: Dragonic Habitat: Sea
Sections: 2 (Front/Rear) Main Section: Front Rep/Weak: 5/12 Weak Point: Lightning damage + 3 points
Initiative: 10 Movement Speed: 5(Crawling)/30(Swimming)
Unique Skills Fortitude: 7(14) Willpower: 6(13)
●Front
⏩Intimidating Cry/3(10)/Fortitude/Neg F Style Accuracy Damage Evasion Def. HP MP
The Achlis makes an intimidating cry and causes enemies around it to Slam 5(12) 2d+4 5(12) 3 33 16
panic. Within “Range: Caster” and “Target: 1 area (3m Radius)/All," targets
suffer a -1 penalty on Accuracy, and Evasion checks for 10 seconds (1 Unique Skills
round). ◯Underwater Specialization
This effect can be used only once per round and cannot be used in Can move in water without penalties and restrictions. Conversely, all
consecutive turns. action checks are subject to a -2 penalty on the ground.

●Rear ◯Water/Ice Immunity


◯Standing Upright
If the HP of the Rear is 0 or less, Front section gets a -2 penalty on Loot
Evasion checks. 2–6 Chipped Fangs (100G/Red A)
7+ Kamawet Fangs (500G/Red A)
Loot
2–6 Nothing
7 – 10 White Fur (60G/Red A) Description
11+ Pure White Fur (130G/Red A) Kamawets are sea-based mythical beasts, similar in appearance to a
dragon without wings. Only a few meters long, they are mild-mannered and
rather friendly, and are able to coexist with humanoids quite easily.
Description Subsisting on a mostly fish diet, they rarely travel outside of the water.
This Mythical Beast is about 2 meters long, with white fur and a llama- Sometimes, it even can carry humanoids on its back.
like appearance. It is characterized by small horns sprouting from both of

4 Hellhound
its foreheads and jointless hind legs. The creature is highly sensitive and
can become aggressive when influenced by the emotions and intentions of CR I p. 426
others. Intelligence: Low Perception: Five senses (Darkvision)
Disposition: Hostile Language: None Habitat: Ruins
3 Deela Harpy CR I p. 426 Rep/Weak: 9/15 Weak Point: Water/Ice damage + 3 points
Initiative: 16 Movement Speed: 18(4 Legs)/-
Intelligence: Average Perception: Five senses (Darkvision) Fortitude: 6(13) Willpower: 7(14)
Disposition: Neutral Language: Elven, Arcana Habitat: Forests, Mountain
Rep/Weak: 8/14 Weak Point: Physical damage +2 points
Initiative: 11 Movement Speed: 13/26(Flying) F Style Accuracy Damage Evasion Def. HP MP
Fortitude: 5(12) Willpower: 5(12) Bite 7(14) 2d+4 6(13) 2 38 20
F Style Accuracy Damage Evasion Def. HP MP
Claws 4(11) 2d 5(12) 2 24 21 Unique Skills
◯Fire Immunity
Unique Skills ►Fire Breath/5 (12)/Fortitude/Half
►Enchanting Song/3 (10)/ Willpower/Neg
A Hellhound breathes fire in a “Range: Touch”, dealing 2d + 4 fire magic
Deela Harpy sings a song with “Range/Area: 2(20m)/Target” to “Target:
damage to up to 3 targets.
1 Character”. The target obeys Deela Harpy's commands in the song's
This unique skill cannot be used in consecutive rounds.
lyrics.
The commands must be in a language that the target understands. The
Loot
commands must be simple, and the target will not obey any commands to
2–3 Nothing
harm themselves.
This effect is treated as psychic type (weak). 4 - 11 Mythical Beast Hide (140G/Red A)
12+ Flame Crystal (1,600G/Gold S)
Loot
2–9 Nothing Description
10+ Arcana-Language Book (170G/White A) x 1d
Hellhounds are large dogs with jet-black fur, often seen spitting gouts of
flame. It is sometimes found in and around "Shallow Abyss," which is why
Description it is also called “Watchdogs of Hell”.
Rarely, a red stone with a faint heat may be found inside its body.
A mythical beast, combining the appearance of a bird with that of a
beautiful woman. Quietly interacting with Humans since the Magic
Civilization period, Deela Harpy now lives deep in mountains and forests.

174
Part 2 Monsters

5 Thunderbird CR I p. 427 5 Pegasus CR III p. 392


Intelligence: Low Perception: Five senses Disposition: Hungry Intelligence: Average Perception: Five senses Disposition: Neutral
Language: None Habitat: Mountains Language: None Habitat: Mountains
Rep/Weak: 10/16 Weak Point: Magic Damage +2 points Rep/Weak: 9/16 Weak Point: Accuracy +1
Initiative: 14 Movement Speed: -/50 (Flying) Initiative: 16 Movement Speed: 20(4 Legs)/40(Flying)
Fortitude: 8 (15) Willpower: 8 (15) Fortitude: 6(13) Willpower: 6(13)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Beak (Body) 7(14) 2d+8 7(14) 5 37 22 Hoofs 7(14) 2d+5 6(13) 3 41 23
Wing (Wing) 8(15) 2d+6 6(13) 3 28 10
Wing (Wing) 8(15) 2d+6 6(13) 3 28 10 Unique Skills
Sections: 3 (Body/Wing x 2) Main Section: Body ◯Flight
A Pegasus receives a +1 bonus to Accuracy and Evasion only for melee
Unique Skills attacks.
●All Sections
◯Lightning Immunity ◯Poison/Disease Immunity
When the mount is subjected to a poison or disease-type effect or
●Body damage, it can always be resisted as "Resistance: Optional."
►Thunderclap/6 (13)/Willpower/Half
Summons lightning with “Range: Self” and “Target: 1 area (6m Loot
radius)/20” and deals 2d+4 lightning magic damage to the target. Always White Feathers (50G/Red B)
This ability cannot be used on consecutive turns. 2–9 Nothing
10+ Pure White Mane (800G/Red A)
●Wing
◯Flight Description
A Thunderbird receives a +1 bonus to Accuracy and Evasion only for
A white horse with wings on its back, a Pegasus is a rare sight due to its
melee attacks.
somewhat skittish personality. The image of a Pegasus is popular in
If one of the Wings falls to 0 HP or lower, this unique skill cannot be
folktales and legends, and it is said that riding one is like running in the sky.
used.
They do not simply allow anyone to ride them, so the few adventurers and
aristocrats seen on a Pegasus have just that much more prestige.
Loot
The wild species lives mainly in rugged mountains, but it is a popular
2–7 Nothing Mythical Beast for riding and is also kept by the Rider's Guilds. It is rare to
8 – 10 Mystical Beak (350G/Red A) find adventurers and nobles who keep them privately.
11+ Lightning Crystal (1,600G/Gold S)

Description
5 Ratatoskr VC
Intelligence: Average Perception: Five senses (Darkvision)
A huge bird cloaked in lightning, a Thunderbird's body shines brightly in Disposition: Hostile Language: Sylvan Habitat: Forests
the sky. Even amid combat, the electricity arcing off of one of these great Rep/Weak: 12/15 Weak Point: Accuracy +1
birds is rather intense. Initiative: 14 Movement Speed: 20(4 Legs)/-
Thunderbirds often do not stay in one territory for long and are difficult Fortitude: 6(13) Willpower: 7(14)
to track down for any purpose. Only rarely does a Thunderbird settle down
and create a nest, and more often than not it is due to spawning.
They may lay eggs in Shallow Abysses for self-preservation, which can F Style Accuracy Damage Evasion Def. HP MP
create dangerous beasts for intruders. Bite 7(14) 2d+6 7(14) 4 44 22

Unique Skills
►Razor Wind/7(14)/Willpower/Half
Creates razor wind, which deals 2d+3 wind magic damage to up to 3
characters at "Range/Area: 2(30m)/Target".
If this unique skill is used, 3 points of MP are consumed for each target
character.

Loot
Always Gem (300G/Gold A)
2–8 Nothing
9+ Long Teeth (400G/Red A)

Description
This mythical beast is about 50 cm long and takes the form of a squirrel.
It has a long central tooth that is half its own length. It is mischievous and
tries to get in between Humanoid and other mythical beasts with whom it
is close and to cause discord by spreading lies.

175
6 Varg New 6 Unicorn CR II p. 391
Intelligence: Low Perception: Five senses (Darkvision) Intelligence: High Perception: Five senses Disposition: Neutral
Disposition: Neutral Language: Vargian Habitat: Forests, Plains, Hills Language: Sylvan Habitat: Forest
Rep/Weak: 11/16 Weak Point: Fire damage + 3 points Rep/Weak: 10/15 Weak Point: Accuracy +1
Initiative: 16 Movement Speed: 20(4 Legs)/- Initiative: 14 Movement Speed: 20(4 Legs)/-
Fortitude: 10(17) Willpower: 8(15) Fortitude: 10(17) Willpower: 10(17)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Bite 8(16) 2d+8 9(16) 5 58 22 Horn 8(15) 2d+6 7(14) 5 50 80

Unique Skills Unique Skills


◯Coordination ►Fairy Magic 6 Level/Magic Power 8(15)
A Varg gains a bonus to their Accuracy equal to the number of other Can use earth, water/ice, light, and dark types.
Vargs (of any type) in the same skirmish area, up to a maximum of +4.
◯🗨Magic Aptitude
🗨Power Strike I They can use the Combat Feats [Targeting], [Magic Convergence],
A Varg can deal an additional 4 damage on their next attack. However, [Magic Control], [Hawk Eye], and [Metamagic/Targets].
any Evasion Check made by them this turn receives a -2 penalty.
►Healing Horn/10 (17)/Fortitude/Neg
Loot It touches the "Target: 1 Character" with a horn to heal the target's HP by
2–5 Mythical Beast Hide (140G/Red A) 50 points. If the Fortitude check was the favorable result in the success
6–8 Fine Mythical Beast Hide (300G/Red A) value comparison, the target will also be completely cured of any poison,
9+ Beautiful Mythical Beast Hide (800G/Gold Red A) disease, curse, petrification, etc. that it has been subjected to. It is also
possible to apply this effect to itself.
However, this effect does not apply to constructs and magitech characters.
Description Furthermore, if the character touched by the horn is undead, not only is it
This mythical beast is about 2 meters tall and resembles a huge wolf. Its immune to the aforementioned effects, but it must also perform a Fortitude
coat color is a gradation of black to white, with varying degrees of intensity, and, if it fails, suffer magic damage of 50 points.
but mostly gray. A character can only receive this effect once per day. In the case of a
They have their own language consisting of howls, and they excel at character with multiple sections, each section can be affected up to once
hunting by using it to hunt down their enemies and coordinate their attacks. per day.
They are generally belligerent and have a primitive but unique culture Using this unique skill consumes 10 points of MP.
centered on hunting.
Because of the way they are, they joined Dalkhrem's army during the War ◯Horn of Mana
of the Gods, and even today, they are often seen as friends of the If the Unicorn's MP reaches 0, it dies instantly, its horn crumbling into
barbarous, and some of the barbarous have Varg as their mount, especially useless dust.
close to species are Bolgs, Ogres, Trolls, and Lycanthropes.
However, the relationship between Vargs and Barbarous is only as equal Loot
partners. It is said that if they are forced to be one-sidedly slavery, they will Unicorn Horn (Remaining MP x 300G/Gold Red A –
Always
bite the Barbarous’ head off at that moment. SS)
2+ Nothing

6 Emerald Raccoon CR III p. 392


Intelligence: Average Perception: Five senses (Darkvision) Description
Disposition: Friendly Language: Lycant, Sylvan Habitat: Forest Unicorns are elegant creatures, horses with long, iridescent spiraling
Rep/Weak: 12/15 Weak Point: Earth damage + 3 points horns on their forehead. They are intelligent but very skittish, only
Initiative: 13 Movement Speed: 16(4 Legs)/- appearing to human maidens and even then, quite rarely.
Fortitude: 8(15) Willpower: 9(16) They are hunted by both outlaws and Barbarous for their horn, which
can cure diseases and heal wounds even after it is removed from the
Unicorn.
F Style Accuracy Damage Evasion Def. HP MP The horn has the entirety of the Unicorn's MP stored in it, and when cut
Arms 8(15) 2d+8 8(15) 6 52 48 it retains the Unicorn's current MP (killing the Unicorn in the process) and
can be used as a Unicorn Horn (see CR II, p. 233 or ET, p. 150).
Unique Skills
►Fairy Magic 6 Level/Magic Power 9(16)
Can use earth, water/ice, wind, and light types.

◯🗨Magic Aptitude [Prerequisite: Unique Skill Release]


They can use the Combat Feats [Targeting], [Metamagic/Number].

Loot
Always Green Hair (250G/Red A)
2–9 Nothing
10+ Clean Green Hair (750G/Red A)

Description
It is a Mythical Beast with green body hair of about 2m in length,
inhabiting the forested areas of the Alframe continent, and looks like a
raccoon dog. It can communicate with the same level of intellect as
humans. It has a mild-mannered character and is a mediator between
multiple Animals and Mythical Beasts in the forest ecosystem.
If a Humanoid or a Barbarous is trespassing on the territory of the
Animals in the forest, they may use their magical powers to solve the
problem.

176
Part 2 Monsters

7 Antar New Description


Intelligence: Average Perception: Five senses Disposition: Neutral It is a two-headed poison snake with a head at each end of its body. It has
Language: Trade Common, Arcana Habitat: Forests, Mountains bat-like wings, but they degenerate, and it cannot fly. It moves by rolling
Rep/Weak: 15/18 Weak Point: Magic damage +2 points around like a wheel, with one head clamped onto the other.
Initiative: 13 Movement Speed: 15(4 Legs)/- In addition to having a poisonous bite, it is also known to breathe
Fortitude: 10(17) Willpower: 10(17) poisonous gas, and some scholars believe that, like Wyvern, it may have
some connection to dragons.
Preferring cold climates, they mainly live in caves. There, they wait for
F Style Accuracy Damage Evasion Def. HP MP prey to wander in and then kill and eat them with poisonous gas.
Horns 8(15) 2d+8 9(16) 6 52 68

Unique Skills 7 Griffon CR I p. 428


►Nature Magic 7 Level/Magic Power 10(17) Intelligence: Low Perception: Five senses Disposition: Neutral
Language: None Habitat: Mountains
◯🗨Magic Aptitude Rep/Weak: 12/18 Weak Point: Wind type damage +3 points
They can use the Combat Feats [Targeting], [Magic Convergence], Initiative: 18 Movement Speed: 20(4 Legs)/40 (Flying)
[Magic Control]. Fortitude: 12 (19) Willpower: 9 (16)

⏩Wrath of the Forest F Style Accuracy Damage Evasion Def. HP MP


It expresses anger at those who disturb the forest. Beak (Body) 9(16) 2d+11 11(18) 5 58 26
For 3 minutes (18 rounds), its Accuracy and Spellcasting checks get a +1 Wing (Wing) 10(17) 2d+8 9(16) 4 39 11
bonus. Wing (Wing) 10(17) 2d+8 9(16) 4 39 11
This ability can be used only when its HP is less than half. After using this
ability, Antar cannot cancel the effect by itself and will not stop fighting until Sections: 3 (Body/Wing x 2) Main Section: Body
it eliminates the enemy.
Unique Skills
Loot ●All Sections
2–6 Nothing ◯Continuous Attack
7 – 10 Grayish-White Fur (600G/Red A) If a Griffon successfully hits a target in melee, they may make a second
11+ Silvery-White Fur (2,100G/Gold Red S) attack against the same target.

●Wing
Description ◯Flight
It is a mythical beast that looks like an antelope. Its mouth resembles a A Griffon receives a +1 bonus to Accuracy and Evasion only for melee
human-like shape, and it can speak humanoid languages. attacks.
Its goal is to protect the deep and quiet environment of the forest. When If one of the Wings falls to 0 HP or lower, this unique skill cannot be
an invasion occurs in their territory, they will try to guide invaders out of used.
the forest and, if impossible, eliminate them.
In some cases, they have been seen spending time with Humanoids and Loot
others who have chosen to live in symbiosis with the forest. 2–5 Nothing
6 – 12 Gems (150G/Gold A) x 1d

7 Amphisbaena
13+ Mithril (2,600G/Gold S)
CR III p. 393
Intelligence: Low Perception: Five senses (Darkvision)
Disposition: Hostile Language: None Habitat: Cave, Cold Region, Alpine Description
Rep/Weak: 12/18 Weak Point: Magic damage +2 points A mythical beast with the head and wings of an eagle and the body of a
Initiative: 14 Movement Speed: 20(Rotation)/- lion. Griffons are surprisingly agile in the air for their bulk and often nest
Fortitude: 10(17) Willpower: 9(16) in holes dug into cliffsides. A Griffon is attracted to and tends to collect
shining objects, such as precious metals and gemstones. If they find an
intruder trying to steal their shinnies, a Griffon will attack violently. Rarely
F Style Accuracy Damage Evasion Def. HP MP some Griffons understand the common trade language.
Bite (Head) 10(17) 2d+9 9(16) 7 42 19
Bite (Head) 10(17) 2d+9 9(16) 7 42 19
Sections: 2 (Head x 2) Main Section: None

Unique Skills
●All Sections
◯Poison Immunity

●Head
◯Poison/10 (17)/Fortitude/Neg
If the Bite hits, it deals 8 poison magic damage to the target.

►Poisonous Gas Breath/10 (17)/Fortitude/ Half


Within “Range/Area: 2(20m)/Shot" spits out poison gas in "1 area(3m
Radius)/5", dealing 2d poison magic damage to the targets.
This ability cannot be used for consecutive turns.

Loot
2–4 Snake Skin (20G/Red B)
5–7 Fine Snake Skin (120G/Red A)
8 – 11 Premium Snake Skin (320G/Red A)
12+ Mythical Snake Skin (1,600G/Red S)

177
8 Tilgris CR III p. 394 🗨Power Strike I
Intelligence: Average Perception: Five senses Disposition: Hostile A Varg can deal an additional 4 damage on their next attack. However,
Language: None Habitat: Forests, Mountains any Evasion Check made by them this turn receives a -2 penalty.
Rep/Weak: 14/17 Weak Point: Slashing damage +3 points
Initiative: 16 Movement Speed: 30(Legs)/- Loot
Fortitude: 11(18) Willpower: 10(17) 2–4 Mythical Beast Hide (140G/Red A)
5–7 Fine Mythical Beast Hide (300G/Red A)
8 – 11 Beautiful Mythical Beast Hide (800G/Gold Red A)
F Style Accuracy Damage Evasion Def. HP MP 12+ Silver-white Mythical Beast Hide (3,600G/Gold Red S)
Claws (Front) 11(18) 2d+8 11(18) 8 69 24
Tail (Back) 10(17) 2d+10 10(17) 8 77 12
Sections: 2 (Front / Back) Main Section: Front
Description
It is one of the larger Vargs (see p. 176) and more ferocious than the
Unique Skills regular Varg. Only a Barbarous with recognized strength will be allowed to
●Front ride on its back.
►Double Attack
Can make two Claws attacks with one Major Action. 8 Ringing Rain Deer CR II p. 392
►Lightning Breath/10(17)/Fortitude/Half Intelligence: Low Perception: Five senses Disposition: Neutral
It spits lightning with “Range/Area: 2(20m)/Shot" to "Target: 1 area (3m Language: Sylvan Habitat: Forest
Radius)/5.” It deals “2d+9” lightning and water/ice magic damage. Rep/Weak: 15/18 Weak Point: Physical damage +2 points
This ability cannot be used on consecutive turns. Initiative: 16 Movement Speed: 20 (4 Legs)/-
Fortitude: 10 (17) Willpower: 11 (18)
●Back
◯Long Tail F Style Accuracy Damage Evasion Def. HP MP
Tail attacks can be made with "Range/Area: 1(10m)/Target". Hoof 11(18) 2d+11 10(17) 7 68 27

◯Painful Strike Unique Skills


If the 2d roll of the damage roll is 10 or more, the damage is increased ►Basic Spellsongs 5 Level/9(16)/All areas (50m Radius)
by an additional +7 points.
►Special Spellsong /9(16)/All areas (50m Radius)
Loot Uses spellsong [Nostalgia](see CR II, p. 193), [Lullaby]. Once this unique
2–6 Nothing skill is used, it cannot be used for the next 30 seconds (3 rounds). After
7 – 11 Hard Outer Skin (800G/Red A) using either spellsong, 30 seconds (3 rounds) must elapse before the
12+ Shiny Hard Outer Skin (2,600G/Red S) subsequent use of either special spellsong.

►[Finale: Breath of the Meadows]/9(16)


Description In the "Range: 2(60m)," up to 3 characters heal their HP by "2d+7" points.
It is a Mythical Beast similar to a tiger, with red and black tiger stripes on This effect does not work on undead, constructs, and magitech characters.
its fur. However, it is two times larger than an ordinary tiger. This unique skill cannot be used in consecutive turns. Also, once a
It is characterized by a partially hardened skin from the forehead to the character has been affected, it cannot be affected for the following hour.
back that makes it appear armored. Tilgris, in addition to its sharp fangs
and claws, uses its tail skillfully and mercilessly to attack its enemies. In Loot
addition, Tilgris has the ability to spit lightning breath, which has been Always Light Sounding Bell (200G/Gold Red Black A) x 1d
described as “like a lightning cloud descending directly from the sky.” 2 – 10 Nothing
They are territorial and exclusive, and it is considered very dangerous to 11+ Clear Sounding Bell (2,680G/Gold Red Black S)
venture into their territory.
Although they are often regarded as violent because of their ecology, they
are also known to be as intelligent as humans. Although they cannot speak, Description
they can understand human languages and are not easy to trap. It is a mythical beast looking like a reindeer, with many nut-like bells with
On the other hand, they are also known to be very faithful to their fellow altered horns attached to various parts of the big horns. By shaking its head,
humanoids, and some of them have developed friendships with the bells on the horns ring, creating spellsongs.
humanoids and act as mounts in the Rider's Guilds. Cautious, they seldom appear in front of anyone except those they trust.
When an intruder comes to their territory, they try to drive them away with
8 Brutal Varg New
spellsongs.
When acquired as loot, their bells may be used as materials for musical
Intelligence: Low Perception: Five senses (Darkvision) instruments, sacred treasures, ritual implements, etc.
Disposition: Neutral Language: Vargian Habitat: Forests, Plains, Hills
Rep/Weak: 13/18 Weak Point: Fire damage + 3 points
Initiative: 18 Movement Speed: 20(4 Legs)/-
Fortitude: 12(19) Willpower: 10(17)

F Style Accuracy Damage Evasion Def. HP MP


Bite 11(18) 2d+12 11(18) 7 78 27

Unique Skills
◯Coordination
A Brutal Varg gains a bonus to their Accuracy equal to the number of
other Vargs (of any type) in the same skirmish, up to a maximum of +4.

◯Rage
When another Varg (of any type) in the same skirmish is defeated, the
Brutal Varg gains a cumulative +2 bonus to damage for 10 seconds (1
round).
The GM decides when a Varg is defeated (incapacitated or dead).

178
Part 2 Monsters

9 Catoblepas New 9 Chimera CR II p. 393


Intelligence: Average Perception: Magic Disposition: Hostile Intelligence: High Perception: Five senses (Darkvision)
Language: None Habitat: Lakes, Swamps Disposition: Hostile
Rep/Weak: 17/20 Weak Point: Fire damage + 3 points Language: Trade Common, Barbaric, Dragonic, Arcana Habitat: Ruins
Initiative: 16 Movement Speed: 15(4 Legs)/15(Swimming) Rep/Weak: 13/20 Weak Point: Magic damage +2 points
Fortitude: 12(19) Willpower: 12(19) Initiative: 15 Movement Speed: 13 (4 Legs)/25 (Flying)
Fortitude: 11 (18) Willpower: 12 (19)
F Style Accuracy Damage Evasion Def. HP MP
Hoofs 12(19) 2d+14 11(18) 10 82 41 F Style Accuracy Damage Evasion Def. HP MP
Bite (Lion’s
11(18) 2d+13 10(17) 9 81 12
Unique Skills Head)
◯Lightning Immunity, ◯Disease Immunity, ◯Curse Immunity Horn (Goat’s
9(16) 2d+9 10(17) 8 68 60
Head)
Bite (Dragon’s
◯Underwater Aptitude 10(17) 2d+11 10(17) 10 74 18
Head)
Snake’s Bite
⏩Petrified Hoofs/12 (19)/Willpower/Neg (Body)
12(19) 2d+9 11(18) 6 87 12
Catoblepas stares at 1 character with “Range/Area: 2(50m)/Target” and None (Wings) - - 9(16) 8 59 12
“Area: Target”. On failed save target is petrified (Dexterity, Agility/-6) (see
p. 71). Sections: 5 (Lion's Head / Goat's Head / Dragon's Head / Body / Wings)
This effect is treated as a curse type. Main Section: Heads (All)
This unique skill can be used up to twice per round, but targets must be
different. Unique Skills
●Lion's Head
Loot ⏩△Techniques
Always Petrifying Hoofs (1,200G/Gold Red Black S) x 2 They may use the [Cat's Eyes], [Beetleskin], and [Recovery (5 points)]
2–9 Nothing Techniques.
10+ Slimy Skin (680G/Red A)
●Goat's Head
►Spiritualism Magic 7 Level/Magic Power 10(17)
Description
It is a mythical beast about 3 meters long with the head of a pig and the ◯🗨►Magic Aptitude
body of a buffalo. Its eyes are iridescent and shiny, and it petrifies people They can use the Combat Feats [Targeting], [Magic Convergence],
by looking at them, regardless of their intentions. It can sense its [Magic Control], [Universal Metamagic], and [Wordbreak].
surroundings even while blinded, so it usually lives with its eyes closed.
Self-righteous and solitary, it regards anyone who approaches them as an ●Dragon's Head
enemy. Its skin has power that repels evil, and in rare cases, the effect
remains even after death and can be sold for a high price. ►Flame Breath/11(18)/Fortitude/Half
With "Range/Area: 2(50m)/Shot", it spits fire at "Target: 1 Character" and
deals 2d+10 fire magic damage.

●Body
◯Cursed Poison/11(18)/Fortitude/Neg
If the Snake’s Bite attack hits and deals at least 1 point of applied damage,
the target's Accuracy check will be reduced by -2. This effect is not
cumulative.
This effect is treated as a curse type and is permanent. This effect can
also be removed with a spell such as the [Remove Curse], but it is
automatically removed if the Body section that bestowed the curse falls to
0 HP or less.

●Wings
◯Flight
A Chimera receives a +1 bonus to Accuracy and Evasion only for melee
attacks. If Wings falls to 0 HP or lower, this unique skill cannot be used.

Loot
Always Chimera Horn (500G/Red A)
Always Chimera Fang (500G/Red A)
2–9 Chimera Mane (500G/Red A)
10+ Golden Chimera Mane (2,900G/Gold Red S)

Description
Chimera is fearsome in appearance, with the heads of a lion, goat, and
dragon, the body of a snake used for a tail, and the wings of a massive bat
on its back. Their origin is unclear, but it can only be assumed that a crazed
wizard from the Magic Civilization period came up with this beast as part
of some deranged experiment.
With multiple heads comes incredible intelligence, and Chimeras excel
in cunning strategy. They are also ruthless and will offer hope to their
opponents only to snatch it away at the last second. Chimeras also tend to
have Undead and Constructs under their control and will have each head
sleep at different times, making them formidable opponents to take
advantage of. However, Chimeras tend to be overconfident, and it is said
that this hubris may be their downfall.

179
◯Petrifying Beak/11 (18)/Willpower/Neg
9 Python CR III p. 395 If the Beak attack hits, the target becomes Petrified (Agility/-12) (see p.
Intelligence: Low Perception: Five senses (Darkvision) 71).
Disposition: Hostile Language: None Habitat: Swamp, Marsh This effect is the curse type.
Rep/Weak: 15/19 Weak Point: Physical damage +2 points
Initiative: 17 Movement Speed: 20(Crawling)/- ⏩△Techniques
Fortitude: 12(19) Willpower: 12(19) They may use the [Beetleskin], [Meditation], and [Recovery (5 points)]
Techniques.
F Style Accuracy Damage Evasion Def. HP MP
◯Flight
Bite (Head) 12(19) 2d+12 11(18) 9 79 19
A Cockatrice receives a +1 bonus to Accuracy and Evasion only for melee
Slam (Body) 11(18) 2d+10 10(17) 11 88 19
attacks.
Tail (Tail) 12(19) 2d+14 10(17) 9 72 12
Sections: 3 (Head / Body / Tail) Main Section: Head Loot
2–9 Nothing
Unique Skills 7 – 12 Cockatrice Beak (1,000G/Red S)
●All Sections 13+ Crimson Beak (3,200G/Red S)
◯Poison Immunity

●Head Description
◯Poison/12 (19)/Fortitude/Neg Resembling a giant chicken with the legs and tail of a lizard, a Cockatrice
If the Bite hits, it deals 8 poison magic damage to the target. is a dangerous beast, able to petrify anyone with its beak. Standing taller
than most humanoids, Cockatrices are often hostile to anyone they
►Poison Spray/11(18)/Fortitude/Half perceive as threatening them or their nest. However, they absolutely hate
Within “Range/Area: 2(30m)/Shot" spits poison on "Target: 1 Character", Basilisks with every fiber of their being and will break off combat with
dealing 2d+9 poison magic damage. others to attack one on sight.
This ability cannot be used on consecutive turns.

●Body 10 Great Varg New


◯Poisonous Fog/11(18)/Fortitude/Half Intelligence: Low Perception: Five senses (Darkvision)
A poisonous mist is constantly emitted from the body. Disposition: Neutral Language: Vargian Habitat: Forests, Plains, Hills
At the end of this monster's turn, all the characters in the same position Rep/Weak: 15/21 Weak Point: Fire damage + 3 points
(area, coordinate) as the Body section suffer 2d+6 poison magic damage. Initiative: 21 Movement Speed: 20(4 Legs)/-
Fortitude: 15(22) Willpower: 13(20)
●Tail
🗨Tail Sweep F Style Accuracy Damage Evasion Def. HP MP
The monster can use its tail to attack up to 5 targets in the same skirmish. Bite 16(23) 2d+12 11(18) 9 98 32
An Accuracy check is made on all characters at once, and damage is
determined individually. Unique Skills
This attack cannot be used in consecutive rounds. ◯Rage
When another Varg (of any type) in the same skirmish is defeated, the
Loot Brutal Varg gains a cumulative +2 bonus to damage for 10 seconds (1
2 – 11 Venom of the Woe Serpent (1,000G/Red S) round).
12+ Large Amount of Venom (10,000G/Red SS) The GM decides when a Varg is defeated (incapacitated or dead).

◯Final Reprimand
Description When its HP falls to 0 or below, it emits a cry that inspires and empowers
It is a poison snake, always spreading poison and noxious gases. Its total surrounding Vargs. All Vargs (of any type) within "Range: Caster" and
length is about 10 meters, but its thick body, covered with black and purple "Target: All areas (30m radius)/All" gain a +4 bonus to Accuracy checks
scales, makes it quite a presence. and +4 to Damage until the end of their next turn.
They intensely hate Humanoid, Barbarous, and all other creatures with This effect is not cumulative.
intelligence, and once they encounter one, they will never relent in their
attacks until they have completely defeated it. 🗨Power Strike II
A Great Varg can deal an additional +12 damage on their next attack.
10 Cockatrice CR II p. 394
However, any Evasion Check made by them this turn receives a -2 penalty.

Intelligence: Low Perception: Five senses (Darkvision) Loot


Disposition: Hostile 2–5 Fine Mythical Beast Hide (300G/Red A)
Language: None Habitat: Forests, Wilderness 6–9 Beautiful Mythical Beast Hide (800G/Gold Red A)
Rep/Weak: 15/20 Weak Point: Water/Ice damage + 3 points 10+ Silver-white Mythical Beast Hide (3,600G/Gold Red S)
Initiative: 15 Movement Speed: 18/18(Flying)
Fortitude: 13(20) Willpower: 13(20)
Description
F Style Accuracy Damage Evasion Def. HP MP This is one of the strongest Vargs (see p. 176), reaching over 2.5 meters
Beak 13(20) 2d+9 11(18) 10 93 27 in height. If in a herd, they act as leaders. As a mutual recognition of
strength, they often carry the Dark Trolls on their backs.
Unique Skills
◯Poison Immunity, ◯Disease Immunity, ◯Curse Immunity

◯Continuous Attack II
If a monster successfully hits a target in melee, it may make a second
attack. It can make a third attack against the same target if a second attack
hits.

180
Part 2 Monsters

10 Draconet CR III p. 396 11 Gurangatch CR II p. 395


Intelligence: Average Perception: Five senses (Darkvision) Intelligence: Low Perception: Five senses (Darkvision)
Disposition: Neutral Language: Dragonic Habitat: Various Disposition: Neutral Language: Sea Animal, Sylvan Habitat: Sea, Riverside
Rep/Weak: 15/20 Weak Point: Physical damage +2 points Rep/Weak: 18/21 Weak Point: Earth damage + 3 points
Initiative: 17 Movement Speed: 13/25(Flying) Initiative: 18 Movement Speed: 20(Crawling)/40(Swimming)
Fortitude: 13(20) Willpower: 12(19) Fortitude: 14(21) Willpower: 13(20)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Bite (Body) 13(20) 2d+14 12(19) 12 105 32 Front Legs (Front) 14(21) 2d+15 13(20) 14 105 66
Wing (Wing) 12(19) 2d+9 10(17) 10 66 16 Tail (Back) 13(20) 2d+12 14(21) 10 92 23
Wing (Wing) 12(19) 2d+9 10(17) 10 66 16
Sections: 2 (Front / Back) Main Section: Front
Sections: 3 (Body / Wing x 2) Main Section: Body

Unique Skills Unique Skills


●All Sections
●All Sections
◯Underwater Aptitude
◯Fire Immunity
●Front
●Body
►Twin Strike & Double Attack
►Flame Breath/11 (18)/Fortitude/Half
It can make two Front Legs attacks each round, though each attack
Spits fire at "Target: 1 area(3m Radius)/5" within "Range/Area:
requires its accuracy check. They may choose to attack different characters
2(20m)/Shot" and deals 2d+15 fire magic damage.
with each attack.
This unique skill cannot be used on consecutive turns.
►Fairy Magic 10 Level /Magic Power 12(19)
●Wing
It can use water/ice, wind, light, and dark types.
🗨All-Out Attack
A Wing can deal an additional 8 damage on its next attack. However, any ◯🗨►Magic Aptitude
Evasion check made by this section this turn receives a -3 penalty. They can use the Combat Feats [Multi-Action], [Targeting],
[Metamagic/Targets], and [Wordbreak].
◯Flight II [Multi-Action] can be declared when the monster uses [►Twin Strike &
A Draconet receives a +2 bonus to Accuracy and Evasion only for melee Double Attack], and it can cast the spell after the second Accuracy check.
attacks. Monster instead can use [►Twin Strike & Double Attack] after it casts the
If one of the Wings falls to 0 HP or lower, this unique skill cannot be spell, but not after using [►Jaw Bite].
used.
►Jaw Bite/13(20)/Danger Sense/Neg
Loot
It feints with its arms and attack by biting with its jaws.
Always Dragon Scale (5,000G/Red S) Within "Range: Touch" deals with a “Target: 1 Character” 2d+25 physical
2–6 Dragon Fang (1,200G/Red S) damage.
7+ Dragon Fang (1,200G/Red S) x 2 This unique skill cannot be used in consecutive turns. Once a character
becomes a target of this effect, they gain a +4 bonus on Danger Sense
checks to resist this effect until the end of combat.
Description
“Draconet” is a name used for dragons 100 years or younger, and a ●Back
Draconet's attitude reflects its immaturity. Often angry, they will destroy ◯Furious Tail
their environment until they either run out of energy or have leveled their In response to the threat to its own life, it becomes furious.
surroundings. However, it is possible to communicate with a Draconet If the current HP of Front is less than 70 points, the Tail damage is
when they are in a good mood. increased by +2 points; if it is less than 40 points, another +2 points (total
As with older dragons, Draconets tend to hoard things with a significant +4 points); if it is less than 15 points, another +4 points (total +8 points).
amount of stored mana, including magical items, Sword Shards, and even
whole Swords of Protection. They loathe to give up any of their hoards but
may be convinced if there are appropriate replacements for the items to be
🗨All-Out Attack
A Tail can deal an additional 8 damage on its next attack. However, any
taken. While the most common Draconets breathe fire, there are
Evasion check made by this section this turn receives a -3 penalty as a risk.
subspecies that can also exhale ice, lightning, or poison.
Loot
2–6 Clean Scales (200G/Red A)
7 – 11 Green Scales (1,600G/Gold Red S)
12+ Langgan Scales (6,800/Gold Red S)

Description
It is a mythical beast inhabiting the sea and rivers, with the first half of its
body as a crocodile and the second half as a fish.
It circulates in a large territory and attacks violently against those it
perceives to be violating its territory. As a result, its territory is a place where
there are few dangerous predators. Therefore, it is called the guardian of
marine life by fishermen and others who live in the sea. However, they are
rarely seen. In some areas, a folk song says, "They live hard and sleep at
the bottom of the sea.”

181
12 Kujata CR III p. 397
F Style
Bite (Head)
Accuracy
17(24)
Damage
2d+18
Evasion
15(22)
Def. HP MP
14 119 84
Intelligence: Average Perception: Five senses Disposition: Neutral Tail (Body) 16(23) 2d+16 13(20) 16 133 30
Language: Sylvan Habitat: Mountains Wing (Wing) 15(22) 2d+14 13(20) 13 84 28
Rep/Weak: 18/24 Weak Point: Wind damage +3 points Wing (Wing) 15(22) 2d+14 13(20) 13 84 28
Initiative: 17 Movement Speed: 20(4 Legs)/-
Fortitude: 15(22) Willpower: 16(23) Sections: 4 (Head / Body / Wing x 2) Main Section: Head

Unique Skills
F Style Accuracy Damage Evasion Def. HP MP ●All Sections
Horns (Head) 15(22) 2d+16 15(22) 12 101 103 ◯Fire Immunity
Hoofs (Front) 16(23) 2d+15 14(21) 11 109 44
Hoofs (Back) 15(22) 2d+15 14(21) 11 119 44 ●Head
Sections: 3 (Head / Front / Back) Main Section: Head ►Truespeech Magic, Spiritualism Magic 10 Level/Magic Power 14(21)
Unique Skills ◯🗨►Magic Aptitude
●Head They can use the Combat Feats [Targeting], [Magic Convergence],
►Fairy Magic 12 Level/Magic Power 15(22) [Magic Control], [Universal Metamagic], and [Wordbreak].
Can use earth, water/ice, wind, and light types.
►Flame Breath/15(22)/Fortitude/Half
◯🗨►Magic Aptitude With "Range/Area: 2(20m)/Shot", spits fire at "Target: 1 area (6m
They can use the Combat Feats [Targeting], [Magic Convergence], Radius)/20", dealing 2d+20 fire magic damage.
[Magic Control], [Hawk Eye], [Universal Metamagic], [Rune Master], and This unique skill cannot be used on consecutive turns.
[Wordbreak].
⏩△Techniques
►Limited Weather Control They may use the [Strong Blood], [Beetleskin], and [Recovery (7 points)]
Kujata can change the weather and temperature in a 10 km radius Techniques.
centered on itself. The weather can be selected from clear skies to heavy
rain/heavy snow with 100 mm of rainfall per hour, cloud cover, and rainfall ●Body
(snowfall). Fog and haze can also be added. This effect works only in 🗨Tail Sweep
mountainous areas and is also limited to the weather-temperatures that can
The monster can use its tail to attack up to 5 targets in the same skirmish.
occur in that location and season. An Accuracy check is made on all characters at once, and damage is
determined individually.
●Front & Back This attack cannot be used in consecutive rounds.
◯Attack Obstacle = Impossible • +4
Kujata size hinders attack. ◯Attack Obstacle = Impossible • None
The Head cannot be attacked in melee. Against any ranged attacks, Head The Lesser Dragon size hinders attack.
receives a +4 bonus to Evasion checks. The Head cannot be attacked with Melee Attacks. When the Body falls
If the HP of either the Front or Back falls to 0 or lower, this unique skill to 0 HP or lower, this effect disappears.
changes to [○Attack Obstacle = +4 • None (only +4 bonus to Head’s
Evasion against melee attack)]. And if both HPs fall to 0 or lower, the ●Wing
unique skill is completely lost.
🗨All-Out Attack
A Wing can deal an additional 8 damage on its next attack. However, any
Loot
Evasion check made by this section this turn receives a -3 penalty as a risk.
Always Gems (150G/Gold A) x 2d
Always Gems (300G/Gold A) x 1d ◯Flight
2-6 Gems (500G/Gold A) A Lesser Dragon receives a +1 bonus to Accuracy and Evasion only for
7 – 10 Rare Gems (1,500G/Gold S) melee attacks. If any Wings fall to 0 HP or lower, this unique skill cannot
11+ Large Gem (4,000G/Gold S) be used.

Loot
Description Always Dragon Scale (5,000G/Red S)
It is a mythical beast in the form of a huge hairy buffalo that emits blue 2–6 Dragon Fang (1,200G/Red S)
phosphorescent light. It has two humps on its back, which crystallize over 7 – 12 Dragon Fang (1,200G/Red S) x 1d
time and are known to yield high-quality garnets and rubies. 13+ Dragon Jewel (10,000G/Gold SS)
Legend has it that they are the embodiment of the will of the mountain
itself and that they have the power to control the climate of the mountain
where they live, albeit to a limited extent. Description
In many mountains, they are revered as mountain saints, and Kujata
A young dragon, less than 500 years, yet older than a Draconet. Even
himself behaves as such. Although strict in nature, Kujata is basically mild-
though it is relatively young for a Dragon, Lesser Dragons tend to be
mannered.
around 10m long, so any sort of melee attack on the head is nigh
Because of the constant approach of back gem hunters, Kujata’s reaction
impossible.
to Humanoids, Barbarous, and some Mythical Beasts tends to be one of
Able to spit flames and cast spells while flying over the skirmish, a Lesser
wariness and caution.
Dragon's offensive power is second to none. Because of this, Lesser
Dragons tend to be very self-centered and overconfident, looking down on
others they consider “lesser creatures.” Lesser Dragons look to hoard
13 Lesser Dragon CR II p. 396 treasure and valuables, just like any other dragon.
Any brave adventurer (or adventuring party) that can kill a Lesser Dragon
Intelligence: High Perception: Five senses (Darkvision) will not only earn the title “Dragon Slayer” but will have access to the vast
Disposition: Neutral hoard that the dragon had acquired. Additionally, very rarely do dragons
Language: Trade Common, Dragonic, Arcana Habitat: Cave have Dragon Eggs inside their bodies, which are incredibly valued on their
Rep/Weak: 12/20 Weak Point: Physical damage +2 points own due to their use in several magical experiments.
Initiative: 18 Movement Speed: 15/30 (Flying)
Fortitude: 17 (24) Willpower: 17 (24)

182
Part 2 Monsters

⏩Riddle/20 (27)/Adventurer Level + Intelligence Modifier/Neg


15 Sphinx CR III p. 398 The Sphinx can ask “Target: 1 Entire Character” within “Range/Area:
Intelligence: High Perception: Five senses Disposition: Neutral 2(100m)/Target” a riddle. This Riddle cannot be prevented even if the
Language: All Habitat: Ruins target is deaf or dumb. On fail, the target cannot move or perform Major
Rep/Weak: 18/25 Weak Point: Physical damage +2 points Actions or Minor Actions for 30 seconds (3 rounds). This effect is of curse
Initiative: 20 Movement Speed: 20 (4 Legs)/40 (Flying) + psychic type.
Fortitude: 20 (27) Willpower: 22 (29) This unique skill can be used only once per round.

●Body
F Style Accuracy Damage Evasion Def. HP MP
Bite (Head) 20(27) 2d+16 17(24) 15 137 194 ◯Attack Obstacle = +4 • None
Claws (Body) 21(28) 2d+13 16(23) 16 147 84 Against any melee attacks, Body sections receive a +4 bonus to Evasion
Wing (Wing) 19(26) 2d+10 18(25) 13 81 84 checks.
Wing (Wing) 19(26) 2d+10 18(25) 13 81 84 This effect disappears when the Body section falls to 0 HP or lower.
Sections: 4 (Head / Body / Wing x 2) Main Section: Head ●Wing
Unique Skills ◯Flight
All sections receive a +1 bonus to Accuracy and Evasion only for melee
●All Sections
attacks.
◯Mana Resistance If any of the Wings fall to 0 HP or lower, this unique skill cannot be used.
Reduce all Magic Damage Sphinx receive by -5.
Loot
◯Knowledge Incarnate & Weakness Exploit Always Feathers (1,000G/Red S)
Sphinx can make Sage Knowledge checks with a standard value of 20. In 2–9 Ancient Runestones (2,000G/White S)
this case, it knows combat feat [Sage's Wisdom]. 10 – 12 Engraved Signet Ring (5,000G/Gold White S)
Sphinx deals double damage to other monster weak points it detected.
13+ Mysterious Lithograph (10,000G/White SS)
●Head
►Magic (All Systems) 13 Level/Magic Power 19 (26) Description
It mastered all magic system at 13 levels. The Sphinx is a mythical beast about 5m tall, with the body of a lion, the
For Fairy Magic, it can use all types of magic up to rank 13. wings of an eagle, and the face of a beautiful human woman. Highly
intelligent and powerful wizards in their own right, Sphinxes can speak any
◯Multiple Declarations = 3 times language and cast the most known magic spells, regardless of Class.
Sphinxes are often seen serving as gatekeepers for ancient magicians,
◯🗨►Magic Aptitude welcoming those who can answer their riddles as friends of the magician.
The Sphinx can use all Combat Feats that are "Use: Wizard-Type Classes" However, failing to come up with the correct response will lead to a dire
and [Multi-Action], [Targeting], [Hawk Eye], [Metamagic Master], fate.
[Marionette], [Mana Save], [MP Save/All Wizard-Type Classes], and
[Wordbreak].

183
◯Attack Obstacle = Impossible • None
18 Greater Dragon CR III p. 399 The Greater Dragon's size hinders attacks.
Intelligence: High Perception: Five senses (Darkvision) The Head of the Greater Dragon cannot be attacked with melee attacks.
Disposition: Neutral This unique skill is lost when the Body section has 0 or less HP.
Language: Trade Common, Dragonic, Arcana Habitat: Mountains, Caves
Rep/Weak: 18/24 Weak Point: Physical damage +2 points ●Wing
Initiative: 23 Movement Speed: 20/40(Flying) ◯Flight II
Fortitude: 24(31) Willpower: 24(31) All sections receive a +2 bonus to Accuracy and Evasion only for melee
attacks.
F Style Accuracy Damage Evasion Def. HP MP If one of the Wings falls to 0 HP or lower, this unique skill cannot be
Bite (Head) 23(30) 2d+21 24(31) 17 170 102 used.
Claws (Body) 24(31) 2d+19 21(28) 19 182 132
Wing (Wing) 21(28) 2d+17 22(29) 14 126 81 🗨All-Out Attack
Wing (Wing) 22(29) 2d+17 22(29) 14 126 81 A Wing can deal an additional 8 damage on its next attack. However, any
Tail (Tail) 22(29) 2d+19 22(29) 18 166 94 Evasion check made by this section this turn receives a -3 penalty.

Sections: 5 (Head / Body / Wing x 2 / Tail) Main Section: Head ●Tail


🗨Tail Sweep
Unique Skills The monster can use its tail to attack up to 5 targets in the same skirmish.
●All Sections An Accuracy check is made on all characters at once, and damage is
◯Energy Immunity, ◯Fire Immunity determined individually.
This attack cannot be used in consecutive rounds.
●Head
►Truespeech Magic, Spiritualism Magic 15 Level/Magic Power 20 (27) Loot
Always Dragon Fang (1,200G/Red S) x 1d
◯🗨►Magic Aptitude Always Dragon Scale (5,000G/Red S)
The Greater Dragon can use the Combat Feats [Multi-Action], 2–9 Nothing
[Targeting], [Magic Convergence], [Magic Control], [Universal 10+ Dragon Jewel (10,000G/Gold SS)
Metamagic], and [Rune Master].

►Flame and Brilliant Breath/22 (29)/ Fortitude/Half Description


Within "Range/Area: 2(50m)/Shot", spits out breath to "Target: 1 area (6m It is a mature dragon, about 2,000 years old. Its total length is nearly 20
Radius)/20" and deals magic damage to the target. In this case, the monster meters, and its strength rivals that of the armies of great nations. For this
can arbitrarily choose one of the following two types, which differ in reason, most people think of them more like a natural disaster than an
damage and type. enemy to be defeated.
Flame Breath: Spits out the fire, dealing 2d+30 fire type. They are sensitive and will not tolerate any interference. They will direct
Brilliant Breath: Spits out an energy mass, 2d+24 energy type. all of their dragon clan to destroy unwanted intruders if they come to their
This ability cannot be used in consecutive turns (whichever breath is used, territory uninvited.
neither breath can be used in the next turn). They are also well known in history and magic but often cannot
remember the details of incredibly old matters and may add fictional
●Body details to fill those gaps.
◯2 Actions
Can perform two Major Actions in one round.

►Wordbreak
Greater Dragon uses [Wordbreak] combat feat using Head’s Magic
Power.

184
Part 2 Monsters

●Body
25 Elder Dragon New ►Wordbreak
Intelligence: High Perception: Five senses (Darkvision) Elder Dragon uses [Wordbreak] combat feat using Head’s Magic Power.
Disposition: Neutral
Language: Trade Common, Dragonic, Arcana Habitat: Mountains, Caves ◯Attack Obstacle = Impossible • None, Magic Obstacle = -4
Rep/Weak: 10/33 Weak Point: Physical damage +2 points The Elder Dragon's huge body poking through the clouds hinders the
Initiative: 35 Movement Speed: 30/60(Flying) attack.
Fortitude: 29(36) Willpower: 29(36) The Head of the Greater Dragon cannot be engaged in melee combat.
And if a character casts a spell targeting the Head section or other character
F Style Accuracy Damage Evasion Def. HP MP in the same section caster gains a -4 penalty on the Spellcasting check.
Bite (Head) 32(39) 2d+29 32(39) 28 254 201 This unique skill is lost when the Body section has 0 or less HP.
Claws (Body) 33(40) 2d+27 30(37) 30 323 167
Wing (Wing) 30(37) 2d+26 31(38) 25 180 98 ●Wing
Wing (Wing) 30(37) 2d+26 31(38) 25 180 98 ◯Flight II
Tail (Tail) 31(38) 2d+27 31(38) 29 286 125 All sections receive a +2 bonus to Accuracy and Evasion only for melee
attacks.
Sections: 5 (Head / Body / Wing x 2 / Tail) Main Section: Head
If one of the Wings falls to 0 HP or lower, this unique skill cannot be
Unique Skills used.
●All Sections 🗨All-Out Attack
◯Energy Immunity, ◯Fire Immunity A Wing can deal an additional 8 damage on its next attack. However, any
Evasion check made by this section this turn receives a -3 penalty.
●Head
►Truespeech Magic, Spiritualism Magic 15 Level/Magic Power 28 (35) ●Tail
►Sweeping Attack
◯🗨Magic Aptitude & Breath Aptitude Elder Dragon makes a Tail attack against all enemies in the same
The Elder Dragon can use the Combat Feats [Multi-Action], [Targeting], skirmish.
[Magic Convergence], [Magic Control], [Universal Metamagic], and [Rune This unique skill cannot be used on consecutive turns.
Master].
When declaring [Multi-Action], it can select not only the combination of 🗨Improved Aimed Attack
"Melee Attack and Spell Cast" but also the combination of "Melee Attack, When attacking, the Elder Dragon can gain a +4 bonus to Accuracy but
[►Flame and Brilliant Breath], or "Spell Cast and [►Flame and Brilliant receives a -8 penalty for damage dealt.
Breath]" with one Major Action. This cannot be declared when performing an [►Sweeping Attack].

►Flame and Brilliant Breath/28 (35)/ Fortitude/Half Loot


Within "Range/Area: 2(50m)/Shot", spits out breath to "Target: 1 area(6m Always Dragon Fang (1,200G/Red S) x 2d
Radius)/20" and deals magic damage to the target. In this case, the monster Always Dragon Scale (5,000G/Red S)
can arbitrarily choose one of the following two types, which differ in 2 – 13 Dragon Jewel (10,000G/Gold SS)
damage and type. 14+ Greater Dragon Jewel (50,000G/Gold SS)
Flame Breath: Spits out the fire, dealing 2d+40 fire type.
Brilliant Breath: Spits out an energy mass, 2d+30 energy type.
This ability cannot be used in consecutive turns (whichever breath is used, Description
neither breath can be used in the next turn).
It is a legendary dragon. Its age ranges from several thousand to tens of
thousands of years old, and although it is still alive, its references can be
found in histories and myths of ages past. It is more like a divine being than
a mythical beast, and is comparable to a Minor God, as they can be
worshiped in some areas.
If anyone has ever managed to defeat it, this deed will be passed down
from generation to generation.

185
There are some common abilities and characteristics Common Abilities of Olden Fairies
among the Fairies. ◯Olden/Type: A & B/Magic Power X(Y)
There are two kinds of Fairies, the ordinary Fairies, and Monster data with this unique skill indicates this is an
the Olden Fairies, and there are some differences between olden fairy.
them. An olden fairy has multiple types, and can cast Fairy
Magic of each type up to its own level. It cannot use Basic
Common Abilities of All Fairies Fairy Magic.
◯Invisible Against Runefolk It also has both immunities caused by each type.
Runefolk cannot see fairies. This unique skill is omitted In order to summon an olden fairy with [Summon Fairy]
from the individual data. magic, the Fairy Tamer must have all its types selected.

◯No Loot Fairy Tamer Cannot Automatically Identify


Fairy does not leave any loot, and the loot field is Even if a character has the Fairy Tamer class, a Monster
omitted from their data. Knowledge check is required to know the abilities and data
of the olden fairy.
Common Abilities of Normal Fairies
◯Type: **/Magic Power X(Y)
Monster data with this unique skill indicates this is a
normal fairy.
Every normal fairy has one of the following types: earth,
water/ice, fire, wind, light, or dark. Then, they can use Fairy
Magic of that type up to the rank of their monster level.
They cannot use any other type of magic or basic Fairy
Magic. Fairy does not receive any damage or disadvantage
by the effect of its type. Fairies of the dark type have Psychic
Immunity. Light type fairies don’t have any immunities.

◯Knowledge = Fairy Tamers


Characters with the Fairy Tamer class automatically
succeed in the Monster Knowledge check against fairies
without rolling any dice (learning the Sage class and the
original success value are required to know the weak point).
This unique skill is omitted from the individual data.

186
Part 2 Monsters

3 Bannik CR III p. 401 Unique Skills


◯Type: Light/Magic Power 5(12)
Intelligence: Average Perception: Five senses Disposition: Neutral
Language: Trade Common, Sylvan Habitat: Hot Springs 🗨Magic Aptitude
Rep/Weak: 10/14 Weak Point: Fire damage + 3 points They can use the Combat Feat [Metamagic/Targets].
Initiative: 10 Movement Speed: 12/12 (Swimming)
Fortitude: 5(12) Willpower: 5(12)
◯Light Protection
A Will-o'-Wisp takes -3 less magic damage, regardless of type.
F Style Accuracy Damage Evasion Def. HP MP
Fist 5(12) 2d+2 3(10) 4 17 24 ◯Healing Space
1 area (3m Radius) around this monster is surrounded by gentle healing
Unique Skills light. The character within this space gains an additional 2 HP when being
◯Type: Water/Ice/Magic Power 5(12) healed.

◯Underwater Aptitude Description


Will-o'-Wisp is a spherical fairy about 10cm in diameter that emits a misty
◯Water Body light. It is weak, but it often surrounds other fairies and fairy tamers as if to
Blunt weapons treat the Bannik's Defense as 3 points higher. protect them. They are usually harmless and rarely fight other than in self-
defense.
◯Fire Vulnerability
When Bannik is hit by Fire-type damage, it takes an extra 3 damage.
3 Einsel CR III p. 401
🗨Magic Aptitude Intelligence: Average Perception: Five senses Disposition: Friendly
A Bannik can use the Combat Feat [Metamagic/Distance]. Language: Sylvan Habitat: Secluded Regions
Rep/Weak: 10/15 Weak Point: Water/Ice damage + 3 points
►Healing Hot Spring Initiative: 10 Movement Speed: 13/- Fortitude: 5(12) Willpower: 5(12)
The Bannik can change water into a hot spring at the optimal temperature
for bathing at a rate of 2 MP per 50 liters of water to be changed.
Soaking in the waters for an hour will recover 5 HP and MP, but staying F Style Accuracy Damage Evasion Def. HP MP
longer than an hour will not recover any more. Fist 5(12) 2d+3 4(11) 3 23 17

Description Unique Skills


◯Olden/Type: Fire & Dark/Magic Power 5(12)
A spirit that takes the appearance of a nude woman, Banniks are
subservient fairies found around hot springs and other naturally occurring
►Fire Dance/5(12)/Willpower/Half
warm water. They only wish to see cleanliness and may even offer to create
Within "Range: Touch" wraps the "Target: 1 Character" in fire dust,
a hot spring in order to help travelers wash away dirt and grime. However,
dealing 2d+2 fire magic damage. In addition, the target takes a -2 penalty
Banniks are known to become irrationally angry if someone dirty refuses
to Evasion checks for 10 seconds (1 round).
to head to a hot spring and will lash out in anger.

Description
3 Will-o'-Wisp CR II p. 398 These fairies take the shape of beautiful girls, with a part of their hair
Intelligence: Average Perception: Five senses Disposition: Neutral resembling a flame. They live in groups of three to five near sources of fire.
Language: Sylvan Habitat: Various They are curious and fond of people, and will be friendly towards anyone
Rep/Weak: 7/13 Weak Point: Accuracy +1 who treats them kindly. However, they will never forgive those who are
Initiative: 10 Movement Speed: -/10(Floating) hostile or betray them, and will try to burn them with fire.
Fortitude: 6(13) Willpower: 5(12)

F Style Accuracy Damage Evasion Def. HP MP


Slam 5(12) 2d+3 4(11) 2 17 30

187
►Inviting Dance/7 (14)/Willpower/Neg
3 Swarm of Muryans CR III p. 402 This effect is of the psychic type and lasts for 3 minutes (18 rounds).
Intelligence: Average Perception: Five senses Disposition: Friendly Within "Range/Area: 1(10m)/Target", Vila shows a dance to "Target: 1
Language: Trade Common, Sylvan Habitat: Forests, Meadows Entire Character". If that character fails to Willpower, the character will
Rep/Weak: 8/14 Weak Point: Wind type damage +3 points perform the same movement and actions on their turn that they saw Vila
Initiative: 9 Movement Speed: 11/- Fortitude: 5(12) Willpower: 5(12) do immediately prior to turn before this unique skill was used.
For example, if the character sees Vila make a melee attack, the character
will attempt to execute a Fist (Punch) attack on the target of Vila's attack.
F Style Accuracy Damage Evasion Def. HP MP In this case, Accuracy checks and damage decisions are made with the
None - - 4(11) 5 25 19 character's stats. If a character is seen Vila using Fairy Magic, the character
should cast the same Fairy Magic spell (with the same target, etc.) using the
Unique Skills character’s Magic Power. If the character cannot cast this Fairy Magic spell,
◯Type: Earth/Magic Power 6(13) they only imitate vocalization and just waste Major Action on this attempt
to cast.
◯Wind Vulnerability When a character with multiple sections is affected by this effect, any one
When the Swarm of Muryans is hit by Wind-type damage, it takes an of the sections mimics Vila's action. The other sections do not act (except
extra 3 damage. for movement).

🗨Magic Aptitude Description


A Swarm of Muryans can use the Combat Feat [Metamagic/Targets].
Vila is a fairy in the form of a human-sized girl who appears near water
sources.
◯Swarm
Some say that Vilas's beautiful figure and voice lure men through dance
A Swarm of Muryans is immune to criticals.
to become their lovers, while others fear that those captivated by her dance
In addition, Throw or similar attacks deal no damage and have no effect.
will be lured into the water and drowned.
The maximum applied damage from magic with "Area: Target" and
"Target: 1 Character" is limited to 1 point.
If this monster is in melee, the combat feat [Targeting] or [Magic Control]
loses its effect when it targets or includes a character or a melee area (the
5 Echo CR III p. 404
center point in Standard Combat) in the skirmish where it exists. Intelligence: Average Perception: Five senses Disposition: Friendly
Language: Trade Common, Sylvan Habitat: Mountains
►Swarming Attack/Can't Rep/Weak: 11/15 Weak Point: Earth damage + 3 points
Countless Muryans crawl up and bite. The Swarm of Muryans deals “2d Initiative: 13 Movement Speed: -/22(Flying)
+ 1/5th of remaining HP (rounded down)” of physical damage to "Target: Fortitude: 7(14) Willpower: 7(14)
1 Character" within "Range: Touch."
F Style Accuracy Damage Evasion Def. HP MP
►Basic Spellsongs 1 Level/5(12)/All Areas (30m Radius) Fist 7(14) 2d+5 8(15) 4 32 42
►[Finale: Summer Vitality]/5(12)
With "Range: 2(30m)", [Finale: Summer Vitality] is used to heal HP of Unique Skills
"Target: 1 Character" by 2d+3 points. This effect does not work on undead, ◯Type: Wind/Magic Power 8(15)
constructs and magitech characters.
This ability cannot be used in consecutive turns. Once a character is ◯Slashing Immunity
affected, it cannot be healed again by this monster.
◯Flight
An Echo only receives a +1 bonus to Accuracy and Evasion for melee
Description attacks.
What appears to be an ant at first is really an exceedingly small earth fairy,
dressed in a dark hat and coat. Muryans are tiny fairies that travel in swarms ◯🗨Magic Aptitude
and will typically be seen as a part of a large group, rather than individually. Echo can use the Combat Feats [Targeting] and [Metamagic/Targets].
Because of their small size, they tend to avoid conflict when possible and
are rather easygoing. If a group of Muryans sees someone who's not having ►Echo
a good time, they will try and put on a little song and dance to bring some Echo should be in the same position where they ended her previous
cheer. round to use this ability. Also, it cannot be used in a round in which Echo
moved with Normal Move or Full Move.
Echo reproduces only one "Spell with Chant", "Spellsong", "Finale", or any
other unique skill that uses sound or voice that was cast from the end of
the previous Echo's turn to the beginning of Echo’s current turn. The
original user's values and abilities are retained in reproducing the effect,
5 Vila CR III p. 403 and the rolls and range (area) are also the same. However, the specific
Intelligence: Average Perception: Five senses (Darkvision) target of the effect is redefined arbitrarily by this monster (as if it had used
Disposition: Neutral it).
Language: Trade Common, Sylvan Habitat: Waterfront When using this ability, Echo consumes "Level (adventurer level, monster
Rep/Weak: 13/16 Weak Point: Fire damage + 3 points level) x 2" points of HP and MP of the original effect (no MP consumption
Initiative: 11 Movement Speed: 12/12 (Swimming) is required for the original user at this Echo reuse). Also, regardless of the
Fortitude: 7(14) Willpower: 7(14) type of the original effect, the use of this ability is a Major Action.

F Style Accuracy Damage Evasion Def. HP MP Description


Fist 7(14) 2d+4 7(14) 6 32 36 She is a wind fairy who lives in a mountainous area and takes the form of
a small girl. She is shy and does not show herself often, but if you call her,
Unique Skills she is sure to return your call.
◯Olden/Type: Water/Ice & Dark/Magic Power 8(15) She is good at imitating voices and has the ability to reproduce exact
sounds and voices.
◯Underwater Aptitude

◯🗨Magic Aptitude
Vila can use the Combat Feats [Targeting] and [Metamagic/Targets].

188
Part 2 Monsters

5 Shade CR II p. 398 5 Menehune New


Intelligence: Average Perception: Five senses Disposition: Neutral Intelligence: Average Perception: Five senses (Darkvision)
Language: Sylvan Habitat: Various Disposition: Neutral
Rep/Weak: 11/15 Weak Points: Accuracy +1 Language: Trade Common, Sylvan Habitat: Ruins, Near Villages
Initiative: 12 Movement Speed: -/33(Flying ) Rep/Weak: 12/15 Weak Point: Accuracy +1
Fortitude: 7(14) Willpower: 9(16) Initiative: 11 Movement Speed: 13/-
Fortitude: 8(15) Willpower: 7(14)
F Style Accuracy Damage Evasion Def. HP MP
Slam 7(14) 2d+7 7(14) 7 34 42 F Style Accuracy Damage Evasion Def. HP MP
Pickaxe 6(13) 2d+8 7(14) 7 38 36
Unique Skills
◯Type: Dark/Magic Power 9(16) Unique Skills
◯Olden/Type: Earth & Water/Ice/Magic Power 8(15)
◯Flight
A Shade only receives a +1 bonus to Accuracy and Evasion for melee ◯🗨Magic Aptitude
attacks. They can use the Combat Feats [Multi-Action], [Targeting],
[Metamagic/Targets].
🗨Magic Aptitude
They can use the Combat Feat [Universal Metamagic]. ►Exclusive Spell [Mud Spot]
Casts exclusive Fairy Magic [Mud Spot].
►Dark Mind/8 (15)/Willpower/Neg
The Shade attempts to wrap the minds within “Range: Caster” and ◯Painful Strike
“Target: All Areas (30 Radius)” in shadow, preventing them from taking If the 2d roll of the damage roll is 10 or more, the damage is increased
any deliberate action. Those who fail to resist cannot move or perform by an additional +6 points.
Minor or Major Actions for 30 seconds (3 rounds).
This effect is treated as a psychic type.
Description
Menehune is a fairy who is about half the height of a human but has a
Description muscular and strong body. They are good-hearted fairy who likes to help
Dark fairies standing around 30cm tall, Shades are cloaked entirely in others and is good at civil engineering work.
darkness. However, if one could see through and see the actual appearance Although they do not often appear in public, if you find them, it is said
of a Shade, they appear to be tall, almost gaunt fairies wearing well-made that if you wish for construction work while offering their favorite food,
clothing created entirely out of temporary darkness. Shades rarely occur in shrimp, as an offering, they will fulfill your wish during the night.
areas with a high population, preferring more rural areas.

Mud Spot Cost MP4


5 Sprite CR II p. 399 1
Range/ 1(10m)/ 3 minutes
Intelligence: Average Perception: Five senses Disposition: Neutral Tar. Character Duration Res. Neg
X Area Target (18 r)
Language: Sylvan Habitat: Various
Rep/Weak: 11/15 Weak Points: Accuracy +1 Make the target's feet muddy and unstable (-2 Earth and
Sum. Type
Initiative: 12 Movement Speed: -/33(Flying) penalty) Water/Ice
Fortitude: 9(16) Willpower: 7(14) During the duration of the effect, the target's feet will always be
muddy, and the target will receive a -2 penalty for unstable footing.
Eff.
The muddiness will follow the target's feet, and the ground will
F Style Accuracy Damage Evasion Def. HP MP
immediately return to normal after the target's feet have left it.
Slam 7(14) 2d+6 7(14) 6 34 42

Unique Skills
◯Type: Light/Magic Power 9(16)

◯Light Protection
A Sprite takes 5 less damage from all Magic effects, regardless of type.

◯Flight
A Sprite receives a +1 bonus to Accuracy and Evasion only for melee
attacks.

🗨Magic Aptitude
They can use the Combat Feat [Metamagic/Targets].

⏩Flash/8 (15)/Fortitude/Neg
The Sprite unleashes a bright flash of light within “Range: Caster” and
“Target: All Areas (30 Radius)/All”. Those who fail to resist will receive a
-2 penalty to all Accuracy and Evasion checks for 30 seconds (3 rounds).
This effect is not cumulative.
This unique skill can be used only once per round.

Description
Fairies of light, Sprites are similar to Shades in size and stature, only
around 30cm tall and glowing with a bright light. Their actual appearance
is that of a slim blonde woman dressed in a robe of white light, though the
light given off by the robe is enough to obscure this view. To restore one's
vitality, having the aid of a Sprite is quite crucial for Fairy Tamers.
However, Sprites are incredibly shy and rare in public areas.

189
7 Undine CR II p. 399 7 Salamander CR II p. 400
Intelligence: Average Perception: Five senses Disposition: Neutral Intelligence: Average Perception: Five senses Disposition: Neutral
Language: Sylvan Habitat: Waterfront Language: Sylvan Habitat: Volcano, Underground Labyrinth, Ruins
Rep/Weak: 11/16 Weak Point: Fire damage + 3 points Rep/Weak: 11/16 Weak Point: Water/Ice damage + 3 points
Initiative: 13 Movement Speed: 15/15 (Swimming) Initiative: 14 Movement Speed: 17 (4 Legs)/-
Fortitude: 9(16) Willpower: 9(16) Fortitude: 10(17) Willpower: 8(15)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Fist 10(17) 2d+7 8(15) 8 57 50 Tongue 10(17) 2d+11 9(16) 7 55 50

Unique Skills Unique Skills


◯Type: Water/Ice/Magic Power 10(17) ◯Type: Fire/Magic Power 10(17)

◯Underwater Aptitude ◯Water/Ice Vulnerability


When the Salamander is hit by Water/Ice-type damage, it takes an extra
◯Water Body 3 damage.
Blunt weapons treat the Undine's Defense as 3 points higher.
🗨Magic Aptitude
◯Fire Vulnerability They can use the Combat Feat [Universal Metamagic].
When Undine is hit by Fire-type damage, it takes an extra 3 damage.
►Flame Breath/8(15)/Fortitude /Half
◯🗨Magic Aptitude With "Range/Area: 2(20m)/Shot", spits fire at "Target: 1 Character",
They can use the Combat Feats [Metamagic/Targets], [MP Save/Fairy dealing 2d+9 fire magic damage.
Tamer].

►Water Gun/9(16)/Fortitude/Half
Description
With "Range/Area: 2(20m)/Shot", the monster sprays water jet from both Salamanders are 2m long lizard-like fairies drawn to flames and fire and
palms at "Target: 1 Character", dealing 2d+6 water/ice magic damage and tend to live in areas with higher temperatures than usual. Because of this
making it fall prone. tendency, they're driven to burn everything around them, and there's often
charcoal strewn about their lairs. However, despite being drawn to fire,
Salamanders aren't aggressive, though they are still dangerous when not
Description threatened.
Water fairies that have become stronger with time and mana, Undines
appear as beautiful humanoid women (often humans and elves). Often
seen in larger bodies of water, they have also been sighted in rivers and are 7 Sylph CR II p. 400
very curious about travelers on the water. However, their curiosity may Intelligence: Average Perception: Five senses Disposition: Neutral
occasionally be dangerous, as Undines tend not to know that other races Language: Sylvan Habitat: Mountains
can drown in water. Rep/Weak: 11/16 Weak Point: Earth damage + 3 points
They dislike ugly people on the water and try to deliberately sink their Initiative: 15 Movement Speed: -/22(Flying)
vessels, so they can't be seen on the water. However, an even more hated Fortitude: 9(16) Willpower: 9(16)
enemy is those who would pollute water sources. These people, the
Undines, actively and aggressively try to drown to protect themselves and
their habitat. F Style Accuracy Damage Evasion Def. HP MP
Fist 9(16) 2d+6 10(17) 5 54 50

7 Cait Sith CR III p. 404 Unique Skills


Intelligence: Average Perception: Five senses Disposition: Friendly ◯Type: Wind/Magic Power 10(17)
Language: Various Habitat: Secluded Regions
Rep/Weak: 9/16 Weak Point: Accuracy +1 ◯Slashing Immunity
Initiative: 13 Movement Speed: 14/- Fortitude: 9(16) Willpower: 9(16)
◯Wind Body
Edged weapons treat Sylph's Defense as 3 points higher.
F Style Accuracy Damage Evasion Def. HP MP
Slam 9(16) 2d+5 10(17) 5 52 52 ◯Flight
A Sylph receives a +1 bonus to Accuracy and Evasion only for melee
Unique Skills attacks.
◯Olden/Type: Light & Dark/Magic Power 10(17)
◯Earth Vulnerability
◯🗨Magic Aptitude When the Sylph is hit by Earth-type damage, it takes an extra 3 damage.
Echo can use the Combat Feats [Targeting], [Hawk Eye], and [Universal
Metamagic]. ◯🗨Magic Aptitude
They can use the Combat Feats [Targeting] and [Metamagic/Distance].
◯Service/11(18)
The skill allows entertaining guests. Cait Sith can use this success value ►Gale Breath/9(16)/Fortitude/Half
11(18) for non-combat Dexterity or Intelligence-based skill checks. With "Range/Area: 2(30m)/Shot”, breathes a mass of compressed air to
"Target: 1 area (3m Radius)/5", dealing 2d+6 wind magic damage.
Description
Cait Sith is an olden fairy. It is an upright, cute cat-like creature, about Description
one meter long. They like to help anyone in need. They can easily learn Whimsical wind fairies Sylphs appear to travelers as half-transparent
languages, and once they hear a language, they can use it within a short humanoids, often choosing to appear as either humans or elves. They are
period of time. not malicious, but sometimes their pranks may be dangerous, such as flying
around a mountaineer trying to climb. Sylphs prefer to fly freely wherever
they want, though occasionally, some will follow a group of travelers that
appreciate their pranks.

190
Part 2 Monsters

7 Gnome CR II p. 401 9 Dryad CR II p. 401


Intelligence: Average Perception: Five senses Disposition: Neutral Intelligence: Average Perception: Five senses Disposition: Neutral
Language: Sylvan Habitat: Forests, Mountains, Caves Language: Sylvan Habitat: Forest
Rep/Weak: 11/16 Weak Point: Wind type damage +3 points Rep/Weak: 12/19 Weak Point: Fire damage + 3 points
Initiative: 13 Movement Speed: 16/- Fortitude: 9(16) Willpower: 8(15) Initiative: 15 Movement Speed: 13/- Fortitude: 11(18) Willpower: 12(19)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Fist 11(18) 2d+9 8(15) 9 60 38 Fist 11(18) 2d+10 10(17) 9 75 73

Unique Skills Unique Skills


◯Type: Earth/Magic Power 10(17) ◯Type: Earth/Magic Power 12(19)

◯Wind Vulnerability ◯Fire Vulnerability


When the Gnome is hit by Wind-type damage, it takes an extra 3 When Dryad is hit by Fire-type damage, it takes an extra 3 damage.
damage.
◯🗨Magic Aptitude
◯🗨Magic Aptitude They can use the Combat Feats [Universal Metamagic] and [MP
They can use the Combat Feats [Metamagic/Targets] and [MP Save/Fairy Save/Fairy Tamer].
Tamer].
►Mesmerize/12 (19)/Willpower/Neg
►Quake/10 (17)/Fortitude/Neg With "Range/Area: 30m/Target", it whispers sweet words to "Target: 1
Within “Range: Caster" can cause a localized earthquake and makes Character" and mesmerizes it. This effect only works if the target is a male
"Target: all areas (30m radius)/All" fall prone down. Targets cannot get up character, and the target thinks Dryad is his beloved lover and acts to
for 1 minute(6 rounds). protect her.
Characters not touching the ground are immune to this unique skill. The character in this state considers any attack on Dryad to be an offense
and tries to defeat these offenders with all his might. This effect is of psychic
type and lasts only while the character is within "Range: 2(30m)" from
Description Dryad.
An earthen fairy, Gnomes are tiny in stature, typically appearing as 1m
tall bearded older men. However, there are also female and child Gnomes, ►Tree Assimilation
though they do not usually appear outside Gnome settlements. The older The Dryad can step into a chosen tree within touch distance and hide
male Gnomes will fight fiercely to protect these other Gnomes. Because of inside, becoming invulnerable to attacks. In this state dryad, she will also
this, Gnomes have a reputation for valuing strength in the face of adversity be unable to use melee attacks or [►Mesmerize] on new targets (although
and watching friends and family. she still can cast spells and maintain the effect of [►Mesmerize]).
Burning a tree where a Dryad is hiding will force the Dryad out.
9 Cu Sith CR III p. 405
Otherwise, exiting a tree is also a Major Action.

Intelligence: Average Perception: Five senses Disposition: Neutral


Language: Sylvan Habitat: Secluded Regions Description
Rep/Weak: 11/20 Weak Point: Accuracy +1 These tree fairies take the shape of a beautiful yet mysterious woman with
Initiative: 16 Movement Speed: 22(4 Legs)/- long, flowing green hair wrapped around her limbs. Often appearing nude,
Fortitude: 12(19) Willpower: 11(18) Dryads are known to be man-charmers and will have a pile of bodies at the
base of their tree. These corpses of men they had mesmerized, providing
fertilizer in death as they did protection in life. There are stories of men
F Style Accuracy Damage Evasion Def. HP MP who have escaped the clutches of a Dryad by threatening to cut their tree
Bite 12(19) 2d+13 12(19) 9 82 66 down.

Unique Skills
◯Olden/Type: Light & Dark/Magic Power 10(17)

🗨Magic Aptitude
They can use the Combat Feat [Multi-Action] and [Metamagic/Targets].

⏩Terror Roar/12(19)/Willpower/Neg
It roars in “Range: Caster.” A character who is within “Target: All Areas
(20m Radius)/All” a 20-meter radius and fails to Willpower suffers a -2
penalty to all checks for 3 minutes (18 rounds). This effect is of psychic
type.
This ability can only be used once per round, for a total of three times
per day.

Description
Cu Sith are fairies in the form of large dogs, covered with long green fur,
and are said to act as guard dogs for the fairies, often appearing with other
fairies or guarding the entrances to their hiding places.
Because of this role, they are very paranoid about visitors. When they
perceive you as an enemy, they will attack you mercilessly.

191
9 Puck CR II p. 402 🗨Magic Aptitude
Intelligence: Average Perception: Five senses Disposition: Neutral They can use the Combat Feat [Universal Metamagic].
Language: Trade Common, Sylvan Habitat: Mountain
Rep/Weak: 12/19 Weak Point: Earth damage + 3 points ►Cold Storm/10(17)/Fortitude/Half
Initiative: 16 Movement Speed: -/33 (Flying) Frau creates a cold storm within “Range: Caster.” Within "Target: 1 area
Fortitude: 11 (18) Willpower: 11 (18) (6m Radius)/20", they deal 2d+8 water/ice magic damage. A target that fails
resistance is frozen for 30 seconds (3 rounds) and suffers a -2 penalty to
Accuracy and Evasion checks. This penalty is not cumulative. This unique
F Style Accuracy Damage Evasion Def. HP MP skill cannot be used on consecutive turns.
Fist 10(17) 2d+8 12(19) 7 79 69

Unique Skills Description


◯Type: Wind/Magic Power 13(20) Frau is an ice fairy in the form of a woman. It has pure white hair and a
half-transparent body. It is said to seduce men who climb snowy mountains
◯Slashing Immunity and freeze them to death, but it is also said to help travelers in distress in
some regions.
◯Wind Body
Edged weapons treat Sylph's Defense as 3 points higher.
11 Caron CR II p. 403
◯Flight Intelligence: Average Perception: Five senses Disposition: Neutral
A Puck only receives a +1 bonus to Accuracy and Evasion for melee Language: Trade Common, Sylvan Habitat: Waterfront
attacks. Rep/Weak: 14/19 Weak Point: Accuracy +1
Initiative: 17 Movement Speed: 15/- Fortitude: 14(21) Willpower: 14(21)
◯Earth Vulnerability
When the Sylph is hit by Earth-type damage, it takes an extra 3 damage. F Style Accuracy Damage Evasion Def. HP MP
Fist 14(21) 2d+13 14(21) 12 102 97
🗨Magic Aptitude
They can use the Combat Feat [Universal Metamagic].
Unique Skills
◯Distant Voice ◯Type: Dark/Magic Power 15(22)
The range of the Puck's spells is doubled. When using
[Metamagic/Distance], this unique skill doubles the spell's range before the ◯🗨Magic Aptitude
Combat Feat is applied. They can use the Combat Feats [Targeting], [Magic Convergence],
In Simplified Combat, magic with "Range: 1" becomes "Range: 2". [Magic Control], and [Universal Metamagic].

⏩Windfall ►Wave of Hatred/15(22)/Willpower/Neg


The wind carries Puck. At the beginning of its turn, it moves the Normal Within "Range: Caster" and "Target: 1 area (6m Radius)/All” causes
Move distance (up to the adjacent area in Simplified Combat and up to hatred to grow in targets' hearts.
33m in Standard Combat). After that, Puck can still move and use actions. The target cannot cast spells and other unique skills that target other than
This does not count as their movement for the turn, so if the Puck takes a themself for 30 seconds (3 rounds), except those that directly deal damage.
Limited Move, they may still cast a spell on that turn. Anything that causes some effect simultaneously as the damage is allowed,
This unique skill cannot be used in consecutive turns. along with any collateral effects.
This effect is of the psychic type.

Description
Description
A Puck is a tree spirit that looks like a small boy dressed in green clothes
and a hat. Often seen flying around, they are happy fairies who love music They are a fairy that looks like a translucent adult male with a solid
and will often sing or whistle along to a tune they enjoy. Pucks are often physique. They have long hair and a long beard and wear only a loincloth
talkative to the performers and generally friendly, but they are also quite around their body. They can speak, but they only swear intrinsically,
mischievous and will prank mountain climbers just as quickly. making communicating difficult.

9 Frau CR II p. 402
Intelligence: Average Perception: Five senses Disposition: Neutral
Language: Trade Common, Sylvan Habitat: Cold Regions, Mountains
Rep/Weak: 12/19 Weak Point: Fire damage + 3 points
Initiative: 15 Movement Speed: -/22 (Flying)
Fortitude: 11 (18) Willpower: 11 (18)

F Style Accuracy Damage Evasion Def. HP MP


Fist 11(18) 2d+9 11(18) 9 77 70

Unique Skills
◯Type: Water/Ice/Magic Power 12(19)

◯Ice Body
If Frau takes damage from a blunt weapon, it is treated as if Frau had
additional 5 points of Defense.

◯Flight
A Frau receives a +1 bonus to Accuracy and Evasion only for melee
attacks.

◯Fire Vulnerability
When Frau is hit by Fire-type damage, it takes an extra 3 damage.

192
Part 2 Monsters
They hide in fireplaces and basements, secretly protecting the house and
11 Domovoy New its inhabitants.
Intelligence: Average Perception: Five senses (Darkvision) It is said that if a Domovoy loses the inhabitant it is supposed to protect
Disposition: Friendly or it was betrayed by them, it will start a fire. However, it does not always
Language: Trade Common, Sylvan Habitat: Ruins, Labyrinths happen, and whether or not it does depends strongly on the character and
Rep/Weak: 13/19 Weak Point: Water/Ice damage + 3 points feelings of the individual Domovoy. In this sense, it can be said that the
Initiative: 17 Movement Speed: 15/- Fortitude: 14(21) Willpower: 14(21) probability of it occurring is higher when a long-time resident disappears
or when it is betrayed.
On rare occasions, a Domovoy may be found alone in abandoned
F Style Accuracy Damage Evasion Def. HP MP houses, having lost the inhabitant he was supposed to protect. It is said that
Fist 14(21) 2d+14 13(20) 14 92 82 if you guide them to their new home and its inhabitants with a lit firewood
or torch, you will receive their deepest gratitude.
Unique Skills
◯Olden/Type: Earth & Fire/Magic Power 14(21)
Ash Burn Cost MP15
◯🗨Magic Aptitude 1 area (5m Range/ 2(30m)/
Tar. Duration Instant Res. Half
They can use the Combat Feats [Targeting], [Magic Convergence], Radius/15) Area Target
[Magic Control], [Hawk Eye], [Universal Metamagic]. Earth and
Sum. Deals Power 40 damage Type
Fire
►Exclusive Spell [Ash Burn] The target will be exposed to a high heat of ashes, and will be dealt
Casts exclusive Fairy Magic [Ash Burn]. Eff.
Power 40 + Magic Power of magic damage.

◯House Guardian
Only Domovoy, that has taken up residence in a house, has this ability. 11 Fylgja New
Those that have been moved or summoned from outside do not have this Intelligence: Average Perception: Five senses Disposition: Friendly
ability. Language: Sylvan Habitat: Various
The Domovoy lives in a house and guards it. The scope of the house Rep/Weak: 13/19 Weak Point: Accuracy +1
here is defined by the GM but is broad enough to include the entirety of Initiative: 18 Movement Speed: -/22(Flying)
the housing complex; if it is an underground labyrinth, then the entire Fortitude: 14(21) Willpower: 14(21)
labyrinth, unless there are obvious structural changes.
Domovoy has a Five Senses perception of everything within the scope of
this house. As long as it is within the range of the house, Domovoy can F Style Accuracy Damage Evasion Def. HP MP
manipulate the furnishings and equipment at will, as long as it does not Weapon 15(22) 2d+13 14(21) 12 97 87
cause direct damage to the character. Doors open (or close) on their own,
candlesticks are suddenly lit, a table is inscribed with a puzzling message or Unique Skills
any number of other strange incidents can be triggered. It can also make ◯Olden/Type: Wind & Light/Magic Power 14(21)
only its own voice heard from nowhere.
The following [►Furniture Projectile] unique skill can be used only ◯🗨Magic Aptitude
within the house. They can use the Combat Feats [Multi-Action], [Targeting], [Hawk Eye],
[Universal Metamagic].
►Furniture Projectile/Various/Evasion/Neg
The target must be a place or condition where the [○House Guardian] is ◯Flight
active. Conversely, Domovoy itself can choose the target of this unique skill A Fylgja receives a +1 bonus to Accuracy and Evasion only for melee
wherever it is located, as long as it is within the range of the ability of the attacks.
[◯House Guardian] (so anyone within the house).
Domovoy throws a piece of furniture at the 1 target character and deals ◯Harbinger
physical damage. If the furniture is attached to a wall or floor, it cannot be This unique skill is only used in the first round of a battle when Fylgja
thrown, but if it is attached to metal fixtures, it can be thrown. The distance goes first.
from the furniture to the target must be in the line of fire, and the Accuracy It can make a Full Move, but it is treated as Limited Move, and a Full
check and the physical damage of the hit will vary depending on the Move does not incur a penalty modifier (-4) to the Evasion.
furniture.

Furniture Range from Furniture Accuracy Damage Description


About the size of a large chest 5m※ 11(18) 2d+16 Fylgja is a fairy in the form of a young girl just before coming of age. She
Furniture about 1m cube 10m 12(19) 2d+12 wears light armor, and her entire body is enveloped in a pale light.
Small items about 30 cm cube 20m 13(20) 2d+8 Although she has no wings, she can fly freely in the sky and has been seen
※ This is for Standard Combat, Advanced Combat. For Simplified dancing in the wind.
Combat it will be "Range: Touch". They prefer strong humanoids (regardless of gender). When they find
one they like, they become their guardian fighting for them.
◯Leaving House The problem is that these women are thoughtless and prefer to settle
This effect may only occur while [◯House Guardian] is active. everything by force. When this happens on battlefield, the worst-case
In many cases, the Domovoy, the "guardian of the house," also protects scenario is that they immediately turn on the enemy.
its inhabitants and considers them as targets for its own protection. In such
cases, when all the inhabitants are gone permanently (including death, of
course) or when the inhabitants have committed a severe betrayal of
Domovoy, Domovoy, in his grief or anger, may start a fire in the "house,"
he is guarding and bury it.
If there is a creature inside when a fire is started, Domovoy tries to lead
it out by making full use of the ability of [◯House Guardian]. As long as
the creature follows the guidance, it can escape safely without any damage,
but if they ignore the guidance, it will be engulfed in fire and must take 2d
points of fire magic damage every 10 seconds (1 round).

Description
Domovoy is a fairy of gentle disposition and has the appearance of an old
man covered in thick body hair, including a long gray beard.

193
They are the guardians of the realm of the fairies and warn those who
11 Peri CR II p. 403 approach them with a loud and awe-inspiring voice. They wield a single-
Intelligence: Average Perception: Five senses Disposition: Neutral armed weapon, a club, a flail, or an axe without mercy if not heeded.
Language: Sylvan Habitat: Secluded Regions, High Mountains
Rep/Weak: 14/20 Weak Point: Water/Ice damage + 3 points
Initiative: 17 Movement Speed: 15/22(Flying) Sandstorm Cost MP12
Fortitude: 14(21) Willpower: 14(21) 1 area (6m Range/ 2(30m)/
Tar. Duration Instant Res. Half
Radius)/20 Area Target
F Style Accuracy Damage Evasion Def. HP MP Deals Power 20 damage, causing the victim to fall Earth and
Sum. Type
Fist 14(21) 2d+13 13(20) 12 97 97 prone and be blinded Wind
A sandy storm blows within the area. The targeted character is dealt
Unique Skills Power 20 + Magic Power magic damage, falls prone, and is blinded. If
a monster has multiple sections and not all are targets, the monster will
◯Type: Fire/Magic Power 14(21) not fall prone or be blinded regardless of whether resistance is
successful.
◯🗨Magic Aptitude Eff.
A character whose perception is Magic will not be blinded.
They can use the Combat Feats [Targeting], [Magic Convergence], Blindness can be removed by wiping the eyes with a Minor Action, but
[Magic Control], [Hawk Eye], and [Universal Metamagic]. the character must not be holding any weapon or item other than
“Stance: 1HW” in their hand.
◯Flight This effect is earth-type and wind-type.
A Peri receives a +1 bonus to Accuracy and Evasion only for melee
attacks.

►Humanization
13 Nymph CR III p. 407
Intelligence: High Perception: Five senses Disposition: Neutral
Peri can change into any humanoid female form. It can choose which race
Language: Trade Common, Sylvan Habitat: Various
it wants to change into, but the specific appearance afterward is fixed for
each race. Different Peri can take on various forms (even if they change Rep/Weak: 16/20 Weak Point: Accuracy +1
into the same race), but they all share that they are beautiful and passionate Initiative: 17 Movement Speed: -/20(Flying)
Fortitude: 16(23) Willpower: 17(24)
women.
This ability can only be used once daily and lasts up to 1 day. Peri can
cancel it with Minor Action. F Style Accuracy Damage Evasion Def. HP MP
Slam 16(23) 2d+14 16(23) 13 111 114
Description
Peri has a beautiful female figure, a fire fairy who lives in the secluded Unique Skills
regions and high mountains where humanoids and barbarous are not likely ◯Type: Light/Magic Power 17(24)
to visit.
The large joints of its arms and legs and other parts of its body are covered ◯Light Protection
with orange-colored fire making it dangerous-looking to approach. Any magic damage it receives is reduced by -5 points.
Basically, Peri prefers solitude. They are usually cold to visitors to their
habitat, or they hide and try not to get involved. However, she may develop ◯Flight
a romantic interest in a humanoid male on rare occasions. They receive a +1 bonus to Accuracy and Evasion only for melee attacks.
In such a case, the Peri will secretly pursue the man, disguise her
appearance as that of the opposite race, and seduce him. She then takes ◯🗨►Magic Aptitude
him back to her place of residence, never to rerelease him to live with him. They can use the Combat Feats [Targeting], [Magic Convergence],
[Magic Control], [Hawk Eye], [Universal Metamagic], [Rune Master], and
[Wordbreak].
13 Direach CR III p. 406
Intelligence: Average Perception: Five senses Disposition: Neutral Description
Language: Sylvan Habitat: Secluded Regions, Alpine
Rep/Weak: 17/20 Weak Point: Accuracy +1 The fairy takes the form of a glowing, naked girl with two pairs of
Initiative: 19 Movement Speed: 15(Leap)/- transparent wings on her back. She is tolerant of all living beings and grants
Fortitude: 17(24) Willpower: 16(23) them the benefits of Fairy Magic as much as they desire. However, she is
strict against those who harm nature or seek senseless death. After warning
F Style Accuracy Damage Evasion Def. HP MP them by making her whole body glow strongly, she tries to get rid of them.
Weapon 18(25) 2d+16 15(22) 16 116 109

Unique Skills
◯Olden/Type: Earth & Wind/Magic Power 16(23)

►Exclusive Spell [Sandstorm]


Casts exclusive Fairy Magic [Mud Spot].

◯🗨Magic Aptitude
They can use the Combat Feats [Multi-Action], [Targeting], [Magic
Convergence], [Magic Control], [Hawk Eye], [Universal Metamagic] and
[Rune Master].

◯Painful Strike
If the 2d roll of the damage roll is 10 or more, the damage is increased
by an additional +10 points.

Description
Direach is a fairy in the form of a one-eyed giant. It has only one arm and
one leg each, and its arm protrudes forward from its chest. From the top
of the head to the back, black feathers roots grow together like a mane.

194
Part 2 Monsters
During the duration of the effect, the target may be momentarily
13 Muspell New unconscious. The target must roll 1d at the beginning of each turn. If the
Intelligence: Average Perception: Five senses Disposition: Neutral roll is "1-2", the target cannot move or operate at all during the turn.
Language: Trade Common, Sylvan Habitat: Mountains This effect is a "Curse + Psychic" type.
Rep/Weak: 16/20 Weak Point: Water/Ice damage + 3 points Using this unique skill consumes 15 MP.
Initiative: 18 Movement Speed: 20/- Fortitude: 18(25) Willpower: 15(22)
►Amnesia/16(23)/Willpower/Neg
This unique skill can only be attempted with the target under
F Style Accuracy Damage Evasion Def. HP MP [►Disruption of Consciousness] effect. When the effect of this ability
Fists 18(25) 2d+16 16(23) 15 121 84 occurs, [►Disruption of Consciousness] ends, and this unique skill.
Lethe stares at "Target: 1 Entire Character" with "Range: 1(10m)" and
Unique Skills make it lose its memory.
◯Type: Fire/Magic Power 16(23) The target immediately loses all their memories and falls comatose. The
comatose state lasts for 1 hour, after which the target awakens
🗨►Magic Aptitude spontaneously but does not regain their memories.
They can use the Combat Feats [Multi-Action], [Universal Metamagic], The comatose state is a psychic type and can be awakened by the
[Wordbreak]. [Awaken] spell. No need to compare the different values.
On the other hand, the memory loss effect is permanent of the "curse
◯Water/Ice Vulnerability +psychic" type. To cancel it, a comparison of difference values is required.
When the Muspell is hit by Water/Ice-type damage, it takes an extra 3 Using this unique skill consumes 20 MP.
damage.
Description
►Fire Rush/17(24)/Evasion/Neg
Lethe is a woman with long, wet, and supple hair that is rumored to exist.
Muspell becomes engulfed with fire and charges through. This is an
She is said to always have a sad expression on her face and to take away
ability with “Range/Area: 2(20)m/ Breakthrough”, and deals 2d+20 fire
the memories of those she likes in order to make them her attendants.
physical damage to the affected targets. In addition, the target is covered in
fire. The target continues to take 5 of fire magic damage at the end of their
every turn for the next 3 minutes (18 rounds). When this effect is to be
removed, this effect is considered to have a Success Value of 23.
15 Amalthea CR III p. 407
Intelligence: High Perception: Five senses Disposition: Friendly
Language: Trade Common, Sylvan Habitat: Secluded Regions
Description Rep/Weak: 19/21 Weak Point: Physical damage +2 points
They are fairies resembling majestic giants whose entire bodies are Initiative: 20 Movement Speed: 22/- Fortitude: 19(26) Willpower: 20(27)
wrapped in constant fire. Despite their fierce appearance, they prefer order
and equality and are often summoned as part of the army of Blazing
F Style Accuracy Damage Evasion Def. HP MP
Emperor Grendal. Some humanoids and barbarous worship Muspell as if
Fists 19(26) 2d+16 19(26) 19 135 123
it were a Minor God.

Unique Skills
13 Lethe New ◯Olden/Type: Light & Dark/Magic Power 19(26)
Intelligence: High Perception: Five senses Disposition: Neutral
Language: Sylvan Habitat: Various ◯🗨►Magic Aptitude
Rep/Weak: 20/23 Weak Point: Energy type damage +3 They can use the Combat Feats [Targeting], [Magic Convergence],
Initiative: 19 Movement Speed: 16/- Fortitude: 15(22) Willpower: 18(25) [Magic Control], [Hawk Eye], [Universal Metamagic], [Rune Master], and
[Wordbreak].

F Style Accuracy Damage Evasion Def. HP MP ►Horn of Fertility/Can’t


Fists 15(22) 2d+10 15(22) 14 111 124 Amalthea touches “Target: 1 Character” with "Range: Touch" to restore
its 100 HP.
Unique Skills At the same time, the target gains the effect of automatic success without
◯Type: Dark/Magic Power 17(24) rolling any dice the first time it performs an Evasion, Fortitude, Willpower,
or Death Check afterward. This effect lasts until the automatic success
◯🗨Magic Aptitude occurs, or for 3 minutes (18 rounds). Suppose the target receives this effect
They can use the Combat Feats [Targeting], [Magic Convergence], more than once during the duration. In that case, only the HP recovery
[Magic Control], [Universal Metamagic], [Multi-Action]. effect occurs, and the automatic success effect of the check does not
accumulate (the target gains the right to automatic success on a different
►Oblivion/16(23)/Willpower/Neg check).
Lethe stares at "Target: 1 Entire Character" within "Range: 1(10m)", and it Also, undead, construct, and magitech characters are immune to this
changes memory. ability.
During 3 minutes (18 rounds), the target forgets the actions that they are
casually performing. The target must roll 1d to perform Minor Action Description
during the effect duration. If the roll is "1-3", the target cannot perform the
Amalthea is a fairy who appears in the form of a slightly plump, rounded
action because they cannot remember the procedure, which should be
female figure, holding in her hand's magical horn that can heal and bring
easy. A Minor Action that fails in this effect may not be tried again during
luck.
its turn. Casting spells with Minor Actions and the use of Techniques are
She is called the Mother of Fairies and guards the secluded regions where
considered different Minor Actions if they have different names. If an
they live.
Evocation fails once, another Evocation cannot be used in the same turn.
This effect is a "Curse + Psychic" type.
Using this unique skill consumes 10 MP.

►Disruption of Consciousness/16(23)/Willpower/Neg
This unique skill can only be attempted with the target under the
[►Oblivion] effect. When the effect of this ability occurs, [►Oblivion]
ends.
The "Range: 1(10m)" stares at the "Target: 1 Entire Character" and
disrupts concentration.

195
15 Skadi CR III p. 408 15 Sleipnir New
Intelligence: Average Perception: Five senses Disposition: Neutral Intelligence: Average Perception: Five senses Disposition: Neutral
Language: Sylvan Habitat: Cold Region, Snow Mountain Language: Sylvan Habitat: Grasslands, Mountains
Rep/Weak: 18/21 Weak Point: Fire & Earth damage + 3 points Rep/Weak: 18/21 Weak Point: Earth damage + 3 points
Initiative: 21 Movement Speed: -/44(Flying) Initiative: 22 Movement Speed: 44(Many Legs)/88(Flying)
Fortitude: 19(26) Willpower: 19(26) Fortitude: 21(28) Willpower: 21(28)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Slam 20(27) 2d+18 19(26) 21 136 122 Hoofs 21(28) 2d+18 21(28) 17 143 87

Unique Skills Unique Skills


◯Olden/Type: Water/Ice & Wind/Magic Power 18(25) ◯Type: Wind/Magic Power 19(26)

◯Slashing Immunity ◯🗨►Magic Aptitude


They can use the Combat Feats [Multi-Action], [Targeting], [Magic
◯Flame/Earth Vulnerability Convergence], [Magic Control], [Universal Metamagic], [Wordbreak].
When the Skadi is hit by Fire-type or Earth-type damage, it takes an extra
3 damage. ◯Slashing Immunity

◯Flight ◯Wind Body


A Skadi receives a +1 bonus to Accuracy and Evasion only for melee Slashing weapons treat the Sleipnir's Defense as 5 points higher.
attacks.
◯Flight
◯🗨►Magic Aptitude A Sleipnir receives a +1 bonus to Accuracy and Evasion only for melee
They can use the Combat Feats [Multi-Action], [Targeting], [Magic attacks.
Convergence], [Magic Control Universal Metamagic], [Rune Master] and
[Wordbreak]. ◯Earth Vulnerability
When the Sleipnir is hit by Earth-type damage, it takes an extra 3 damage.
⏩Icicle Spear/19(26)/Fortitude/Half
With “Range/Area: 2(30m)/Shot" throws a spear made of ice and snow at ►Gale Movement/20 (27)/Fortitude/Neg
"Target: 1 Character” and deals 2d+20 water/ice magic damage to the The Sleipnir charges full force with “Range: 2(132m)” and “Area:
target. Breakthrough”, dealing 2d+20 wind magic damage causes targets to fall
This ability can be used up to 5 times per round (10 seconds), but cannot prone. It can be used only on the ground, and if it is used, the Sleipnir
be used on the same target in the same turn. If it uses this ability more than takes a -4 penalty on Evasion checks until the beginning of its next turn.
3 times, it cannot cast spells on its turn. Also, it cannot be used in consecutive turns.

Description Description
An ephemeral fairy of snow and ice, Skadis are beautiful women, often Sleipnirs are wind fairies that take the shape of an eight-legged horse.
with an innocently sly smile on their face. With frozen armor and an icicle They are known as "gale fairies" due to their incredible speed. Sleipnirs can
spear, they are at home in the middle of freezing weather. Skadis are drawn move at unnoticeable speeds, and when they travel, they create massive
to strong men and will occasionally give them a jewel to call on the fairy in gusts of wind behind them. However, they are quite temperamental and
times of need. When such a gifted man dies, the Skadi will take the corpse can run down from a mountain past a village in a rage. The wind they create
away, and it is said that the body is stored in the Skadi's ice palace deep in these situations can easily destroy the village with little effort.
within the snowy mountains.

196
Part 2 Monsters

17 Efreet CR III p. 409 17 Jinn New


Intelligence: High Perception: Five senses Disposition: Neutral Intelligence: High Perception: Five senses Disposition: Neutral
Language: Sylvan Habitat: Volcanoes, Labyrinths, Ruins Language: Sylvan Habitat: Hills, Deserts, Ruins
Rep/Weak: 19/22 Weak Point: Water/Ice damage + 3 points Rep/Weak: 19/22 Weak Point: Earth damage + 3 points
Initiative: 23 Movement Speed: -/40(Flying) Initiative: 24 Movement Speed: -/60(Flying)
Fortitude: 23(30) Willpower: 23(30) Fortitude: 22(29) Willpower: 22(29)
F Style Accuracy Damage Evasion Def. HP MP
F Style Accuracy Damage Evasion Def. HP MP Fists (Upper
22(29) 2d+16 22(29) 16 125 122
Fists (Upper Body)
22(29) 2d+17 20(27) 19 154 133 Kick (Lower
Body) 22(29) 2d+17 22(29) 16 135 38
Kick (Lower Body)
21(28) 2d+19 20(27) 19 146 41
Body) Sections: 2 (Upper Body / Lower Body) Main Section: Upper Body
Sections: 2 (Upper Body / Lower Body) Main Section: Upper Body
Unique Skills
Unique Skills ●All Sections
●All Sections ◯Type: Wind/Magic Power 23(30)
◯Type: Fire/Magic Power 22(29) Only the Upper Body section can cast spells.
Only the Upper Body section can cast spells.
◯Slashing Immunity
◯Water/Ice Vulnerability
When the Efreet is hit by Water/Ice-type damage, it takes an extra 3 ◯Wind Body
damage. Slashing weapons treat the Jinn's Defense as 5 points higher.

◯Flight ◯Flight
An Efreet receives a +1 bonus to Accuracy and Evasion only for melee A Jinn receives a +1 bonus to Accuracy and Evasion only for melee
attacks. attacks.

◯Multiple Declarations = 2 times ◯Earth Vulnerability


When the Jinn is hit by Earth-type damage, it takes an extra 3 damage.
►Twin Strike & Double Attack
An Efreet can make two attacks each round, though each attack requires ◯Multiple Declarations = 2 times
its own Accuracy check. They may choose to attack different characters
with each attack. ►Twin Strike & Double Attack
A Jinn can make two attacks each round, though each attack requires its
🗨Fire Mana Strike = +22 damage own Accuracy check. They may choose to attack different characters with
An Efreet can deal an additional +22 damage on their next attack and each attack.
turn the attacks into fire-type damage. At risk, it takes a -2 penalty to its
Fortitude and Willpower checks. 🗨Wind Mana Strike = +23 damage
A Jinn can deal an additional 23 damage on their next attack and turn the
●Upper Body attacks into wind-type damage. At risk, it takes a -2 penalty to its Fortitude
◯🗨►Magic Aptitude and Willpower checks.
They can use the Combat Feats [Multi-Action], [Targeting], [Magic
Convergence], [Magic Control], [Hawk Eye], [Universal Metamagic], and ●Upper Body
[Wordbreak]. ◯🗨►Magic Aptitude
They can use the Combat Feats [Multi-Action], [Targeting], [Magic
⏩Dance of Flame/22(29)/Fortitude/Half Convergence], [Magic Control], [Hawk Eye], [Universal Metamagic],
Within "Range: Caster," with a dance, scatters burning fire and deals [Wordbreak].
2d+22 fire magic damage to "Target: All Areas (30m Radius)/All".
This unique skill can only be used once per round. ◯Continuous Attack
If a Jinn successfully hits a target in melee, they may make a second attack
►Flame Ruler/Can’t against the same target.
Within “Range/Area: 2(100m)/Target" cancels the racial ability [Sword's
Grace /Body Of Flame] of "Target: 1 Character" for 10 seconds (1 round). ⏩Windblade Storm/23 (30)/Fortitude/Half
Jinn causes their entire body to twist and recoil, creating a storm of wind
●Lower Body blades. Within “Range: Caster” causes “Target: All areas (Radius 30m)/All"
◯Attack Obstacle = Impossible • +4 to be hit by "2d+24" wind magic damage and fall prone.
Efreet size hinders attack. This unique skill can only be used once per round.
The Upper Body cannot be attacked in melee. Against any ranged
attacks, Head receives a +4 bonus to Evasion checks. ●Lower Body
This effect disappears when the Lower Body falls to 0 HP or lower. ◯Wind Spirit Barrier
The Lower Body section is always under the effect of the Fairy Magic
spell [Missile Protection] (see CR II, p. 174).
Description
Efreet are 5m tall giant volcanic fairies, often appearing as great horned ◯Attack Obstacle = Impossible • +4
humans wreathed in flame. Found in volcanos and deep caves near Jinn size hinders attack.
Salamanders, Efreets will rarely appear to outsiders. Although usually The Upper Body cannot be attacked in melee. Against any ranged
cheerful, they tend to lose their temper quickly, and a raging Efreet will attacks, Head receives a +4 bonus to Evasion checks.
turn everything around into charcoal instantly. This effect disappears when the Lower Body falls to 0 HP or lower.

Description
Jinn are fairy giants that look like regal old men, around 5 meters tall.
They move on the wind in wide hills and deserts, and usually swim leisurely
in the sky. However, when danger arises, they manipulate the wind and
rush to the scene.

197
the mountains or in the wilderness. The fairy is good-natured and amiable,
17 Titan CR III p. 410 taking very good care of those with whom she has shared a banquet.
Intelligence: High Perception: Five senses Disposition: Neutral
Language: Sylvan Habitat: Mountains, Wilderness, Ruins
Rep/Weak: 19/22 Weak Point: Wind damage +3 points 17 Titania New
Initiative: 21 Movement Speed: 24/- Fortitude: 24(31) Willpower: 22(29) Intelligence: High Perception: Five senses Disposition: Neutral
Language: Trade Common, Sylvan Habitat: Forest, Alpine
Rep/Weak: 20/23 Weak Point: Accuracy +1
F Style Accuracy Damage Evasion Def. HP MP
Initiative: 23 Movement Speed: -/25 (Flying)
Fists (Upper
22(29) 2d+19 19(26) 21 158 129 Fortitude: 22(29) Willpower: 24(31)
Body)
Kick (Lower
22(29) 2d+19 19(26) 21 166 37
Body) F Style Accuracy Damage Evasion Def. HP MP
Sections: 2 (Upper Body / Lower Body) Main Section: Upper Body Fists (Upper
21(28) 2d+16 23(30) 14 144 208
Body)
Unique Skills Kick (Lower
22(29) 2d+18 22(29) 14 111 126
Body)
●All Sections
◯Type: Earth/Magic Power 22(29) Sections: 2 (Upper Body / Lower Body) Main Section: Upper Body
Only the Upper Body section can cast spells.
Unique Skills
◯Wind Vulnerability ●All Sections
When the Titan is hit by Wind-type damage, it takes an extra 3 damage. ◯Type: Light/Magic Power 22(29)
Only the Upper Body section can cast spells.
◯Multiple Declarations = 2 times
◯Light Protection
►Twin Strike & Double Attack A Titania takes -17 less magic damage, regardless of type.
A Titan can make two attacks each round, though each attack requires its
own Accuracy check. They may choose to attack different characters with ◯Indomitable Spirit
each attack. Titania is completely immune to any psychic type effects that it does not
wish to receive, and she is free to cancel any psychic effects it has. Cancel
●Upper Body happens without contested checks and even for curse +psychic effects.
🗨Earth Mana Strike = +22 damage
A Titan can deal an additional +22 damage on their next attack and turn ◯Flight
the attacks into earth-type damage. At risk, it takes a -2 penalty to its They receive a +1 bonus to Accuracy and Evasion only for melee attacks.
Fortitude and Willpower checks.
●Upper Body
◯🗨►Magic Aptitude ◯🗨►Magic Aptitude
They can use the Combat Feats [Multi-Action], [Targeting], [Magic They can use the Combat Feats [Multi-Action], [Targeting], [Magic
Convergence], [Magic Control], [Hawk Eye], [Universal Metamagic], and Convergence], [Magic Control], [Hawk Eye], [Universal Metamagic],
[Wordbreak]. [Wordbreak], [Rune Master].

◯Knock Out 🗨 Fast Singing


If the fist hits the target, the target is sent to the rearguard area of their Titania can cast two spells with one Major Action. During both Major
faction (Simplified Combat) or to any direction chosen by this monster Actions, Titania has -4 Magic Power lower.
(Standard Combat) for 30 meters and falls prone, taking 45 points of falling
damage. ►Pillar of Light/24 (31)/Willpower/Half
If this effect is applied while the target is not touching the ground, the This ability has “Range/Area: 2(50m)/Target” and rains a pillar of light
flying distance is 40 meters (Standard Combat), and the falling damage is down from above on up to two targets of Titania's choice, dealing 2d+24
60 points (both in Simplified Combat and Standard Combat). energy magic damage.
This ability cannot be used on consecutive turns.
►King of Earth/Can’t
Within “Range/Area: 2(100m)/Target" cancels the racial ability [Sword's ●Lower Body
Grace /Change Fate] of "Target: 1 Character" for 10 seconds (1 round). ⏩Blessing of Light
This ability restores 10 points of HP and MP to the Upper Body.
●Lower Body Using this ability will cost Lower Body 20 MP.
◯Earth's Vitality This ability can only be used once every10 seconds (1 round).
This ability is active only when the HP of the Lower Body is more than
1 and less than half of the maximum value (rounding up). ◯Attack Obstacle = Impossible • +4
At the end of the monster’s turn, Lower Body recovers 20 HP. Titania's size hinders attack.
The Upper Body cannot be attacked in melee. Against any ranged
►Earth Rumble/22(29)/Fortitude/Half attacks, Head receives a +4 bonus to Evasion checks.
The earth vibrates, shaking the space around it. Within “Range: Caster," This effect disappears when the Lower Body falls to 0 HP or lower.
Titan deals 2d+20 earth magic damage to "Target: All Areas (30m
Radius)/All".
Description
◯Attack Obstacle = Impossible • +4 Titania, a majestic fairy, lives in seclusion with her loyal followers, the
Titan size hinders attack. Sprites and Nymphs, in the high mountains and forests.
The Upper Body cannot be attacked in melee. Against any ranged She upholds strict precepts and rules and commands respect from all.
attacks, Head receives a +4 bonus to Evasion checks. Defying her values and beliefs leads to swift and formidable consequences.
This effect disappears when the Lower Body falls to 0 HP or lower.

Description
This fairy is a beautiful giant about 5 meters tall, and she lives with Dryads
and Gnomes, singing and making merry. They hate to be disturbed,
preferring places where even animals do not come close, such as deep in

198
Part 2 Monsters
are usually the kings of Frau (see p. 192) and Skadi (see p. 196) and live
17 Mimir New like kings. He is calm and thoughtful, but if his people are harmed, he will
Intelligence: High Perception: Five senses Disposition: Neutral not hesitate to retaliate with his immense power.
Language: Sylvan Habitat: Snowfields, Snowy Mountains, Ruins
Rep/Weak: 19/22 Weak Point: Fire damage +3 points
Initiative: 22 Movement Speed: 22/22(Swimming) 17 Maeve New
Fortitude: 23(30) Willpower: 23(30) Intelligence: High Perception: Five senses Disposition: Neutral
Language: Sylvan Habitat: Various
Rep/Weak: 20/23 Weak Point: Accuracy +1
F Style Accuracy Damage Evasion Def. HP MP
Initiative: 25 Movement Speed: 15/15(Flying)
Fists (Upper
21(28) 2d+18 21(28) 17 147 106 Fortitude: 23(30) Willpower: 23(30)
Body)
Kick (Lower
22(29) 2d+18 20(27) 17 153 44
Body) F Style Accuracy Damage Evasion Def. HP MP
Sections: 2 (Upper Body / Lower Body) Main Section: Upper Body Fists (Upper
23(30) 2d+18 22(29) 18 131 135
Body)
Unique Skills Kick (Lower
23(30) 2d+18 22(29) 18 140 110
Body)
●All Sections
◯Type: Water/Ice/Magic Power 23(30) Sections: 2 (Upper Body / Lower Body) Main Section: Upper Body
Only the Upper Body section can cast spells.
Unique Skills
◯Ice Body ●All Sections
If Mimir takes damage from a blunt weapon, it is treated as if Mimir had ◯Type: Dark/Magic Power 24(31)
additional 5 points of Defense. Only the Upper Body section can cast spells.

◯Fire Vulnerability ◯Flight


When Mimir is hit by Fire-type damage, it takes an extra 3 damage. They receive a +1 bonus to Accuracy and Evasion only for melee attacks.

◯Underwater Aptitude ●Upper Body


◯🗨►Magic Aptitude
◯Multiple Declarations = 2 times They can use the Combat Feats [Multi-Action], [Targeting], [Magic
Convergence], [Magic Control], [Hawk Eye], [Wordbreak], [Rune
►Twin Strike & Double Attack Master].
A Mimir can make two attacks each round, though each attack requires
its own Accuracy check. They may choose to attack different characters ⏩Veil of Darkness
with each attack. Maeve’s Robe she is wearing can absorb damage using mana and absorb
mana of others.
►Icy Mana Strike = +23 damage When Upper Body section receives physical or magical damage, applied
A Mimir can deal an additional +23 damage on their next attack and turn damage can be split to HP and MP.
the attacks into water/ice-type damage. At risk, it takes a -2 penalty to its If Upper Body section deals physical damage to another character, it is
Fortitude and Willpower checks. applied to MP.
This effect lasts for 10 seconds (1 round).
●Upper Body
◯🗨►Magic Aptitude ►Cocoon of Darkness/Can’t
They can use the Combat Feats [Multi-Action], [Targeting], [Magic This skill creates a giant cocoon of darkness and makes it burst. It inflicts
Convergence], [Magic Control], [Hawk Eye], [Universal Metamagic], magic damage within “Range: Caster” to the “Target: All Areas (Radius
[Wordbreak]. 30m)/All”, and its damage is equal to the maximum MP value of the target
minus the current MP value.
⏩Raging Blizzard/23(30)/Fortitude/Half This ability cannot be used on consecutive turns. Also, when Maeve uses
Mimir creates a blizzard within “Range: Caster” that surrounds and this ability, it costs 30 MP to the Upper Body.
engulfs the "Target: All areas (30m Radius)/All" in a blizzard. It deals 2d+19
water/ice magic damage to all targets. Targets that fail a Fortitude save will ●Lower Body
be swept away from Mimir. In Simplified Combat, they will be swept away ◯Realm of Darkness/23 (30)/Willpower/Half
to their rearguard. In Standard or Advanced Combat, they will be swept The surrounding area around Maeve is covered with darkness.
away 30m in a straight line from Mimir to the target. If the target is in the All characters in the same skirmish area as Maeve need to do a Willpower
same skirmish area as Mimir, their direction of removal will be determined save at the end of their turn, losing 10 MP if they fail.
at random. This effect is treated as a psychic type.
This ability can only be used once per round.
◯Attack Obstacle = Impossible • +4
●Lower Body Maeve size hinders attack.
◯Thick Legs The Upper Body cannot be attacked in melee. Against any ranged
Mimir does not fall over even if they are subjected to a prone effect. Also, attacks, Head receives a +4 bonus to Evasion checks.
they do not receive any penalties due to poor footing. This effect disappears when the Lower Body falls to 0 HP or lower.
When the Lower Body falls to 0 HP or lower, this effect disappears.

◯Attack Obstacle = Impossible • +4


Description
Mimir size hinders attack. Maeve appears as an old woman with pale skin and a black cloak. She
The Upper Body cannot be attacked in melee. Against any ranged doesn't have a particular preferred habitat and lives alone in impoverished
attacks, Head receives a +4 bonus to Evasion checks. places with rich histories.
This effect disappears when the Lower Body falls to 0 HP or lower. She delights in creating feelings of dread and fear in everyone she meets,
and is associated with gloom.
Maeve's appearance sometimes leads people to mistake her for an
Description Undead or Daemon, but it will show its sympathy to those who mistake
Mimir is a fairy that appears in snowfields and snowy mountains. They her.
have the appearance of muscular giants, around 5 meters in height. They

199
Daemons
1 Mengle VC 3 Erbirea CR I p. 429
Intelligence: Low Perception: Five senses (Darkvision) Disposition: Intelligence: Animal Perception: Five senses Disposition: Hostile
Hostile Language: Trade Common, Daemonic Habitat: Various Language: None Habitat: Shallow
Rep/Weak: 8/12 Weak Point: Physical damage +2 points Rep/Weak: 9/13 Weak Point: Magic Damage +2 Points
Initiative: 9 Movement Speed: 10/- Fortitude: 2(9) Willpower: 2(9) Initiative: 8 Movement Speed: 8/- Fortitude: 4 (11) Willpower: 5 (12)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Weapon 2(9) 2d+1 2(9) 2 12 8 Claws 5(12) 2d+6 4(11) 3 24 9

Unique Skills Unique Skills


►Eyes of Confusion/3(10)/Willpower/Neg ◯Mana-inhibiting Poison/4(11)/Fortitude/Neg
Mengle stars within “Range/Area: 1(10m)/Target" at "Target: 1 Character" If the claw attack hits, the target's Magic Power is reduced by -1 for 10
disrupts it. The opponent receives a -1 penalty on action checks for 10 seconds (1 round). This effect is poison-type.
seconds (1 round). Using this effect costs 2 MP.
Loot
Loot Always Daemon's Blood (100G/Red A)
2–9 Nothing 2 - 10 Nothing
10+ Weapon (30G/Black White B) 12+ Abyss Shard (200G/-)

Description Description
Mengle is a Daemon that looks like a skinny child about one meter long. This is a shrimp-faced daemon, spotted in and around Shallow Abysses,
Known as “Confusing Child” as it approaches with a hideous smile and about the size of a Human child, with thick, short limbs and dull indigo
confuses its victims by glaring at them with its red glowing eyes. skin.
Although not much of a threat on their own, they can appear in large
numbers at once, and often the Adventurers' Guild is asked to exterminate
2 Imp CR III p. 411 these monsters.
Intelligence: Average Perception: Five senses (Darkvision)

Nuzumal
Disposition: Hostile Language: Youma, Daemonic Habitat: Various
Rep/Weak: 12/15 Weak Point: Slashing damage +3 3 CR III p. 412
Initiative: 9 Movement Speed: 10/10(Flying) Intelligence: Low Perception: Five senses (Darkvision)
Fortitude: 3(10) Willpower: 4(11) Disposition: Hostile
Language: Daemonic Habitat: Labyrinths, Ruins, Swamps
F Style Accuracy Damage Evasion Def. HP MP Rep/Weak: 12/14 Weak Point: Fire damage + 3 points
Tail 3(10) 2d+3 4(11) 2 16 22 Initiative: 10 Movement Speed: 10(4 Legs)/10(Swimming)
Fortitude: 4(11) Willpower: 5(12)
Unique Skills
►Divine Magic 2 Level/Magic Power 4(11) F Style Accuracy Damage Evasion Def. HP MP
Claws 4(11) 2d+4 4(11) 3 22 22
◯Flight
An Imp receives a +1 bonus to Accuracy and Evasion only for melee Unique Skills
attacks. ◯Underwater Aptitude

◯Paralyzing Poison/3(10)/Fortitude/Neg ►Greenblood Curse/4(11)/Willpower/Half


If the Imp hits with its Tail attack that inflicts 1 or more applied damage, Nuzumal with a “Range: Touch” deals 2d+2 curse magic damage to
the target receives a -2 penalty to Evasion checks for 30 seconds (3 rounds). “Target: 1 Character”. Using this ability consumes 4 points of its HP and
This effect is not cumulative and is of the poison type. MP each.

Loot Loot
Always Daemon's Blood (100G/Red A) Always Daemon's Blood (100G/Red A)
2–8 Nothing 2–6 Nothing
9+ Poison Tail (150G/Red A) 7+ Daemon's Blood (100G/Red A)

Description Description
Imps are small hairless daemons with brown skin, bat-like wings, and a Nuzumal is a small daemon, about 1.2 meters tall. Its green skin
tail pointed like a spear. Often used as messengers for the Daemons, Imps resembles that of amphibians, and its head is also reminiscent of a frog,
are typically sent to help others who may do the work of the Daemons. As with large protruding eyes and a wide, side-slit mouth.
such, seeing an Imp nearby may mean stronger Daemons are not far off. The green blood they shed has cursed power that burns the skin of those
it touches.
It is said that they like humidity, lives in swamps and other places, and
attack in groups, dragging their poor victims with them.

200
Part 2 Monsters
completely synchronized, and their coordinated attacks are as threatening
4 Aetherbeast CR I p. 429 as those of a skilled swordsman with two swords.
Intelligence: Low Perception: Five senses (Darkvision) There have been reports of seeing three or more bodies connected by a
Disposition: Hostile Language: Daemonic Habitat: Labyrinths tail, but the possibility of misidentification or assumption has not been
Rep/Weak: 12/15 Weak Point: Physical damage +2 points ruled out, and the information has yet to be confirmed.
Initiative: 12 Movement Speed: 14 (4 Legs)/-
Fortitude: 5 (12) Willpower: 5 (12)
4 Kekkubak KF
Intelligence: Low Perception: Five senses (Darkvision)
F Style Accuracy Damage Evasion Def. HP MP
Disposition: Hostile Language: Daemonic, Sylvan Habitat: Shallows
Bite 6(13) 2d+5 5(12) 3 32 15
Rep/Weak: 12/15 Weak Point: Slashing type damage +3
Initiative: 11 Movement Speed: 13/- Fortitude: 5(12) Willpower: 6(13)
Unique Skills
None.
F Style Accuracy Damage Evasion Def. HP MP
Loot Bite 5(12) 2d+5 5(12) 4 30 26
Always Daemon's Blood (100G/Red A)
2–9 Nothing Unique Skills
10+ Daemon’s Fangs (300G/Red A) ►Fairy Magic 3 Level /Magic Power 5(12)
It can use Earth and Fire types.

Description ◯Magic Aptitude


Beasts from another world, Aetherbeasts are loyal to and follow around They can use the Combat Feats [Targeting].
other daemons. Often taking the appearance of a much larger wolf, they
will savagely bite any who threaten them. While the stats given are for this ⏩Spell Echo/Can’t
particular form, GMs may also use other stats to represent other Within “Range: Caster” and “Target: All Areas (Radius 30m)/Space,”
Aetherbeast forms. Kekkubak creates a mysterious space is created in which it repeats spells.
For 10 seconds (1 round), when all characters in the affected area cast a
spell with "Target: 1 Character", another target 1 character is selected at
4 Abyss Minions CR III p. 413 random at the same time.
Intelligence: Average Perception: Five senses (Darkvision) A random character is selected from the characters existing within the
Disposition: Hostile Language: Daemonic Habitat: Shallows effect's area, excluding the original target and ignoring the spell’s original
Rep/Weak: 11/14 Weak Point: Accuracy +1 range and shielding. If the spell is expanded by [Metamagic/Targets], this
Initiative: 11 Movement Speed: -/14(Flying) effect repeats for each target.
Fortitude: 6(13) Willpower: 6(13) Using this unique skill costs 5 points of MP.

Loot
F Style Accuracy Damage Evasion Def. HP MP Always Daemon's Blood (100G/Red A)
Spear (Right) 6(13) 2d+5 6(13) 4 32 15 2–5 Nothing
Spear (Left) 6(13) 2d+5 6(13) 4 32 15 6+ Daemon's Blood (100G/Red A)
Sections: 2 (Right / Left) Main Section: None

Unique Skills Description


This is a Daemon that can use Fairy Magic. It is approximately one meter
●All Sections
long and looks like a thin old man, but its face resembles that of a bird of
◯Flight prey.
Abyss Minions receive a +1 bonus to Accuracy and Evasion only for It can create a space that mysteriously reverberates magic and delights in
melee attacks. disrupting it. It casts Fairy Magic, which is believed to be different in
principle from the Fairy Magic used by Humanoid and others.
◯Twin Daemons
At first glance, the Right and Left sections are indistinguishable. If the
character performs a melee attack, a ranged attack, or a "Target: 1
Character" spell or effect on one of these sections, roll 1d. If the result is 1-
2, the opposite section, which is different from the targeted section, will be
affected. If both sections are targeted at the same time, this effect does not
occur.
This ability is lost when the HP of either Right or Left sections falls to 1
or less.

►Cross Strike/7(14)/Evasion/Neg
It attacks with melee attack 1 character simultaneously dealing 2d+10
physical damage.
This ability cannot be used when Major Action has been completed for
either Right or Left section. Also, if it uses this ability, the Major Action of
both sections will be completed.

Loot
Always Daemon's Blood (100G/Red A)
2–9 Nothing
10+ Dirty Weapons (300G/Black White A)

Description
Daemon's spires are seen flying around in the sky, mainly in Shallow
Abyss.
They look like two small, winged child-like Daemons connected by their
long intertwined tails. The two are never separated and are therefore
recognized as a single Daemon. Their consciousnesses seem to be

201
◯Attack Obstacle = +4 • None
5 Agare DL Nazrak height prevents enemies from attacking it. Head receives a +4
Intelligence: Low Perception: Five Senses Disposition: Hostile bonus to Evasion checks against melee attacks.
Language: Daemonic Habitat: Ruins, Shallow If any of the Tentacle sections have 0 HP or less, this effect is lost.
Rep/Weak: 12/15 Weak Points: Accuracy +1
Initiative: 13 Movement Speed: 14(Many Legs)/- Loot
Fortitude: 7(14) Willpower: 7(14) Always Daemon's Blood (100G/Red A)
2–8 Nothing
F Style Accuracy Damage Evasion Def. HP MP 9+ Abyss Shard (200G/-)
Legs 7(14) 2d+7 7(14) 5 45 19
Description
Unique Skills This 5-meter-long daemon is found mainly in and around Shallow
◯Attitude Control Abysses. It is octopus-shaped with only two tentacles, its body is the head,
Agare cannot fall prone. and it has only one huge eye without eyelids.
A daemon tends to remain where it is thought to have been summoned
►Multi-Legged Attack & Twin Strike or come through and does not significantly shift where it is active.
Agare can make two Leg attacks each round. They may choose to attack
different characters with each attack.
If the second attack is made as a risk, it gains a -2 penalty to Evasion and 5 Movkira CR III p. 414
Willpower. Intelligence: Animal Perception: Five senses (Darkvision)
Disposition: Hostile Language: None Habitat: Ruins, Shallows
Loot Rep/Weak: 12/16 Weak Point: Physical damage +2 points
Always Daemon's Blood (100G/Red A) Initiative: 12 Movement Speed: 18(Many Legs)/-
2–6 Nothing Fortitude: 7(14) Willpower: 7(14)
7 – 10 Daemon's Sharp Legs (170G/Red A)
11+ Daemon's Razor Legs (530G/Red A)
F Style Accuracy Damage Evasion Def. HP MP
Tentacles (Head) 7(14) 2d+3 7(14) 4 38 25
Description Legs (Chest) 7(14) 2d+5 6(13) 6 39 22
Needles (Belly) 7(14) 2d+7 6(13) 3 40 19
This Daemon looks like a human without a body from the waist down.
Instead of legs, it has four pairs of long, jointed legs from its flanks and Sections: 3 (Head / Chest / Belly) Main Section: Head
moves in a spider-like form.
Its head is red and enlarged, but it has no eyes or ears and perceives Unique Skills
everything with its nose. In combat, it attacks by thrusting its legs, but when ●Head
it concentrates on attacking, it slows down and creates an opening. ◯Bloodsucking/Can’t
When a Tentacle attack hits, it deals 3 fixed damage to the target in
addition to the normal physical damage. At the same time, Head section’s

5 Nazrak
HP is recovered by 3 points.
CR I p. 430
Intelligence: Average Perception: Five senses (Darkvision) ●Chest
Disposition: Hostile Language: Daemonic Habitat: Shallow ►Fasten with Many Legs/8(15)/Evasion/Neg
Rep/Weak: 13/16 Weak Point: Magic Damage +2 points Within "Range: Touch" captures "Target: 1 Character" with its eight legs
Initiative: 12 Movement Speed: 5/— Fortitude: 7 (14) Willpower: 7 (14) and tightens them. The target is dealt “2d + Chest section’s HP/5 (rounded
up)” physical damage.
F Style Accuracy Damage Evasion Def. HP MP
None (Head) - - 6(13) 4 26 16 ●Belly
Tentacle (Tentacle) 7(14) 2d+6 5(12) 6 34 22 ◯Hallucinogenic Poison Needle/6(13)/ Fortitude/Neg
Tentacle (Tentacle) 7(14) 2d+6 5(12) 6 34 22 The target of the needle attack will hallucinate and lose their judgment.
The target cannot use weapon attacks, cast spells, or other unique skills
Sections: 3 (Head/Tentacle x 2) Main Section: Head
that might make any section of this monster a target, or include any section
Unique Skills of this monster as a target, or make any section of this monster a target,
even if probable, for the next 10 seconds (1 round). If the target has
●Head
multiple sections, this effect is applied to all sections.
►Intimidating Gaze/6(13)/Willpower/Neg This effect of poison type.
Nazrak stares at “Target: 1 Character” within “Range/Area: 2
(20m)/Target” and is terrified it. The target takes a -2 penalty on all action Loot
checks for 10 seconds (1 round). Always Daemon's Blood (100G/Red A)
This effect is of the psychic type.
2–8 Nothing
9 – 10 Poison Stinger (100G/Red A)
►Frenzied Gaze/6(13)/Willpower/Neg
11+ Poison Stinger with Intact Poison Sac (800G/Red A)
Nazrak stares at “Target: 1 Character” within “Range/Area: 2
(20m)/Target” and drives it temporarily crazy. The target receives a +2
bonus to any action check for 3 minutes (18 rounds), but it loses 5 points Description
of HP at the end of its turn. This may result in a zero or negative HP. If
the target becomes unconscious, the effect is automatically removed. This is a spider-like Daemon with a complex purple pattern on its belly.
This effect is of the psychic type. Numerous tentacles extend from the jaws of the spider, and when connect,
they drain the life of a living being. Tail needles have a poison that makes
the target hallucinate.
●Tentacle
🗨Tail Sweep
It can attack up to 3 characters that can be reached with Tentacle attacks.
The Accuracy check should be rolled once, and if multiple characters are
hit, the damage is determined individually.
This ability cannot be used on consecutive turns.

202
Part 2 Monsters

6 Zalbard CR III p. 415 6 Doubleburg CR II p. 404


Intelligence: Average Perception: Five senses (Darkvision) Intelligence: Average Perception: Five senses (Darkvision)
Disposition: Hostile Language: Daemonic Habitat: Ruins, Shallow Disposition: Hostile Language: Daemonic (+languages added by
Rep/Weak: 13/18 Weak Point: Accuracy +1 shapeshift) Habitat: Ruins, Habitats, Shallow
Initiative: 14 Movement Speed: 14/20(Flying) Rep/Weak: 12/15 Weak Point: Physical damage +2 points
Fortitude: 10(17) Willpower: 9(16) Initiative: 13 Movement Speed: 15/- Fortitude: 8 (15) Willpower: 8 (15)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Claws 8(15) 2d+12 8(15) 4 54 34 Claws 9(16) 2d+8 8(15) 5 52 12

Unique Skills Unique Skills


►Divine Magic 4 Level/Magic Power 7(14) ►Double Attack
With the claws of both hands, it makes two attacks on 1 character. This
◯Flight unique skill cannot be used on a character copied by [►Portrait].
A Zalbard receives a +1 bonus to Accuracy and Evasion only for melee
attacks. ►Portrait
It captures the appearance of the observed target and turns into it. If the
►Flame Breath/9(16)/Fortitude/Half target is only seen at a glance, its appearance and personal belongings can
A Zalbard breathes a gout of flame with “Range/Area: 1(10m)/Shot” at be matched. If the target can be perceived for 1 minute (6 rounds), it can
“Target: 1 Character”, dealing 2d+8 fire magic damage. learn its language and imitate its tone and gestures so precisely that even a
close human cannot detect it. If it is taking the form of this unique skill, a
Loot Monster Knowledge check cannot be performed on it unless Detect check
Always Daemon's Blood (100G/Red A) was made before.
2–6 Nothing This unique skill does not copy the target's class or unique skills. All the
7–8 Daemon's Earrings (260G/Gold White A) data during the battle will be the monster's data. Attacks made by the
9+ Daemon's Ring (600G/Gold White A) target's appearance are made by the monster's physical weapon (Claws),
even though it looks like the target's weapon is doing them.
A copy of a character in multiple sections appears to have the
Description corresponding number of sections. Still, only the Main Section (or one of
It is a bright red lower Daemon with cortical wings and big horns. It is them in the case of multiple sections) is treated as Doubleburg. Other
over 3 meters tall and has flaming red eyes. It can fly with its wings on its sections do not perform any action. If this section is targeted and attacked,
back and sometimes attacks with fire from the sky. It is often encountered the effect is automatically given to the monster. If the effect targets more
in ruins and is estimated to be one of the most frequently summoned and than one section simultaneously, the excess will do nothing, but at the same
used Daemons during the Magic Civilization Period. time, it will be automatically found that the section does not exist. Detect
check is needed to find the actual section.
The [►Portrait] can be ended with Minor Action or during Combat
6 Xenu VC Preparation.
Intelligence: High Perception: Five senses (Darkvision)
Loot
Disposition: Hostile Language: Daemonic, Arcana Habitat: Shallows
Rep/Weak: 14/18 Weak Point: Slashing type damage +3 Always Daemon's Blood (100G/Red A)
Initiative: 14 Movement Speed: 14/21(Flying) 2 – 12 Nothing
Fortitude: 9(16) Willpower: 8(15) 13+ Black Hide (4,600G/Red S)

F Style Accuracy Damage Evasion Def. HP MP Description


Tongue (Head) 8(15) 2d+7 7(14) 4 41 41 It is a black daemon of about the same size as a human. The face has a
Claws (Body) 8(15) 2d+9 7(14) 6 49 14 red, open mouth with a straight slit, but no other visible features exist.
This monster can shapeshift into the creature it perceives, then kills it and
Sections: 2 (Head / Body) Main Section: Head replaces it. It often enters into Humanoid and Barbarous societies.
Doubleburg's purpose is unknown, but they are said to be sent by the
Unique Skills Daemons to learn about the intelligent life forms in the world of Raxia.
●Head They actively use their ability to transform, perhaps to advance their
►Truespeech Magic 6 Level/Magic Power 8(15) observations into the psychology of individuals and groups, and attempt to
create doubt and confusion in cities and communities.
◯🗨 Magic Aptitude They are similar to Ogres and are considered more dangerous because
They can use the Combat Feats [Targeting], [Metamagic/Targets]. they cannot be blocked by Swords of Protection.

●Body
◯Attack Obstacle = +4 • None
Xenu height prevents enemies from attacking it. Head receives a +4
bonus to Evasion checks against melee attacks.
If the Body section has 0 HP or less, this effect is lost.

Loot
Always Daemon's Blood (100G/Red A)
2–6 Nothing
7 – 10 Wagging Tongue (140G/Red A)
11+ Slimy Tongue (750G/Red A)

Description
This Daemon has the head of an anteater and the torso of a strong human
male. Its whole body is reddish gray, and it is covered with feathers, which
allow it to fly. It prefers to observe Humanoids and Barbarous who live a
hedonistic and momentary life.

203
While entangled by this unique skill, the Tail section cannot attack other
7 Argagis CR II p. 405 characters. If the monster itself wants to release the target, it can do so with
Intelligence: Low Perception: Five senses (Darkvision) a Minor Action.
Disposition: Hostile Language: Daemonic Habitat: Labyrinths, Ruins
Rep/Weak: 13/16 Weak Point: Water/Ice damage + 3 points Loot
Initiative: 14 Movement Speed: 15(4 Legs)/- Always Daemon's Blood (100G/Red A)
Fortitude: 10(17) Willpower: 9(16) 2–7 Nothing
8 – 10 Daemon's Earrings (260G/Gold White A)
11+ Daemon's Bracelet (1,200G/Gold White S)
F Style Accuracy Damage Evasion Def. HP MP
Slam 8(15) 2d+11 7(14) 9 66 12
Description
Unique Skills A humanoid daemon with bronze skin and a height of about 3m, Grunels
◯Multiple Declarations = 2 times have long tails that they treat like whips.
Some individuals may have magic weapons as well (increasing both
◯Continuous Attack Accuracy and damage by +1), and with their aptitude for magic, it is
If a monster successfully hits a target in melee, it may make a second assumed that the Grunel handmade this weapon. If a Grunel with a magic
attack against the same target. sword is killed, the sword is automatically looted. The GM may decide the
sword's type at their own discretion.
🗨Ball Roll Oddly enough, Grunels have been seen in the company of Grassrunners.
Argagis increases its Defense by +3 points and movement by +15m. At It is not quite sure what the relationship between the two races is, and
the same time, its damage is reduced by -3. neither side is willing to talk about it. However, this has led to the rumor
that Grassrunners come from another world.
🗨△Cover I
Can use [Cover I] combat feat (see CR I, p. 256).
7 Jinune DL
🗨All-Out Attack Intelligence: Average Perception: Five senses (Darkvision)
A Slam can deal an additional 8 damage on its next attack. However, any Disposition: Hostile
Evasion check made by this section this turn receives a -3 penalty as a risk. Language: Trade Common, Barbaric, Daemonic Habitat: Forest, Shallows
Rep/Weak: 14/17 Weak Point: Bludgeoning damage +3
Loot Initiative: 15 Movement Speed: 30(4 Legs)/-
Always Daemon's Blood (100G/Red A) Fortitude: 10(17) Willpower: 9(16)
2 – 10 Sturdy Shell (200G/Red A)
11+ High-Quality Shell (1,200G/Red S) F Style Accuracy Damage Evasion Def. HP MP
Horn 10(17) 2d+9 9(16) 7 68 25
Description
Argagis is a Daemon that resembles an armadillo covered with a hard Unique Skills
shell. It is characterized by its extreme strength and sturdiness. Its defense ⏩Red Eye Menace/9(16)/Willpower/Neg
is further strengthened by its rounded back, which forms a considerable Stares at “Target: 1 Character” within “Range/Area: 1(10m)/Target”,
sphere that crushes its enemies. It does not have a high intellect and often filling them with fear. A target who fails the resistance check suffers a -2
follows other Daemons as a guard. penalty on Accuracy and Evasion checks for 10 seconds (1 round).
This effect can be used only once per round. It also consumes 5 MP
when used.
7 Grunel New
Intelligence: Average Perception: Five senses (Darkvision) ◯Vital Strike
Disposition: Hostile Language: Daemonic Habitat: Ruins If the 2d roll determining damage is 9 or more, the damage is increased
Rep/Weak: 14/19 Weak Point: Magic damage +2 by +6 points.
Initiative: 15 Movement Speed: 15/-
Fortitude: 10 (17) Willpower: 10 (17) Loot
Always Daemon's Blood (100G/Red A)
2–7 Twisted Black Horn (380G/Red A)
F Style Accuracy Damage Evasion Def. HP MP 8+ Twisted Jet-Black Horn (1,480/Red S)
Weapon (Body) 9(16) 2d+10 9(16) 7 63 60
Tail (Tail) 10(17) 2d+8 8(15) 4 45 22
Description
Sections: 2 (Body / Tail) Main Section: Body
This Daemon resembles a black horse that is about 5 meters in length. It
Unique Skills has red eyes and a 1-meter-long black horn on its forehead.
●Body It is brutal and ruthless and prefers to lure and trick lone Humanoids with
its words.
►Truespeech Magic , Divine Magic 7 Level/Magic Power 10(17)

◯🗨Magic Aptitude
They can use the Combat Feats [Targeting], [Metamagic/Targets].

🗨Mana Strike = +10 damage


A Grunel may deal an additional +10 damage to their next melee attack.
If they do, they receive a -2 penalty to Fortitude, and Willpower checks
until their next turn.

●Tail
◯Entangling Tail
A successful hit from a Tail entangles the target. In each round, the
entangled target is hit automatically by the Tail and makes all Accuracy and
Evasion Checks with a -2 penalty. This penalty is not cumulative.
When the target tries to escape, use de-bonding (see p. 71).

204
Part 2 Monsters

7 Sihalus CR III p. 416 8 Dark Bully CR II p. 405


Intelligence: Average Perception: Five senses (Darkvision) Intelligence: Average Perception: Five senses (Darkvision)
Disposition: Hostile Language: Arcana, Daemonic Habitat: Ruins Disposition: Hostile Language: Daemonic Habitat: Labyrinths, Ruins
Rep/Weak: 15/18 Weak Point: Fire damage + 3 points Rep/Weak: 15/18 Weak Point: Fire damage +3 points
Initiative: 14 Movement Speed: 15(4 Legs)/- Initiative: 15 Movement Speed: 20/- Fortitude: 11 (18) Willpower: 10 (17)
Fortitude: 10(17) Willpower: 9(16)
F Style Accuracy Damage Evasion Def. HP MP
F Style Accuracy Damage Evasion Def. HP MP Claws 10(17) 2d+7 10(17) 7 69 30
Tongue (Head) 9(16) 2d+10 9(16) 8 61 23
Arm (Right Side) 10(17) 2d+8 8(15) 9 56 18 Unique Skills
Arm (Left Side) 10(17) 2d+8 8(15) 9 56 18
◯Continuous Attack II
Tail (Tail) 9(16) 2d+9 8(15) 7 51 12
If Dark Bully successfully hits a target in melee, they may make a second
Sections: 4 (Head / Right Side / Left Side / Tail) Main Section: Head attack. They can make a third attack against the same target if a second
attack hits.
Unique Skills
●All Sections ◯Fatigue Poison/9 (16)/Fortitude/Neg
◯Semi-Transparent Body If a Claw attack deals at least 1 point of applied damage, the target's
The whole body is semi-transparent. Evasion is reduced by a -1. This effect is poison type and lasts for 1 hour.
This monster does not create any shielding, even if it is on the battlefield. It is cumulative if the same effect is applied within the duration.
Also, it is invisible to characters in a different area (Simplified Combat) or
at a distance of more than 10 meters (Standard Combat). ◯Shadow Cross
During Normal Move, it temporarily disappears and appears in any
●Head shadow at the destination. In the absence of light, it can appear from
►Truespeech Magic 6 Level/Magic Power 8(15) anywhere in the darkness.
It does not suffer any movement blocking and is free to leave the
◯🗨Magic Aptitude skirmish.
This ability cannot be used in consecutive turns.
They can use the Combat Feats [Targeting], [Magic Convergence],
[Magic Control], and [Metamagic/Targets].
Loot
●Right Side/Left Side Always Daemon's Blood (100G/Red A)
2–7 Nothing
◯Painful Strike
8+ Crystallized Daemon’s Blood (800G/Red A)
If the 2d roll of the damage roll is 10 or more, the damage is increased
by an additional +5 points.
Description
◯Attack Obstacle = +4 • +4
Standing at 2m tall, the Dark Bully appears entirely in shadow. A long
The giant body hinders attacks.
claw grows from each hand instead of fingers, giving the appearance of the
The Head section gains a +4 bonus to Evasion checks against melee and
scythes of the god of death. It also has a powerful Continuous Attack
ranged attacks.
unique skill and is recognized as a fearsome assassin.
This effect disappears when either Rider or Left Side section falls to 0
HP or lower.

●Tail
🗨Tail Sweep
The monster can use its tail to attack up to 3 targets in the same skirmish.
Accuracy check should be made once; if multiple characters are hit,
damage should be determined individually.
This ability cannot be used on consecutive turns.

►Curse of Translucency/9(16)/Willpower/ Neg


Within "Range/Area: 2(20m)/Shot", the monster shoots an invisible wave
from the tip of the Tail at "Target: 1 Character". The target gains the
[◯Semi-Transparent Body] unique skill. This effect is permanent of a
curse type.

Loot
Always Daemon's Blood (100G/Red A)
2–9 Clear Jewel (200G/Gold Red A)
10+ Transparent Crystal (500G/Gold Red A)

Description
It is a Lesser Daemon with a semi-transparent, reptilian-like appearance.
It is about 4m long and attacks its opponent with a long bright red tongue.
Because of their ecology, they are very rare to find, and those that are
found are almost without exception preyed upon.

205
►Space Warp
8 Terror Beast CR III p. 417 The monster can move 2 meters through the space itself without being
Intelligence: Low Perception: Five senses Disposition: Hostile affected by any obstacles or magic effects. There must be no other objects
Language: Daemonic Habitat: Labyrinths, Ruins or characters at the destination.
Rep/Weak: 14/18 Weak Point: Energy damage +3 points Note that this ability has a very limited effect in combat (it is meaningless
Initiative: 15 Movement Speed: 22(4 Legs)/- in Simplified Combat, and even in Standard Combat, the distance is
Fortitude: 11(18) Willpower: 10(17) insufficient to get past the skirmish).

Loot
F Style Accuracy Damage Evasion Def. HP MP Always Crystallized Daemon’s Blood (800G/Red A)
Bite 11(18) 2d+8 11(18) 7 66 28 2 – 10 Nothing
11+ Transparent Leather (1,400G/Red S)
Unique Skills
◯Poison Immunity, ◯Disease Immunity
Description
►Divine Magic 4 Level/Magic Power 6(13) Godbells are Lesser Daemons, also known as “formless daemons.” They
are completely invisible, even after death, so their true appearance is
🗨Magic Aptitude unknown. Their unique skills, however, allow Godbells to be extraordinary
A Terror Beast can use the Combat Feats [Multi-Action] and assassins.
[Metamagic/Targets]. It is feared as a Daemon that is difficult to counter since it can permeate
space and can slip through walls to surprise its enemies.
◯Dreadful/9(16)/Willpower/Neg

9 Shabalay
Anyone who sees the Terror Beast receives a -2 penalty to all Skill Checks
due to fear for 10 seconds (1 round). A Willpower check against this effect DL
must be made at the beginning of each character's turn. This effect is of a Intelligence: Low Perception: Magic Disposition: Hostile
psychic type. Language: None Habitat: Ruins, Shallow
Rep/Weak: 16/19 Weak Point: Energy damage +3
◯Corrosive Poison/11(18)/Fortitude/Neg Initiative: 16 Movement Speed: 10(Crawling)/-
The target is poisoned if the Bite attack deals at least 1 point of applied Fortitude: 13(20) Willpower: 12(19)
damage.
A poisoned character immediately suffers 2d-5 poison magic damage
F Style Accuracy Damage Evasion Def. HP MP
(minimum 0) and continues to suffer the same damage on each of its turns
(no Fortitude check is needed). This effect lasts as long as it is not cured Droplets 12(19) 2d+5 11(18) 0 90 90
but is not cumulative.
Unique Skills
◯Regeneration = 10 points ◯Amorphous Body
At the end of each round, Terror Beast recovers 10 HP. This has no Immune to criticals from edged weapons.
effect if Terror Beast has 0 HP or lower.
◯Daemonic Droplets
Loot An attack with Droplets is treated as a Shooting Attack with a "Range:
Always Daemon's Blood (100G/Red A) 20m”. If the target is hit, the Defense is treated as half (rounded up).
Always Daemon’s Fangs (300G/Red A)
►Red Droplets/11(18)/Fortitude/Half
Droplets begin to fly around the Shabalay.
Description All targets in the same skirmish area as the monster are dealt 2d+8 poison
The Terror Beasts are considered the higher form of the Aetherbeasts. magic damage. Using this effect consumes 10 points of MP.
It is about the size of a cow and four-legged, but it has a horrifying and
bizarre appearance, and its body is constantly decomposing and Loot
regenerating. It emits an unpleasant odor, and those who see it can be Always Daemon's Crystal (800G/Red A)
weakened by fear. 2 – 11 Nothing
They often follow other daemons and are known to act in groups. Their 12+ Solidified Droplets (2,500G/Red S)
fangs are poisonous, and those that are bitten will surely die as their bodies
slowly rot.
Description
9 Godbell CR III p. 418
This Daemon is a stubby, reddish-black, irregularly shaped creature with
a number of small arms and legs.
Intelligence: Average Perception: Five senses (Darkvision) Instead of using its legs or feet as it should, it moves by crawling. It does
Disposition: Hostile Language: Daemonic Habitat: Labyrinths, Ruins not speak any language but seems to have enough intellect to understand
Rep/Weak: 16/19 Weak Point: Physical damage +2 points what others say.
Initiative: 16 Movement Speed: 15/- Fortitude: 12(19) Willpower: 12(19)

F Style Accuracy Damage Evasion Def. HP MP


Claws 12(19) 2d+11 11(18) 10 94 32

Unique Skills
◯Complete Invisibility
Godbell is always invisible. See rules for invisibility (see CR II, p. 69).

◯Invisible Assassin/20/Danger Sense/Neg


If a character approaches a location where this monster is lurking, they
need to make a Danger Sense check with target number 20. If they fail,
they will be taken by surprise by this monster.

►Twin Strike & Double Attack


A Godbell can make two Claws attacks each round. They may choose to
attack different characters with each attack.

206
Part 2 Monsters

9 Ragnakang CR II p. 406 10 Selassaroui New


Intelligence: Average Perception: Five senses (Darkvision) Intelligence: Average Perception: Five senses (Darkvision)
Disposition: Hostile Language: Daemonic Habitat: Labyrinths, Ruins Disposition: Hostile Language: Trade Common, Barbaric, Daemonic
Rep/Weak: 16/19 Weak Point: Slashing damage +3 Habitat: Ruins, Shallows
Initiative: 16 Movement Speed: 15/20 (Flying) Rep/Weak: 17/20 Weak Point: Magic damage +2 points
Fortitude: 12 (19) Willpower: 11 (18) Initiative: 18 Movement Speed: 20(4 Legs)/-
Fortitude: 13(20) Willpower: 13(20)
F Style Accuracy Damage Evasion Def. HP MP
Bite (Head) 11(18) 2d+13 11(18) 10 78 44 F Style Accuracy Damage Evasion Def. HP MP
Tail (Body) 11(18) 2d+12 9(16) 8 86 28 Jeweled Spear 14(21) 2d+14 12(19) 8 98 33
Wing (Wing) 12(19) 2d+9 9(16) 5 59 14
Wing (Wing) 12(19) 2d+9 9(16) 5 59 14 Unique Skills
Sections: 4 (Head / Body / Wing x 2) Main Section: Head ◯Poison Immunity, ◯Psychic Immunity

Unique Skills ◯Gem-Smashing


●Head Gems throughout the body shatter with each wound, injuring the
►Divine Magic 5 Level/Magic Power 7(14) opponent.
When the character hits with a melee attack or a "Range: Touch" effect,
◯🗨►Magic Aptitude this monster suffers "1d+2" fixed damage each time for each hit.
They can use the Combat Feats [Targeting], [Metamagic/Targets], and
[Wordbreak]. ◯Multi-arm Stance
The monster can have up to four Jeweled Spears, one for each arm.
⏩△Techniques When two or more spears are held, the Selassaroui can perform a
They may use the [Cat's Eyes], [Beetleskin], [Bear Muscle], and [Strong combination of Melee Attack and [►Jeweled Spear Throw] up to two
Blood] Techniques. times in total. In this case, it can choose the second attack method and
target after seeing the result of the first roll.
◯Deadly Poison /11(18)/Fortitude/Neg This monster already has 4 spears at the start of combat. If it loses one due
If a Bite attack hits and deals 1 or more points of applied damage, the to [►Jeweled Spear Throw], it can create a new one with [⏩Create Jeweled
target receives extra 2d+8 poison magic damage. Spear]. With only one spear, it can only make one melee attack or
[►Jeweled Spear Throw].
●Body
◯Convulsive Poison/10 (17)/Fortitude/Neg ►Jeweled Spear Throw/13(20)/Evasion/Neg
If the Tail attack hits, the target receives a -1 penalty to any Skill Checks The Selassaroui attacks by throwing a spear in its hand.
for 1 minute (6 rounds). This effect is cumulative. Throw has "Range/Area: 2(20m)/Shot" at "Target: 1 Character" and deals
This effect is of the poison type. 2d+13 physical damage.
Jeweled Spear will be shattered and lost regardless of the result of the
◯Attack Obstacle = +4 • None attack.
Against melee attacks Head sections receive a +4 bonus to Evasion
checks. ⏩Create a Jeweled Spear
This effect disappears when the Body section falls to 0 HP or lower. Creates a Jeweled Spear in hand. This effect can be used only once per
round and costs 8 MP.
●Wing
Loot
◯Flight
All section receives a +1 bonus to Accuracy and Evasion only for melee Always Crushed Gemstone Powder (1,600G/-)
attacks. 2–8 Nothing
If one of the Wing sections falls to 0 HP or lower, this unique skill cannot 9 – 12 Gem (600G/Gold A) x 1d
be used. 13+ Gem (600G/Gold A) x 2d

Loot
Always Crystallized Daemon’s Blood (800G/Red A)
Description
2–6 Nothing This Daemon takes the form of a muscular human about 2 meters in
7 – 12 Daemon’s Horn (600G/Red A) length, with two pairs of four arms. Countless sharp gem fragments
13+ Large Daemon’s Horn (1,400G/Red S) protrude from its body.
It can produce jeweled spears from its own body and use them as
weapons. However, approaching the spear will result in injury from the
Description sharp gems protruding from its body.
These Daemons may appear as soldiers of Greater Daemons.
It is a daemon that appears as an upright dragon with enormous
membranous wings. When a Ragnakang fully extends its neck, it stands
around 5m long and will use that long neck and tail in combat. Thoroughly
infused with poison, a Ragnakang is dangerous to touch, let alone engage
in combat. Some still stand guard at the entrances to old ruins, and such
places have seen no intrusions because of the Ragnakang's diligence.

207
10 Mahatiga CR II p. 407 Unique Skills
●All Sections
Intelligence: Average Perception: Five senses (Darkvision)
◯Poison Immunity, ◯Disease Immunity
Disposition: Hostile Language: Daemonic Habitat: Shallow
Rep/Weak: 18/22 Weak Point: Slashing damage +3
Initiative: 18 Movement Speed: 25/25 (Flying) ◯Underwater Aptitude
Fortitude: 13 (20) Willpower: 13 (20)
●Upper Body
►Twin Strike & Double Attack
F Style Accuracy Damage Evasion Def. HP MP A Melbiz can make two Claws attacks each round. They may choose to
Snout (Head) 13(20) 2d+11 12(19) 9 85 85 attack different characters with each attack.
Claws (Body) 14(21) 2d+10 11(18) 11 99 32
Wings (Wings) 13(20) 2d+9 11(18) 8 72 36 ►Acid Saliva/12(19)/Evasion/Neg, Underwater/Can't
Sections: 3 (Head / Body / Wings) Main Section: Head The Melbiz spits a gob of acid with “Range/Area: 2(20)m/Shot” and
“Target: 1 Character” and deals 2d+7 poison physical damage. In addition,
Unique Skills the target's armor and defense are damaged.
●Head If the target is a character that has PC data, the Defense of any equipped
►Divine Magic 10 Level/Magic Power 12(19) armor or shield chosen by the target must be reduced by -1.
This effect is cumulative, and if Defense becomes 0, it will be completely
◯🗨Magic Aptitude destroyed. Armor with reduced Defense can be repaired by paying 10%
They can use the Combat Feats [Targeting], [Metamagic/Targets], and (up to 90%) of the armor's price for each reduction.
[Multi-Action]. Each time a character with the monster data is affected by this effect, its
Defense is reduced by -1. The effect is cumulative but only down to 0.
🗨Mana Strike = +12 damage Defense is restored by +1 point per day.
If this ability is used underwater, the acid will dissolve and spread in the
May deal an additional +12 damage to their next melee attack. At risk,
water, having "Range: Caster" "Target: 1 area (5m Radius)/15” “Resistance:
they take a -2 penalty to their Fortitude and Willpower checks.
Can't” and deal 2d poison magic damage. This form of attack cannot be
evaded but also does not damage armor.
●Body
This unique skill cannot be used on consecutive turns.
►Twin Strike & Double Attack
It can make two Claws attacks each round, though each attack requires its Loot
Accuracy check. They may choose to attack different characters with each Always Crystallized Daemon’s Blood (800G/Red A)
attack.
2–8 Nothing
9 – 12 Daemon’s Horn (600G/Red A)
●Wings
13+ Green Scales (1,600G/Gold Red S)
◯Flight
All section receives a +1 bonus to Accuracy and Evasion only for melee
attacks. Description
If the Wings section falls to 0 HP or lower, this unique skill cannot be Melbiz is a Lesser Daemon adapted to water, sporting shiny green scales
used. and a dorsal fin. Standing just slightly taller than an average human at 2.5m
tall, they are adapted to the water and will sneak into civilized lands through
►Wind-Edge Blade/12(19)/Fortitude/Half rivers and canals. High-ranking daemons will often use a contingent of
With "Range/Area: 2(30m)/Target", Mahatiga uses a blade made of Melbiz to spearhead an attack, coming from the water to attack
feathers to deal with dealing 2d+12 slashing magic damage. unsuspecting cities.
This ability costs 6 MP.

Loot 11 Ezerve DL
Always Crystallized Daemon’s Blood (800G/Red A)
Intelligence: High Perception: Five Senses (Darkvision)
2–6 Daemon’s Nose (500G/Red A) Disposition: Hostile Language: Trade Common, Arcana, Drakish,
7 – 11 Long Daemon’s Nose (1,600G/Red S) Daemonic Habitat: Ruins, Shallows
12+ Lustrous Daemon’s Nose (4,000G/Red S) Rep/Weak: 18/22 Weak Point: Magic damage +2 points
Initiative: 18 Movement Speed: 18/-
Fortitude: 14(21) Willpower: 14(21)
Description
This is a daemon with the head of an elephant and the body of a raptor,
frequently seen in Shallow Abysses. F Style Accuracy Damage Evasion Def. HP MP
They prioritize offering sacrifices to the god they believe in, and the more Bite (Head) 14(21) 2d+17 14(21) 10 96 60
brutal the sacrifice, the better. They believe that the act of fighting is itself Weapon (Body) 14(21) 2d+15 12(19) 12 112 32
an offering to the gods. Needles (Tail) 15(22) 2d+13 13(20) 8 74 20
Sections: 3 (Head / Body / Tail) Main Section: Head

Unique Skills
●All Sections
10 Melbiz CR III p. 419 ◯White Skin
Intelligence: Average Perception: Five senses (Darkvision) The physical and magical damage of the lightning and energy type is
Disposition: Hostile Language: Daemonic Habitat: Labyrinths, Ruins reduced by -3 points.
Rep/Weak: 16/20 Weak Point: Fire damage + 3 points
Initiative: 16 Movement Speed: 13/20 (Swimming) ●Head
Fortitude: 13(20) Willpower: 12(19) ►Truespeech Magic 11 Level / Magic Power 14 (21)

F Style Accuracy Damage Evasion Def. HP MP ◯Magic Aptitude


Claws (Upper Body) 13(20) 2d+13 12(19) 12 95 33 They can use the Combat Feats [Universal Metamagic], [Targeting],
Tail (Lower Body) 12(19) 2d+10 11(18) 11 82 25 [Amber Eye], [Magic Convergence], [Magic Control], and [Multi-Action].

Sections: 2 (Upper Body / Lower Body) Main Section: Upper Body

208
Part 2 Monsters
►Breath of Endless Sleep/Optional
Spits white breath on up to 5 targets of Ezerve’s choice within “Range: 11 Cerberus CR II p. 408
Caster”, sapping life from them. Intelligence: Animal Perception: Five senses (Darkvision)
The targets are placed in a state of suspended animation and are treated Disposition: Hostile
as if no time has elapsed. Language: None Habitat: Underground Labyrinth, Ruins, Shallow
A character in this state is indistinguishable from a corpse. Rep/Weak: 15/20 Weak Point: Bludgeoning damage +3 points
If the character knows about this ability (they have prior knowledge of the Initiative: 18 Movement Speed: 20(4 Legs)/-
ability, or have successfully performed a Monster Knowledge check on this Fortitude: 14(21) Willpower: 13(20)
monster), they can perform a Detect check with Target Number 20 on a
corpse that they strongly suspect is under this effect, and if successful, they
can detect that the corpse is in a state of suspended animation under this F Style Accuracy Damage Evasion Def. HP MP
effect. Bite (Head) 13(20) 2d+16 12(19) 10 99 35
This ability is treated as “Resistance: Can't” for targets with 0 or less HP. Bite (Head) 13(20) 2d+16 12(19) 10 99 35
This ability requires 10 minutes to use. It also consumes 30 MP when Bite (Head) 13(20) 2d+16 12(19) 10 99 35
used. None (Body) - - 12(19) 12 110 20
This effect is treated as a poison and curse type with a Success Value of Sections: 4 (Head x 3 / Body) Main Section: Heads (All)
20.
Unique Skills
●Body ●All Sections
🗨Flash of a Magic Blade ◯Fire Immunity
Makes a Melee Attack against the target in the same skirmish area where
this monster is located (as a declared action). ●Head
This effect cannot be performed on consecutive turns and costs 8 MP. ►Three Breaths
Mouth spits one of the following breaths: Fire Breath, Blizzard Breath,
◯Painful Strike or Noxious Breath. All of them have “Range: Caster” and “Target: 1 area
If the 2d roll of the damage roll is 10 or more, the damage is increased (6m Radius)/20” around the head.
by an additional +9 points. Head can choose any breath to use (or whether to attack with Bite without
using breath). If more than one head breathes the same kind of breath, it
◯Attack Obstacle = +4・+4 is treated as a single attack with increased success value. If two heads
The size of the head hinders attacks. breathe the same breath, the breath's success value has a +2 bonus, and the
The Head section gained a +4 bonus to Evasion checks against melee calculated damage is increased by +4. If all three heads breathe the same
attacks and ranged attacks. breath, the success value has a bonus of +4, and the calculated damage is
If the HP of the Body section falls to 0 or below, it loses this ability. increased by +8.
1: Fire Breath/11(18)/Fortitude/Half
Head exhales fire, dealing 2d+12 fire magic damage to the affected
●Tail targets.
◯Sucking Needles/13 (20)/Fortitude/Neg 2: Blizzard Breath/10 (17)/Fortitude/Half
If the Needles attack hits and deals 1 or more points of applied damage, Head spits out a blizzard, dealing 2d+8 water/ice magic damage to the
the MP of all sections is restored by 5 points. targets and reducing their Defense by -5 points for 30 seconds (3 rounds).
If the MP of a section is more than half of the maximum value, the MP This Defense reduction is non-cumulative and does not reduce Defense
of that section is not recovered. below 0.
3: Noxious Breath/9(16)/Fortitude/Half Head spits poison, inflicting 2d+6
►Point Needle/13 (20)/Willpower/Half poison magic damage to the targets, and they incur a -3 penalty to their
Throws a needle at the target character within “Range: 10m” and deals Evasion checks for 30 seconds (3 rounds). This effect is not cumulative.
2d+8 curse magic damage. Using this effect consumes 5 MP.
⏩△Techniques
Loot May use the [Beetleskin] and [Bear Muscle] Techniques.
Always Crystallized Daemon’s Blood (800G/Red A) x 2
2–6 Nothing ●Body
7 – 11 White Membrane (2,500G/Red S) ◯Attack Obstacle = +4 • None
12+ Milky White Membrane (9,100G/Red S) Against melee attacks Head sections receive a +4 bonus to Evasion
checks.
This effect disappears when the Body section falls to 0 HP or lower.
Description
This Daemon is about 4 meters long and resembles a beautiful woman Loot
wearing a white cloak. Her hair and face are also white, while only the tip Always Crystallized Daemon’s Blood (800G/Red A)
of her tail and her eyes are golden. The mantle is not a garment but skin 2–7 Nothing
that shimmers around her body like velvet. 8 – 12 Binding Chain (500G/Black A)
Ezerves are rational and aggressive, preferring to work alone and not 13+ Jet-black Binding Chain (3,000G/Black S)
getting along with others. They can breathe a white substance that puts
creatures into a state of suspended animation. The creature in this state is
indistinguishable from a corpse, and after a funeral or other ceremony is Description
held for it as if it were dead, the creature likes to cause despair by informing A three-headed daemon dog, a Cerberus is really more the size of a
Humanoids of its true state. horse. Able to conjure up breath weapons of fire, ice, and poison, it can be
Additionally, creatures put into suspended animation may be used as a dangerous foe in combat. Also known as the Watchdog of Hell,
offerings for summoning other Daemons or as a Daemon Seminarium. Cerberuses are typically seen guarding something, whether the entrance to
a labyrinth, a vault inside, or something else. While its intelligence is that
of an average dog's, a Cerberus will remain loyal to its orders and will fight
to the death to carry them out.

209
11 Sallytegane CR III p. 420 12 Holgrad New
Intelligence: High Perception: Five senses (Darkvision) Intelligence: High Perception: Five senses (Darkvision)
Disposition: Hostile Disposition: Hostile Language: Arcane, Daemonic Habitat: Ruins, Shallow
Language: Trade Common, Daemonic Habitat: Mountains Rep/Weak: 18/22 Weak Point: Accuracy +1
Rep/Weak: 18/21 Weak Point: Magic damage +2 points Initiative: 18 Movement Speed: 10/10(Flying)
Initiative: 18 Movement Speed: -/20(Flying) Fortitude: 15(22) Willpower: 15(22)
Fortitude: 14(21) Willpower: 14(21)
F Style Accuracy Damage Evasion Def. HP MP
F Style Accuracy Damage Evasion Def. HP MP Fist 15(22) 2d+11 15(22) 9 114 138
Mouth (Body) 13(20) 2d+10 13(20) 10 107 66
Wings (Wings) 14(21) 2d+12 13(20) 8 85 31 Unique Skills
Sections: 2 (Body / Wings) Main Section: Body ◯Normal Weapon Immunity

Unique Skills ►Truespeech Magic, Spiritualism Magic, Summoning Arts 12 Level


/Magic Power 15(22)
●Body
►Divine Magic 10 Level/Magic Power 13(20) ◯🗨Magic Aptitude
They can use the Combat Feats [Targeting], [Amber Eye], [Magic
◯🗨Magic Aptitude Convergence], [Magic Control], [Universal Metamagic], [Multi-Action].
They can use the Combat Feats [Multi-Action], [Targeting], and
[Metamagic/Targets]. ►Mana-binding Fog/15(22)/Willpower/Temporary
Within "Range/Area: 2(30m)/Target" will cause the black mana to cling
⏩Strange Smell/13(20)/Fortitude/Neg to the "Target: 1 Character" and inhibit the casting spell.
All the body's holes within “Range: Caster” emit a foul odor. All The target has all Magic Power reduced by -5 for 3 minutes (18 rounds).
characters in the same position (area, coordinate) as the Body section This effect cannot be used in consecutive turns and costs 10 MP.
receive a -2 penalty to Willpower for 3 minutes (18 rounds).
This ability can be used only once per round, and when used, it consumes 🗨Mana Strike = +15 damage
5 MP of the Body section and can be used only once per round. May deal an additional +15 damage to their next melee attack. At risk,
This effect is of a disease type. they take a -2 penalty to their Fortitude and Willpower checks.
●Wings Loot
◯Flight 2–8 Nothing
All sections receive a +1 bonus to Accuracy and Evasion only for melee 9 – 11 Old Grimoire (4,000G/Green White S)
attacks. 12+ Ancient Grimoire (9,000G/Green White S)
If the Wings section falls to 0 HP or lower, this unique skill cannot be
used.
Description
🗨All-Out Attack Holgrad is a Daemon whose entire body is composed of black mist (see
Wings can deal an additional 8 damage on its next attack. However, any p. 5). It looks like a silhouette of a woman wearing a shimmering cloak or
Evasion check made by this section this turn receives a -3 penalty. a deformed figure with numerous tentacles fluttering in the air.
It is familiar with many systems of magic and has a strong attachment to
⏩High Mobility them. It is furious when magic is used in front of it and takes the initiative
The skin covering the wings is peeled off, exposing the flesh and in eliminating and weakening enemy magicians.
increasing mobility. For 3 minutes (18 rounds), the bonus to Accuracy

12 Lunzemase
checks and Evasion checks from [◯Flight] for all sections is increased to
+2. CR II p. 409
On the other hand, the Defense of Wings section is reduced by -4. Intelligence: High Perception: Five senses (Darkvision)
This effect can be used only when the Wings section's HP is 40 or less, Disposition: Hostile Language: Daemonic Habitat: Various
and once it is used, it cannot be canceled by the monster’s will. Rep/Weak: 19/23 Weak Point: Accuracy +1
Initiative: 19 Movement Speed: 24/- Fortitude: 15 (22) Willpower: 16 (23)
Loot
Always Crystallized Daemon’s Blood (800G/Red A)
F Style Accuracy Damage Evasion Def. HP MP
2 – 11 Calcareous Fragments (300G/Black A) x 1d
Weapon 16(23) 2d+18 15(22) 12 119 54
12+ Large Calcareous Fragments (3,000G/Black S)
Unique Skills
Description ◯2 Actions
This is a white, Lesser Daemon, about 3m long, in the shape of a white Can perform two Major Actions in one round.
bug, with four beautiful bird feathers. Its white body surface, including its
wings, is not covered with feathers but rather hard rocks. ◯Multiple Declarations = 2 times
Its body emits an intense odor that pierces the nose.
It is said that it is arrogant and always looks down on others, especially ◯Sparkling Fibers
those who give it orders, and that it will always rebel. It isn't easy to see Lunzenmase from a distance. A character who is more
than "Range: 1 (10m)" away from this monster receives a -2 penalty on
checks (Accuracy check, Spellcasting check, Performance check, etc.)
when making ranged attacks, casting a spell, finale, and other unique skills
that require visibility of this monster.

►Twin Strike & Double Attack


Can make two Weapon attacks each round, though each attack requires
its Accuracy check. They may choose to attack different characters with
each attack.

210
Part 2 Monsters

🗨Abyss Blade
If the target is hit by a Weapon attack, the target's Defense is halved for 13 Rigogan New
that attack (rounded up). At risk, the monster takes a -1 penalty to Evasion Intelligence: Average Perception: Five senses (Darkvision)
checks. Disposition: Hostile Language: Trade Common, Daemonic
Habitat: Labyrinths, Ruins
Loot Rep/Weak: 18/21 Weak Point: Bludgeoning type damage +3
Always Crystallized Daemon’s Blood (800G/Red A) Initiative: 20 Movement Speed: 15/- Fortitude: 18(25) Willpower: 16(23)
Always Incomprehensible Mask (2,000G/Black White S)
2 – 12 Daemon's Fiber (1,100G/Green S) F Style Accuracy Damage Evasion Def. HP MP
13+ Lustrous Daemon's Fiber (4,400G/Gold Green S) Bow 18(25) 2d+16 15(22) 15 129 33

Description Unique Skills


This Daemon wears a giant wooden mask reminiscent of a shield and has ◯Targeting & Hawk Eye
a body that looks like layers of strong fibers bound together. The mask is It is possible to select a character in a melee area as a target for the "Area:
decorated with a pattern of straight lines that affect the creature's spirit if Line" effect without causing misfiring.
one tries to look at it. It also can aim through the shielding.
As sparkling fibers make it difficult to see Lunzemase, powerful weapon
attacks mercilessly reap the lives of creatures while dazzled. ►Bow
Makes a Shooting Attack with a Bow at "Range: 2(50m)". Accuracy check
and damage are the same as in the normal attack.
13 Foregone CR III p. 421
Intelligence: High Perception: Five senses (Darkvision) ►Heavy Bow/17(24)/Evasion/Neg
Disposition: Hostile Rigogan draws its bow and fires with terrible force. Shooting attack with
Language: Trade Common, Daemonic Habitat: Labyrinths , Ruins "Range/Area: 2(50m)/: Line", those failing Evasion checks suffer "2d+20"
Rep/Weak: 18/22 Weak Point: Magic damage +2 points physical damage.
Initiative: 19 Movement Speed: 16/- Fortitude: 17(24) Willpower: 17(24) This ability cannot be used on consecutive turns.

►Rapid Fire Bow/17(24)/Evasion/Neg


F Style Accuracy Damage Evasion Def. HP MP Makes Shooting Attack with “Range: 2(20m)” on any 5 targets, dealing
Horns (Head) 16(23) 2d+16 16(23) 15 118 98 "2d+13" physical damage.
Claws (Body) 17(24) 2d+14 17(24) 14 128 33
Kick (Legs) 16(23) 2d+14 15(22) 15 111 26 ◯Final Arrow/19(26)/Evasion/Neg
Sections: 3 (Head / Body / Legs) Main Section: Head If this monster's HP is 0 or less, its body thorns will scatter in the
explosion. Within "Range: Caster" and "Target: All areas (30m radius)/All"
Unique Skills targets are hit by "2d+20" points of physical damage.
●Head This ability can be activated only once, after which the monster dies
►Divine Magic 12 Level/Magic Power 16(23) automatically.

Loot
🗨►Magic Aptitude
A Foregone can use the Combat Feats [Metamagic/Targets], [Multi- Always Crystallized Daemon’s Blood (800G/Red A)
Action], and [Wordbreak]. Always Well-Kept Weapon (1,000G/Black White S)
Always Daemon's Arrowhead (100G/Black White A) x 2d
●Body
►Twin Strike & Double Attack Description
A Foregone can make two Claws attacks each round. They may choose
It is a Daemon with a huge bow; its entire body is covered with numerous
to attack different characters with each attack.
hard thorns. This Daemon pulls out these spines by itself and uses them
as arrows.
◯Attack Obstacle = Impossible • +4 Unusually for Daemons, it prefers a fair fight. It prefers to avoid making
Foregone size hinders attack. a surprise attack and always start a fight when they can see each other.
The Head cannot be attacked in melee. Against any ranged attacks, Head However, they have no hesitation in opening battle with an opponent who
receives a +4 bonus to Evasion checks. has only melee weapons, calling out from a distance of 50 meters, saying,
When the Body falls to 0 HP or lower, this effect disappears. "Come on, let's play it fair" (the argument being that it is worse to have no
means of a long-range attack and may wait for them searching a bow).
●Legs
◯Kneel
If the HP of the Legs section is less than 0, the Body section receives a -
2 penalty on Accuracy and Evasion checks.

Loot
Always Crystallized Daemon’s Blood (800G/Red A)
2–8 Nothing
9 – 12 Daemon’s Horn (600G/Red A)
13+ Large Daemon’s Horn (1,400G/Red S)

Description
A Lesser Daemon, Foregones are 6m tall giants, with red-black skin, with
one horn protruding from their forehead and the lower body of a goat.

211
●Nose Hands
14 Vangiga CR III p. 422 ◯Memorize the Smell
Intelligence: High Perception: Five senses (Darkvision) If Nose Hand performs an Accuracy check, regardless of the success or
Disposition: Hostile failure of the check, Body and Nose Hand sections gain a +2 bonus to
Language: Trade Common, Daemonic Habitat: Ruins, Shallow Accuracy checks against the target. This effect is not cumulative and is
Rep/Weak: 18/22 Weak Point: Slashing damage +3 points removed when the Nose Hand section HP becomes 0 or less.
Initiative: 20 Movement Speed: 15/- Fortitude: 16(23) Willpower: 16(23)
●Mouth Hand
F Style Accuracy Damage Evasion Def. HP MP ◯Bloodsucking
Kick (Body) 18(25) 2d+19 16(23) 15 133 109 When a Bite attack hits, the HP of any one section of this monster is
Hand Sword (Eye recovered by the same value as applied damage. The monster can choose
19(26) 2d+16 17(24) 12 98 29 which section to heal after each attack, and applied damage is calculated.
Hand)
Hand Sword (Eye However, the section whose HP is 0 or less cannot be selected for heal.
19(26) 2d+16 17(24) 12 98 29
Hand)
Hand Sword (Ear Loot
18(25) 2d+16 17(24) 12 98 29 Always Crystallized Great Daemon’s Blood (1,600G/Red S)
Hand)
Hand Sword (Ear 2–6 Twitching Arm (200G/Red A)
18(25) 2d+16 17(24) 12 98 29
Hand) 7–9 Creepy Arm (700G/Red A)
Hand Sword (Nose 10+ Ominous Arm (2,500G/Red S)
18(25) 2d+16 17(24) 12 98 29
Hand)
Bite (Mouth Hand) 18(25) 2d+18 17(24) 12 98 29
Sections: 7 (Body / Eye Hand x 2 / Ear Hand x 2 / Nose Hand / Mouth
Description
Hand) Main Section: Body It is a Greater Daemon with a monkey-like appearance, but instead of the
usual shoulders and arms, it has six long arms sprouting from its back. On
Unique Skills the palm of each arm, there are facial parts such as eyes and ears (the
●Body original face also has eyes and noses).
As additional sensory organs, these hands give them high perception and
►Spiritualism Magic 12 Level /Magic Power 16(23) make them adept at avoiding danger.
It is said that this Daemon is the type of person who plans each action.
◯🗨►Magic Aptitude When this Daemon appears in Shallow Abyss, it is said to be filled with
They can use the Combat Feats [Multi-Action], [Targeting], [Magic countless traps and tricks.
Convergence], [Magic Control], [Amber Eye], [Universal Metamagic],
[Rune Master], and [Wordbreak].

●All Hands
◯Long Arms
Hands can do melee attacks with "Range/Area: 1(10m)/Target".

●Eye Hands
◯Sight Augmentation
The Body section gains a +2 bonus to Evasion checks for each healthy
Eye Hand section.

●Ear Hands
◯Hearing Augmentation
This monster gains a +2 bonus to Fortitude and Willpower checks for
each healthy Ear Hand section.

212
Part 2 Monsters

15 Dreadbar New 15 Doppelganger CR III p. 423


Intelligence: High Perception: Five senses (Darkvision) Intelligence: High Perception: Five senses (Darkvision)
Disposition: Hostile Language: Daemonic Habitat: Rivers, Seas, Ruins Disposition: Hostile
Rep/Weak: 21/23 Weak Point: Fire damage + 3 points Language: Trade Common, Arcana, Daemonic Habitat: Labyrinths, Ruins
Initiative: 21 Movement Speed: 20(4 Legs)/20(Swimming) Rep/Weak: 19/23 Weak Point: Slashing damage +3 points
Fortitude: 19(26) Willpower: 18(25) Initiative: 21 Movement Speed: 18/- Fortitude: 21(28) Willpower: 21(28)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Weapon (Upper Claws (Upper Body) 20(27) 2d+18 18(25) 16 135 108
18(25) 2d+17 16(23) 16 121 100
Body) Trample (Lower
19(26) 2d+21 17(24) 16 143 32
Bite (Front) 16(23) 2d+20 14(21) 15 132 34 Body)
Tail (Rear) 17(24) 2d+15 15(22) 14 95 28 Sections: 2 (Upper Body / Lower Body) Main Section: Upper Body
Sections: 3 (Upper Body / Front / Rear) Main Section: Front
Unique Skills
Unique Skills ●All Sections
●All Sections ►Shapeshift
◯Underwater Aptitude The Doppelganger can change its shape into another's, with the quality of
the transformation based on the time the Doppelganger has observed the
◯Regeneration = 10 points target. A quick glance at a target allows the Doppelganger to copy the
At the end of each round, each section of the Dreadbar recovers 10 HP. target's physical appearance, including any belongings. One minute's
This has no effect if the section has 0 HP or lower. observation (6 rounds) allows for copying the target's tone and mannerisms,
while one hour's observation gives a complete copy of the target's abilities
●Upper Body and memory. This last transformation will also allow the Doppelganger
►Divine Magic 13 Level / Magic Power 17 (24) access to any Classes and spells the target may have learned. This unique
skill lasts until the Doppelganger reverts to its base form, taking Major
◯🗨►Magic Aptitude Action to do so.
They can use the Combat Feats [Multi-Action], [Targeting], [Magic
Convergence], [Magic Control], [Universal Metamagic], [Wordbreak]. ●Upper Body
►Truespeech Magic 15 Level/Magic Power 21(28)
🗨Mana Strike = +17 damage
May deal an additional +17 damage to their next melee attack. At risk, ◯🗨►Magic Aptitude
they take a -2 penalty to their Fortitude and Willpower checks. A Doppelganger can use the Combat Feats [Targeting], [Magic
Convergence], [Magic Control], [Metamagic/Targets], [Multi-Action],
●Front [Rune Master], and [Wordbreak].
►Twin Strike & Double Attack
A Dreadbar can make two Bite attacks each round. It may choose to ●Lower Body
attack different characters with each attack. ◯Attack Obstacle = +4 • None
Against melee attacks Upper Body section receive a +4 bonus to Evasion
►Blizzard Breath/16(23)/Fortitude/Half checks.
The Dreadbar vomits a mass of cold air with “Range/Area: 2(30m)/Shot” This effect disappears when the Body section falls to 0 HP or lower.
in “Target: 1 area (Radius 6m)/20”, dealing 2d+15 water/ice magic damage.
This unique skill cannot be used on consecutive turns. Loot
Always Crystallized Great Daemon’s Blood (1,600G/Red S)
●Rear 2–7 Nothing
🗨Tail Swing 8 – 12 Black Hide (4,600G/Red S)
A Dreadbar can use its Tail to attack up to 5 targets in the same skirmish. 13+ Shadowy Hide (12,000G/Red SS)

Loot
Always Crystallized Great Daemon’s Blood (1,600G/Red S)
Description
Always Well-Balanced Spear (600G/Black White A) One of the Greater Daemons, a Doppelganger's base form is that of a
2–8 Daemon’s Scales (600G/Red A) x 1d black-skinned giant 3m tall. A single red line splits the face where its mouth
9+ Green Scales (1,600G/Gold Red S) x 1d would be, but its face is otherwise featureless. This Daemon has the ability
to shapeshift into the target it has observed, and its usual method is to kill
the target, take its place, and enter the Humanoid society to plot secret evil,
Description causing suspicion and confusion in the society.
Dreadbar is a bizarre daemon with a giant crocodile's lower body and a
human's upper body. It has crocodile skin and large horns and uses spears
and other weapons. It is 5m tall and 10m in length.
Dreadbar prefers to be near water, such as oceans and rivers and
sometimes makes underwater ruins it's home. It is very powerful and can
use high-level Divine Magic. It sometimes has other Daemons, such as
Melbiz, as its subordinates. Gilmen sometimes worship it as a god.
At first glance, the human-like section appears to be its main section, but
Dreadbar's brain is housed inside its crocodile-like front. When it speaks,
its voice emits from the mouth of its upper body, which resembles a
human, so that an uninformed opponent will not realize where its main
section is.
Although they have high intellect, they are brutal and enjoy killing, so if
you encounter them, you will not be able to avoid a fight. They are
sometimes found sealed as guardians in the underwater ruins of Ancient
Magical Civilization.

213
15 Barusa Biyone New Description
Intelligence: High Perception: Five senses (Darkvision) Barusa Biyone is a Greater Daemon that takes the form of an upright
Disposition: Hostile Language: Daemonic Habitat: Labyrinths, Ruins white bear wearing black full-body armor. It stands 7 meters tall and has
Rep/Weak: 19/23 Weak Point: Fire damage + 3 points glowing red eyes, like a bright fire.
Initiative: 20 Movement Speed: 20/- Fortitude: 22(29) Willpower: 20(27) Legend has it that it lived in a frozen place in the Daemon world where
everything was at absolute zero, which may explain its preference for
silence (oddly enough, the armor that covers its entire body makes no
F Style Accuracy Damage Evasion Def. HP MP sound). If anything disturbs the silence, it will attack mercilessly.
Bite (Head) 20(27) 2d+18 18(25) 18 147 90 Barusa Biyone is immensely confident in its armor and is accustomed to
Iron Claws (Body) 19(26) 2d+16 17(24) 20 150 36 mocking those who cannot break it, treating them like small insects.
Stamp (Legs) 20(27) 2d+18 18(25) 18 132 42 However, if an enemy manages to break its armor, Barusa Biyone will
Sections: 3 (Head / Body / Legs) Main Section: Head acknowledge them and destroy them first.

Unique Skills
●All Sections 16 Lada Adroda CR III p. 424
◯Poison Immunity, ◯Disease Immunity, ◯Water/Ice Immunity Intelligence: High Perception: Five senses (Darkvision)
Disposition: Hostile
◯Margin of Strength Language: Trade Common, Daemonic Habitat: Labyrinths, Ruins
Rep/Weak: 19/24 Weak Point: Slashing damage +3 points
The [►Blizzard Breath], [🗨Power Strike II], and [⏩Mobile Form]
Initiative: 22 Movement Speed: 15/20(Flying)
abilities are not used until any section has less than 100 HP.
Fortitude: 22(29) Willpower: 21(28)
●Head
►Blizzard Breath/18(25)/Fortitude/Half F Style Accuracy Damage Evasion Def. HP MP
The Barusa Biyone vomits a mass of cold air with “Range/Area: Bite (Head) 20(27) 2d+20 20(27) 15 135 114
2(30m)/Shot” in “Target: 1 area (Radius 6m)/20”, dealing 2d+20 water/ice Bite (Head) 20(27) 2d+20 20(27) 15 135 114
magic damage. Claws (Body) 21(28) 2d+18 18(25) 15 146 52
This unique skill cannot be used on consecutive turns. Wing (Wing) 18(25) 2d+16 19(26) 13 82 39
Wing (Wing) 18(25) 2d+16 19(26) 13 82 39
►Soul Freezing Roar/17(24)/Willpower/Neg Tail (Tail) 20(27) 2d+17 18(25) 14 133 48
Barusa Biyone lets out a soul-chilling, terrifying roar, terrifying within Sections: 6 (Head x 2 / Body / Wing x 2 / Tail) Main Section: Head (All)
“Range: Caster” “Target: All Areas (Radius 30m)/All”. The target must
move farther than 30 meters from Barusa Biyone if possible, or if Unique Skills
movement is not enough, Full Move to get as far away as possible. The ●All Sections
character in the skirmish must always declare withdraw. The affected ◯Poison Immunity, ◯Disease Immunity
targets cannot attack Barusa Biyone with melee or ranged attacks, nor can
it be directly targeted by the “Target: 1 Character” magic or effects. ●Head
This effect lasts only for 10 seconds (1 round) and is psychic type.
►Divine Magic 15 Level/Magic Power 21(28)
●Body
◯🗨►Magic Aptitude
◯Multiple Declarations = 2 times A Lada Adroda can use the Combat Feats [Targeting], [Magic
Convergence], [Magic Control], [Metamagic/Targets], [Hawk Eye], [Multi-
🗨Power Strike II Action], [Rune Master], and [Wordbreak].
A Barusa Biyone can deal an additional +12 damage on their next attack.
However, any Evasion Check made by them this turn receives a -2 penalty.
⏩△Techniques
A Lada Adroda can use the [Gazelle Feet], [Cat's Eyes], [Recovery (10
►Twin Strike & Double Attack
pts.)], [Scale Leggings], [Strong Blood], [Beetleskin], [Bear Muscle],
A Barusa Biyone can make two Iron Claws attacks each round. They may
[Centaur Legs], [Giant Arms] and [Daemonfinger] Techniques.
choose to attack different characters with each attack.
◯Deadly Poison/22(29)/Fortitude/Neg
⏩Mobile Form
If a Bite attack hits and deals 1 or more points of applied damage, the
The armor covering the entire body transforms, making it easier to move target receives extra 2d+12 poison magic damage.
and attack. The Body section gains a +4 bonus for Accuracy, Evasion, and
+4 for Damage. At the same time, Defense is reduced by -10.
●Body
This unique skill, once used, cannot be deactivated until the combat is
over. ►Twin Strike & Double Attack
A Lady Adroda can make two Claws attacks each round. They may
●Legs choose to attack different characters with each attack.
◯Attack Obstacle = Impossible, +4 & +4 • None
◯Attack Obstacle = +4 • None
Barusa Biyone’s size precludes attacks. The Head section cannot be the
Against melee attacks Head sections receive a +4 bonus to Evasion
target of melee attacks and gains a +4 bonus on Evasion checks against
checks.
ranged attacks.
This effect disappears when the Body section falls to 0 HP or lower.
The Body section receives a +4 bonus to Evasion checks against melee
attacks.
●Wing
When the Legs fall to 0 HP or lower, this effect disappears.
◯Flight
Loot All sections receive a +1 bonus to Accuracy and Evasion only for melee
Always Crystallized Great Daemon’s Blood (1,600G/Red S) attacks.
If one of the Wings falls to 0 HP or lower, this unique skill cannot be
2–7 Nothing
used.
8 – 12 Jet Black Helmet (5,000G/Black White S)
13+ Jet Black Armor (12,000G/Black White SS)
●Tail
🗨Tail Sweep
The monster can use its tail to attack up to 5 targets in the same skirmish.
An Accuracy check is made on all characters at once, and damage is
determined individually.
This attack cannot be used in consecutive rounds.

214
Part 2 Monsters
Loot ●Pearl
Always Crystallized Great Daemon’s Blood (1,600G/Red S) ◯Truespeech Magic 15 Level/Magic Power 21(28)
2–7 Nothing
8 – 12 Great Daemon’s Horn (4,800G/Red S) ◯Mana Resistance
13+ Large Great Daemon’s Horn (12,900G/Red SS) Reduce all Magic Damage Pearl section received by -5.

●Ivy
Description ◯Attack Obstacle = Impossible • Impossible
Lada Adroda is a superior species in the same family as the Lesser Tangled ivy hinders attacks.
Daemon Ragnakang. However, the Lada Adroda is much larger and has The Maiden and Pearl sections cannot be targeted by a melee or ranged
two heads instead of one. This Greater Daemon has a commanding role attacks.
over the Daemons, and has as many as one hundred Daemons in its ranks. This unique skill is lost when two or more Ivy sections have 0 or fewer
HP.
17 Endertuz CR III p. 425 ◯Coordinated Attack
Intelligence: High Perception: Five senses (Darkvision) If an attack on an Ivy section is evaded, the other section's attacks on that
Disposition: Hostile target gain a +1 to the Accuracy check against that target. This modifier is
Language: Trade Common, Daemonic, Arcana Habitat: Ruins accumulated for each evaded attack. However, once any section attack hits
Rep/Weak: 26/28 Weak Point: Bludgeoning damage +3 points or the monster's turn is ended, it is lost.
Initiative: 23 Movement Speed: 15/- Fortitude: 21(28) Willpower: 23(30)
Loot
F Style Accuracy Damage Evasion Def. HP MP Always Crystallized Great Daemon’s Blood (1,600G/Red S)
Fists (Maiden) 22(29) 2d+20 21(28) 10 145 102 Always Broken Pearl (350G/Gold Black A)
None (Pearl) - - 22(29) 15 155 128 Always Memento (1,000G/White S)
Ivy (Ivy) x 4 23(30) 2d+24 19(26) 12 125 33 Always Flexible Ivy (2,200G/Green S) x 2d
Sections: 6 (Maiden / Pearl / Ivy x 4) Main Section: Pearl
Description
Unique Skills This is a Greater Daemon that looks like a maiden holding a pearl with
●Maiden/Pearl
countless ivies entwined around her. The maiden is said to have taken the
◯🗨 Magic Aptitude body of a person who was once sacrificed to this Daemon. The Maiden
They can use the Combat Feats [Targeting], [Magic Convergence], enjoys showing herself to make others hesitate to attack her or to make
[Magic Control], [Universal Metamagic], [Double Cast], and [Rune them feel guilty. At first glance, it looks like a Plant, but the main section is
Master]. the central pearl, and the ivies and the maiden accompany it to protect it.

◯Knowledge & Weakness Exploit


Endertuz can make Sage Knowledge checks with standard value 18 (25
fixed value).
Endertuz deals double damage to other monster weak points it detected.

●Maiden
►Spiritualism Magic 15 Level/Magic Power 21(28)

⏩Open Eyes/⏩Close Eyes


The Maiden section has different abilities depending on its eyes
condition. When the eyes are closed, the Maiden section is treated as blind
(other sections still have eyesight).
The [⏩Open Eyes] and [⏩Close Eyes] can be performed only once
before the Main section performs the Major Action.

◯Attack Obstacle = +4 • +4
The maiden is holding the pearl and shielding it.
The Pearl section gains a +4 bonus to Evasion checks against melee and
ranged attacks.
This effect disappears when the Maiden section falls to 0 HP or lower.

◯Lovely Figure/22(29)/Willpower/Neg
It binds adversaries with guilt and inhibits their actions.
A character who inflicts 1 or more applied damage by a melee attack to the
Maiden section and fails a Willpower check cannot take any Major or
Minor Actions for the following 1 minute (6 rounds).
This effect is only active when the Maiden has her eyes closed and is
automatically canceled when the Maiden opens her eyes.
This effect is of the psychic type.

◯Praying Maiden (Only When Eyes Closed)


Maiden and Pears sections heal HP and MP by 10 points at the end of
their turn.

◯Raging Maiden (Only When Eyes Open)


The Maiden section is treated as having acquired the following Combat
Feats (in addition to those of [◯🗨Magic Aptitude]):
[Multi-Action], [Mana Strike], and [Battle Master].

215
●Upper Body
19 Geldam CR III p. 426 ◯Multiple Declarations = 2 times
Intelligence: High Perception: Five senses (Darkvision)
Disposition: Hostile ►Sweeping Attack
Language: Trade Common, Daemonic Habitat: Labyrinths, Ruins Geldam makes a Weapon attack against all enemies that it can reach. If
Rep/Weak: 22/27 Weak Point: Bludgeoning damage +3 points [🗨Power Strike III] is declared, the damage is added to any one of the hit
Initiative: 26 Movement Speed: 20/- Fortitude: 26(33) Willpower: 25(32) characters. The effect of [🗨 Magic Weapon] becomes the success value
of the Accuracy check for all targets.
F Style Accuracy Damage Evasion Def. HP MP This unique skill cannot be used on consecutive turns.
Horns (Head) 25(32) 2d+21 23(30) 20 188 117
Weapon (Upper 🗨Magic Weapon
26(33) 2d+23 21(28) 21 201 56 Changes the success value of the Accuracy check with the weapon to 35
Body)
Trample (Lower without rolling any dice.
24(31) 2d+21 20(27) 19 199 44 This ability cannot be used on consecutive turns.
Body)
Sections: 3 (Head / Upper Body / Lower Body) Main Section: Head 🗨Power Strike III
They can deal an additional +20 damage on their next attack. However,
Unique Skills any Evasion Check made by them this turn receives a -2 penalty.
●All Sections
◯Poison Immunity, ◯Disease Immunity ●Lower Body
◯Attack Obstacle = +4 • None
◯Miasma Shroud/25(32)/Fortitude/Half Against melee attacks Upper Body and Head sections receive a +4 bonus
Strong poison gas swirls around Geldam. Each time a character attempts to Evasion checks.
a melee attack against this monster, they suffer 2d+10 poison magic This effect disappears when Lower Body section falls to 0 HP or lower.
damage, regardless of success or failure.
This poison gas deflects incoming arrows and bullets and has the same Loot
effect as the Fairy Magic spell [Missile Protection]. Always Crystallized Great Daemon’s Blood (1,600G/Red S)
Always Great Daemon’s Glaive (3,200G/Gold Black White S)
●Head 2–9 Great Daemon’s Earrings (6,900G/Gold White S)
◯2 Actions 10+ Great Daemon’s Ring (14,000G/Gold White SS)
Can perform two Major Actions in one round.

►Divine Magic 15 Level/Magic Power 21(28) Description


This goat-like Archdaemon is subservient to only the Daemon King.
◯🗨►Magic Aptitude Geldams are large, muscular goatmen, 5m tall, and carry a massive glaive.
They can use the Combat Feats [Multi-Action], [Targeting], [Magic These glaives are larger than adult human, and magically bonded to the
Convergence], [Magic Control], [Metamagic/Targets], [Rune Master], and Geldam that carries them, so it is impossible to claim one as the spoils of
[Wordbreak]. battle.
Being Archdaemon Geldams, they have hundreds of Daemons at their
►Poison Breath/24(31)/Fortitude/Half command. Because of their service to the Daemon King in the Daemon
With "Range: Caster," it scatters smoky poison breath around it and deals World, however, they will rarely appear in Raxia themselves.
to "Target: 1 area (6m Radius)/20" 2d+20 poison magic damage.
This ability can only be used once every 10 seconds (1 round).

216
Part 2 Monsters

Humanoids
0 Ordinary Person New 2 Bandit Trooper CR I p. 431
Intelligence: Average Perception: Five senses Disposition: Friendly Intelligence: Average Perception: Five senses Disposition: Neutral
Language: Trade Common, Regional Dialect Habitat: Various Language: Trade Common, Regional Dialect Habitat: Various
Rep/Weak: 3/- Weak Point: None Rep/Weak: 5/- Weak Point: None
Initiative: 7 Movement Speed: 12/- Fortitude: 0(7) Willpower: 0(7) Initiative: 9 Movement Speed: 14/- Fortitude: 4 (11) Willpower: 3 (10)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Fist 0(7) 2d-2 0(7) 2 12 12 Weapon 4(11) 2d+2 3(10) 3 20 10

Unique Skills Unique Skills


◯Sword's Grace/Change Fate ◯Sword's Grace/Change Fate
Once per day, they may choose to change the result of a Skill Check or Once per day, they may choose to change the result of a Skill Check or
Damage roll, by switching the faces of the rolled 2d to the opposite sides. Damage roll, by switching the faces of the rolled 2d to the opposite sides.

Loot Loot
Nothing 2–6 Nothing
7 – 10 Bag of Silver (50G/-)
11+ Bag of Silver (50G/-) x 1d
Description
These are civilians who do not have the means to fight. If you need data
for a civilian NPC in a scenario, you may use this data. Description
Armed with weapons, these thugs attack merchants and travelers. They

Bandit Archer
are armed only with mundane one-handed melee weapons and crude
2 New leather armor.
Intelligence: Average Perception: Five senses Disposition: Neutral This data can be used to represent lower-level soldiers, villagers with
Language: Trade Common, Regional Dialect Habitat: Various weapons, etc.
Rep/Weak: 5/- Weak Point: None
Initiative: 10 Movement Speed: 12/- Fortitude: 3(10) Willpower: 4(11)
3 Mounted Bandit CR III p. 427
F Style Accuracy Damage Evasion Def. HP MP Intelligence: Average Perception: Five senses Disposition: Neutral
Bow 4(11) 2d+1 0(7) 3 17 12 Language: Trade Common, Regional Dialect Habitat: Various
Rep/Weak: 6/- Weak Point: None
Initiative: 11 Movement Speed: 30(4 Legs)/-
Unique Skills Fortitude: 5(12) Willpower: 5(12)
◯Bow
An attack with a Bow is treated as a Shooting Attack with "Range: 2
(30m)". F Style Accuracy Damage Evasion Def. HP MP
Spear (Rider) 5(12) 2d+6 5(12) 4 25 13
◯Targeting Hoofs (Horse) 4(11) 2d+1 3(10) 2 26 9
Stray shots cannot occur. Sections: 2 (Rider / Horse) Main Section: Rider

◯Sword's Grace/Change Fate Unique Skills


Once per day, they may choose to change the result of a Skill Check or ●All Sections
Damage roll, by switching the faces of the rolled 2d to the opposite sides. ◯Dismounting
This monster’s Rider section is mounted on the Horse section. If the
Loot Rider is dismounted, all sections suffer a -1 penalty on all Skill Checks and
2–6 Nothing have their damage reduced by -1 point.
7–9 Bag of Silver (50G/-) See Rider class and the Riding Rules for rules (at CR III, p. 84) for this
10+ Bag of Silver (50G/-) x 1d monster on how to dismount and mount back at the mount. If not on
mount speed, this monster becomes “12/-”.

Description ●Rider
These bandits carry weapons and attack merchants and travelers. If they ◯Sword’s Grace/Change Fate
go out in the wilds, they are called thugs or bandits; if they go out on the Once per day, they may choose to change the result of a Skill Check or
sea, they are pirates. This data represents those who use bows as weapons Damage roll by switching the faces of the rolled 2d to the opposite sides.
among them.
They are the lowest level in a large organization, but they may operate in Loot
groups of three to five people. Such small groups mainly target those with 2–6 Nothing
low protection and are unlikely to challenge strong or numerous enemies. 7 – 12 Weapon (30G/Black White B)
This data can also be used to represent lower level soldiers or villagers
13+ Bag of Silver (50G/-) x 1d
who use a bow.

Description
Riding on horseback, these thugs attack travelers and peddlers. Armed
with spears, they block the way of their prey with their horses, threaten
them, and take their money and goods. They work in groups of several to
ten men.

217
3 Swift Blade VC 4 Promising Magic Warrior VC
Intelligence: Average Perception: Five senses Disposition: Neutral Intelligence: Average Perception: Five senses Disposition: Neutral
Language: Trade Common, Regional Dialect Habitat: Various Language: Trade Common, Arcana, Regional Dialect Habitat: Various
Rep/Weak: 6/- Weak Point: None Rep/Weak: 7/- Weak Point: None
Initiative: 11 Movement Speed: 16/- Fortitude: 5(12) Willpower: 4(11) Initiative: 11 Movement Speed: 12/- Fortitude: 7(14) Willpower: 7(14)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Weapon 5(12) 2d+3 5(12) 3 22 14 Weapon 6(13) 2d+6 5(12) 5 30 18

Unique Skills Unique Skills


►Throw Knife/4(11)/Evasion/Neg ►Truespeech Magic 3 Level/Magic Power 5(12)
Throws a knife. This unique skill deals 1d+1 physical damage to “Target:
1 Character” at "Range: 1 (10m)". ◯Magic Aptitude
This effect may be used up to twice per combat. They can use the Combat Feats [Targeting].

◯Killing Blow 🗨Mana Strike = +5 damage


If the 2d roll determining damage is 9 or more, the damage is increased May deal an additional +5 damage to their next melee attack. At risk, they
by +4 points. take a -2 penalty to their Fortitude and Willpower checks.

◯Sword's Grace/Change Fate ◯Sword's Grace/Change Fate


Once per day, they may choose to change the result of a Skill Check or Once per day, they may choose to change the result of a Skill Check or
Damage roll, by switching the faces of the rolled 2d to the opposite sides. Damage roll, by switching the faces of the rolled 2d to the opposite sides.

Loot Loot
2–6 Nothing Always High-quality Weapon (150G/Black White A)
7 – 10 Weapon (30G/Black White B) 2–9 Nothing
11+ High-quality Weapon (150G/Black White A) 10+ Gem (150G/Gold A) x 1d

Description Description
This is a Humanoid agile warrior. It is not only a melee attacker, but also This is a promising magical warrior. They are not yet proficient as either
can throw knives and quickly moves, leading the battle to an advantageous a warrior or a wizard, but they are capable of performing both roles at a
situation. minimum level.

4 Scarred KF 4 Bandit Leader CR III p. 428


Intelligence: Low Perception: Five senses Disposition: Hostile Intelligence: Average Perception: Five senses Disposition: Neutral
Language: Trade Common, Regional Dialect Habitat: Various Language: Trade Common, Regional Dialect Habitat: Various
Rep/Weak: 7/- Weak Point: None Rep/Weak: 7/- Weak Point: None
Initiative: 10 Movement Speed: 14/- Fortitude: 6(13) Willpower: 6(13) Initiative: 12 Movement Speed: 14/- Fortitude: 6(13) Willpower: 5(12)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Fist 7(14) 2d+4 6(13) 3 35 12 Weapon 6(13) 2d+7 6(13) 4 30 15

Unique Skills Unique Skills


◯Sword's Grace/Change Fate 🗨Power Strike I
Once per day, they may choose to change the result of a Skill Check or They can deal an additional +4 damage on their next attack. However,
Damage roll, by switching the faces of the rolled 2d to the opposite sides. any Evasion Check made by them this turn receives a -2 penalty.

►Double Attack ◯Sword’s Grace/Change Fate


It can attack the same target twice in one action with its Fists. Once per day, they may choose to change the result of a Skill Check or
Damage roll by switching the faces of the rolled 2d to the opposite sides.
►Throw Attack/6(13)/Evasion/Neg
Throws 1 character as a melee attack. Target takes 2d+2 physical damage Loot
and falls prone. 2–6 Nothing
7 – 10 Bag of Silver (50G/-) x 1d
Loot 11+ Bag of Silver (50G/-) x 2d
2–6 Nothing
7–9 Bag of Silver (30G/-)
10+ Gem (150G/Gold A) Description
This is a leader of bandits. They always have three to five men or priests
with them. They fight with their weapons on the frontlines.
Description
Possessed is the result of the downfall of an escaped adventurer who died
once and was successfully resuscitated. They have a strong sense of
inferiority due to the "scar" they carry on their body, and hold an
unreasonable grudge against novice adventurers and ordinary people.

218
Part 2 Monsters

5 Skilled Mercenary CR I p. 431 5 Dedicated Wizard New


Intelligence: Average Perception: Five senses Disposition: Neutral Intelligence: Average Perception: Five Senses Disposition: Neutral
Language: Trade Common Habitat: Various Language: Trade Common, Regional Dialect, Depending on Magic
Rep/Weak: 8/- Weak Point: None System Learned Habitat: Various
Initiative: 14 Movement Speed: 20/- Fortitude: 8(15) Willpower: 7(14) Rep/Weak: 8/- Weak Point: None
Initiative: 12 Movement Speed: 15/- Fortitude: 7(14) Willpower: 8(15)
F Style Accuracy Damage Evasion Def. HP MP
Sword 8(15) 2d+10 8(15) 5 52 12 F Style Accuracy Damage Evasion Def. HP MP
Staff 4(11) 2d+1 5(12) 4 29 36
Unique Skills
🗨Quick Slash Unique Skills
Gains +1 to Accuracy. This ability has no effect on characters equipped ►Magic (1 System) 5 Level/Magic Power 8(15)
with metal armor. Dedicated Wizard has mastered any one of the following at the 5th level:
Truespeech Magic, Spiritualism Magic, Divine Magic, Fairy Magic, Nature
🗨Power Strike I Magic, or Summoning Arts.
They can deal an additional 4 damage on their next attack. However, any The types used in Fairy Magic are generally "fire", "water/ice", "wind", and
Evasion Check made by them this turn receives a -2 penalty. "light", but the GM may arbitrarily change to any four.

◯Sword's Grace/Change Fate ◯Sword's Grace/Change Fate


Once per day, they may choose to change the result of a Skill Check or Once per day, they may change the result of a Skill Check or Damage
Damage roll by switching the faces of the rolled 2d to the opposite sides. roll by switching the faces of the rolled 2d to the opposite sides.

Loot Loot
2–3 Nothing 2–3 Nothing
4–7 Bag of Silver (30G/-) x 1d 4–7 Bag of Silver (50G/-) x 1d
8–9 Bag of Silver (100G/-) x 1d 8 – 10 Bag of Silver (100G/-) x 1d
10+ Gem (150G/Gold A) x 1d 11+ Gem (150G/Gold A) x 1d

Description Description
With sword and shield at the ready, this mercenary relies on his sword This is a human wizard with a certain amount of experience. They may
arm and leather armor to protect him from the dangers of the road. be encountered in a variety of situations.

5 Emerging Sniper New 6 Skald CR II p. 410


Intelligence: Average Perception: Five senses Disposition: Neutral Intelligence: Average Perception: Five senses Disposition: Neutral
Language: Trade Common, Regional Dialect Habitat: Various Language: Trade Common, Arcana, Sylvan, Youma, Barbaric
Rep/Weak: 8/- Weak Point: None Habitat: Various Rep/Weak: 9/- Weak Point: None
Initiative: 13 Movement Speed: 15/- Fortitude: 7(14) Willpower: 7(14) Initiative: 13 Movement Speed: 16/- Fortitude: 8 (15) Willpower: 9 (16)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Bow 8(15) 2d+7 6(13) 4 41 12 Weapon 8(15) 2d+9 8(15) 5 35 20

Unique Skills Unique Skills


◯Bow ►Basic Spellsongs 5 Level/8(15)/All area (50m Radius)
An attack with a Bow is treated as a Shooting Attack with a "Range: 2
(30m)". ►[Finale: Beast's Roar]/8(15)/Willpower /Half
Uses [Finale: Beast's Roar] at "Range: 2(50m)", dealing 2d+6 bludgeoning
◯Targeting magic damage to up to 3 targets.
Stray shots cannot occur. This unique skill can be used only on the turn immediately after using
[►Basic Spellsongs] two or more times in succession.
►Aimed Shot
Emerging Sniper focuses on a specific target. On its next turn, if it makes ◯Sword's Grace/Change Fate
a Shooting Attack against the target and successfully hits with a roll of 3 or Once per day, they may change the result of a Skill Check or Damage
more over the opponent's Evasion check, the combined damage will be roll by switching the faces of the rolled 2d to the opposite sides and adding
doubled. +1.

◯Sword's Grace/Change Fate Loot


Once per day, they may choose to change the result of a Skill Check or 2–5 Weapon (50G/Black White B)
Damage roll by switching the faces of the rolled 2d to the opposite sides. 6–9 Fine Instrument (100G/Black White A)
10 – 12 Luxury Instrument (800G/Black White A)
Loot 13+ Rare Instrument (3,600G/Black White S)
2–4 Nothing
5–8 Bag of Silver (30G/-) x 1d
9+ Gem (150G/Gold A) x 1d Description
This is a battlefield bard who fights with spellsongs and finales. They are
also trained as warriors to stand in the front.
Description
This is an inexperienced shooter who shows promising abilities. They
judge situations accurately and drive their opponents into a tight corner
with high damage using their sniping.

219
6 Strong Heavy Warrior KF 8 Alchemist Scholar CR III p. 428
Intelligence: Average Perception: Five senses Disposition: Neutral Intelligence: Average Perception: Five senses Disposition: Neutral
Language: Trade Common, Regional Dialect Habitat: Various Language: Trade Common, Regional Dialect, Magitech Habitat: Various
Rep/Weak: 9/- Weak Point: None Rep/Weak: 11/- Weak Point: None
Initiative: 11 Movement Speed: 14/- Fortitude: 9(16) Willpower: 8(15) Initiative: 14 Movement Speed: 16/- Fortitude: 11(18) Willpower: 11(18)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Weapon 8(15) 2d+11 7(14) 8 48 14 Weapon 11(18) 2d+10 10(17) 8 65 18

Unique Skills Unique Skills


🗨Cleave I ►⏩Evocations/10(17)
It can attack up to 3 characters with melee attacks that can be reached, It can use [Vorpal Weapon], [Critical Ray], [Barkmail], [Paralyzing Mist],
but the damage will be reduced by -3. [Heal Spray], [Poison Needle], and [Manadown] evocations. All
Evocations are used at A rank. There is no limit to the number of cards;
◯Sword's Grace/Change Fate Alchemist Scholar can use as many cards as needed.
Once per day, they may change the result of a Skill Check or Damage When used with a Major Action, the Evocation check is performed with
roll by switching the faces of the rolled 2d to the opposite sides and adding the standard value, success value, described in the heading of this ability;
+1. when used with a Minor Action, the success value is treated as 0.

⏩△Techniques ◯Sword’s Grace/Change Fate


They may use the [Beetleskin], [Bear Muscle], Techniques. Once per day, they may change the result of a Skill Check or Damage
roll, by switching the faces of the rolled 2d to the opposite sides and adding
Loot +1 to it.
2-6 Nothing
7+ Gem (150G/Gold A) x 1d Loot
Always Alchemy Kit (100G/-)
Always A Rank Material Card (100G/-) x 2d
Description
This is a warrior clad with a huge two-handed weapon and metal chains.
They are not interested in anything other than attack, and they use their Description
armor to stop any damage to themselves. This is a warrior that is proficient in the Alchemist class. It uses a variety
of Evocations as well as weapon attacks. They are not as skilled as a warrior
but can use both attacks and support depending on the actions of those
7 Evil Priest CR II p. 410 they are working with.
Intelligence: Average Perception: Five senses Disposition: Hostile The color of the material cards obtained as loot is randomly determined
Language: Trade Common, Daemonic Habitat: Human Settlement if necessary.
Rep/Weak: 10/- Weak Point: None
Initiative: 13 Movement Speed: 14/- Fortitude: 9(16) Willpower: 10(17)
8 Thoughtful Forest Master New
Intelligence: High Perception: Five senses Disposition: Hostile
F Style Accuracy Damage Evasion Def. HP MP Language: Trade Common, Regional Dialect, Arcana Habitat: Various
Weapon 8(15) 2d+6 8(15) 5 53 44 Rep/Weak: 11/- Weak Point: None
Initiative: 14 Movement Speed: 14/- Fortitude: 10(17) Willpower: 11(18)
Unique Skills
►Divine Magic 7 Level/Magic Power 10(17)
F Style Accuracy Damage Evasion Def. HP MP
Staff 10(17) 2d+6 9(16) 5 67 44
◯🗨Magic Aptitude
They can use the Combat Feats [Targeting], [Hawk Eye], and
[Metamagic/Targets]. Unique Skills
►Nature Magic 8 Level/Magic Power 11(18)
◯Sword's Grace/Change Fate
Once per day, they may change the result of a Skill Check or Damage ◯🗨Magic Aptitude
roll by switching the faces of the rolled 2d to the opposite sides and adding They can use the Combat Feats [Targeting], [Hawk Eye], [Universal
+1. Metamagic].

Loot ◯Sword’s Grace/Change Fate


2 - 12 Holy Symbol of the Evil God (600G/Black White A) Once per day, they may change the result of a Skill Check or Damage
13+ Strange Holy Symbol (3,300G/White S) roll, by switching the faces of the rolled 2d to the opposite sides and adding
+1 to it.

Description Loot
This priest believes in an evil god associated with the Second Sword. Always Gem (600G/Gold A)
They are enemies of Humanoid society in various ways, such as those who 2–9 Nothing
sneak into Humanoid cities and try to propagate their religion and those 10+ Gem (600G/Gold A) x 1d
who work in partnership with the Barbarous clans.
Description
This is a Druid who is compassionate towards animals and plants, and
uses their power to protect their friends.

220
Part 2 Monsters

9 Lone Kick Master New 10 Heretic Priest CR III p. 429


Intelligence: Average Perception: Five senses Disposition: Neutral Intelligence: Average Perception: Five senses Disposition: Hostile
Language: Trade Common, Regional Dialect Habitat: Various Language: Trade Common, Regional Dialect, Arcana Habitat: Various
Rep/Weak: 12/- Weak Point: None Rep/Weak: 13/- Weak Point: None
Initiative: 16 Movement Speed: 18/- Fortitude: 12(19) Willpower: 11(18) Initiative: 7 Movement Speed: 12/- Fortitude: 12(19) Willpower: 14(21)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Kick 12(19) 2d+13 12(19) 6 76 32 Staff 10(17) 2d+5 8(15) 11 65 74

Unique Skills Unique Skills


►Double Attack ►Divine Magic 10 Level/Magic Power 15(22)
It can attack the same target twice in one action with its Kick.
►Spiritualism Magic 7 Level/Magic Power 12(19)
◯Leg Kick
A Kick attack treats target’s Defense as halved (rounded up). In addition, ◯🗨►Magic Aptitude
if the roll of damage determination is 12, the target's Defense is treated as A Heretic Priest can use the Combat Feats [Universal Metamagic],
0. [Targeting], [Hawk Eye] and [Wordbreak].

◯Sword’s Grace/Change Fate ◯Sword’s Grace/Change Fate


Once per day, they may change the result of a Skill Check or Damage Once per day, they may change the result of a Skill Check or Damage
roll, by switching the faces of the rolled 2d to the opposite sides and adding roll, by switching the faces of the rolled 2d to the opposite sides and adding
+1 to it. +1 to it.

Loot Loot
2–6 Bag of Silver (100G/-) x 2d Always Bag of Silver (100G/-) x 2d
7 – 10 Gem (300G/Gold A) x 1d 2–6 Nothing
11+ Gem (300G/Gold A) x 2d 7 – 12 Bag of Silver (200G/-) x 2d
13+ Large Gem (4,000G/Gold S)
Description
This is a martial artist who has been training to master the secrets of Description
kicking techniques. They have won much respect for their kicks by striking It is a priest who is not accepted by the Humanoid community and has
vital points with their ever-changing kicks. turned to the worship of Barbarous, the gods associated with the Second
Sword. While hiding their true identity, they work as a spy for Barbarous.
9 Fairy Swordsman Expert CR II p. 411
Intelligence: Average Perception: Five senses Disposition: Neutral 11 Heavy Shielded Guard CR II p. 411
Language: Trade Common, Sylvan Habitat: Various Intelligence: Average Perception: Five senses Disposition: Neutral
Rep/Weak: 12/- Weak Point: None Language: Trade Common Habitat: Various
Initiative: 15 Movement Speed: 18/- Fortitude: 11(18) Willpower: 12(19) Rep/Weak: 14/- Weak Point: None
Initiative: 16 Movement Speed: 15/- Fortitude: 15(22) Willpower: 13(20)
F Style Accuracy Damage Evasion Def. HP MP
Weapon 12(19) 2d+11 11(18) 7 59 50 F Style Accuracy Damage Evasion Def. HP MP
Weapon 14(21) 2d+15 13(20) 15 90 15
Unique Skills
►Fairy Magic 9 Level/Magic Power 12(19) Unique Skills
It can use earth, water/ice, fire, and wind types. ◯🗨△Bodyguard Knowledge
They can use the Combat Feats [Block] and [Cover II].
◯🗨Magic Aptitude
They can use the Combat Feats [Targeting] and [Metamagic/Targets]. 🗨Power Strike I
They can deal an additional 12 damage on their next attack. However,
🗨Mana Strike = +12 damage any Evasion Check made by them this turn receives a -2 penalty.
May deal an additional +12 damage to their next melee attack. At risk,
they take a -2 penalty to their Fortitude and Willpower checks. ⏩△Techniques
They may use the [Cat's Eyes], [Beetleskin], and [Bear Muscle]
◯Sword’s Grace/Change Fate Techniques.
Once per day, they may change the result of a Skill Check or Damage
roll, by switching the faces of the rolled 2d to the opposite sides and adding ◯Sword’s Grace/Change Fate
+1 to it. Once per day, they may change the result of a Skill Check or Damage
roll, by switching the faces of the rolled 2d to the opposite sides and adding
Loot +2 to it.
Always Fairy Tamer's Gem (125G/-) x 4
2–6 Nothing Loot
7 – 10 Bag of Silver (200G/-) x 2d Always Well-Kept Large Shield (4,000G/Black White S)
11+ Bag of Silver (300G/-) x 2d 2–6 Nothing
7+ Bag of Silver (300G/-) x 2d
Description
This is a magic warrior who is skilled in Fairy Magic. Rather than using Description
Fairy Magic themself, they prefer to attack with [Mana Strike] while This is a heavy warrior armed with a large shield and metal armor, a one-
summoning fairies and letting them cast spells. handed weapon. They are knights who protect important Humanoid
strongholds, such as royal castles and customs posts.

221
All Humanoid monsters in this book were created •Dwarf
assuming that race is Human. Perception
Here are some guidelines for using it with other races. Five Senses (Darkvision)
Modification
You can use this data when you want to treat a specific Fortitude +1, Willpower +1, Accuracy
NPC as monster data or when you want to make an enemy Data Modification
+1, Damage +1, Evasion -2, Defense +2
of a specific race appear as a monster. ◯Sword's Grace /Body Of Flame
Immune to fire type damage or
disadvantageous effects of the fire type.
(6 level and higher) The above ability can
Data Modification be given to a single character that shares
Unique Skills the same position (area, coordinate).
When each value is decreased, the minimum value of
(11 level or higher) When energy type
the Standard Value and Fixed Success Value is treated as damage is suffered, the total damage is
"0(7)". Similarly, the minimum value for Damage is "2d-2," automatically halved. Energy type effects
and the minimum value for Defense is "0". with "Resistance: Half" are treated as
"Resistance: Neg".
[◯Sword's Grace/Change Fate]
As it goes without saying, this unique skill exists on the •Tabbit
assumption that race is Human; if race is changed to
※The Tabbit character cannot cast Divine Magic.
something other than Human, this ability should be
Accuracy -2, Evasion -2, MP +5, Magic
removed. Data Modification
Power +2
Unique Skills None
Adjustment of Unique Skills
For the sake of simplicity, some racial ability effects are
only reflected as modifications and are not specified in the •Runefolk
unique skills column. For example, the racial ability ※Runefolk characters cannot cast Divine Magic, Fairy Magic,
[Darkvision] is listed as "Perception Modification: Five or Nature Magic. Also, they cannot perceive Fairies.
Senses (Darkvision)" and not separately. The effect of Perception
Five Senses (Darkvision)
Modification
[Sword’s Grace/Gentle Water] for Elves of level 11 or
Data Modification Willpower -1, Accuracy +1 , MP -5
higher is not included in the monster data as it is unlikely to
►HP Conversion
be relevant during battle. Decreases the current value of HP by
Additionally, there are cases where some an arbitrary amount and restores MP by
inconsistencies are allowed, and the process is simplified. the same amount. This effect can be
For instance, when we give both [Sword's Grace/Gentle used only once a day.
Unique Skills
Water] and [Sword's Grace/Body of Flame] to Elves and (6 level and higher) The above skill can
Dwarves after the 6th level, the use of one of the hands is be performed with Minor Action or
intentionally omitted. during Combat Preparation.
(11 level and above) Can instead be used
2 times per day.
•Human
Data Modification None
Unique Skills No modifications. •Nightmare
Accuracy +1, Damage +1, HP+5, MP+5,
Data Modification
Magic Power +1
•Elf ►Weakness
Perception In addition to the silver weapons, the
Five Senses (Darkvision)
Modification physical and magical damage from any
Willpower +1, Damage -1, HP-5, MP+5, one type of fire, water/ice, earth, or wind
Data Modification
Magic Power +1 (determined by the GM at the time of
◯Sword's Grace/Gentle Water creation) is increased by 2 points.
They can breathe and speak Unique Skills ◯Alternate Form
underwater and are not affected by If the monster can cast spells, its
adverse effects. Also, the character gains Defense is increased by +2.
Unique Skills a +2 bonus to Fortitude and Willpower (6 level or higher) In addition to the
checks against poison and disease types. above, Damage +1
(6 level and higher) The above ability can (11 level or higher) In addition to the
be given to a single character that shares above, Accuracy +1 , Magic Power +1
the same position (area, coordinate).

222
Part 2 Monsters

•Lykant •Tiens
※ Lykant's character cannot cast any spells except Divine Data Modification Willpower +1, Damage +1
Magic and Nature Magic when in the [Beast Form]. ⏩△Intercommunication
Fortitude -1, Willpower -1, Accuracy +1, For 1 minute (6 rounds), the
Data Modification
Damage +1, HP -5, MP -5 Accuracy, Evasion checks of "Target: 1
►Beast Form Entire Character" in the adjacent area
Gains "Perception: Five Senses (Simplified Combat ) or within 10 meters
(Darkvision)," and the damage is (Standard Combat, Advanced Combat )
increased by +2 points (while not Unique Skills gain +1 bonus. Only works if the target is
canceled by the same unique skill). an Animal or Mythical Beast. It can be
Unique Skills
(6 level and higher) The above unique used only once every 6 hours.
skill can be performed with Minor (6 level and higher) The reach of the
Action or during Combat Preparation. effect is changed to "All areas or within
(11 level or higher) Initiative +1, Evasion 30m".
+1 (11 levels or higher) Bonus changes to
+2.
•Lildraken
Data Modification
Fortitude +2, Damage +1, Evasion -2, •Leprechaun
Defense +2, Magic Power -1, HP +10 ※Unique skill is not modified at 6th and 11th levels.
⏩Sword's Grace /Wings Of The Wind Perception
Five Senses (Darkvision)
For 10 seconds (1 round), the user Modification
gains a +1 bonus to Accuracy and Fortitude +1, Accuracy +1, Damage -2,
Data Modification
Evasion check for Melee Attacks. This Evasion +1, Defense -2
Unique Skills effect can be used up to 6 times per day ►Unseen Artisan
(6 rounds total). Monster by consuming 5 MP
Unique Skills
(6 level and higher) No modifications. disappears. Treat as [Conceal Self] (see
(11 level and higher) The number of CR I, p. 224).
times it can be used per day changes to
12 times (12 rounds total).

•Grassrunner
Willpower +2, Accuracy +1, Damage -4,
Data Modification
Evasion +2, Defense -4, No MP
◯Mana Interference
Any magic or effect opposed by
Willpower is treated as "Resistance:
Neg".
Unique Skills (6 level or higher) Once a day, they can
try to cancel within "Range: Touch"
"Target: One Spell", rolling Willpower as
the Standard Value and comparing with
the Success Value.

•Meria
Fortitude +2, Willpower +1, Evasion -1,
Data Modification
HP+10, MP +5, Magic Power +1
Unique Skills None.

223
Golem Data
In this section, we introduce the data of the golem created and used by Conjurers. The golem data consists of the monster
data of the golem itself and the Enhancing Items that strengthen it.

How to Read Enhancing Items Sunstone Brilliance Price: -/1,200/6,000


Golden Cat's Eye Rivet Price: 200/800/4,000 ►Sunstone Brilliance
This Enhancing Item is only available when the golem is enhanced with The Golem takes a large stance in preparation for the next attack. The
Cat’s Eye Rivet. And it replaces the [►Double Attack]. next round's attack always hits and cannot be evaded. Damage will be
►Twin Strike & Double Attack increased (the increase is different for each golem).
Golem can make two attacks each round, but each attack requires its
Accuracy check. It may choose to attack different characters with each Spinel Horn Price: 150/600/3,000
attack.
►Charge
This attack can only be used after Normal Move.
①The name of Enhancing Item. Golem charges, spearing an enemy character with a melee attack. On a
②Price of Enhancing Item in Gamels. Prices vary hit, the damage is increased by +1 point (+2 points in Simplified Combat)
for every 5 meters traveled. The distance traveled is measured in a straight
according to the grade (see CR II, p. 92, CR III, p. 434) line from the start point to the endpoint.
and are listed in the order of (small)/(medium)/(large).
Golems can only be enhanced with items of matching grade. Malachite Feather Price: 150/600/3,000
③If there is an annotation regarding the use of the 🗨All-Out Attack
Enhancing Item, it will be written here. Most Enhancing Golem can deal an additional 8 damage on their next attack. However,
Item data do not have this. any Evasion check made by it this turn receives a -3 penalty.
④The name of the unique skill given by the Enhancing
Item. Please refer to p. 68, for reading the classification tags. Lapis Lazuli Weight Price: 200/800/4,000
⑤This is an explanation of the effect of the unique skill. 🗨Tail Swing I
Golem can use its Tail to attack up to 3 targets in the same skirmish.
The attacker's Accuracy check is made only once with a -1 penalty.
Cat's Eye Rivet Price: 200/800/4,000
►Double Attack
Golem can attack the same target twice in one action with its attack. Quartz Counterweight Price: 300/1,200/6,000
This Enhancing Item is only available when the golem is enhanced with
Lapis Lazuli Weight. And it replaces the [🗨Tail Swing I]
Golden Cat's Eye Rivet Price: 200/800/4,000
🗨Tail Swing II
This Enhancing Item is only available when the golem is enhanced with Golem can use its Tail to attack up to 5 targets in the same skirmish.
Cat’s Eye Rivet. And it replaces the [►Double Attack].
►Twin Strike & Double Attack
Golem can make two attacks each round, but each attack requires its Bright Red Ruby Price: -/1,600/8,000
Accuracy check. It may choose to attack different characters with each ►Flame Breath
attack. Fire-type attack. The data is different for each golem.

Tiger's Eye Rivet Price: 150/600/3,000 Amethyst of Purple Lightning Price: 600/1,600/8,000
◯Continuous Attack I ►Discharge or ►Lightning
If the golem successfully hits a target in melee, it may make a second Lightning-type attack. The data is different for each golem.
attack against the same target.

Blue Lotus Jade Price: 600/1,600/8,000


Golden Tiger's Eye Rivet Price: 300/1,200/6,000 ►Water Gun or ►Blizzard Breath
This Enhancing Item is only available when the golem is enhanced with Water/Ice type attack. The data is different for each golem.
Tiger's Eye Rivet. And it replaces the [◯Continuous Attack].
◯Continuous Attack II
If the golem successfully hits a target in melee, it may make a second Calcite Compound Eyes Price: -/800/4,000
attack. If a second attack hits, it can make a third attack against the same ◯Breath Control
target. When using [►Flame Breath], [►Blizzard Breath], or [►Lightning],
any character in the range can be excluded from being a target.
Jet Sign Price: 100/400/2,000
◯Aimed Attack Obsidian Shield Price: 150/600/3,000
When attacking, the Golem can gain a +2 bonus to Accuracy but receives 🗨 △Cover
a -4 penalty to damage dealt when doing so. It has the same effect as the combat feat [Cover I] (small grade) and
[Cover II] (medium grade).

224
Part 2 Monsters

Corundum Protection Price: 100/400/2,000


◯Guardian Yellow Flint Price: -/800/4,000
It has the same effect as the combat feat [Guardian I] (small and medium ◯Fast Reaction
grades) or [Guardian II] (large grade). Golem can use [Footwork] combat feat. The item must be used on all
sections if a golem has multiple sections.
Amber Eye Price: 500/2,000/10,000
◯Ultimate Aim Anisotropic Anorthite Price: 150/600/-
Golem gains +4 to Accuracy checks. Golem with [◯Underwater] will be able to move on the ground. In
addition, [◯Underwater] will be replaced with the following ability. The
Coral Branch Price: 100/400/2,000 item must be used on all sections if a golem has multiple sections.
◯Underwater Specialization
◯Block
Golem does not suffer any penalties for moving while underwater. On
It has the same effect as the combat feat [Block]. The item must be used
the ground, all action checks receive a -2 penalty.
on all sections if a golem has multiple sections.

Garnet of Vitality Price: 200/800/4,000


Moonstone of Serenity Price: 250/1,000/5,000
Golem loses its Weak Point (it becomes "None"). If there is a […
◯HP Enhancement
Vulnerability] unique skill, remove it as well. The item must be used on
Golem’s Maximum HP will be increased by +5 points (small grade) or
all sections if a golem has multiple sections.
+10 points (medium grade).

Focused Garnet of Vitality Quartz Disruptor Price: -/1,000/5,000


Price: 300/1,200/6,000
When creating a golem, the conjurer must determine one specific type
◯Improved HP Enhancement of resistance from the earth, water/ice, wind, fire, lightning, and energy.
Golem’s Maximum HP will be increased by +5 points (small grade) or However, the type that is a golem’s weak point cannot be selected. The
+10 points (medium grade). [◯HP Enhancement] and this effect are item must be used on all sections if a golem has multiple sections.
cumulative.
◯Type Resistance
When the damage of the selected type is received by the golem, it is
Shimmering Onyx Price: -/600/3,000 automatically halved. In the case of the "Resistance: Half”, if the resistance
succeeds, no damage will be dealt.
◯Mana Coating
The item has no effect other than damage, and the golem will receive
Any magic damage the section suffers is reduced by -3.
full effects from that type.

Red Iron Blood Price: 100/400/2,000


◯Mobility Enhancement
Golem gains +5 to movement speed. All movement methods are
increased when the golem has more than one way to move. The item must
be used on all sections if a golem has multiple sections.

225
enhances maximum HP, were often used beyond the
current limit.
The following data are common to all golems and are
omitted from the individual data.

Golem Classification
All golems are classified as Constructs. 3 Straw Bird CR II p. 420
Enchanted Straw Bundle (100/200)
Common Basic Data Rep/Weak: 10/13 Weak Point: Fire Damage +3 points
Initiative: 13 Movement Speed: -/25 (Flying)
Int: Servant Perc: Magic Disp: Instructed
Fortitude: 5(12) Willpower: 5(12)
Lang: None Hab: Various

F Style Accuracy Damage Evasion Def. HP MP


These data are common to all golems. Golem can Beak 5(12) 2d+1 5(12) 0 17 -
appear in various places, hence "Habitat: Various," but the
ruins of the Magic Civilization Period is still will be the most Unique Skills
common place to encounter golems. ◯Fire Vulnerability
When Straw Bird is hit by Fire-type damage, it takes an extra 3 damage.
Common Abilities of Golems
◯Flight
Golem has the following unique skills in common. Most A Straw Bird receives a +1 bonus to Accuracy and Evasion only for melee
of these are because they are Constructs but have an attacks.
additional [◯Knowledge = Conjurer class].
Maximum of Enhancing Items = 2
Malachite Feather (Small) (150) (🗨All-Out Attack=Damage +8, Evasion
◯Poison Immunity, ◯Disease Immunity, ◯Psychic -3)
Immunity
Golems, as a construct, are immune to any damage or Amethyst of Purple Lightning (Small) (600)
effects of these types. ►Discharge/4(11)/Willpower/Half
Golem unleashes an electrical bolt with “Range/Area: 2(20m)/Shot”,
dealing 2d+3 lightning magic damage. Stray shots cannot occur with this
◯Can be Detected ability.
The Golems as Constructs are detected by spells such
as [Sense Magic] (see CR I, p. 220) and [Mana Search] (see Garnet of Vitality (Small) (200) (◯HP Enhancement = Max HP +5)
CR I, p. 242).
Red Iron Blood (Small) (100) (◯Mobility Enhancement = Movement
+5)
◯Artificial
Golems cannot be healed with some spells, items, etc. Moonstone of Serenity (Small) (250) (Remove [○Fire Vulnerability], and
Only with those that restore constructs HP. Weak Point "None").

Loot
◯Knowledge = Conjurer class 2–6 Nothing
The Conjurer class automatically succeeds in the 7+ Enchanted Straw Bundle (150G/Gold Green A)
Monster Knowledge check against golems. They need to
have the Sage class and roll against their original success Description
value to know the weak point. This lightweight bird-shaped golem is made of woven grass stalks.

①Required Conjurer’s Level/Monster Level


The numbers here indicate the Conjurer level at which
Loot the golem can be created and the golem's monster level.
The loot from golems can only be obtained from those
that have been active for a long time; destroying a golem ②Golem Name
created by a PC will not give any loot. This is the name of the golem.

Enhancing Items ③Reference


Golems can also be found with Enhancing Items. This Golem's first appearance and reference page.
means they will be empowered, but if you defeat them, you
will automatically obtain Enhancing Items. ④Materials
Some golems encountered since the Magic Civilization The following is a description of the materials required
Period were created using advanced technology that has to create a golem. Prices in parentheses are for
now been lost. In some cases, Enhancing Items can be used regular/advanced materials.
beyond the maximum number allowed. In particular,
Garnet of Vitality and Focused Garnet of Vitality, which

226
Part 2 Monsters

⑤Monster Data
This section describes the data for the golem as a
monster. The readings is the same as the general monster
data.
2 Oak Golem CR II p. 419
Enchanted Oak Branch (50/100)

⑥Maximum of Enhancing Items Rep/Weak: 8/12 Weak Point: Fire Damage +3 points
The maximum number of Enhancing Items that can be Initiative: 9 Movement Speed: 9/- Fortitude: 4(11) Willpower: 4(11)
used on the golem. A golem with multiple sections can use
up to the maximum number of Enhancing Items per F Style Accuracy Damage Evasion Def. HP MP
section. Smash 4(11) 2d 2(9) 2 18 -

Unique Skills
⑦Enhancing Items None.
The available Enhancing Items for the golem are listed
here. For clarity, each item is supplemented with a price and Maximum of Enhancing Items = 4
a summary of what kind of ability it provides in the heading Cat's Eye Rivet (Small) (200) (►Double Attack)
section. For items that require other items for use, └Golden Cat's Eye Rivet (Small) (200) (►Twin Strike & Double Attack)
dependencies are indicated by connecting them with a "└. "
For a golem with multiple sections, the available Jet Sign (Small) (100) (🗨Aimed Attack = +2 Accuracy and -4 damage)
Enhancing Items may differ depending on the section. In Obsidian Shield (Small) (150) (🗨△Cover I)
this case, "Any section" means items that can be used in any
section. In principle, the effects of Enhancing Items are Amber Eye (Small) (500) (◯Ultimate Aim = +4 Accuracy)
considered independently for each section, except for "All
Section Must be Equipped," which means Enhancing Items Garnet of Vitality (Small) (200) (◯HP Enhancement = Max HP +5)
are effective only when used one at a time in all sections. Red Iron Blood (Small) (100) (◯Mobility Enhancement = Movement
+5)
⑧Loot
This is the data of loot obtained when the golem is Loot
2–8 Nothing
defeated as a monster. Golems created and used by PCs do
9+ Enchanted Oak Branch (200G/Gold Green A)
not leave loot.

⑨Description Description
Oak Golems are made from oak wood. They are humanoid, with a short
Description of the golem. and stocky form.

2 Oak Hound CR II p. 419


Enchanted Oak Branch (50/100)

Rep/Weak: 8/12 Weak Point: Fire Damage +3 points


Initiative: 10 Movement Speed: 9 (4 Legs)/-
Fortitude: 4(11) Willpower: 4(11)

F Style Accuracy Damage Evasion Def. HP MP


Bite 4(11) 2d 3(10) 2 15 -

Unique Skills
None.

Maximum of Enhancing Items = 3


Tiger's Eye Rivet (Small) (150) (◯Continuous Attack)
└Golden Tiger's Eye Rivet (Small) (300) (◯Continuous Attack II)

Spinel Horn (Small) (150) (►Charge)

Garnet of Vitality (Small) (200) (◯HP Enhancement = Max HP +5)

Red Iron Blood (Small) (100) (◯Mobility Enhancement = Movement


+5)

Loot
2–7 Nothing
8+ Enchanted Oak Branch (200G/Gold Green A)

Description
This quadrupedal golem is made of oak wood and, like the Oak Golem,
is not very precisely sculpted.

227
Obsidian Shield (Small) (150) (🗨△Cover I)
3 Straw Bird CR II p. 420
Enchanted Straw Bundle (100/200) Corundum Protection (Small) (100) (◯Guardian I)

Rep/Weak: 10/13 Weak Point: Fire Damage +3 points Cat's Eye Rivet (Small) (200) (►Double Attack)
Initiative: 13 Movement Speed: -/25 (Flying) └Golden Cat's Eye Rivet (Small) (200) (►Twin Strike & Double Attack)
Fortitude: 5(12) Willpower: 5(12)
Amber Eye (Small) (500) (◯Ultimate Aim = +4 Accuracy)
F Style Accuracy Damage Evasion Def. HP MP
Beak 5(12) 2d+1 5(12) 0 17 - Garnet of Vitality (Small) (200) (◯HP Enhancement = Max HP +5)
Red Iron Blood (Small) (100) (◯Mobility Enhancement = Movement
Unique Skills +5)
◯Fire Vulnerability
Loot
When Straw Bird is hit by Fire-type damage, it takes an extra 3 damage.
2–7 Nothing
8+ Enchanted Clay (250G/Gold Green A)
◯Flight
A Straw Bird receives a +1 bonus to Accuracy and Evasion only for melee
attacks. Description
A golem made from clay is the hopes and desires of its creator-given form.
Maximum of Enhancing Items = 2 Typically standing around 1m, a Loam Puppet is often humanoid, though
Malachite Feather (Small) (150) (🗨All-Out Attack=Damage +8, Evasion it can be any shape the creator wishes. Also, the shape does not make any
-3) difference in performance.

Amethyst of Purple Lightning (Small) (600)


►Discharge/4(11)/Willpower/Half 4 Bone Animal CR II p. 421
Golem unleashes an electrical bolt with “Range/Area: 2(20m)/Shot”,
Enchanted Animal Bones (300/500)
dealing 2d+3 lightning magic damage. Stray shots cannot occur with this
ability.
Rep/Weak: 12/15 Weak Point: Bludgeoning damage +3 points
Initiative: 12 Movement Speed: 14 (4 Legs)/-
Garnet of Vitality (Small) (200) (◯HP Enhancement = Max HP +5) Fortitude: 6(13) Willpower: 6(13)
Red Iron Blood (Small) (100) (◯Mobility Enhancement = Movement
+5) F Style Accuracy Damage Evasion Def. HP MP
Bite 6(13) 2d+5 5(12) 5 32 -
Moonstone of Serenity (Small) (250) (Remove [○Fire Vulnerability], and
Weak Point "None"). Unique Skills
◯Bone Body
Loot Bone Animal is immune to criticals from edged weapons.
2–6 Nothing
7+ Enchanted Straw Bundle (150G/Gold Green A) Maximum of Enhancing Items = 3
Tiger's Eye Rivet (Small) (150) (◯Continuous Attack)
Description └Golden Tiger's Eye Rivet (Small) (300) (◯Continuous Attack II)
This lightweight bird-shaped golem is made of woven grass stalks.
Spinel Horn (Small) (150) (►Charge)

Amber Eye (Small) (500) (◯Ultimate Aim = +4 Accuracy)

Garnet of Vitality (Small) (200) (◯HP Enhancement = Max HP +5)

Red Iron Blood (Small) (100) (◯Mobility Enhancement = Movement


+5)

Loot
2–8 Nothing
9+ Enchanted Animal Bones (250G/Gold Red A)

3 Loam Puppet CR II p. 420 Description


Enchanted Clay (200/300) It is a golem made from the bones of an animal, and all that remains
is the skeleton of the original animal.
Rep/Weak: 12/15 Weak Point: Accuracy +1
Initiative: 10 Movement Speed: 10/- Fortitude: 5(12) Willpower: 5(12)

F Style Accuracy Damage Evasion Def. HP MP


Smash 4(11) 2d+4 4(11) 2 25 -

Unique Skills
◯Earth Immunity

◯Mud Body
Blunt weapons treat the Loam Puppet's Defense as 5 points higher.
In addition, a Loam Puppet is immune to criticals from edged weapons.

Maximum of Enhancing Items = 4

228
Part 2 Monsters

4 Leather Fish CR II p. 421 4 Flabby Golem CR II p. 422


Enchanted Leather (300/500) Enchanted Flesh (500/1,000)

Rep/Weak: 12/15 Weak Point: Physical damage +2 points Rep/Weak: 10/14 Weak Point: Physical damage +2 points
Initiative: 10 Movement Speed: -/15 (Swimming) Initiative: 13 Movement Speed: 8/- Fortitude: 7(14) Willpower: 8(15)
Fortitude: 6(13) Willpower: 6(13)
F Style Accuracy Damage Evasion Def. HP MP
F Style Accuracy Damage Evasion Def. HP MP Smash 7(14) 2d+5 5(12) 2 35 -
Tail 6(13) 2d+4 6(13) 4 36 -
Unique Skills
Unique Skills None.
◯Underwater
Leather Fish doesn't receive penalties for moving or taking action in the Maximum of Enhancing Items = 5
water. However, it can't perform any Action without water.
Obsidian Shield (Small) (150) (🗨△Cover I)

Maximum of Enhancing Items = 3 Corundum Protection (Small) (100) (◯Guardian I)


Lapis Lazuli Weight (Small) (200) (🗨Tail Swing I)
└Quartz Counterweight (Small) (300) (🗨Tail Swing II) Cat's Eye Rivet (Small) (200) (►Double Attack)
└Golden Cat's Eye Rivet (Small) (200) (►Twin Strike & Double Attack)
Blue Lotus Jade (Small) (600)
►Water Gun/5 (12)/Fortitude/Half Amber Eye (Small) (500) (◯Ultimate Aim = +4 Accuracy)
Golem sprays a jet of water with “Range/Area: 2(20m)/Shot” onto
“Target: 1 Character”, dealing 2d+4 water/ice magic damage and causing Coral Branch (Small) (100) (◯Block)
it to fall prone. Stray shots cannot occur with this ability.
Garnet of Vitality (Small) (200) (◯HP Enhancement = Max HP +5)
Amber Eye (Small) (500) (◯Ultimate Aim = +4 Accuracy) └Focused Garnet of Vitality (Small) (300) (◯Improved HP
Enhancement = Max HP +5)
Garnet of Vitality (Small) (200) (◯HP Enhancement = Max HP +5)
Red Iron Blood (Small) (100) (◯Mobility Enhancement = Movement
Anisotropic Anorthite (Small) (150) (Ground movement 10 (crawling), +5)
[◯Underwater Specialization])
Loot
Loot 2–8 Nothing
2–8 Nothing 9+ Treasure (200G/Gold White A) x 1d
9+ Enchanted Leather (150G/Gold Red A)

Description
Description It is a golem made of flesh. It is about 2 to 3 meters in size and looks
This fish-shaped golem is made from animal skin. It does not have like a simplified version of the human form.
scales and has a slimy texture.

229
5 Stone Servant CR II p. 423 6 Brasswing CR II p. 424
Enchanted Stone (1,000/2,000) Enchanted Brass (1,500/3,000)

Rep/Weak: 11/15 Weak Point: Accuracy +1 Rep/Weak: 11/15 Weak Point: Bludgeoning Damage +3 points
Initiative: 13 Movement Speed: 18/- Fortitude: 13(20) Willpower: 11(18) Initiative: 13 Movement Speed: -/25 (Flying)
Fortitude: 8(15) Willpower: 8(15)
F Style Accuracy Damage Evasion Def. HP MP
Fist 8(15) 2d+6 6(13) 7 40 - F Style Accuracy Damage Evasion Def. HP MP
Beak (Head) 8(15) 2d+6 7(14) 5 40 -
Unique Skills Claws (Body) 8(15) 2d+6 7(14) 5 40 -
◯Stone Body Sections: 2 (Head / Body) Main Section: None
A Stone Servant is immune to criticals from edged weapons and all magic
damage, except for Energy-type damage.
Unique Skills
●All Sections
Maximum of Enhancing Items = 5
Cat's Eye Rivet (Medium) (800) (►Double Attack) ◯Brass Body
└Golden Cat's Eye Rivet (Medium) (800) (►Twin Strike & Double A Brasswing is immune to criticals from edged weapons and all magic
Attack) damage, except for Energy-type damage.

●Body
Jet Sign (Medium) (400) (🗨Aimed Attack = +2 Accuracy and -4 damage)
◯Flight
Obsidian Shield (Medium) (600) (🗨△Cover II) A Brasswing receives a +1 bonus to Accuracy and Evasion only for melee
attacks.
Corundum Protection (Medium) (400) (◯Guardian I)
Maximum of Enhancing Items = 3
Coral Branch (Medium) (400) (◯Block) ※Head Only
Bright Red Ruby (Medium) (1,600)
Amber Eye (Medium) (2,000) (◯Ultimate Aim = +4 Accuracy) ►Flame Breath/8(15)/Fortitude/Half
Golem spits out the fire with "Range/Area: 2(20m)/Shot" and “Target: 1
Garnet of Vitality (Medium) (800) (◯HP Enhancement = Max HP +10) area (3m Radius)/5,” dealing 2d+6 fire magic damage. This ability cannot
└Focused Garnet of Vitality (Medium) (1,200) (◯Improved HP be used on consecutive turns. It also cannot be used on the turn
Enhancement = Max HP +10) immediately after using [►Lightning].

Red Iron Blood (Medium) (400) (◯Mobility Enhancement = Movement Amethyst of Purple Lightning (Medium) (1,600)
+5) ►Lightning/8(15)/Fortitude/Half
Golem unleashes an electrical bolt with "Range/Area: 30m/Line",
Loot dealing 2d+6 lightning magic damage to the target. This ability cannot be
2–5 Nothing used on consecutive turns. It also cannot be used on the turn immediately
6 – 12 Magical Stone (250G/Gold A) after using [►Flame Breath].
13+ Mithril (2,600G/Gold S)
Calcite Compound Eyes (Medium) (800) (◯Breath Control)

Description ※Body Only


A golem made of stone, this golem is about 2 meters in size, and as long Obsidian Shield (Medium) (600) (🗨△Cover II)
as it has arms and legs, its shape can be freely set by the creator, but it
cannot be made very precise, nor can its color or texture be changed. Also, Malachite Feather (Medium) (600) (🗨All-Out Attack=Damage +8,
the shape does not make a difference game-wise. Evasion -3)

※Any Section
Amber Eye (Medium) (2,000) (◯Ultimate Aim = +4 Accuracy)

Garnet of Vitality (Medium) (800) (◯HP Enhancement = Max HP +10)

Shimmering Onyx (Medium) (600) (◯Mana Coating = Magic damage -


3)

※All Section Must be Equipped


Red Iron Blood (Medium) (400) (◯Mobility Enhancement = Movement
+5)

Yellow Flint (Medium) (800) (◯Fast Reaction = [Footwork])

Loot
2–5 Nothing
6 – 12 Magical Brass (400G/Gold Black A)
13+ Mithril (2,600G/Gold S)

Description
This bird-shaped golem is made by layering thin sheets of brass.

230
Part 2 Monsters

7 Scale Flipper CR II p. 425 8 Rock Golem CR II p. 426


Enchanted Rock Slag (1,500/3,000) Enchanted Rock (2,000/5,000)

Rep/Weak: 12/16 Weak Point: Physical Damage +2 points Rep/Weak: 13/18 Weak Point: Energy damage +3 points
Initiative: 13 Movement Speed: -/20 (Swimming) Initiative: 8 Movement Speed: 10/- Fortitude: 11(18) Willpower: 11(18)
Fortitude: 10(17) Willpower: 10(17)
F Style Accuracy Damage Evasion Def. HP MP
F Style Accuracy Damage Evasion Def. HP MP Fist (Right Side) 10(17) 2d+14 7(14) 12 60 -
Bite (Head) 9(16) 2d+11 9(16) 10 50 - Fist (Left Side) 10(17) 2d+14 7(14) 12 60 -
Tail (Body) 9(16) 2d+10 9(16) 10 60 -
Sections: 2 (Right Side / Left Side) Main Section: None
Sections: 2 (Head / Body) Main Section: None
Unique Skills
Unique Skills ●All Sections
●All Sections ◯Rock Body
◯Stone Body The Rock Golem is immune to criticals from edged weapons and all non-
A Scale Flipper is immune to criticals from edged weapons and all magic Energy-type Magic damage.
damage, except for Energy-type damage.
Maximum of Enhancing Items = 5
◯Underwater
※Any Section
Scale Flipper doesn't receive penalties for moving or taking action in the
water. However, it can't perform any Action without water. Obsidian Shield (Medium) (600) (🗨△Cover II)

Corundum Protection (Medium) (400) (◯Guardian I)


Maximum of Enhancing Items = 4
※Head Only Jet Sign (Medium) (400) (🗨Aimed Attack = +2 Accuracy and -4 damage)
Spinel Horn (Medium) (600) (►Charge)
Blue Lotus Jade (Medium) (1,600) Sunstone Brilliance (Medium) (1,200) (►Brand=Next attack cannot be
►Blizzard Breath/9 (16)/Fortitude/Half evaded, damage +5)
Golem sprays a jet of water with “Range/Area: 20m/Shot” in a “Target:
3m Radius/5”, dealing 2d+7 water/ice magic damage. This ability cannot Amber Eye (Medium) (2,000) (◯Ultimate Aim = +4 Accuracy)
be used on consecutive turns.
Garnet of Vitality (Medium) (800) (◯HP Enhancement = Max HP +10)
Calcite Compound Eyes (Medium) (800) (◯Breath Control)
└Focused Garnet of Vitality (Medium) (1,200) (◯Improved HP
※Body Only Enhancement = Max HP +10)
Lapis Lazuli Weight (Medium) (800) (🗨Tail Swing I)
└Quartz Counterweight (Medium) (1,200) (🗨Tail Swing II) Shimmering Onyx (Medium) (600) (◯Mana Coating = Magic damage -
3)
※Any Section
Amber Eye (Medium) (2,000) (◯Ultimate Aim = +4 Accuracy) ※All Section Must be Equipped
Coral Branch (Medium) (400) (◯Block)
Garnet of Vitality (Medium) (800) (◯HP Enhancement = Max HP +10)
└Focused Garnet of Vitality (Medium) (1,200) (◯Improved HP Red Iron Blood (Medium) (400) (◯Mobility Enhancement = Movement
Enhancement = Max HP +10) +5)

※All Section Must be Equipped Moonstone of Serenity (Medium) (1,000) (Golem loses its Weak Point
(it becomes "None"))
Anisotropic Anorthite (Medium) (600) (Ground movement 10 (crawling),
[◯Underwater Specialization]) Quartz Disruptor (Medium) (1,000) (◯Type Resistance)

Loot Loot
2 – 10 Magical Stone (250G/Gold A) 2–8 Magical Stone (250G/Gold A)
11+ Mithril (2,600G/Gold S) 9+ Mithril (2,600G/Gold S)

Description Description
It is a fish-shaped golem made of light, perforated rock. Rock Golems are humanoid constructs built entirely out of rocks of
various sizes and stand menacingly around 3m tall.

231
9 Bronze Golem CR III p. 435 10 Rutile Raptor CR III, p. 436
Enchanted Bronze (4,000/10,000) Enchanted Golden Redstone (6,000/15,000)

Rep/Weak: 14/20 Weak Point: Energy damage +3 points Rep/Weak: 16/21 Weak Point: Accuracy +1
Initiative: 9 Movement Speed: 11/- Fortitude: 12(19) Willpower: 12(19) Initiative: 16 Movement Speed: -/30(Flying)
Fortitude: 12(19) Willpower: 13(20)
F Style Accuracy Damage Evasion Def. HP MP
Fist (Right Side) 11(18) 2d+16 8(15) 14 65 - F Style Accuracy Damage Evasion Def. HP MP
Fist (Left Side) 11(18) 2d+16 8(15) 14 65 - Beak (Head) 12(19) 2d+16 11(18) 16 65 -
Claws (Body) 12(19) 2d+16 11(18) 16 75 -
Sections: 2 (Right Side / Left Side) Main Section: None
Sections: 2 (Head / Body) Main Section: None
Unique Skills
●All Sections Unique Skills
◯Bronze Body ●All Sections
The Bronze Golem is immune to criticals from edged weapons and all ◯Golden Red Stone Body
non-Energy-type Magic damage. The Rutile Raptor is immune to criticals from edged weapons and all
non-Energy-type Magic damage.
Maximum of Enhancing Items = 5
●Body
※Any Section
Obsidian Shield (Large) (3,000) (🗨△Cover II) ◯Flight II
All sections receive a +2 bonus to Accuracy and Evasion only for melee
attacks.
Corundum Protection (Large) (2,000) (◯Guardian II)
This ability is lost if the HP of Body section falls to 0 or below.
Jet Sign (Large) (2,000) (🗨Aimed Attack = +2 Accuracy and -4 damage)
Maximum of Enhancing Items = 3
Sunstone Brilliance (Large) (6,000) (►Brand=Next attack cannot be ※Head Only
evaded, damage +6) Bright Red Ruby (Large) (8,000)
►Flame Breath/12(19)/Fortitude/Half
Amber Eye (Large) (10,000) (◯Ultimate Aim = +4 Accuracy) Golem spits out the fire with "Range/Area: 2(20m)/Shot" and “Target: 1
area (5m Radius)/10,” dealing 2d+10 fire magic damage. This ability
Garnet of Vitality (Large) (4,000) (◯HP Enhancement = Max HP +15) cannot be used on consecutive turns. It also cannot be used on the turn
└Focused Garnet of Vitality (Large) (6,000) (◯Improved HP immediately after using [►Lightning].
Enhancement = Max HP +15)
Amethyst of Purple Lightning (Large) (8,000)
Shimmering Onyx (Large) (3,000) (◯Mana Coating = Magic damage -3) ►Lightning/12(19)/Fortitude/Half
Golem unleashes an electrical bolt with "Range/Area: 50m/Line",
※All Section Must be Equipped dealing 2d+10 lightning magic damage to the target. This ability cannot be
Coral Branch (Large) (2,000) (◯Block) used on consecutive turns. It also cannot be used on the turn immediately
after using [►Flame Breath].
Red Iron Blood (Large) (2,000) (◯Mobility Enhancement = Movement
+5) Calcite Compound Eyes (Large) (4,000) (◯Breath Control)

Moonstone of Serenity (Large) (5,000) (Golem loses its Weak Point (it ※Body Only
becomes "None")) Obsidian Shield (Large) (3,000) (🗨△Cover II)

Quartz Disruptor (Large) (5,000) (◯Type Resistance) Malachite Feather (Large) (3,000) (🗨All-Out Attack=Damage +8,
Evasion -3)
Loot
2–7 Magic Bronze (420G/Gold Black A) ※Any Section
8+ Mithril (2,600G/Gold S) Amber Eye (Large) (10,000) (◯Ultimate Aim = +4 Accuracy)

Garnet of Vitality (Large) (4,000) (◯HP Enhancement = Max HP +15)


Description
It is a golem made of bronze about 3 to 4 meters long. Shimmering Onyx (Large) (3,000) (◯Mana Coating = Magic damage -3)

※All Section Must be Equipped


Red Iron Blood (Large) (2,000) (◯Mobility Enhancement = Movement
+5)

Yellow Flint (Large) (4,000) (◯Fast Reaction = [Footwork])

Loot
2–7 Enchanted Gemstones (250G/Gold A)
8 – 12 Mithril (2,600G/Gold S)
13+ Pure Mithril (8,800G/Gold S)

Description
It is a bird-shaped golem with a golden-red stone body.

232
Part 2 Monsters

11 Iron Golem CR III p. 437 12 Granite Shell CR III p. 438


Enchanted Iron (8,000/20,000) Enchanted Granite (10,000/25,000)

Rep/Weak: 16/22 Weak Point: Energy damage +3 points Rep/Weak: 17/22 Weak Point: Energy damage +3 points
Initiative: 9 Movement Speed: 12/- Fortitude: 14(21) Willpower: 14(21) Initiative: 17 Movement Speed: 10(4 Legs)/30(Swimming)
Fortitude: 16(23) Willpower: 16(23)
F Style Accuracy Damage Evasion Def. HP MP
Fist (Right Side) 12(19) 2d+18 9(16) 16 75 - F Style Accuracy Damage Evasion Def. HP MP
Fist (Left Side) 12(19) 2d+18 9(16) 16 75 - Bite (Head) 14(21) 2d+20 13(20) 16 80 -
Tail (Body) 13(20) 2d+20 12(19) 18 90 -
Sections: 2 (Right Side / Left Side) Main Section: None
Sections: 2 (Head / Body) Main Section: None
Unique Skills
●All Sections Unique Skills
◯Iron Body ●All Sections
The Iron Golem is immune to criticals from edged weapons and all non- ◯Rock Body
Energy-type Magic damage. A Granite Shell is immune to criticals from edged weapons and all magic
damage, except Energy-type damage.
Maximum of Enhancing Items = 5
◯Underwater Specialization
※Any Section
Can move in water without penalties and restrictions. Conversely, all
Obsidian Shield (Large) (3,000) (🗨△Cover II) action checks are subject to a -2 penalty on the ground.
Corundum Protection (Large) (2,000) (◯Guardian II) ●Body
►Shell Guard
Jet Sign (Large) (2,000) (🗨Aimed Attack = +2 Accuracy and -4 damage)
The Granite Shell can retract into its shell, increasing its Defense by +10
for 10 seconds (1 round).
Sunstone Brilliance (Large) (6,000) (►Brand=Next attack cannot be
evaded, damage +7)
Maximum of Enhancing Items = 4
Amber Eye (Large) (10,000) (◯Ultimate Aim = +4 Accuracy) ※Head Only
Spinel Horn (Large) (3,000) (►Charge)
Garnet of Vitality (Large) (4,000) (◯HP Enhancement = Max HP +15)
└Focused Garnet of Vitality (Large) (6,000) (◯Improved HP Blue Lotus Jade (Large) (8,000)
Enhancement = Max HP +15) ►Blizzard Breath/14 (21)/Fortitude/Half
Golem sprays a jet of water with “Range/Area: 20m/Shot” in a “Target:
Shimmering Onyx (Large) (3,000) (◯Mana Coating = Magic damage -3) 4m Radius/10”, dealing 2d+12 water/ice magic damage. This ability
cannot be used on consecutive turns.
※All Section Must be Equipped
Coral Branch (Large) (2,000) (◯Block) Calcite Compound Eyes (Large) (4,000) (◯Breath Control)

Red Iron Blood (Large) (2,000) (◯Mobility Enhancement = Movement ※Body Only
+5) Obsidian Shield (Large) (3,000) (🗨△Cover II)

Moonstone of Serenity (Large) (5,000) (Golem loses its Weak Point (it Corundum Protection (Large) (2,000) (◯Guardian II)
becomes "None"))
Lapis Lazuli Weight (Large) (4,000) (🗨Tail Swing I)
Quartz Disruptor (Large) (5,000) (◯Type Resistance) └Quartz Counterweight (Large) (6,000) (🗨Tail Swing II)

Loot ※Any Section


2–7 Magic Iron Ingot (680G/Gold Black A) Amber Eye (Large) (10,000) (◯Ultimate Aim = +4 Accuracy)
8 – 12 Mithril (2,600G/Gold S)
13+ Pure Mithril (8,800G/Gold S) Garnet of Vitality (Large) (4,000) (◯HP Enhancement = Max HP +15)
└Focused Garnet of Vitality (Large) (6,000) (◯Improved HP
Enhancement = Max HP +15)
Description
It is a golem made of iron and about 5 meters tall. Shimmering Onyx (Large) (3,000) (◯Mana Coating = Magic damage -3)

※All Section Must be Equipped


Red Iron Blood (Large) (2,000) (◯Mobility Enhancement = Movement
+5)

Loot
Always Magical Stone (250G/Gold A) x 2d
2–6 Nothing
7 – 11 Mithril (2,600G/Gold S)
12+ Pure Mithril (8,800G/Gold S)

Description
It is a large golem in the shape of a sea turtle with a granite shell.

233
Maximum of Enhancing Items = 4
13 Platinum Dragon CR III p. 439
※Body Only
Enchanted Iron (8,000/20,000) Bright Red Ruby (Large) (8,000)
►Flame Breath/15(22)/Fortitude/Half
Rep/Weak: 17/23 Weak Point: Accuracy +1 Golem spits out the fire with "Range/Area: 2(20m)/Shot" and “Target: 1
Initiative: 20 Movement Speed: 12/25(Flying) area (5m Radius)/10,” dealing 2d+13 fire magic damage.
Fortitude: 17(24) Willpower: 17(24) This ability cannot be used in consecutive turns. Also, it cannot be used
in the turn immediately after using [►Blizzard Breath] or [►Lightning].
F Style Accuracy Damage Evasion Def. HP MP
Claws (Body) 16(23) 2d+22 14(21) 20 100 - Blue Lotus Jade (Large) (8,000)
Wing (Wing) 15(22) 2d+18 13(20) 18 65 - ►Blizzard Breath/15(22)/Fortitude/Half
Wing (Wing) 15(22) 2d+18 13(20) 18 65 - Golem sprays a jet of water with “Range/Area: 20m/Shot” in a “Target:
Sections: 3 (Body / Wing x 2) Main Section: None 4m Radius/10”, dealing 2d+13 water/ice magic damage.
This ability cannot be used in consecutive turns. Also, it cannot be used
Unique Skills in the turn immediately after using [►Flame Breath] or [►Lightning].
●All Sections
Amethyst of Purple Lightning (Large) (8,000)
◯Superalloy Body
►Lightning/15(22)/Fortitude/Half
It is immune to criticals from magical or weapon attacks.
Golem unleashes an electrical bolt with "Range/Area: 50m/Line",
dealing 2d+13 lightning magic damage to the target.
●Body This ability cannot be used in consecutive turns. Also, it cannot be used
◯Flight II in the turn immediately after using [►Flame Breath] or [►Blizzard
All sections receive a +2 bonus to Accuracy and Evasion only for melee Breath].
attacks.
It loses this ability if any of the Wing section HP becomes 0 or less. Calcite Compound Eyes (Large) (4,000) (◯Breath Control)

Spinel Horn (Large) (3,000) (►Charge)

Lapis Lazuli Weight (Large) (4,000) (🗨Tail Swing I)

└Quartz Counterweight (Large) (6,000) (🗨Tail Swing II)

※Wing Only
Obsidian Shield (Large) (3,000) (🗨△Cover II)

Corundum Protection (Large) (2,000) (◯Guardian II)

Malachite Feather (Large) (3,000) (🗨All-Out Attack=Damage +8,


Evasion -3)

※Any Section
Amber Eye (Large) (10,000) (◯Ultimate Aim = +4 Accuracy)

Garnet of Vitality (Large) (4,000) (◯HP Enhancement = Max HP +15)


└Focused Garnet of Vitality (Large) (6,000) (◯Improved HP
Enhancement = Max HP +15)

Shimmering Onyx (Large) (3,000) (◯Mana Coating = Magic damage -3)

※All Section Must be Equipped


Red Iron Blood (Large) (2,000) (◯Mobility Enhancement = Movement
+5)

Yellow Flint (Large) (4,000) (◯Fast Reaction = [Footwork])

Quartz Disruptor (Large) (5,000) (◯Type Resistance)

Loot
2–5 Magic Iron Ingot (680G/Gold Black A)
6 – 11 Mithril (2,600G/Gold S)
12+ Pure Mithril (8,800G/Gold S)

Description
It is a golem in the shape of a dragon, made of a solid alloy, mainly
platinum.

234
Part 2 Monsters

In Here is the data for Familiars that can be summoned with the Truespeech Magic spell [Familiar] (see CR I, p. 219) and
[Familiar II] (see CR III, p. 134).

◯One Mind, One Character


Suppose a Familiar is touching its Master. In that case,
Common Basic Data both are treated as 1 Character, so that when magic, unique
skills, traps, tricks, etc., have an Area effect, the Master and
Int: None Perc: Shared with Caster Disp: Instructed Familiar are not affected twice.
Lang: None Hab: Various Also, a Familiar that is touching its Master cannot
Rep/Weak: 8/- W. P.: None
Fortitude: - Willpower: - become the target of melee attacks, ranged attacks, magic,
or effects where a character is a target.
This data is common to all Familiars. It is omitted in the If the Familiar makes a melee attack itself, this unique
individual data. skill is lost for the next 10 seconds (1 round).

Common Abilities of Familiars ◯Resistance Sharing


When a Familiar makes a Fortitude or Willpower save,
Familiars have the following unique skills in common:
it uses its Master’s Standard Values. The Master always
knows if their familiar must make a save (even if it is far
◯Poison Immunity, ◯Disease Immunity, ◯Psychic away).
Immunity
Familiars, being constructs, are immune to any damage
◯Senses Sharing
or effects of these types.
A Familiar shares sight and hearing with its Master
(including Darkvision). Anything one sees the other does as
◯Can be Detected well.
Familiars, being constructs, can be detected by spells
such as [Sense Magic] (see CR I, p. 220) and [Mana Search]
◯Fall Resistance
(see CR I, p. 242).
A Familiar takes no damage from falling (no matter the
height).
◯Familiar Contract
A Familiar's Master can only have one Familiar at a time.
◯No Loot
The Familiar's Master can cancel the contract using a Major
Characters can't get loot by defeating a Familiar.
Action. If the contract is canceled or the Familiar's Master
dies, the Familiar will immediately disappear.
If the Master falls unconscious, their Familiar remains ◯Will-less
in place and cannot act at all. A Familiar has no free will of its own.

◯Familiars Knowledge = Sorcerers


The Sorcerer class automatically succeeds in any
Monster Knowledge Checks against Familiars. Familiars
don’t have a Weak Point.

◯No HP
If damage is inflicted on a familiar, that damage will
instead reduce the HP of the Familiar's Master. The
Familiar has no HP of its own.

◯Shared MP
The Familiar's Master can use the MP of their Familiar
as if it were their own. In this case, the Familiar and the
Master must be physical contact.
The MP of the Familiar is restored at the same rate as
that of its Master (via resting, etc.).

235
0 Familiar: Cat CR I p. 434
This data uses the general monster data layout (see p. Initiative: 12 Movement Speed: 12 (4 Legs)
66).
F Style Accuracy Damage Evasion Def. HP MP
Claws 3(10) 2d 3(10) 1 - 7
0 Familiar: Frog CR I p. 434
Initiative: 10 Movement Speed: 5 (4 Legs)/10 (Swimming) Unique Skills
◯Cat's Body
Can pass through narrow gaps, etc. Physical ability is the same as an
F Style Accuracy Damage Evasion Def. HP MP
ordinary housecat.
Tongue 1(8) 2d-2 1(8) 0 - 10
◯Gives Darkvision
Unique Skills Shares its Darkvision with the Master.
◯Frog’s Body
The frog can move underwater. Its mobility is equal to that of a normal
frog. 0 Familiar: Snake CR I p. 435
Initiative: 11 Movement Speed: 10 (Snaking)
0 Familiar: Spider CR I p. 434
Initiative: 11 Movement Speed: 7 (Many Legs) F Style Accuracy Damage Evasion Def. HP MP
Bite 2(9) 2d-1 2(9) 1 - 7

F Style
Bite
Accuracy
1(8)
Damage
2d-2
Evasion Def.
2(9) 0
HP MP
- 7
Unique Skills
◯Snake's Body
The snake can pass through extremely narrow spaces. Its physical ability
Unique Skills is equal to that of the normal snake.
◯Spider’s Body
The spider can move freely on walls and ceilings. While sticking to the ◯Toxic Tooth
ceiling, it will not target a wide range of effects unless the enemy specifically When a familiar makes a melee attack and hits, it automatically deals 1
target’s familiar. Its mobility is equal to a recluse spider. poison magic damage to the target of the melee attack. This ability only
works if the familiar is in touch range with the Master.

0 Familiar: Bird CR I p. 434


Initiative: 13 Movement Speed: -/30 (Flying)

F Style Accuracy Damage Evasion Def. HP MP


Beak 2(9) 2d-1 2(9) 0 - 7

Unique Skills
◯Bird's Body
Capable of flight. Physical ability is that of a normal bird.

◯Flight
A Bird Familiar receives a +1 bonus to Accuracy and Evasion only for
melee attacks.

236
Part 2 Monsters

7 Familiar II: Spider CR III p. 431: 16


Movement Speed: 7 (Many Legs)
Common Basic Data
F Style Accuracy Damage Evasion Def. HP MP
Int: Average Perc: Shared with Caster Disp: Instructed Bite 9(16) 2d+8 9(16) 6 - 15
Lang: Arcana Hab: Various
Rep/Weak: 12/- W. P.: None Unique Skills
Fortitude: -(-) Willpower: -(-) ◯Spider’s Body
The spider can move freely on walls and ceilings. While sticking to the
ceiling, it will not target a wide range of effects unless the enemy specifically
This data is common to all Familiars II. It is omitted in target’s familiar. Its mobility is equal to a recluse spider.
the individual data.

Common Abilities of Familiars II 7 Familiar II: Bird CR III p. 431


Initiative: 18 Movement Speed: -/30 (Flying)
Familiar II has some unique skills in common.
Basically, the same as Familiars (see p. 235) but with some
F Style Accuracy Damage Evasion Def. HP MP
notes, changes, and additions. Beak 10(17) 2d+8 10(17) 6 - 15

◯Familiar Contract Unique Skills


The number of familiars a master can have at the same ◯Bird's Body
time is only one, regardless of whether it is a Familiar or a Capable of flight. Physical ability is that of a normal bird.
Familiar II. ◯Flight
A Bird Familiar receives a +1 bonus to Accuracy and Evasion only for
◯Free Will melee attacks.
Familiars II have their own free (unlike Familiars with
[Will-less]) will and can communicate via the Arcana 7 Familiar II: Cat CR III p. 432
Language. However, they are always extremely loyal to their Initiative: 18 Movement Speed: -/30 (Flying)
Master and will never act in a way that betrays that loyalty.
F Style Accuracy Damage Evasion Def. HP MP
◯Shared Visibility Claws 10(17) 2d+8 10(17) 6 - 15
The caster can use Familiar II's field of view to cast
spells. However, the base point of the spells is always the Unique Skills
caster. Range distance must be considered from the position ◯Cat's Body
of the caster, and the spells with "Area: Shot" or "Area: Line" Can pass through narrow gaps, etc. Physical ability is the same as an
ordinary housecat.
are fired from the caster.
If a spell is cast with Major Action, the Master and ◯Gives Darkvision
Familiar II must spend their Major Action to cast a spell. If Shares its Darkvision with the Master.
the spell is cast with Minor Action, then Familiar II will also
need to spend Minor Action. 7 Familiar II: Snake CR III p. 432
Initiative: 16 Movement Speed: 10 (Snaking)

F Style Accuracy Damage Evasion Def. HP MP


Bite 10(17) 2d+8 11(18) 7 - 15
7 Familiar II: Frog CR III p. 431
Initiative: 15 Movement Speed: 5 (4 Legs)/10 (Swimming) Unique Skills
◯Snake's Body
F Style Accuracy Damage Evasion Def. HP MP The snake can pass through extremely narrow spaces. Its physical ability
Tongue 9(16) 2d+7 8(15) 5 - 20 is equal to that of the normal snake.

Unique Skills ◯Toxic Tooth


When a familiar makes a melee attack and hits, it automatically deals 1
◯Frog’s Body poison magic damage to the target of the melee attack. This ability only
The frog can move underwater. Its mobility is equal to that of a normal works if the familiar is in touch range with the Master.
frog.

237
Abyss Minions................................ 201 Daemonwood Branch..................... 130 Gargoyle........................................ 149
Abyss Tree..................................... 129 Daemonwood................................ 130 Garuda........................................... 97
Achlis............................................. 174 Dagger Hoodling............................ 72 Geldam.......................................... 216
Adapsia.......................................... 136 Dancing Thorn................................ 125 Ghast Bishop.................................. 152
Aetherbeast................................... 201 Dark Bully...................................... 205 Ghast Knight.................................. 150
Agare............................................. 202 Dark Hierophant............................. 146 Ghast Lurker................................... 148
Alchemist Scholar.......................... 220 Dark Sweeper................................ 110 Ghast............................................. 148
Alchemy Tooth............................... 154 Dark Troll Adept............................. 92 Ghost Horse................................... 142
Alert Gramophone......................... 154 Dark Troll....................................... 86 Ghost............................................. 134
Amalthea....................................... 195 Dawn Ripper.................................. 84 Ghoul Mage................................... 136
Amphisbaena................................. 177 Dawn Walker................................. 78 Ghoul............................................. 134
Anaconda....................................... 107 Death Sword.................................. 135 Giant Bohr...................................... 116
Androscorpion............................... 78 Deck Chest Trap............................. 150 Giant Crab...................................... 108
Antar............................................. 177 Dedicated Wizard........................... 219 Giant Eagle..................................... 113
Arakcruder Hunter......................... 85 Deela Harpy................................... 174 Giant Fluffball................................ 127
Arakcruder Predator....................... 92 Deg Kagner.................................... 161 Giant Gadfly................................... 106
Arakcruder..................................... 77 Desert Scorpion............................. 120 Giant Lizard.................................... 106
Arbor Elder.................................... 92 Diablo Cadet.................................. 80 Giant Zombie................................. 146
Arbor Senior.................................. 86 Diablo Captain............................... 102 Gnome........................................... 191
Arbor............................................. 81 Diablo Lieutenant.......................... 94 Goblin Shaman............................... 78
Argagis........................................... 204 Dimateravia................................... 167 Goblin............................................ 73
Arrow Hoodling.............................. 72 Dinos............................................. 109 Godbell.......................................... 206
Bandit Archer................................. 217 Direach.......................................... 194 Goldface........................................ 156
Bandit Leader................................. 218 Dolphin.......................................... 106 Gradient Plum................................ 126
Bandit Trooper............................... 217 Domovoy....................................... 193 Granite Shell.................................. 233
Bannik........................................... 187 Domsva.......................................... 166 Great Varg...................................... 180
Banshee......................................... 141 Door Limiter................................... 149 Greater Dragon.............................. 184
Barba Kagner.................................. 168 Doppelganger................................ 213 Green Cemetery............................ 128
Barba............................................. 160 Dorn.............................................. 158 Green Torch................................... 131
Barren Dorn................................... 162 Doubleburg.................................... 203 Gremlin......................................... 72
Barusa Biyone................................ 214 Draconet........................................ 181 Grendel......................................... 89
Basilisk.......................................... 88 Dragon Fortress.............................. 172 Grey Lynx....................................... 107
Belladonna.................................... 129 Dragon Zombie.............................. 147 Griffon......................................... 177
Blazing Mammoth.......................... 123 Drake Baron................................... 91 Grizzly Bear.................................... 112
Blood Sucker.................................. 138 Drake Count................................... 105 Grunel........................................... 204
Blood Swamp................................. 141 Drake............................................. 83 Gur Barba....................................... 161
Blood Troll..................................... 99 Dreadbar........................................ 213 Gurangatch.................................... 181
Bloodling....................................... 135 Dry Corpse..................................... 135 Heavy Shielded Guard.................... 221
Bloody Petal.................................. 126 Dryad............................................. 191 Hecatoncheires.............................. 101
Bolg Assassinator........................... 93 Dullahan Lord................................. 144 Hellhound...................................... 174
Bolg Heavy Arm.............................. 79 Dullahan........................................ 139 Heretic Priest................................. 221
Bolg Highlander............................. 76 Echo............................................... 188 Hibrayzan....................................... 164
Bolg Suppressor............................. 101 Efreet............................................ 197 High Revenant............................... 141
Bolg............................................... 75 Einsel............................................. 187 Hill Giant........................................ 93
Bone Animal.................................. 228 Elder Dragon.................................. 186 Hog Hoodling................................. 75
Bone Hound................................... 136 Eltrias............................................ 167 Holgrad.......................................... 210
Bone Knight................................... 142 Emerald Raccoon............................ 176 Homunculus................................... 150
Brafotes......................................... 117 Emerging Sniper............................. 219 Hook Hoodling............................... 74
Brasswing...................................... 230 Endertuz........................................ 215 Hugl Assaulter................................ 79
Bronze Golem................................ 232 Entlet............................................. 127 Hugl Caster.................................... 75
Brutal Varg..................................... 178 Erbirea........................................... 200 Hugl Motor..................................... 90
Buckbaird....................................... 156 Evil Priest....................................... 220 Hugl............................................... 74
Burrdorn........................................ 160 Exceed Disaster.............................. 155 Hydra............................................. 120
Cait Sith......................................... 190 Ezerve............................................ 208 Iceman........................................... 137
Calvert Worm................................. 111 Fairy Swordsman Expert................. 221 Imp................................................ 200
Carbide Claws................................ 156 Fake Angler.................................... 115 Iron Golem..................................... 233
Carnage Table................................ 154 Familiar II: Bird............................... 237 Iron Turtle...................................... 111
Caron............................................. 192 Familiar II: Cat................................ 237 Jack O'Lantern................................ 139
Catoblepas..................................... 179 Familiar II: Frog.............................. 237 Jinn................................................ 197
Centaur Impaler............................. 82 Familiar II: Snake............................ 237 Jinune............................................ 204
Centaur.......................................... 74 Familiar II: Spider........................... 237 Junkwalker.................................... 151
Cerberus........................................ 209 Familiar: Bird................................. 236 Kagner........................................... 159
Cheap Stone.................................. 149 Familiar: Cat................................... 236 Kamawet....................................... 174
Chimera......................................... 179 Familiar: Frog................................. 236 Kekkubak....................................... 201
Cockatrice...................................... 180 Familiar: Snake.............................. 236 Kobold........................................... 72
Coiled Ivy....................................... 125 Familiar: Spider.............................. 236 Kujata............................................ 182
Colossus: Knight............................. 173 Fixed Zerlay................................... 163 Lada Adroda................................... 214
Colossus: Pawn.............................. 171 Flabby Golem................................. 229 Lang Kagner................................... 164
Corpse Mass................................... 140 Flying Hands.................................. 136 Lanternhead.................................. 138
Crash Bear...................................... 114 Foregone....................................... 211 Leather Fish................................... 229
Crimson Maggot............................. 112 Forest Kong.................................... 114 Lesser Dragon................................ 182
Crocodile....................................... 110 Fossil Chrysalis............................... 114 Lesser Ogre.................................... 77
Cu Sith........................................... 191 Frau............................................... 192 Lesser Vampire.............................. 96
Culvert Slime................................. 149 Frost Panther................................. 116 Lethe............................................. 195
Cursed Artist.................................. 145 Fungal Parasite.............................. 128 Living Tree..................................... 128
Cutting Torches.............................. 159 Fylgja............................................. 193 Lizard Fly........................................ 110

238
Part 2 Monsters
Lizardman Bearer........................... 76 Petroviper..................................... 113 Skilled Mercenary.......................... 219
Lizardman Mariner......................... 85 Phantom........................................ 137 Skull Bird....................................... 134
Lizardman...................................... 76 Phosphor Sphere........................... 154 Sky Whale...................................... 118
Loam Puppet.................................. 228 Plain Centipede............................. 112 Skyship.......................................... 171
Lone Kick Master............................ 221 Plasma Sphere............................... 152 Sleipnir.......................................... 196
Loreley.......................................... 77 Platinum Dragon............................ 234 Specter.......................................... 140
Loud Bolg Commander................... 87 Poisonous Spillbug......................... 109 Sphinx........................................... 183
Lunoicos........................................ 122 Promising Magic Warrior................ 218 Sprite............................................. 189
Lunzemase..................................... 210 Puck............................................... 192 Star Sniper..................................... 165
Mad Blood..................................... 143 Purple Ant..................................... 107 Steam Pod..................................... 125
Maeve........................................... 199 Python........................................... 180 Stepping Leaf................................. 125
Maginohek..................................... 169 Quepala Chief................................ 97 Stone Servant................................ 230
Magireplica.................................... 158 Quepala Sage................................. 86 Straw Bird...................................... 228
Mahatiga........................................ 208 Quepala......................................... 81 Strong Heavy Warrior..................... 220
Malicious Dresser........................... 153 Ragnakang..................................... 207 Succubus Knight............................. 103
Maris Barba.................................... 166 Railway Cannon............................. 170 Succubus........................................ 98
Marsavra........................................ 119 Ratatoskr....................................... 175 Swamp Worm................................ 121
Material Dealer.............................. 170 Red Helm....................................... 119 Swarm of Muryans......................... 188
Medusa.......................................... 76 Redorn........................................... 159 Swift Blade.................................... 218
Megaloceros.................................. 122 Revenant....................................... 133 Swordmaton.................................. 151
Megalomor.................................... 130 Rigogan.......................................... 211 Sylph............................................. 190
Melbiz........................................... 208 Ringing Rain Deer........................... 178 SZerlay........................................... 160
Menehune..................................... 189 Roc................................................ 123 Tannoz Cleric................................. 89
Mengle.......................................... 200 Rock Golem.................................... 231 Tannoz Veteran.............................. 95
Meria Mistletoe............................. 126 Rotten Beast.................................. 144 Tannoz........................................... 84
Merman Bishop.............................. 82 Rotten Wanderer........................... 143 Terror Beast................................... 206
Merman......................................... 79 Rumblefist..................................... 82 Thoughtful Forest Master............... 220
Miga.............................................. 161 Rutile Raptor.................................. 232 Thunderbird................................... 175
Mimir............................................. 199 Saber Hoodling.............................. 73 Tiger.............................................. 111
Minotaur Caster............................. 90 Sabertooth Tiger............................ 113 Tilgris............................................. 178
Minotaur........................................ 85 Sahagin.......................................... 73 Titan.............................................. 198
Mithril Golem................................ 157 Salamander.................................... 190 Titania........................................... 198
Mounted Bandit............................. 217 Sallytegane.................................... 210 Trap Mixer..................................... 150
Movkira......................................... 202 Sandworm..................................... 110 Troll............................................... 82
Mummy Lord.................................. 144 Scale Flipper.................................. 231 Tyrant Regilex................................ 124
Mummy......................................... 142 Scarlet Stamp................................. 152 Undead General............................. 146
Murcielago Latigo........................... 102 Scarred.......................................... 218 Undine........................................... 190
Murcielago..................................... 96 Scissorscorpion.............................. 84 Unicorn.......................................... 176
Murder Hornet............................... 121 Scorpo........................................... 162 Vampire Tetrahedron..................... 104
Muspell......................................... 195 Sea Serpent................................... 115 Vangiga.......................................... 212
Nazrak........................................... 202 Selassaroui.................................... 207 Varg............................................... 176
Noisy Rattlesnake.......................... 117 Shabalay........................................ 206 Vila................................................ 188
Nuzumal........................................ 200 Shade............................................ 189 Volticfist........................................ 87
Nymph........................................... 194 Shadow Teamster.......................... 151 Vulture.......................................... 108
Oak Golem..................................... 227 Sharp Nails..................................... 108 Warring Ash................................... 140
Oak Hound..................................... 227 Shield Hoodling............................. 74 Werewolf...................................... 87
Ogre Berserker............................... 95 Sihalus........................................... 205 Will-o'-Wisp................................... 187
Ogre Warlord................................. 98 Sinker House.................................. 152 Wolf.............................................. 106
Ogre Wizard................................... 89 Skadi.............................................. 196 Wraith........................................... 145
Ogre.............................................. 83 Skald.............................................. 219 Xenu.............................................. 203
Onyx Basilisk.................................. 100 Skeleton Archer............................. 135 Yggdrasil Sapling............................ 132
Ordinary Person............................. 217 Skeleton Guardian......................... 139 Zalbard.......................................... 203
Pack Leader.................................... 108 Skeleton Heavy Archer................... 138 Zerlay Dorn.................................... 168
Pegasus......................................... 175 Skeleton Soldier............................ 137 Zerlay............................................ 159
Peri................................................ 194 Skeleton........................................ 133 Zombie.......................................... 134

239
Monsters by Level
Level 0 Level 3 Level 4
Ordinary Person Humanoid 217 Centaur Barbarous 74 Bolg Highlander Barbarous 76
Familiar: Bird Construct 236 Shield Hoodling Barbarous 74 Medusa Barbarous 76
Familiar: Cat Construct 236 Hook Hoodling Barbarous 74 Lizardman Barbarous 76
Familiar: Frog Construct 236 Hugl Caster Barbarous 75 Lizardman Bearer Barbarous 76
Familiar: Snake Construct 236 Hog Hoodling Barbarous 75 Lesser Ogre Barbarous 77
Familiar: Spider Construct 236 Bolg Barbarous 75 Loreley Barbarous 77
Anaconda Animal 107 Vulture Animal 108
Grey Lynx Animal 107 Sharp Nails Animal 108
Level 1 Pack Leader Animal 108 Giant Crab Animal 108
Arrow Hoodling Barbarous 72 Dancing Thorn Plant 125 Dinos Animal 109
Kobold Barbarous 72 Ghoul Undead 134 Poisonous Spillbug Animal 109
Dagger Hoodling Barbarous 72 Skull Bird Undead 134 Lizard Fly Animal 110
Wolf Animal 106 Dry Corpse Undead 135 Coiled Ivy Plant 125
Giant Gadfly Animal 106 Bloodling Undead 135 Stepping Leaf Plant 125
Skeleton Undead 133 Gargoyle Construct 149 Skeleton Archer Undead 135
Revenant Undead 133 Calvert Slime Construct 149 Death Sword Undead 135
Ghast Construct 148 Door Limiter Construct 149 Flying Hands Undead 136
Mengle Daemon 200 Kagner Magitech 159 Bone Hound Undead 136
Cutting Torch Magitech 159 Ghast Knight Construct 150
Zerlay Magitech 159 Trap Mixer Construct 150
Level 2 Redorn Magitech 159 Barba Magitech 160
Gremlin Barbarous 72 Deela Harpy Mythical Beast 174 Burrdorn Magitech 160
Goblin Barbarous 73 Bannik Fairy 187 Kamawet Mythical Beast 174
Saber Hoodling Barbarous 73 Will-o'-Wisp Fairy 187 Hellhound Mythical Beast 174
Sahagin Barbarous 73 Einsel Fairy 187 Aetherbeast Daemon 201
Hugl Barbarous 74 Swarm of Muryans Fairy 188 Abyss Minions Daemon 201
Giant Lizard Animal 106 Erbirea Daemon 200 Kekkubak Daemon 201
Dolphin Animal 106 Nuzumal Daemon 200 Scarred Humanoid 218
Purple Ant Animal 107 Mounted Bandit Humanoid 217 Promising Magic
Steam Pod Plant 125 Humanoid 218
Swift Blade Humanoid 218 Warrior
Ghost Undead 134 Straw Bird Construct 228 Bandit Leader Humanoid 218
Zombie Undead 134 Loam Puppet Construct 228 Bone Animal Construct 228
Ghast Lurker Construct 148 Leather Fish Construct 229
Cheap Stone Construct 149 Flabby Golem Construct 229
Dorn Magitech 158
Magireplica Magitech 158
Achlis Mythical Beast 174
Imp Daemon 200
Bandit Archer Humanoid 217
Bandit Trooper Humanoid 217
Oak Golem Construct 227
Oak Hound Construct 227

240
Part 2 Monsters

Level 5 Level 6 Level 7


Arakcruder Barbarous 77 Diablo Cadet (Daemon Ogre Barbarous 83
Barbarous 80
Androscorpion Barbarous 78 Form) Drake (Dragon Form) Barbarous 83
Goblin Shaman Barbarous 78 Arbor Barbarous 81 Scissorscorpion Barbarous 84
Dawn Walker Barbarous 78 Quepala Barbarous 81 Tannoz Barbarous 84
Hugl Assaulter Barbarous 79 Centaur Impaler Barbarous 82 Dawn Ripper Barbarous 84
Bolg Heavy Arm Barbarous 79 Troll Barbarous 82 Minotaur Barbarous 85
Merman Barbarous 79 Merman Bishop Barbarous 82 Lizardman Mariner Barbarous 85
Diablo Cadet Rumblefist Barbarous 82 Sabertooth Tiger Animal 113
Barbarous 80
(Human Form) Drake (Human Form) Barbarous 83 Giant Eagle Animal 113
Crocodile Animal 110 Iron Turtle Animal 111 Fossil Chrysalis Animal 114
Sandworm Animal 110 Calvert Worm Animal 111 Forest Kong Animal 114
Dark Sweeper Animal 110 Grizzly Bear Animal 112 Entlet Plant 127
Tiger Animal 111 Crimson Maggot Animal 112 Jack O'Lantern Undead 139
Bloody Petal Plant 126 Plain Centipede Animal 112 Skeleton Guardian Undead 139
Adapsia Undead 136 Petroviper Animal 113 Dullahan Undead 139
Ghoul Mage Undead 136 Gradient Plum Plant 126 Warring Ash Undead 140
Skeleton Soldier Undead 137 Meria Mistletoe Plant 126 Ghast Bishop Construct 152
Phantom Undead 137 Iceman Undead 137 Scarlet Stamp Construct 152
Deck Chest Trap Construct 150 Skeleton Heavy Archer Undead 138 Fixed Zerlay Magitech 163
Homunculus Construct 150 Blood Sucker Undead 138 Hibrayzan Magitech 164
SZerlay Magitech 160 Lanternhead Undead 138 Lang Kagner Magitech 164
Deg Kagner Magitech 161 Shadow Teamster Construct 151 Antar Mythical Beast 177
Miga Magitech 161 Junkwalker Construct 151 Amphisbaena Mythical Beast 177
Thunderbird Mythical Beast 175 Swordmaton Construct 151 Griffon Mythical Beast 177
Pegasus Mythical Beast 175 Plasma Sphere Construct 152 Undine Fairy 190
Ratatoskr Mythical Beast 175 Gur Barba Magitech 161 Cait Sith Fairy 190
Vila Fairy 188 Scorpo Magitech 162 Salamander Fairy 190
Echo Fairy 188 Barren Dorn Magitech 162 Sylph Fairy 190
Shade Fairy 189 Mythical Gnome Fairy 191
Varg 176
Sprite Fairy 189 Beast Argagis Daemon 204
Menehune Fairy 189 Mythical Grunel Daemon 204
Emerald Raccoon 176
Agare Daemon 202 Beast Jinune Daemon 204
Nazrak Daemon 202 Mythical Sihalus Daemon 205
Unicorn 176
Movkira Daemon 202 Beast Evil Priest Humanoid 220
Skilled Mercenary Humanoid 219 Zalbard Daemon 203 Scale Flipper Construct 231
Emerging Sniper Humanoid 219 Xenu Daemon 203 Familiar II: Bird Construct 237
Dedicated Wizard Humanoid 219 Doubleburg Daemon 203 Familiar II: Cat Construct 237
Stone Servant Construct 230 Skald Humanoid 219 Familiar II: Frog Construct 237
Strong Heavy Warrior Humanoid 220 Familiar II: Snake Construct 237
Brasswing Construct 230 Familiar II: Spider Construct 237

Level 8
Arakcruder Hunter Barbarous 85
Arbor Senior Barbarous 86
Quepala Sage Barbarous 86
Dark Troll Barbarous 86
Loud Bolg
Barbarous 87
Commander
Volticfist Barbarous 87
Werewolf Barbarous 87
Basilisk (Human
Barbarous 88
Form)
Crash Bear Animal 114
Sea Serpent Animal 115
Fake Angler Animal 115
Frost Panther Animal 116
Giant Fluffball Plant 127
Corpse Mass Undead 140
Specter Undead 140
High Revenant Undead 141
Blood Swamp Undead 141
Sinker House Construct 152
Malicious Dresser Construct 153
Star Sniper Magitech 165
Domsva Magitech 166
Maris Barba Magitech 166
Tilgris Mythical Beast 178
Brutal Varg Mythical Beast 178
Ringing Rain Deer Mythical Beast 178
Dark Bully Daemon 205
Terror Beast Daemon 206
Alchemist Scholar Humanoid 220
Thoughtful Forest
Humanoid 220
Master
Rock Golem Construct 231

241
Level 9 Level 11 Level 14
Basilisk (Monstrous Diablo Lieutenant Onyx Basilisk
Barbarous 88 Barbarous 94 Barbarous 100
Form) (Daemon Form) (Monstrous Form)
Ogre Wizard Barbarous 89 Ogre Berserker Barbarous 95 Bolg Suppressor Barbarous 101
Grendel Barbarous 89 Tannoz Veteran Barbarous 95 Roc Animal 123
Tannoz Cleric Barbarous 89 Murcielago Barbarous 96 Daemonwood Plant 130
Hugl Motor Barbarous 90 Lesser Vampire Barbarous 96 Undead General Undead 146
Minotaur Caster Barbarous 90 Desert Scorpion Animal 120 Carbide Claws Construct 156
Drake Baron (Human Hydra Animal 120 Skyship Magitech 171
Barbarous 91
Form) Murder Hornet Animal 121 Vangiga Daemon 212
Giant Bohr Animal 116 Fungal Parasite Plant 128 Dreadbar Daemon 213
Noisy Rattlesnake Animal 117 Dullahan Lord Undead 144
Brafotes Animal 117 Mummy Lord Undead 144
Green Cemetery Animal 128 Rotten Beast Undead 144 Level 15
Banshee Undead 141 Exceed Disaster Construct 155 Hecatoncheires Barbarous 101
Bone Knight Undead 142 Maginohek Magitech 169 Murcielago Latigo Barbarous 102
Mummy Undead 142 Railway Cannon Magitech 170 Diablo Captain
Barbarous 102
Alert Gramophone Construct 154 Gurangatch Mythical Beast 181 (Human Form)
Phosphor Sphere Construct 154 Caron Fairy 192 Blazing Mammoth Animal 123
Eltrias Magitech 167 Domovoy Fairy 193 Megalomor Plant 130
Dimateravia Magitech 167 Fylgja Fairy 193 Giant Zombie Undead 146
Barba Kagner Magitech 168 Peri Fairy 194 Dragon Fortress Magitech 172
Catoblepas Mythical Beast 179 Ezerve Daemon 208 Sphinx Mythical Beast 183
Chimera Mythical Beast 179 Cerberus Daemon 209 Amalthea Fairy 195
Python Mythical Beast 180 Sallytegane Daemon 210 Skadi Fairy 196
Cu Sith Fairy 191 Heavy Shielded Guard Humanoid 221 Sleipnir Fairy 196
Dryad Fairy 191 Iron Golem Construct 233 Doppelganger Daemon 213
Puck Fairy 192 Barusa Biyone Daemon 214
Frau Fairy 192
Godbell Daemon 206 Level 12
Shabalay Daemon 206 Garuda Barbarous 97 Level 16
Ragnakang Daemon 207 Quepala Chief Barbarous 97 Diablo Captain
Barbarous 103
Lone Kick Master Humanoid 221 Succubus Barbarous 98 (Daemon Form)
Fairy Swordsman Swamp Worm Animal 121 Succubus Knight Barbarous 103
Humanoid 221 Megaloceros Animal 122 Green Torch Plant 131
Expert
Bronze Golem Construct 232 Belladonna Plant 129 Goldface Construct 156
Cursed Artist Undead 145 Colossus: Knight Magitech 173
Buckbaird Construct 156 Lada Adroda Daemon 214
Level 10 Material Dealer Magitech 170
Drake Baron (Dragon Kujata Mythical Beast 182
Form)
Barbarous 91
Holgrad Daemon 210 Level 17
Arakcruder Predator Barbarous 92 Lunzemase Daemon 210 Vampire Tetrahedron Barbarous 104
Arbor Elder Barbarous 92 Granite Shell Construct 233 Drake Count (Human
Barbarous 105
Dark Troll Adept Barbarous 92 Form)
Hill Giant Barbarous 93 Efreet Fairy 197
Bolg Assassinator Barbarous 93 Level 13 Jinn Fairy 197
Diablo Lieutenant Ogre Warlord Barbarous 98 Titan Fairy 198
Barbarous 94 Blood Troll Barbarous 99 Titania Fairy 198
(Human Form)
Sky Whale Animal 118 Onyx Basilisk (Human Mimir Fairy 199
Barbarous 100 Maeve Fairy 199
Marsavra Animal 119 Form)
Red Helm Animal 119 Lunoicos Animal 122 Endertuz Daemon 215
Living Tree Plant 128 Abyss Tree Plant 129
Ghost Horse Undead 142 Daemonwood Branch Plant 130
Mad Blood Undead 143 Wraith Undead 145 Level 18
Colossus: Pawn Magitech 171 Drake Count (Dragon
Rotten Wanderer Undead 143 Barbarous 105
Lesser Dragon Mythical Beast 182 Form)
Alchemy Tooth Construct 154
Caron Fairy 192 Tyrant Regilex Animal 124
Carnage Table Construct 154
Nymph Fairy 194 Dark Hierophant Undead 146
Zerlay Dorn Magitech 168
Muspell Fairy 195 Greater Dragon Mythical Beast 184
Cockatrice Mythical Beast 180
Great Varg Mythical Beast 180 Lethe Fairy 195
Foregone Daemon 211
Draconet Mythical Beast 181
Rigogan Daemon 211
Level 19
Selassaroui Daemon 207 Geldam Daemon 216
Mahatiga Daemon 208 Platinum Dragon Construct 234
Melbiz Daemon 208
Heretic Priest Humanoid 221 Level 20
Rutile Raptor Construct 232 Yggdrasil Sapling Plant 132
Dragon Zombie Undead 147
Mithril Golem Construct 157

Level 25
Elder Dragon Mythical Beast 186

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Part 2 Monsters

Designer's Notebook
Kei Kitazawa Tanaka Kouji
Sorry for the wait. The second major supplement for This supplement is undoubtedly the largest
"Sword World 2.5" is the monster collection! "supplement" project that I have ever been involved in. The
While the number of monsters in "Core Rulebook I - book, titled "Monstrous Lore," contains almost all the
III" was already quite large, this volume includes reprinted monsters that appeared in SW2.5. I believe this book is
monsters from supplements and the SW2.0 era, as well as truly worthy of being called a "monster compendium."
new monsters in abundance. As a result, the total number Additionally, two new Wizard-Type Classes, Druid and
of monsters is almost 400, and the number of pages is the Warlock, have been added to this issue with the themes of
largest in the history of "SW2.0-2.5". monster usage and symbiosis. Both of these classes are a
In addition, two new monster-related classes have been little more peculiar than the previous classes, but they are
added. The long-awaited Warlock class has finally arrived, easy to understand. We are confident that you will enjoy
and a completely new Druid class has been added to the both the data and role-playing associated with them, so
Alframe continent. please learn the classes and give them a try.
The book was designed by the SW group, with Kouji The cooperation of Kei Kitazawa, Miyuki Kiyomatsu,
Tanaka and Miyuki Kiyomatsu as the authors. Miyuki and other predecessors of Group SNE, as well as the
Kiyomatsu designed the Druid class, and Tanaka Kouji editorial staff, was indispensable in compiling this huge
designed the Warlock class, which was test-played by all the volume. I would like to thank them for their contributions.
members of the group. We hope to see you again when you become familiar
Thanks to the cooperation of many other people, this with the biology of the monsters in this book and are ready
book has been completed. to pass on this knowledge as a legacy.
With the introduction of new classes and monsters, the
scope of play has expanded even further. We hope you will
experience new and exciting adventures with us.

Staff List Web Content


Supervision:……………………………. Kei Kitazawa
(Group SNE site)
Writers:……..…………………………… Kei Kitazawa, Tanaka
http://www.groupsne.co.jp/
Kouji, Miyuki You can find here errata and FAQ, and interviews.
Kiyomatsu
Development: ………………………… Group SNE (Fujimi Shobo official TRPG ONLINE Introduction page
Cover Illustration:……………………. Ishosho of “Sword World 2.5”)
Frontispiece Illustration:…………… Shoko Nakazawa, https://fujimi-trpg-online.jp/game/sw25.html
Shiroichi Ohno, Tai This page contains information on downloads for various
Nakajima, Morechand sheets and new releases.
Text Illustrations:………………….… Usui Rina, Kankuro,
Susumu Kuroi, Konno
Takashi, Shoko
Nakazawa, Shiroichi Original Release Date: 2020/10
Ohno, Tai Nakajima,
Translation Release Date: 2023/06
Koji Nishino, Yukihiro
Maruo, Mikako Mikagi,
Morechand
Text Design:…………………………... Takahiro Sato This is a free, unofficial, fan-based translation.
Original Editing: ……………….……. Ryosuke Takeda Please support original creators by buying Sword
World books and supplements.
Translation:…............................... Auquid, Momo
Translation Editing:………..….……. Auquid

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