Savage Monsternomicon 2
Savage Monsternomicon 2
For use with Savage Requiem, an Iron Kingdoms translation for Savage Worlds
This document provides Savage Worlds Adventure Edition (SWAdE) stat blocks for creatures
and NPCs found in the Monsternomicon: The Lost Pages for 5th Edition. We strongly
recommend purchasing the Iron Kingdoms campaign setting and Monsternomicon: The Lost
Pages by Privateer Press for complete details about the setting and entries presented here.
Credits
Iron Kingdoms created by: Matthew D. Wilson (Privateer Press)
Savage Worlds game designed by: Shane Hensley, with Clint Black
Setting adapted by: Peter Adams (architech99#7462) & Michael Scott with additional review
by SteelDraco. Find out where you can find us online at
www.mymegaverse.org/about/communities!
Bog Trogs
Bog trogs have the following common abilities:
● Aquatic: Pace 8.
● Bite/Claws: Str+d4.
● Camouflage (Swamp/Marshland): See the Savage Worlds Fantasy Companion.
● Cold-Blooded: Subtract 1 from Agility, Strength, and Vigor rolls after spending more
than 10 minutes in temperatures below 60 degrees F.
● Low Light Vision: Ignore penalties for Dim and Dark Illumination.
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Athletics d6, Fighting d8, Notice d6, Stealth d8, Survival d6
Special Abilities
Edges: —
Gear: Blowgun (Range 3/6/12, d4-2 damage, Poison), bog trog armor (+1)
Edges: Brave
Gear: Bog trog armor (+1), spear (Str+d6, Reach 1, Parry +1)
Croaks
Croak Raider
Attributes: Agility d8, Smarts d4, Spirit d8, Strength d8, Vigor d6
Skills: Athletics d8, Fighting d4, Intimidation d6, Notice d6, Persuasion d4, Survival d8
Edges: —
Gear: Flaming dart (Range 4/8/16, Str+d4, Fire), hide armor (+2)
Special Abilities
● Cold-Blooded: Subtract 1 from Agility, Strength, and Vigor rolls after spending more
than 10 minutes in temperatures below 60 degrees F.
● Immunity: Poison.
● Leaper: The character can leap twice as far as listed under Movement in Savage
Worlds and gains +4 to damage when leaping as part of a Wild Attack.
● Oil Gourd: Croak raiders carry a gourd filled with a sticky, flammable oil that they use
to immolate their enemies (Range 4/8/16, 2d6 damage per turn for two turns when
ignited).
● Pack Tactics: Croak raiders apply their Gang-Up Bonus from fellow raiders both to hit
and damage their prey.
● Poison (Contact): Mild
● Semi-Aquatic: Croaks can hold their breath for 15 minutes before checking for
drowning and swim at Pace 8.
● Wall Walker: Croaks can walk on vertical surfaces normally, or inverted surfaces at half
Pace.
Croak Trapper
Attributes: Agility d8, Smarts d4, Spirit d8, Strength d8, Vigor d6
Skills: Athletics d8, Fighting d6, Notice d8, Stealth d8
Edges: —
Gear: Dagger (Str+d4), hide armor (+2), net (Range 3/6/12, with a successful attack, target is
Entangled), trap-making kit.
Special Abilities
Croak Underchief
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d6
Skills: Athletics d6, Faith d8, Fighting d6, Notice d4, Persuasion d6, Stealth d8
Special Abilities
● Bite: Str+d4.
● Cold-Blooded: Subtract 1 from Agility, Strength, and Vigor rolls after spending more
than 10 minutes in temperatures below 60 degrees F.
● Immunity: Poison.
● Leaper: The character can leap twice as far as listed under Movement in Savage
Worlds and gains +4 to damage when leaping as part of a Wild Attack.
● Poison (Contact): Mild
● Semi-Aquatic: Croaks can hold their breath for 15 minutes before checking for
drowning and swim at Pace 8.
● Wall Walker: Croaks can walk on vertical surfaces normally, or inverted surfaces at half
Pace.
Farrow
Gear: —
Special Abilities
● Armor: +1
● Claws/Tusks: Str+d6. Heavy Weapon.
● Keen Senses (Smell): Farrow add 2 to Notice rolls involving Smell.
● Size 2
Gear: —
Special Abilities
● Armor +3: Heavy Armor.
● Construct: +2 to recover from being Shaken; ignores 1 point of Wound penalties; does
not breathe or suffer from disease or poison.
● Hardy: A second Shaken result does not cause a Wound.
● Mechano-Claw: Str+d8. Heavy Weapon.
● Innate Powers: Burst (Athletics - flamethrower).
● Keen Senses (Smell): Farrow add 2 to Notice rolls involving Smell.
● Size 3
● Steam Power: Requires fuel to operate; 12 hours of general use; 2 hours of combat.
● Tusks: Str+d6
Farrow Splatter Boar
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6, Shooting d8, Survival d4
Edges:
Gear: Alchemical Mortar (Range 24/48/96, 4d8 damage, MBT, Alchemical shells), Gas mask
Special Abilities
● Alchemical Shells: In place of the standard alchemical mortar attack the splatter boar
can instead launch a smoke grenade (Savage Worlds Adventure Edition) or a fear
grenade (as the fear power with the LBT modifier, using the Shooting roll as arcane skill
roll).
● Armor +2: Heavily muscled and thick, leathery hide.
● Claws: Str+d6.
● Keen Senses (Smell): Farrow add 2 to Notice rolls involving Smell.
● Size 2
● Tusks: Str+d8.
Farrow Warlock
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Faith d8, Fighting d6, Notice d6, Repair d4, Shooting d6, Stealth d8
Gear: Club (Str+d4), scattergun (Range 12/24/48, 1-3d6 damage), leather armor (+2)
Special Abilities
● Controller (Farrow Resonance)
● Fearless: Farrow warlocks are immune to Fear and Intimidation.
● Keen Senses (Smell): Farrow add 2 to Notice rolls involving Smell.
● Powers: Boost/lower Trait, confusion, slumber, summon animal. Power Points: 10
Special Abilities
● Armor +4: Patchwork metal plates and hard muscle.
● Hardy: A second Shaken result does not cause a Wound.
● Keen Senses (Smell): Farrow add 2 to Notice rolls involving Smell.
● Size 3
● Steam Power: Requires fuel to operate; 12 hours of general use; 2 hours of combat.
● Tusks: Str+d8.
Gatorfolk
Special Abilities
Edges: Frenzy
Special Abilities
Special Abilities
Letheans
Lethean Warrior
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d8, Fighting d6, Notice d6, Stealth d6, Survival d6
Pace: 6; Parry: 6; Toughness: 7 (1)
Special Abilities
● Armor +1: Natural armor.
● Fist: Str+d4.
● Immunity: Poison.
● Iron Grip: Letheans receive a free reroll on Athletics and Strength rolls to maintain a
grapple.
● Low Light Vision: Letheans ignore Illumination penalties for Dim and Dark lighting.
● Wall Walker: Letheans can walk on vertical surfaces normally, or inverted surfaces at
half Pace.
⚙ Lethean Chieftain
Attributes: Agility d8, Smarts d4, Spirit d8, Strength d8, Vigor d6
Skills: Athletics d8, Battle d8, Fighting d8, Notice d6, Survival d8
Special Abilities
● Armor +2: Natural armor.
● Fist: Str+d4.
● Immunity: Poison.
● Iron Grip: Letheans receive a free reroll on Athletics and Strength rolls to maintain a
grapple.
● Low Light Vision: Letheans ignore Illumination penalties for Dim and Dark lighting.
● Wall Walker: Letheans can walk on vertical surfaces normally, or inverted surfaces at
half Pace.
Lethean Mystic
As a Lethean Warrior with the following abilities:
Gear: Short sword (Str+d6), leather armor (+2), rusty pistol (Range 15/30/60, 2d4 damage)
Special Abilities
Gear: alchemist leathers (+2), dagger (Str+d4), gas mask, alchemist’s bag
Special Abilities
Gear: Dagger (Str+d4), rusty pistol (Range 15/30/60, 2d4 damage), leather armor (+2)
Special Abilities
Creatures of Immoren
Archons
All archons presented here also have the same common archon abilities described in the
Savage Monsternomicon.
⚙ Death Archon
Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+1, Vigor d12
Skills: Athletics d6, Common Knowledge d6, Fighting d10, Intimidation d8, Notice d8
Special Abilities
⚙ Defiled Archon
Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+1, Vigor d12
Skills: Athletics d6, Common Knowledge d6, Battle d6, Faith d10, Fighting d10, Notice d8, Taunt
d8
Pace: 6; Parry: 8; Toughness: 17 (6)
Special Abilities
Argus Moonhound
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d8, Vigor d6
Skills: Athletics d6, Fighting d8, Notice d8, Stealth d8, Survival d10
Special Abilities
● All Around Vision: Ignore one point of Gang Up bonus, +2 to Notice rolls to resist
attacks from Stealth, and cannot be the target of a Sneak Attack.
● Armor +1: The argus moonhound has thick skin and fur.
● Bite: Str+d6.
● Keen Senses (Smell): Add 2 to Survival and Notice rolls involving smell.
● Low Light Vision: Ignore penalties for Dim and Dark Illumination
● Lunar Affinity: Over the three nights around each full moon, the argus moonhound’s
bite damage die by one step and they gain the Improved Frenzy Edge. During the full
moon, the argus moonhound’s Notice and Stealth also increase by two steps.
● Size 1
● Pack Tactics: The Argus applies Gang-Up Bonus from fellow Argus both to hit and
damage its prey.
Blackhide
Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d12+3, Vigor d10
Skills: Athletics d8, Fighting d8, Notice d8, Survival d6, Stealth d8
Special Abilities
● Armor +4: Natural armor. Heavy Armor.
● Bite/Claw: Str+d8
● Death Roll: On a successful bite attack the blackhide can initiate a grapple as a limited
free action.
● Fearless
● Keen Senses (Smell): Add 2 to Survival and Notice rolls involving smell.
● Low Light Vision: Ignore Illumination penalties for Dim and Dark lighting.
● Semi-Aquatic: Blackhides can hold their breath for 15 minutes before checking for
drowning and swim at their full Pace.
● Size 3
● Snacking: After swallowing a creature whole, blackhides gain +4 to their natural
healing roll until the swallowed creature is Incapacitated by digestion. At the start of
each of the blackhide’s turns, make a natural healing roll. Permanent injuries are
healed once all other wounds are healed.
● Swallow Whole: A character hit with a bite attack must make an Evasion roll or be
swallowed whole. At the start of each of the swallowed character’s turns after being
swallowed, it takes 3d6 damage from acid. If the blackhide is Shaken or Wounded a
character can make an opposed Athletics roll to escape. If the blackhide is
Incapacitated, swallowed characters are regurgitated.
Bog Constrictor
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d8, Vigor d6
Skills: Athletics d8, Fighting d6, Notice d6, Stealth d8
Edges: —
Special Abilities
● Arboreal: Bog constrictors are at home in trees and can move at their full pace in the
trees.
● Armor +1: Scaly skin.
● Bite: Str+d6.
● Blindsense: Cane leeches ignore invisibility, illusion, and all Illumination penalties.
● Camouflage (Swamp/Marshland): See the Savage Worlds Fantasy Companion.
● Constrict: Add 2 to Athletics and Strength rolls made to grapple.
● Semi-Aquatic: Bog constrictors can hold their breath for 15 minutes before checking
for drowning and swim at their full Pace.
Bog Gulper
Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d12+1, Vigor d12+1
Skills: Athletics d6, Fighting d8, Persuasion d8, Stealth d8
Special Abilities
● Aquatic: Pace 5. Bog gulpers can breathe in both air and water.
● Armor +3: Natural armor.
● Bite: Str+d8.
● Blindsense: Bog gulpers ignore invisibility, illusion, and all Illumination penalties.
● Claws: Str+d6.
● Innate Powers: Minor sound (Persuasion).
● Size 7: Large. Bog gulpers can take 1 additional Wound before being incapacitated.
● Swallow Whole: A character hit with a bite attack must make an Evasion roll or be
swallowed whole. At the start of each of the swallowed character’s turns after being
swallowed, it takes 3d6 damage from acid. If the bog gulper is Shaken or Wounded a
character can make an opposed Athletics roll to escape. If the bog gulper is
Incapacitated, swallowed characters are regurgitated.
Bone Shaker
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d4, Stealth d6
Edges: —
Special Abilities
● Aquatic: Pace 4.
● Bash: Str+d4. Bone strike.
● Dark Shroud: An MBT-sized area around the Bone Shaker decreases the Illumination
by one level (Dim becomes Dark, Dark becomes Pitch Black). Bone shakers are immune
to the effects of this ability.
● Size -1
● Swarm: +2 to recover from Shaken, Parry +2. Swarms take half damage from most
attacks. Only stomping and area effect attacks inflict full damage.
● Undead: +2 Toughness, +2 recover from Shaken, ignores additional damage from
Called Shots, ignores one point of Wound penalties. Immune to disease and poison.
Does not eat, breathe, or Bleed Out.
Cane Leech
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Fighting d4, Notice d6, Stealth d6
Edges: —
Special Abilities
● Aquatic: Pace 6
● Bite: Str+d6
● Blindsense: Cane leeches ignore invisibility, illusion, and all Illumination penalties.
● Blood Drain: With a successful bite attack that Shakes or Wounds the target, the cane
leech attaches to the target. At the beginning of the target’s turn, the target must make
a Vigor roll or take a wound. On a raise, the Cane Leech is full and detaches on its own
and slithers away. A character can detach a cane leech with a successful Healing roll.
● Breath Weapon: Purged stomach contents. Characters hit must make an Agility roll or
be knocked prone. A cane leech cannot use this ability again until it feeds using the
Blood Drain ability.
● Size -1
Cavewort
Attributes: Agility d4, Smarts d4 (A), Spirit d4, Strength d8, Vigor d6
Skills: Athletics d8, Fighting d4
Edges: —
Special Abilities
● Blindsense: Cavewort ignores invisibility, illusion, and all Illumination penalties.
● Fearless
● Immunity: Acid and poison.
● Innate Powers: Minor damage field.
● Size -1
● Tendril: Str+d4, Reach 1.
● Weakness (Smoke): Smoke dulls the cavewort’s sense, rending it blind (same as the
blind power).
Disembodied
Attributes: Agility d6, Smarts d6, Spirit d10, Strength d4, Vigor d6
Skills: Faith d8, Fighting d8, Intimidation d8, Occult d10
Special Abilities
● Claw: Str+d4. On a successful attack that causes Shaken or a Wound, the target must
make a Vigor roll or suffer one level of Fatigue. This can incapacitate the target. When a
target suffers Fatigue, the disembodied heals one Wound.
● Ethereal: Disembodied are immaterial at will and can only be harmed by magical
attacks.
● Fearless: Disembodied are immune to Fear and Intimidation.
● Flight: Pace 8.
● Immunity: Cold, necrotic energy.
● Innate Powers: Blind (Faith), curse (Faith), dispel (Faith), fear (Faith), lower Trait (Any)
(Faith), smite (Faith).
● Night Vision: Ignore all penalties for Illumination.
● Rejuvenation: When a disembodied is Incapacitated, it regains all Wounds within one
hour unless holy water is sprinkled on its remains, its remains are destroyed, or a
character casts the dispel power on its remains.
● Shroud of Blasphemy: Allied undead within a LBT area centered on the disembodied
make make one free Soak roll when resisting damage caused by the Destroy Undead
Edge.
● Undead: +2 Toughness, +2 recover from Shaken, ignores additional damage from
Called Shots, ignores one point of Wound penalties. Immune to disease and poison.
Does not eat, breathe, or Bleed Out.
Dragon Fish
Edges: —
Special Abilities
● Aquatic: Pace 8.
● Bite: Str+d4
● Bloodlust: At the start of a dragon fish’s turn, if it detects blood in the water, it
becomes Berserk (per the Berserk Edge).
● Keen Senses (Smell): Dragon fish add 2 to Notice and Survival rolls relying on smell.
● Low Light Vision: Dragon fish ignore Illumination penalties for Dim and Dark lighting.
● Size -4
Edges: —
Special Abilities
● Aquatic: Pace 8.
● Bite: 2d4
● Bloodlust: At the start of a dragon fish’s turn, if it detects blood in the water, it
becomes Berserk (per the Berserk Edge).
● Keen Senses (Smell): Dragon fish add 2 to Notice and Survival rolls relying on smell.
● Low Light Vision: Dragon fish ignore Illumination penalties for Dim and Dark lighting.
● Swarm: +2 to recover from Shaken, Parry +2. Swarms take half damage from most
attacks. Only stomping and area effect attacks inflict full damage.
Gallows Tree
Attributes: Agility d4, Smarts d4 (A), Spirit d4, Strength d4, Vigor d10
Skills: Notice d6, Stealth d10
Special Abilities
● Blindsense: Gallows trees ignore invisibility, illusion, and all Illumination penalties
● Camouflage (Woodland): See the Savage Worlds Fantasy Companion.
● Conduit (Devourer Resonance)
● Entropic Force: All attacks within 12” and using natural weapons become Rending
Attacks (see the Rending Attack ability).
● Fearless
● Innate Powers: Minor teleport.
● Size 2
Gorol
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+6, Vigor d12
Skills: Athletics d8, Fighting d8, Intimidation d6, Notice d6
Special Abilities
● Bite: Str+d8.
● Claws: Str+d6.
● Size 7: Large. Gorol can take 1 additional Wound before being Incapacitated.
● Trample: Str+d6.
Gorol Alpha
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+8, Vigor d12+2
Skills: Athletics d10, Fighting d10, Intimidation d6, Notice d8
Special Abilities
● Bite/Claws: Str+d8.
● Size 8: Huge. Gorol alphas can take 2 additional Wounds before being Incapacitated.
● Trample: Str+d6.
Ikoskit
Attributes: Agility d8, Smarts d8 (A), Spirit d6, Strength d8, Vigor d6
Skills: Athletics d8, Fighting d6, Notice d6, Stealth d12
Edges: —
Special Abilities
● Armor +1: Natural armor.
● Bite/Claws: Str+d4
● Blood Drain: Each round, at the start of the ikosit’s turn, grappled targets must make a
Vigor roll as long as they remain Bound or Entangled by the creature. Failure inflicts
one level of Fatigue and the ikosit is healed one Wound. This can incapacitate the
target.
● Keen Senses (Smell): Ikosit add 2 to Notice and Survival rolls using their sense of
smell.
● Leaper: Ikosit can leap twice as far as listed under Movement in Savage Worlds and
gains +4 to damage when leaping as part of a Wild Attack.
● Night Vision: Ikosit ignore all Illumination penalties.
● Size -1
● Sunlight Sensitivity: Ikosit suffer -2 to attack and skill rolls when in direct sunlight.
Ironback
Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d10, Vigor d8
Skills: Athletics d6, Fighting d8, Stealth d6, Survival d4
Edges: —
Special Abilities
● Armor +5: Dorsal plates. Heavy Armor.
● Bite/Claw: Str+d6. Heavy Weapon.
● Breath Weapon: 3d6 damage. Acid, Heavy Weapon, MBT.
● Dorsal Plates: Creatures adjacent to or grappled by an ironback at the end of its turn
take 2d4 damage.
● Semi-aquatic: Ironbacks can hold their breath for 1 hour before checking for drowning
and swim at Pace 6.
● Shell: When an ironback uses the Defend action, it retracts into its shell. Attacks
against the creature follow the rules for Breaking Things (see Savage Worlds core
rules).
● Size 3
Lemax
Attributes: Agility d8, Smarts d10 (A), Spirit d6, Strength d4, Vigor d6
Skills: Athletics d8, Fighting d6, Notice d4
Edges: —
Special Abilities
● Bite/Claws: Str+d4
● Breath Weapon: 2d4 damage. Acid, single target.
● Low Light Vision: Lemax ignore Illumination penalties for Dim and Dark lighting.
● Pack Tactics: Lemax apply their Gang-Up Bonus from fellow raiders both to hit and
damage their prey.
● Size -2
⚙ Pureblood Warpwolf
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+1, Vigor d12
Skills: Athletics d10, Fighting d10, Notice d8, Stealth d10, Survival d8
Special Abilities
● Armor +3: Armor plating protects the pureblood warpwolf from harm.
● Bite/Claw: Str+d8. Heavy Weapon.
● Fast Regeneration: Pureblood warpwolves make a Natural Healing roll at the start of
their turn.
● Infravision: Halve Illumination penalties when attacking warm targets.
● Innate Powers: Minor arcane protection, burst (Athletics - Death Howl), minor boost
Trait (Strength), minor intangibility.
● Keen Senses (Hearing, Smell): Add 2 to Notice and Survival rolls involving the
warpwolf’s hearing or smell.
● Reactive Warping: After being Wounded, a pureblood warpwolf may spend a Benny to
immediately use an innate power.
● Size 3
Screecher
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d6, Notice d6, Stealth d8
Edges: —
Special Abilities
● Armor +1: Natural armor.
● Bite/Claws: Str+d4.
● Innate Powers: Minor stun (Agility).
● Low Light Vision: Ignore Illumination penalties for Dim and Dark lighting.
● Size -2
Shagmar
Attributes: Agility d4, Smarts d4 (A), Spirit d6, Strength d12+3, Vigor d10
Skills: Fighting d4, Notice d6
Special Abilities
● Armor +1: Thick fur and dense muscle.
● Gore/Slam: Str+d8.
● Siege Monster: Shagmar deal +2d6 damage to structures and objects.
● Size 6: Large. Shagmar can take 1 additional Wound before becoming incapacitated.
● Trample: Str+d6
Snapper
Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d10, Vigor d8
Skills: Athletics d6, Fighting d6, Notice d4, Stealth d8
Edges: Beserk
Special Abilities
● Armor +1: Natural armor.
● Bite: Str+d6.
● Dorsal Plates: Creatures adjacent to or grappled by a snapper at the end of its turn
take 2d4 damage.
● Fearless
● Semi-aquatic: Snappers can hold their breath for 15 minutes before checking for
drowning and swim at Pace 6.
● Size 2
⚙ Swamp Horror
Attributes: Agility d6, Smarts d4 (A), Spirit d8, Strength d12+3, Vigor d12+1
Skills: Athletics d8, Fighting d8, Notice d6, Stealth d6, Survival d6
Edges: —
Special Abilities
● Aquatic: Pace 8. Swamp horrors cannot drown.
● Armor +3: Natural armor.
● Bite: Str+d8. Heavy Weapon.
● Fearless
● Night Vision: Swamp horrors ignore all Illumination penalties.
● Siege Monster: Swamp horrors deal +2d6 damage to structures and objects.
● Size 5
● Swat: Swamp horrors ignore up to 4 points of Scale penalties when attacking creatures
smaller than itself.
● Tentacles (4): A swamp horror has four tentacle actions and Reach 2. It may lash with
its tentacles for Str+d6 damage. Add 2 to rolls made to grapple opponents. Bound or
Entangled prey may be bitten as usual.
● Wall Walker: These creatures can walk on vertical surfaces normally, or inverted
surfaces at half Pace.
Swamp Spirit
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d4, Vigor d6
Skills: Fighting d8, Notice d6
● Bite: Str+d6. Targets Shaken or Wounded by this attack must make a Fear roll.
● Cull the Herd: When attacking a Frightened or Panicked creature, swamp spirits have
The Drop.
● Ethereal: Swamp spirits are immaterial at will and can only be harmed by magical
attacks.
● Environmental Resistance (Acid, Fire, Electricity): Add 4 to Toughness vs acid, fire,
and electricity-based attacks and add 4 to rolls when resisting the effects of these
Hazards.
● Fearless: Swamp spirits are immune to Fear and Intimidation.
● Immunity: Cold, necrotic energy, poison
● Innate Powers: Bolt (Agility), burst (Agility), curse (Agility).
● Night Vision: Swamp spirits ignore all Illumination penalties.
● Strength from Death: When a creature within 12” of a swamp spirit is incapacitated,
the swamp spirit gains Resilient.
● Size 2
● Undead: +2 Toughness, +2 recover from Shaken, ignores additional damage from
Called Shots, ignores one point of Wound penalties. Immune to disease and poison.
Does not eat, breathe, or Bleed Out.
Tatzylwurms
Coral Tatzylwurm
Attributes: Agility d8, Smarts d8 (A), Spirit d7, Strength d12, Vigor d10
Skills: Athletics d8, Fighting d8, Stealth d6, Survival d6
Edges: —
Special Abilities
● Armor +2: Natural armor.
● Bite: St+d6.
● Blindsense: Coral tatzlwurms ignore invisibility, illusion, and all Illumination penalties.
● Breath Weapon: Coral tatzylwurms spit acid for 3d6 damage using the Stream
Template.
● Burrow: Pace 3.
● Constrict: Add 2 to Athletics and Strength rolls made to grapple.
● Fearless: Coral tatzylwurms are immune to Fear and Intimidation.
● Immunity: Poison, cannot be Stunned.
● Keen Senses (Smell): Coral tatzylwurms add 2 to Notice and Survival rolls that rely on
smell.
● Low Light Vision: Ignore Illumination penalties for Dim and Dark lighting.
● Size 2
● Sunlight Sensitivity: Coral tatzylwurms are Distracted while in direct sunlight.
Feathered Tatzylwurm
Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d10, Vigor d10
Skills: Athletics d8, Fighting d6, Stealth d6, Survival d6
Edges: —
Special Abilities
● Armor +2: Natural armor.
● Bite: Str+d6. When a target is Shaken or Wounded by this attack, the tatzylwum may
spend a Benny to activate their Innate Power.
● Breath Weapon: Lethal poison. When a target is Shaken or Wounded by this attack,
the tatzylwum may spend a Benny to activate their Innate Power.
● Fearless: Feathered tatzylwurms are immune to Fear and Intimidation.
● Glide: Feathered tatzylwurms only fall up to their pace per turn and may move
horizontally up to their pace while falling during each of their turns.
● Immunity: Poison.
● Innate Powers: Minor puppet with the Range Limitation.
● Leaper: Feathered tatzylwurms can jump twice as far as listed under Movement, page
92. In addition, they add +4 to damage when leaping as part of a Wild Attack instead of
the usual +2.
● Low Light Vision: Feathered tatzylwurms ignore Illumination penalties for Dim and
Dark lighting.
Trolls
All trolls presented here also have the same common troll abilities described in the Savage
Monsternomicon.
Special Abilities
● Aquatic: Pace 6. Deepborn dire trolls cannot drown.
● Armor +2: Crustacean armor plates and dense muscles. Heavy Armor.
● Night Vision: Ignore all Illumination penalties.
● Bite: Str+d8.
● Claw: Str+d4.
● Size 3
● Snacking: After swallowing a creature whole, dire trolls gain +4 to their natural healing
roll until the swallowed creature is Incapacitated by digestion.
● Swallow Whole
● Trample: Str+d6.
● Unstoppable
● Very Resilient: Dire trolls can take two Wounds before becoming Incapacitated.
Edges: Frenzy
Special Abilities
● Adaptive Assault: When attacking with a natural weapon, the earthborn dire troll can
choose the weapon's form (bladed or blunt) and type of damage (any energy type to
which the creature currently has Environment Resistance).
● Adaptive Physiology: When an earthborn dire troll takes damage from acid, fire, or
electricity, it gains the Environmental Resistance ability to that type of damage until the
end of its next turn.
● Armor +4: Tough, rocky hide. Heavy Armor.
● Low Light Vision: Ignore penalties for Dim and Dark Illumination.
● Bite/Claws: Str+d6.
● Innate Powers: Minor healing - may only use when in contact with vegetation, minor
protection - may only use when in contact with stone, minor speed - may only use
when in contact with non-magical Difficult Ground.
● Size 3
● Snacking: After swallowing a creature whole, dire trolls gain +4 to their natural healing
roll until the swallowed creature is Incapacitated by digestion.
● Swallow Whole
● Unstoppable
● Very Resilient: Dire trolls can take two Wounds before becoming Incapacitated.
Special Abilities
Painted Troll
Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12, Vigor d10
Skills: Athletics d8, Fighting d8, Notice d6, Survival d6
Edges: Frenzy
Special Abilities
Edges: Frenzy
Special Abilities
Edges: Frenzy
Special Abilities
Special Abilities
● Armor +6: Tough, rocky hide. Heavy Armor.
● Bite/Claw: Str+d10.
● Fearless: Mountain kings are immune to Fear and Intimidation.
● Fling: When a target takes damage from a mountain king’s attack, it must make a
Strength roll (at –4). Failure means the target is flung 3d6 inches in a straight line. If the
target strikes an obstacle, they take 2d6 damage.
● Hurl Boulder: Range 8/16/32, Damage 3d6, Knockback, MBT.
● Keen Senses (Smell): Mountain kings add 2 to Notice and Survival rolls that rely on
smell.
● Siege Monster: Mountain kings deal +2d6 damage to structures and objects.
● Size 9: Huge. Mountain kings can take two additional Wounds before being
incapacitated.
● Swat: Mountain kings ignore up to 4 points of Scale penalties when attacking creatures
smaller than itself.
● Spawn Whelp: Anytime the creature takes a Wound, a troll whelp is spawned adjacent
to the mountain king.
● Unstoppable
Edges: —
Special Abilities
● Aquatic: Pace 16.
● Armor +6: Tough, coral hide. Heavy Armor.
● Bite/Claw: Str+d10.
● Fearless: Sea kings are immune to Fear and Intimidation.
● Immunity: Cold.
● Night Vision: Sea kings ignore all Illumination penalties.
● Siege Monster: Sea kings deal +2d6 damage to structures and objects.
● Size 9: Huge. Sea kings can take two additional Wounds before being incapacitated.
● Tsunami: The water within 20” (40 yards) of a sea king surges as the sea king creates a
massive wave of water causing 4d6 damage to targets in a 24” stream that is 4” wide..
For three rounds, all movement is considered to be on Difficult Ground, at which time
the water recedes.
● Unstoppable
● Vomit Swarm: After the sea king suffers a Wound, it regurgitates a burst of acidic sea
creatures, inflicting 3d6 damage to a cone template. The burst’s effect becomes a
medium swarm at the start of the sea king’s next turn.
Troll Whelp
Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d4, Vigor d6
Skills: Athletics d4, Taunt d6
Special Abilities
● Comfort Food: When a full-blooded troll fails a spirit roll as a consequence of gaining a
Benny, instead of going Berserk, it can consume a troll whelp in its melee range and
treat the roll as a success.
● Hide Behind the Big Guy: Troll whelps have the Fearless Special Ability when they are
in a full-blooded troll’s Command Range.
● Size -2
● Spawned: Whelps are spawned when a full-blooded troll or pygmy troll’s limb is
severed. The severed limb then grows into a tiny troll with the full-blooded troll’s
appendage over the course of a day. Whelps gain some of the traits of the troll they
spawned from, for example - poison immunity or spitting poison from a painted troll, a
shell or camouflage from a reef troll, and fire resistance or spitting fire from a pyre
troll.
Tunnel Terror
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d8, Vigor d8
Skills: Athletics d6, Fighting d6, Notice d4, Stealth d8
Edges: Charge
Special Abilities
● Armor +1: Natural armor.
● Bite: Str+d6.
● Environmental Resistance (Poison): Add 4 to rolls when resisting poison and add 4
Toughness against poison-based attacks.
● Fear: Anyone who sees a tunnel terror must make a Fear check.
● Night Vision: Tunnel terrors ignore all Illumination penalties.
● Semi-Aquatic: Pace 4.
● Size 6
● Sunlight Sensitivity: Tunnel terrors suffer -2 to attack and skill rolls when in direct
sunlight.
● Tentacles (3): A tunnel terror has three tentacle actions and Reach 1. It may lash with
its tentacles for Str+d6 damage. Add 2 to rolls made to grapple opponents. Bound or
Entangled prey may be bitten as usual.
● Trample: Str+d6
Urthek
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12+1, Vigor d10
Skills: Athletics d6, Fighting d8, Notice d6, Stealth d10
Special Abilities
● Armor +1: Thick fur.
● Bite/Claws: Str+d6.
● Fungal Affinity: As a limited free action, an urthek can perform a Natural Healing roll
while in contact with a patch of mushrooms, mold, or other fungi.
● Immunity: Poison.
● Low Light Vision: Urthek ignore Illumination penalties for Dim and Dark lighting.
● Size 2
● Stench: At the end of their turn, characters adjacent to an urthek must make a Vigor
roll or be Distracted until the end of their next turn.
Void Leech
Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d8, Vigor d8
Skills: Athletics d6, Fighting d6, Notice d6
Special Abilities
● Aquatic: Pace 6. Void leeches cannot drown.
● Arcane Static: Powers targeting a void leech have their range reduced by 6”.
● Claws: Str+d4.
● Construct: +2 to recover from being Shaken; ignores 1 point of Wound penalties; does
not breathe or suffer from disease or poison.
● Fearless: Void leeches are immune to Fear and Intimidation.
● Wasting Power: Any arcane magic user with an active or maintained power targeting a
void leech must succeed on a Vigor roll (at -2) at the beginning of their next turn to
maintain the power further.
Warpborn Skinwalker
Attributes: Agility d10, Smarts d4, Spirit d6, Strength d12, Vigor d10
Skills: Athletics d8, Fighting d8, Notice d8, Stealth d10, Survival d10
Special Abilities
Special Abilities
Wolds
Woldstalker
Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d4, Vigor d6
Skills: Notice d4, Stealth d6
Special Abilities
● Armor +1: Natural armor.
● Blindsense: Woldstalkers ignore invisibility, illusion, and all Illumination penalties.
● Construct: +2 to recover from being Shaken; ignores 1 point of Wound penalties; does
not breathe or suffer from disease or poison.
● Fearless: Woldstalkers are immune to Fear and Intimidation.
● Flight: Pace 6.
● Immunity: Poison, shape change.
● Innate Powers: Bolt (Spirit).
● Pack Tactics: Woldstalkers apply their Gang-Up Bonus from allies both to hit and
damage their prey.
Woldwrath
Attributes: Agility d8, Smarts d4, Spirit d8, Strength d12+9, Vigor d12+7
Skills: Athletics d6, Fighting d10, Notice d6
Special Abilities
● Arcane Firewall: Powers targeting a woldwrath have their range reduced to 0.
● Armor +6: Natural armor. Heavy Armor.
● Bash: Str+d6.
● Construct: +2 to recover from being Shaken; ignores 1 point of Wound penalties; does
not breathe or suffer from disease or poison.
● Druid’s Wrath: Allied spellcasters within 6” of a woldwrath add 2 to their arcane skill
rolls.
● Environmental Resistance (Cold, Fire, Electricity): Add 4 to rolls made to resist
effects from these energy types and subtract 4 from damage caused by these energy
types.
● Fearless: Woldwraths are immune to Fear and Intimidation.
● Immunity: Cold, fire, electricity, shape change.
● Innate Powers: Major blast, major havoc.
● Night Vision: Ignore all penalties for Illumination.
● Siege Monster: Woldwraths deal +2d6 damage to structures and objects.
● Size 10: Huge. Woldwraths can take two additional Wounds before being incapacitated.
● Thunderous Gait: Any creature in the path of a woldwrath’s movement must succeed
on a Vigor roll or take 2d6 damage from lightning and thunderstorms gathering about
the monstrosity.
Wyldgeist
Attributes: Agility d6, Smarts d6, Spirit d10, Strength d6, Vigor d8
Skills: Notice d8, Stealth d8
● Acidic Mist: Once per encounter, a wyldgeist may create an acidic mist. All creatures
within 6” of the wyldgeist take 3d6 damage from the acid cloud. This damage can be
Evaded.
● Gaseous Form: Wyldgeists become a cloud of gas at will for up to one hour. While
maintaining this form, the creature can only be harmed by magical attacks and gains
Flight (Pace 8).
● Innate Powers: Minor invisibility, minor mind reading, minor puppet.
● Spiritbind: When a wyldgeist successfully puppets a character, it may spend a Benny to
bond itself to the target. Until the wyldgeist is incapacitated or a successful dispel
power is cast, the wyldgeist completely controls the target. While in this from, it gains
the target’s Fighting, Shooting, and Athletics traits and may use any of its Natural
Weapons.
Shards of Everblight
Blighted Archon
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+1, Vigor d10
Skills: Fighting d10, Intimidation d8, Notice d8, Stealth d10
Hindrances: Blighted
Edges: Warlock Resonance (Everblight Resonance)
Special Abilities
● Armor +6: Natural armor.
● Blighted Power: All archons’ attacks count as a Heavy Weapon and their armor counts
as Heavy Armor.
● Blindsense: Archons ignore invisibility, illusion, and all Illumination penalties.
● Breath Weapon: Blight cloud. Targets in a cone template that fail a Vigor roll are
afflicted with the Blighted Hindrance.
● Claws: Str+d6.
● Controller (Everblight Resonance)
● Fearless: Archons are immune to Fear and Intimidation.
● Flight: Pace 16.
● Immunity: Fatigue, poison, and puppet. Archons cannot be knocked prone.
● Innate Powers: minor puppet.
● Meltdown: Hostile creatures within 12” lose their Environmental Resistance (Necrotic
Energy) ability, if listed.
● Size 3
● Soul Ward: Hostile creatures within 12” can’t collect souls from friendly creatures.
Blighted Nyss
All blighted nyss have the following abilities in common:
● Low Light Vision: A blighted nyss ignores penalties for Dim and Dark Illumination.
Hindrances: Blighted
Edges: Command, Frenzy, Quick
Special Abilities
● Dark Prayers: The blighted nyss abbot may spend a Benny to convert all blighted nyss’
attacks within the abbot’s command range to count as magical attacks or allow
blighted nyss in their command range to ignore penalties for Difficult Ground.
Hindrances: Blighted
Edges: Block, Frenzy (Imp), Level Headed
Special Abilities
● Blight Carrier: After a successful hit that inflicts at least Shaken on a target, the
blighted nyss champion can spend a Benny to cause the target to make a Vigor roll at
-2. Failure causes the target to gain the Blighted Hindrance.
● Fearless: Blighted champions are immune to Fear.
Blighted Nyss Hex Hunter
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Athletics d6, Fighting d8, Notice d8, Occult d6, Stealth d8
Hindrances: Blighted
Edges: Battle Magic, Block, Dodge, Quick
Special Abilities
● Innate Powers: Bolt (Spirit), teleport (Spirit).
● Shadow Stealth: As a limited free action, a hex hunter may make a Stealth roll when in
Dim or darker light.
Hindrances: Blighted
Edges: Arcane Background (Elementalist - Air), Calculating
Special Abilities
● Immunity: Cold.
● Powers: Bolt, deflection, light/darkness, protection, puppet.
Hindrances: Blighted
Edges: First Strike, Formation Fighter
Gear: Chain shirt and leggings (+3), nyss greatsword (Str+d10, +1 Parry, AP 2, Two-handed)
Special Abilities
● Swift Vengeance: When a friendly character is Incapacitated the legionnaire may
spend a Benny to immediately move 3” and make one attack.
Hindrances: Blighted
Edges: —
Special Abilities
● Armor +3: Natural armor.
● Claws: Str+d4.
● Conduit (Everblight Resonance)
● Eldritch Suspension: The spell martyr hovers 1 foot from the ground. It ignores
penalties for Difficult Ground.
● Fearless: Spell martyrs are immune to Fear.
● Immunity: Puppet. Cannot be knocked prone.
● Soulless: The spell martyr does not have a soul.
Hindrances: Blighted
Edges: Block, Level Headed, Steady Hands
Gear: Nyss claymore (Str+d8, +1 Parry, Two-handed), nyss bow (Range 18/36/72, 2d6 damage,
AP 2), leather armor (+2)
Special Abilities
● Swift Rider: After a successful mounted attack that inflicts a Shaken or Wounded
result, the ulk may immediately move 5”. Moving past a hostile character does not
count as Withdrawing From Melee.
Blighted Ulk
Use the Ulk stat block from the Borderlands Bestiary, adding the Blighted Hindrance.
Blighted Nyss Shepherd
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Healing d6, Intimidation d8, Notice d8, Persuasion d8, Stealth d8
Hindrances: Blighted
Edges: Beast Talker
Gear: Shepherd’s crook (Str+d4, Reach 1, +1 Athletics rolls when grappling), leather armor (+2)
Special Abilities
● Condition: A shepherd can choose to perform a Persuasion or Intimidation Test on an
allied dragonspawn within 2”. A successful test adds (Intimidation) 1 Benny to the
warbeast or subtracts 1 Benny (Persuasion) from the allied dragonspawn.
● Master of the Spawn: On a successful Persuasion Test against an allied dragonspawn
within Smarts range, a blighted shepherd can choose a Berserk or Frenzied
dragonspawn’s target on the creature’s next attack. With a raise, the dragonspawn is
not Vulnerable when using a Frenzy attack.
Hindrances: Blighted
Edges: Block, Soldier
Gear: leather armor (+2), nyss claymore(Str+d8, +1 Parry, Two-handed) or nyss Bow (Range
18/36/72, 2d6 damage, AP 2) and nyss shortsword (Str+d6, +1 Parry).
Hindrances: Blighted
Edges: Arcane Background (Druid), Warlock Resonance (Everblight Resonance)
Hindrances: Blighted
Edges: Brawny, Command, Counterattack, Extraction, Fervor, Frenzy (Imp)
Special Abilities
● Fearless: Blighted warlords are immune to Fear.
Blighted Ogrun
All Blighted Ogrun have the following common abilities:
Hindrances: Blighted
Edges: Charge, Fleet Footed, Roar, Savagery
Gear: Chain shirt (+3), pole cleaver (Str+d10, Reach 1, Heavy Weapon)
Special Abilities
● Claws: Str+d6.
● Fast Regeneration: The creature makes a natural healing roll at the start of its turn.
● Size 3
● Very Resilient: The chosen of Everblight can suffer two Wounds before being
incapacitated.
Hindrances: Blighted
Edges: Berserk, Nerves of Steel, Roar
Special Abilities
● Hardy: A second Shaken result does not cause a Wound.
● Resilient: Warmongers can suffer one Wound before being incapacitated.
Hindrances: Blighted
Edges: Berserk, Brute, Command, Hold the Line, Roar, Savagery
Special Abilities
● Hardy: A second Shaken result does not cause a Wound.
● Ravenous: By consuming 10 pounds of raw meat, the creature heals one Wound.
Hindrances: Blighted
Edges: Brute, Charge, Roar
Gear: Leather armor (+2), barbed spear (Str+d6+2, Reach 1, Parry +1 or Range 4/8/16,
Str+d6+2 damage)
⚙ Blighted Ogrun Warspear Chieftain
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d10
Skills: Athletics d8, Battle d6, Fighting d8, Intimidation d8, Survival d6
Hindrances: Blighted
Edges: Blight Mutation (Ravenous), Brute, Command, Frenzy, Inspire, Nerves of Steel
Gear: Chain shirt (+3), barbed spear (Str+d6+2, Reach 1, Parry +1 or Range 4/8/16, Str+d6+2
damage)
Special Abilities
● Ravenous: By consuming 10 pounds of raw meat, the creature heals one Wound.
Blighted Rotwing
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d6, Vigor d8
Skills: Athletics d4, Fighting d6, Notice d6
Edges: —
Special Abilities
● Bite: Str+d4.
● Bloodlust: At the start of a rotwing’s turn, if it is adjacent to a Wounded character, it
becomes Berserk (per the Berserk Edge).
● Fearless: Blighted rotwings are immune to Fear.
● Flight: Pace 18.
● Immunity: Poison.
● Keen Senses (Sight, Smell): Blighted rotwings add 2 to Notice rolls involving Sight or
Smell.
● Size -1
● Stench: At the end of their turn, characters adjacent to a rotwing must make a Vigor
roll or be Distracted until the end of their next turn.
Forsaken
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6
Special Abilities
● Armor +1: Natural armor.
● Blight Shroud: As an action, the forsaken can spend a Benny and target a small blast
template centered on itself (or a medium blast template by spending two Bennies).
Creatures within the blast template take 2d4 damage from necrotic energy. Blighted
creatures cannot be harmed by this ability.
● Claws: Str+d4.
● Fearless: Forsaken are immune to Fear.
● Immunity: Necrotic energy.
● Low Light Vision: The forsaken ignore Illumination penalties for Dim and Dark lighting.
● Siphon Fury: A forsaken can target an allied dragonspawn warbeast within 6” and
transfer one Benny from the dragonspawn to itself.
Grotesques
Grotesque
Attributes: Agility d10, Smarts d10 (A), Spirit d6, Strength d8, Vigor d6
Skills: Fighting d6, Notice d6, Survival d6
Edges: Dodge
Special Abilities
● Claws: Str+d4.
● Fearless: Grotesques are immune to Fear.
● Flight: Pace 16.
● Low Light Vision: The grotesques ignore Illumination penalties for Dim and Dark
lighting.
● Pack Tactics: Grotesques apply their Gang-Up bonus from other grotesques both to hit
and damage their prey.
Grotesque Assassin
Attributes: Agility d10, Smarts d4, Spirit d8, Strength d10, Vigor d8
Skills: Fighting d8, Notice d6, Stealth d8
Special Abilities
● Barbed Tail: Str+d4+2, Reach 1. As a limited free action, the grotesque assassin may
make one tail attack against a target.
● Claws: Str+d4.
● Fearless: Grotesques are immune to Fear.
● Flight: Pace 18.
● Low Light Vision: The grotesques ignore Illumination penalties for Dim and Dark
lighting.
Grotesque Banshee
Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d8, Vigor d6
Skills: Fighting d6, Notice d6, Survival d6
Special Abilities
● Claws: Str+d4.
● Fearless: Grotesques are immune to Fear.
● Flight: Pace 16.
● Innate Powers: Minor burst (sonic).
● Low Light Vision: The grotesques ignore Illumination penalties for Dim and Dark
lighting.
Hellion
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Notice d6, Intimidation d6, Survival d6
Hindrances: Blighted
Edges: Extraction
Special Abilities
● Armor +1: Thick, leathery hide.
● Bite: Str+d6.
● Blindsense: Hellions ignore invisibility, illusion, and all Illumination penalties.
● Dive Attack: When making a wild attack by diving toward targets from the air, the
hellion adds +4 to damage to one successful Fighting attack.
● Fearless: Hellions are immune to Fear and Intimidation.
● Flight: Pace 18.
● Size 3
● Soulless: The hellion does not have a soul.
● Tail Blade: Str+d6. As a limited free action, the hellion may make one tail attack against
a target.
Hellmouth
Attributes: Agility d6, Smarts d8 (A), Spirit d8, Strength d10, Vigor d12
Skills: Athletics d8, Fighting d8, Notice d8
Hindrances: Blighted
Edges: —
Special Abilities
● Armor +4: Dense muscle, a rubbery hide, and dermal plates.
● Bite: Str+d6. Heavy Weapon.
● Blindsense: Hellions ignore invisibility, illusion, and all Illumination penalties.
● Burrow: Pace 4.
● Fearless: Hellions are immune to Fear and Intimidation.
● Hardy: A second Shaken result does not cause a Wound.
● Size 3
● Soulless: The hellmouth does not have a soul.
● Swallow Whole
● Tentacles (3): A hellmouth has three tentacle actions and Reach 1. It may lash out with
its tentacles for Str+d4 damage. Bound or Entangled prey may be bitten.
Incubus
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d8, Vigor d8
Skills: Athletics d6, Fighting d6, Notice d6
Hindrances: Blighted
Edges: Frenzy, Savagery
Special Abilities
● Armor +1: Natural armor.
● Claw: Str+d4.
● Caustic Creature: When incapacitated, an incubus breaks down into a corrosive pool.
Adjacent creatures must make an Agility roll or take 2d4 damage from acid as the body
dissolves into a pool. Any creature stepping into the pool left by a slain incubus takes
2d4 damage. The pool dissipates after 1 hour.
● Death Spawn: Incubi larva are hosted inside the body of another creature (often
blighted nyss). When the host is incapacitated, they are immediately killed as the
incubus bursts out of the host’s body. The incubus takes the host’s initiative draw the
turn it spawns.
● Fearless: Incubi are immune to Fear and Intimidation.
● Soulless: The incubus does not have a soul.
Striders
All Striders have the following common abilities:
● Keen Senses (Hearing, Sight): Striders add +2 to Notice rolls involving hearing or
sight.
● Low Light Vision: Striders ignore Illumination penalties for Dim and Dark lighting.
● Pathfinder: Striders ignore movement penalties for non-magical difficult ground.
Strider Blightblade
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Athletics d8, Fighting d8, Notice d6, Stealth d8
Hindrances: Blighted
Edges: Ambidextrous, Fleet Footed, Two-Fisted
Gear: Leather armor (+2), a pair of blight blades (Str+d6; targets Shaken or Wounded by a
blight blade must succeed on a Vigor roll or become Blighted).
⚙ Strider Deathstalker
Attributes: Agility d12, Smarts d8, Spirit d8, Strength d6, Vigor d8
Skills: Athletics d6, Fighting d8, Notice d8, Shooting d8, Stealth d10, Survival d8
Hindrances: Blighted
Edges: Assassin, Command, Fleet Footed, Frenzy, Marksman, Rapid Fire, Sneak Attack,
Trademark Weapon (Nyss Bow)
Gear: Nyss bow (Range 18/36/72, 2d6 damage, AP 2), leather armor (+2), short sword (Str+d6)
Special Abilities
● Guide Scouts: Allied strider scouts in Command range gain the Swift Hunter ability.
● Swift Hunter: When a deathstalker incapacitates a creature, it may to immediately
move half its Pace in the direction of a new target in addition to its normal movement.
Strider Scout
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Athletics d6, Fighting d6, Notice d8, Shooting d6, Stealth d8, Survival d8
Hindrances: Blighted
Edges: Fleet Footed, Rapid Fire
Gear: Nyss bow (Range 18/36/72, 2d6 damage, AP 2), leather armor (+2), short sword (Str+d6)
Succubus
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Stealth d8
Hindrances: Blighted
Edges:
Gear:
Special Abilities
● Armor +1: Natural Armor.
● Conduit (Everblight Resonance)
● Constrict: Add 2 to Athletics and Strength rolls made to grapple.
● Crush: Str+d4.
● Innate Powers: Bolt (Spirit - hex bolt), confusion (Spirit - suggestion), darkness (Spirit -
fog cloud).
● Low Light Vision: Succubi ignore Illumination penalties for Dim and Dark lighting.
Virtues
Attributes: Agility d8, Smarts d6, Spirit d10, Strength d10, Vigor d8
Skills: Athletics d6, Fighting d8, Notice d8, Stealth d8
Special Abilities
● Breath Weapon: 2d6 damage from Acid. SBT. This attack can be evaded.
● Claw: Str+d6. Creatures Shaken or Wounded by a virtue’s claws must make a Vigor roll
or gain the Blighted Hindrance.
● Immunity: Acid, poison.
● Low Light Vision: Virtues ignore Illumination penalties for Dim and Dark lighting.
● Pathfinder: Virtues ignore movement penalties for non-magical difficult ground.
● Rending Attack: Victims Shaken or Wounded by the virtue’s blighted claws must make
a Vigor roll as a free action at the beginning or their next turn until they roll a raise. A
failed roll causes one Wound.
● Soul Ward: Hostile creatures within 12” can’t collect souls from friendly creatures.
⚙ Virtue Champion
Attributes: Agility d10, Smarts d6, Spirit d10, Strength d10, Vigor d12
Skills: Athletics d6, Fighting d8, Notice d8, Stealth d10
Gear: Blighted leather armor (+2), blighted claymore (Str+d8, Reach 1, +1 Parry).
Special Abilities
● Blight Cloud: As a limited action, a virtue champion can release blighted energy,
affecting all creatures in a MBT centered on the virtue. Any non-blighted creatures
affected by the blight cloud must succeed on a Vigor roll or suffer 3d6 lingering
damage or gain the Blighted Hindrance.
● Breath Weapon: 2d6 damage from Acid. SBT. This attack can be evaded.
● Immunity: Acid, poison.
● Incite Virtue: Allied virtues the champion can see within Command range gain the
Savagery Edge.
● Low Light Vision: Virtues ignore Illumination penalties for Dim and Dark lighting.
● Pathfinder: Virtues ignore movement penalties for non-magical difficult ground.
● Soul Ward: Hostile creatures within 12” can’t collect souls from friendly creatures.
Everblight’s Dragonspawn
Everblight’s dragon spawn all share some qualities in common.
● Blighted Presence: Size 2 and smaller dragonspawn have the innate power minor
damage field, and Size 3 and larger have major damage field. If a character is wounded
by this ability they must make a Vigor roll or gain the Blighted (Minor) Hindrance.
● Blindsense: Dragonspawn ignore invisibility, illusion, and all Illumination penalties.
● Bonded: Everblight’s dragonspawn immediately gain the benefits of being bonded to a
warlock as soon as they enter the Command Range of a Everblight Resonance warlock.
● Built for War: All dragonspawn attacks have the Heavy Weapon quality.
● Environmental Resistance (Acid): Add 4 to Toughness vs acid-based attacks and add
4 to rolls when resisting the effects of these Hazards.
● Fearless: Dragonspawn are immune to Fear and Intimidation.
● Immunity: Blind, poison, puppet.
● Soulless: Dragonspawn are flesh creations shaped by Everblight’s will and do not have
souls.
● Unusual Nature: Dragonspawn don’t require sleep.
⚙ Afflictor Dragonspawn
Attributes: Agility d10, Smarts d10 (A), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Notice d8
Hindrances: Blighted
Edges: —
Special Abilities
● Animus: Confusion.
● Armor +1: Natural armor.
● Bite: Str + d6.
● Flight: Pace 16.
● Ovipositor: Str + d8. A living creature damaged by this attack must make a Vigor roll or
have an incubus larva implanted. While a creature is implanted by a larva, it cannot
remove Wounds through any means. If the creature is incapacitated, an incubus erupts
from their body. An incubus larva can be removed with a Healing roll at -2, or by using
the healing power with the Neutralize Poison or Disease modifier.
● Size 2
⚙ Angelius Dragonspawn
Attributes: Agility d12, Smarts d10 (A), Spirit d8, Strength d12, Vigor d12
Skills: Fighting d10, Notice d8, Stealth d8
Hindrances: Blighted
Edges: Extraction (Imp), Lucky
Special Abilities
● Animus: Havoc with the Personal limitation (caster is unaffected).
● Armor +2: Natural armor.
● Armor-Piercing Tail: Str+d6, AP 6. As a limited free action, an angelius may make one
tail attack against a target.
● Bite: Str + d6.
● Breath Weapon: 3d6 damage, Fire, Stream Template.
● Flight: Pace 16.
● Size 3
⚙ Archangel Dragonspawn
Attributes: Agility d10, Smarts d10 (A), Spirit d10, Strength d12+4, Vigor d12+2
Skills: Athletics d12, Fighting d12, Notice d12, Shooting d12
Hindrances: Blighted
Edges: Frenzy (Imp), Luck (Imp)
Special Abilities
● Animus: Draconic Aura (Range: Self; Duration: 5; Power Points: 4; For the duration of
the power, increase the damage die by one step for any creature that takes fire
damage within 10” of the caster).
● Armor +5: Natural armor.
● Bite/Claws: Str+d8.
● Blightfire Breath: Range 24/48/96, Damage: 3d8, RoF 3, MBT, Fire, Blighted, no Recoil.
An archangel cannot perform a Multi-Actions the same round it makes a blightfire
breath attack.
● Fear (-2)
● Flight: Pace 20.
● Siege Monster: Archangels deal +2d6 damage to structures and objects.
● Size 8: Huge. Archangels can take two additional Wounds before being incapacitated.
● Swallow Whole
● Swat: The archangel ignores 4 points of Scale penalties when attacking creatures
smaller than itself.
⚙ Blightbringer Dragonspawn
Attributes: Agility d6, Smarts d8 (A), Spirit d6, Strength d12+4, Vigor d12+6
Skills: Athletics d12, Fighting d12, Notice d10
Hindrances: Blighted
Edges: Frenzy, Luck (Imp)
Special Abilities
● Animus: Boiling Blood (Range: Self; Duration: 5; Power Points: 8; For the duration of
the power the caster gains Environmental Resistance (Fire), and whenever the caster is
Shaken or Wounded, the attacker is targeted by the minor burst Power with the fire
trapping).
● Armor +6: Natural armor.
● Blighted Breath: Each round, the blightbringer can choose one of three effects for its
Command Range: creatures with the Blighted Hindrance gain +2 Armor and increase
their Strength die by a step, major darkness, or creatures without the Blighted
Hindrance cannot cast spells or use their Conduit special ability.
● Breath Weapon: 4d6 damage, blight, fire, LBT. The area of the attack is heavily
obscured (-4) and remains on fire for 5 turns, dealing 2d6 blight and fire damage to
anything that enters the LBT.
● Impaling Spikes: Str+d6.
● Siege Monster: Blightbringers deal +2d6 damage to structures and objects.
● Size 9: Huge. Blightbringers can take two additional Wounds before being
incapacitated.
● Swallow Whole
● Swat: Blightbringers ignore up to 4 points of Scale penalties when attacking creatures
smaller than itself.
● Tail: Str+d8, Lethal poison (-4). As a limited free action, a blightbringer may make one
tail attack against a target.
Special Abilities
● Animus: Warriors gift (Frenzy).
● Armor +1: Natural armor.
● Blight Stinger: Str+d4, Paralyzing poison.
● Flight: Pace 16.
● Lesser Warbeast: Lesser warbeasts are always Extras, but may still roll a Wild Die if
under the command of a warlock.
● Pack Tactics: Blight wasps apply their Gang-Up Bonus from other blight wasps both to
hit and damage their prey.
⚙ Carnivean Dragonspawn
Attributes: Agility d6, Smarts d10 (A), Spirit d8, Strength d12+1, Vigor d12
Skills: Athletics d10, Fighting d10, Notice d8
Hindrances: Blighted
Edges: Frenzy (Imp), Luck
Special Abilities
● Animus: Damage field.
● Armor +4: Natural armor.
● Bite/Claws: Str+d8.
● Breath Weapon: 3d6 damage, blight, fire.
● Size 3
Harrier Dragonspawn
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d6
Skills: Fighting d6, Notice d6
Special Abilities
● Animus: Deflection.
● Bite/Claws: Str+d6.
● Flight: Pace 16.
● Lesser Warbeast: Lesser warbeasts are always Extras, but may still roll a Wild Die if
under the command of a warlock.
Hindrances: Blighted
Edges: Extraction
Special Abilities
● Animus: Smite.
● Armor +1: Natural armor.
● Bite: Str+d6.
● Night’s Venom:, Range 6/12/24, 3d6 damage, Acid.
● Pathfinder: Nightlurkers ignore movement penalties from Difficult Ground.
● Poison (-2): Paralyzing.
● Shadow Stealth: As a limited free action, the nightlurker may make a Stealth roll when
in dim or darker light.
● Size 2
● Wall Walker: Nightlurkers can walk on vertical surfaces normally, or inverted surfaces
at half Pace.
Hindrances: Blighted
Edges: —
Gear: Gaff spear (Str +d6, Reach 1, Parry +1, +1 Push tests to trip), nephilim plate armor (+3)
Special Abilities
● Animus: Arcane suppression (Range: Self; Duration: 5; Power Points: 8; double the
Power Point cost to activate or maintain all enemy Powers while within 10” of the
caster.
● Arcane telemetry: Allied spellcasters targeting a creature within 6” of a bloodseer add
2 to their arcane skill rolls.
● Born, Not Crafted: Nephilim have souls.
● Conduit (Everblight)
● Glide: Bloodseers only fall up to their pace per turn and may move horizontally up to
their pace while falling during each of their turns.
● Primal Magic: A bloodseer can be forced to cast the animus of any warbeast in its
Command Range. If the animus requires an activation roll, use Spirit.
● Size 2
Hindrances: Blighted
Edges: —
Gear: Ballista (Range 15/30/60, 3d6 damage, Reload 1), bayonet (Str+d4 damage, Parry +1,
Reach 1), nephilim light armor (+1)
Special Abilities
● Animus: Farsight.
● Born, Not Crafted: Nephilim have souls.
● Size 2
Hindrances: Blighted
Edges: Defender
Special Abilities
● Animus: Sanctuary.
● Bodyguard: The protector always counts as being armed with a medium shield (Parry
+2, -2 Cover) for the purposes of the Defender Edge.
● Born, Not Crafted: Nephilim have souls.
● Size 2
Hindrances: Blighted
Edges: —
Gear: Nephilim great sword (Str+d10, AP 2, Reach 1), nephilim light armor (+1)
Special Abilities
● Animus: Warrior’s gift (Charge).
● Born, Not Crafted: Nephilim have souls.
● Glide: Soldiers only fall up to their pace per turn and may move horizontally up to their
pace while falling during each of their turns.
● Size 2
⚙ Neraph Dragonspawn
Attributes: Agility d12, Smarts d10 (A), Spirit d4, Strength d12, Vigor d10
Skills: Athletics d12, Fighting d10, Notice d6, Stealth d8
Hindrances: Blighted
Edges: —
Special Abilities
● Animus: Stun.
● Armor +1: Natural armor.
● Grasping Tail: Str + d6, Reach 1. As a limited free action, a neraph may make one tail
attack against a target. If the attack hits, the neraph can initiate a grapple as a free
action.
● Flight: Pace 16.
● Hammerhead: Str+d8.
● Size 3
⚙ Raek Dragonspawn
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d10, Vigor d8
Skills: Athletics d10, Fighting d8, Strength d8
Hindrances: Blighted
Edges: —
Special Abilities
● Animus: Warrior’s gift (Uncanny Reflexes).
● Armor +1: Natural armor.
● Bite: Str+d6.
● Extended Control: When determining if the raek benefits from its Bond special ability,
double the Command Range of the warlock.
● Leaper: The character can leap twice as far as listed under Movement in Savage
Worlds and gains +4 to damage when leaping as part of a Wild Attack.
● Shadow Stealth: As a limited free action, the nightlurker may make a Stealth roll when
in dim or darker light.
● Size 2
● Tail Strike: Str+d6, Reach 1. As a limited free action, a raek may make one tail attack
against a target.
● Wall Walker: Raeks can walk on vertical surfaces normally, or inverted surfaces at half
Pace.
⚙ Ravagore Dragonspawn
Attributes: Agility d6, Smarts d10 (A), Spirit d8, Strength d12, Vigor d12
Skills: Athletics d10, Fighting d8, Notice d8, Shooting d10
Hindrances: Blighted
Edges: Frenzy, Luck
Special Abilities
● Animus: Warrior’s gift (Quick Draw).
● Armor +4: Natural armor.
● Bite/Claws: Str+d6.
● Blight Blast: Range 24/48/96, 4d6 damage, MBT, fire, acid, blight. The area of the
attack is heavily obscured (-4) and remains on fire until the end of the ravagore’s next
turn, dealing 2d6 blight and fire damage to anything that enters the MBT.
● Size 3
⚙ Scythean Dragonspawn
Attributes: Agility d6, Smarts d10 (A), Spirit d8, Strength d12+1, Vigor d12
Skills: Athletics d10, Fighting d10, Notice d8
Hindrances: Blighted
Edges: Frenzy (Imp), Luck, Sweep (Imp)
Special Abilities
● Animus: Smite (Necrotic damage).
● Armor +4: Natural armor.
● Bite: Str+d6.
● Scything Claws: Str+d8, Reach 1.
● Size 3
⚙ Seraph Dragonspawn
Attributes: Agility d12, Smarts d4, Spirit d4, Strength d12, Vigor d10
Skills: Athletics d10, Fighting d8, Shooting d10, Stealth d8
Hindrances: Blighted
Edges: —
Special Abilities
● Animus: Teleport.
● Armor +41: Natural armor.
● Blight Strike: Range 24/48/96, Damage: 3d6, RoF 3, Fire, Blighted, no Recoil. A seraph
cannot perform a Multi-Actions the same round it makes a blightfire breath attack.
● Stinger: Str+d8, Reach 1, Lethal poison (-2).
● Size 3
Shredder Dragonspawn
Attributes: Agility d10, Smarts d8 (A), Spirit dd8, Strength d8, Vigor d6
Skills: Fighting d6, Notice d4
Special Abilities
● Adelphophagy: If a shredder fails a spirit roll due to gaining Bennies, it ignores all
other combatants and attacks the nearest shredder. If no other shredders are present,
it follows the normal rules for Berserk.
● Animus: Speed.
● Armor +1: Natural armor.
● Bite: Str+d6.
● Lesser Warbeast: Lesser warbeasts are always Extras, but may still roll a Wild Die if
under the command of a warlock.
● Pack Tactics: Blight wasps apply their Gang-Up Bonus from other blight wasps both to
hit and damage their prey.
Stinger Dragonspawn
Attributes: Agility d10, Smarts d8 (A), Spirit d4, Strength d8, Vigor d6
Skills: Fighting d4, Notice d6
Special Abilities
● Animus: Boost trait (Shooting).
● Armor +1: Natural armor.
● Barbed Stinger: Str+d4, paralyzing poison.
● Breath Weapon: 2d6 damage, fire.
● Lesser Warbeast: Lesser warbeasts are always Extras, but may still roll a Wild Die if
under the command of a warlock.
⚙ Teraph Dragonspawn
Attributes: Agility d8, Smarts d10 (A), Spirit d6, Strength d12, Vigor d10
Skills: Athletics d8, Fighting d8, Notice d6, Shooting d10, Stealth d6
Hindrances: Blighted
Edges: —
Special Abilities
● Animus: Burrow.
● Armor +2: Natural armor.
● Bite: Str+d6.
● Blight Blast: Range 15/30/60, 2d8 damage, SMT, blight, fire.
● Burrow: Pace 5.
● Size 2
● Tail: Str+d6, Reach 1, lethal poison. As a limited free action, a teraph may make one tail
attack against a target.
Hindrances: Blighted
Edges: —
Special Abilities
● Animus: Elasticity (Range: Smarts; Duration: 5; Power Points: 8; All of the target’s
melee attacks increase their Reach by 2.).
● Armor +6: Natural armor.
● Bite: Str+d8.
● Flight: Pace 10.
● Fling: When a target takes damage from a throne of Everblight’s tentacle attack, it must
make a Strength roll (at –4). Failure means the target is flung 3d6 inches in a straight
line. If the target strikes an obstacle, they take 2d6 damage.
● Siege Monster: Thrones of Everblight deal +2d6 damage to structures and objects.
● Size 9: Huge. Thrones of Everblight can take two additional Wounds before being
incapacitated.
● Snacking: After swallowing a creature whole, thrones of Evergain +4 to their natural
healing roll until the swallowed creature is Incapacitated by digestion. At the start of
each of the throne’s turns, make a natural healing roll. Permanent injuries are healed
once all other wounds are healed.
● Swallow Whole
● Swat: Blightbringers ignore up to 4 points of Scale penalties when attacking creatures
smaller than itself.
● Tentacles (4): A throne of Everblight has four tentacle actions and Reach 2. It may lash
with its tentacles for Str+d6 damage. Add 2 to rolls made to grapple opponents. Bound
or Entangled prey may be bitten as usual.
Khymaeric Dragonspawn
Rhyas and Saeryn’s dragonspawn all share some qualities in common.
⚙ Khymaeric Hydrix
The Khymaeric Hydrix chooses one primary head type and two secondary head types from the
following options:
● Diviner (Primary): Bite - Str+d6. Animus - Prescience (Range: self; Duration: 5; Power
Points: 4; The character only has to spend a Benny when they keep the result of the
Benny’s reroll. If the character attempts a subsequent reroll, the Benny for the
previous reroll is spent, regardless of outcome).
● Flame Spitter (Primary): Range 15/30/60, 3d8 damage, MBT, fire. Animus - Warrior’s
gift (Quick Draw).
● Toothy Maw (Primary): Bite - Str+d8. Animus - Ravening hunger (Range: self;
Duration: 5; Power Points: 4; The caster can spend their whole round consuming raw
flesh and then immediately make a Natural Healing roll).
● Blockhead (Secondary): Bite - Str+d4, Medium Shield (+2 Parry, -2 Cover).
● Flame Sprayer (Secondary): Range: Cone Template, 3d6 damage, RoF 1, fire.
● Gnashing Fangs (Secondary): Bite - Str+d4, on a hit the head can initiate a grapple as
a limited free action.
● Horned Piercer (Secondary): Bite - Str+d4, AP 2.
● Venom Spitter (Secondary): Range: 12/24/48, 3d6 damage, MBT, RoF 1, acid.
The khymaeric hydrix chooses one dorsal feature from the following options:
Hindrances: —
Edges: —
Special Abilities
● Armor +3: Natural armor.
● Fast Regeneration: Hydrix make a Natural Healing roll at the start of their turn.
● Khymaera Construct: Resource starved in the beginning, Rhyas designed the Hydrix to
be easily constructed from the biomass and metals she had on hand, but planned
ahead for when more materials became available. Each hydrix has one primary head
which also determines its animus, two secondary heads, and a dorsal feature which
determine its capabilities.
● Multiple Heads: Each of the hydrix’s three heads can attack once per turn with its
innate ability. Heads with melee attacks may make multiple attacks with the standard
Multi Action penalty applied.
● Size 3
⚙ Khymaeric Vypex
The Khymaeric Vypex chooses from the following head options:
● Bladed Gale: Burst and flying models hit fall to the ground.
● Chasten: Dispel.
● Hunter’s Mark: Slow.
Attributes: Agility d8, Smarts d4, Spirit d8, Strength d12, Vigor d10
Skills: Athletics d8, Fighting d8
Hindrances: —
Edges: Evasion, Frenzy (Imp)
Special Abilities
● Armor +2: Natural armor.
● Khymaera Construct: Resource starved in the beginning, Rhyas designed the vypex to
be easily constructed from the biomass and metals she had on hand, but planned
ahead for when more materials became available. Each vypex has a head, tail which
determines its animus, and arms which determine its capabilities.
● Size 3
● Spiked Tail - Str + d6. As a limited free action, a vypex may make one tail attack against
a target.