Gnoll.
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Intimidation d8, Notice d6, Shooting d6, Stealth d6, Throwing d6
Pace: 6; Parry: 5; Toughness: 8 (1)
Gear: Leather armor (+1, solo cuerpo), scimitar (Str+d8).
Special Abilities
• Size +1: Gnolls are slightly larger than humans.
• Infravision: Halves penalties for poor light vs. warm targets.
Zayifid (Wild Card)
Male Janni Rogue
Attributes: Agi d12, Smarts d8, Spirit d10, Strengh d6, Vigor d8
Skills: Fighting d12 (+1 cimitarra), Janii Powers d12, Stealth d6+2, Persuasion d4, Throwing d6, Climb d4+2, Lockpicking d6+2
Pace: 6, Tougness: 8 (2), Parry 10
Gear:
- Frost scimitar (+1 to hit, on raises it slows the target)
- Leather shirt +1 Tougness (cuerpo y brazos).
- Hat of disguise
Powers (Jaani, PP 20):
- Invisibilidad (Cost 5, Duration 3(1))
- Intangibilidad (Cost 5, Duracion 3(2))
Edges:
+1 size
- Improved Block (+2 parry)
- Fencer (+1 parry, +1 called shots)
- Thief
Escaped Slaves:
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Notice d8, Persuasion d8, Streetwise d8
Pace: 6; Parry: 4; Toughness: 5
Gargolas
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d10, Vigor d10
Skills: Fighting d10, Intimidation d8, Notice d6, Stealth d8+2
Pace: 4; Parry: 7; Toughness: 9 (2)
Special Abilities:
• Armor +2: Thick, leathery skin.
• Bite/Claws: Str+d6.
• Camouflage: Natural gargoyles receive +2 to Stealth rolls in rocky terrain due to their skin color.
• Flight: Flying Pace of 10” and an Acceleration of 4”.
Carrion Guards:
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d10
Skills: Fighting d10, Intimidation d8, Notice d6, Shooting d6, Stealth d6, Throwing d8
Pace: 6; Parry: 7; Toughness: 10 (8)
Gear: Armadura de placas (+2, cuerpo y brazos), scimitar (Str+d8), Arco con flechas envenenadas (Venenous), Stingchuck (craneo para lanzar preparado para romper al impacto lleno de insectos: 2d6 de daño y Vigor o shaken (no causa herida)).
Special Abilities
• Size +1: Gnolls are slightly larger than humans.
• Infravision: Halves penalties for poor light vs. warm targets.
• Stingchuck training: Carrion guards can throw weapons with their left hand without penalty.
Hyaenodons
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d12+1, Vigor d8
Skills: Fighting d8, Intimidation d8, Notice d6
Pace: 10; Parry: 6; Toughness: 8
Special Abilities:
Trogloditas
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d8, Guts d6, Intimidation d6, Notice d8, Shooting d6, Swimming d8, Throwing d6
Pace: 6; Parry: 6; Toughness: 7 (1)
Gear:
- swords (Str+d6 damage)
- javalines (range 5/10/20, Str+d4 damage)
Special Abilities:
Armor +1: Tough scales.
Bite/Claws: Str+d4.
Horrid Stench: Trogs give off a terribly rotted-fish smell; it ruins their ability to sneak up on victims, but it does tend to make them ill. Make a Vigor roll when you come within 3” of a troglodyte. Failure means you are violently ill: you’re Shaken and take a Fatigue level. Success means you just take the Fatigue level; with a Raise there’s no effect. Lost Fatigue returns with 5 minutes of fresh air.
Shamans trogloditas:
Attributes: Agility d6, Smarts d6, Spirit d10, Strength d6, Vigor d8
Skills: Faith d10, Fighting d8, Intimidation d6, Notice d6, Shooting d6, Swimming d8, Throwing d6
Pace: 6; Parry: 6; Toughness: 7 (1)
Powers:
Gear:
Monitor Lizards
Attributes: Agility d8, Smarts d6 (A), Spirit d6,
Strength d10, Vigor d8
Skills: Fighting d6, Notice d10
Pace: 8; Parry: 5; Toughness: 7 (1)
Special Abilities
The Gargle (Wild Card)
Gibbering mouther
Attributes: Agility d8, Smarts d4 , Spirit d10, Strength d6, Vigor d12
Skills: Fighting d10, Notice d12+2, Shooting d8,
Pace: 5; Parry: 7; Toughness: 8
Special Abilities
Trampa de estacas envenenadas.
Dificultad encontrar: 4
Desarmar: 4
Toque: Daño 1d4 contra la armadura, si traspasa mete veneno en el cuerpo, fuerza Venenous.
Deathstalker Scorpion (Wild card)
Scorpions are mean-spirited and aggressive creatures; the giant versions have tempers to match!
Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d12+4, Vigor d12
Skills: Fighting d12, Intimidation d10, Notice d8
Pace: 6; Parry: 8; Toughness: 18 (4)
Edges: Ambidextrous, Two Fisted, Trademark Weapon (Claws)
Special Abilities:
Armor +4: Chitinous body.
Claws x 2: Str+d6, d12+1 daño d12+d6+4. If the scorpion gets a raise on its Fighting roll, it can attack the target with it’s tail with no multiaction penalty.
Fear
Size +4
Huge.
Tail Spike: Str+d8, d12 + d8 + 4. Those hit with spike for at least a Shaken result must immediately make a Vigor roll. Failure means they' become Exhausted, and they have to make a second Vigor roll after 2d6 minutes or die. This poison can be treated normally (see SW:EX page 103).
Blobog (Wild Card)
Attributes: Agility d12, Smarts d6, Spirit d8, Strength d4, Vigor d6
Skills: Climbing d6, Fighting d10+2, Notice d6, Taunt d6, Shooting d6, Stealth d10, Throwing d6, Swimming d6
Pace: 5; Parry: 5; Toughness: 6 (2)
Gear: Kukri (d10+2, Str(d4)+d4), Ballesta (d6, 2d6 AP 2, 1 reload), Chain Shirt (+2, pecho, cabeza, brazos)
Special Abilities
• Infravision: Goblins halve penalties for dark lighting against living targets (round down).
• Size –1: Goblins stand 3-4’ tall.
Poderes: 10 PP, clerigo Lamasthu
Edges: Improved Trademark Weapon, Trademark Weapon, AB (Miracles), Ambidestrous, Two fisted.
Large Air Elemental
Attributes: Agility d12, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Fighting d8, Notice d8, Shooting d6
Pace: —; Parry: 6; Toughness: 5
Special Abilities
• Elemental: No additional damage from called shots;
Fearless; Immune to disease and poison.
• Ethereal: Air Elementals can maneuver through any non-solid surface. They can seep through the cracks in doors, bubble through water, and rush through sails.
• Flight: Air Elementals fly at a rate of 6” with a Climb of 3. They may not run.
• Invulnerability: Immune to all non-magical attacks except fire.
• Push: The air elemental can use an action to push a single adjacent target 1d6” directly away with a concentrated blast of air. The victim makes a Strength roll, with each success and raise reducing the amount moved by 1” (to a minimum of 0).
• Wind Blast: Air Elementals can send directed blasts of air at foes using the Cone Template and a Shooting roll. Foes may make an opposed Agility roll to avoid the blast. The damage is 2d6 points of nonlethal damage.
• Whirlwind: As long as the air elemental does not move that turn it may attempt to pick up a foe. Make an opposed Strength check and if the air elemental wins then its foe is pulled into the swirling maelstrom of its body. While trapped, the target is at –2 on all rolls including damage, to hit and Strength rolls to free himself. The air elemental cannot move as long as it wants to keep foes trapped inside its form.
Unchosen
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+2, Vigor d10
Skills: Fighting d10, Intimidation d12, Notice d6, Throwing d6
Pace: 8; Parry: 7 (+1 poder, -1 arma); Toughness: 13 (3)
Gear: Maul (AP2, d8 + Str (d18 + d12 + 2), 2-hands, -1 Parry)
Special Abilities
Foresighted (Su) An unchosen’s trepanation has partially unlocked an almost psychic ability to sense peril. It gains a +1 insight bonus to Parry
Ferocity: Unchosen become enraged if wounded. Works like bersek edge but it will always fail smart checks. +2 lucha, daño, toughness, pega aliado con 1s.
Guillotina primitiva
Dificultad: 6
Ataque: d12 (con +4/+4 del drop).
Daño: 2d10
Objetivos: Múltiples, todos los del cuadrado al final del túnel.
Rearme: Manual.
Lazrul (WC)
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d12+1, Intimidate d8
Pace: 4; Parry: 9 (+1 escudo, -1 arma, +1 block); Toughness: 10 (2)
Gear: Armadura media +2 (cubre todo), escudo, Maul (Str+d8, Ap2, -1 Parry)
Special Abilities:
la armadura es tambien en la cabeza? Que cosas
Huge Giant funner web-spider (WC)
Attributes: Agility d10, Smarts d4 (A), Spirit d6, Strength d12+4, Vigor d8
Skills: Climbing d12+2, Fighting d12, Intimidation d10, Notice d8, Shooting d10, Stealth d10
Pace: 8; Parry: 8 (-2 tamaño); Toughness: 13 (3)
Special Abilities
• Bite: Str+d4. d12 -2 (size), d12+d4+4+veneno.
• Front legs x2: Str+d6. d12 -2 (size), d12+d6+4. +1d8 on raises.
• Natural Armor: +3
• Size: +4, Large (+2 hit, -2 to hit)
• Poison (–4): See the poison rules on page 89. Venenoso 2d6 minutos.
• Wall Walker: Can walk on vertical surfaces at Pace 8.
• Webbing: The spiders can cast webs from their thorax that are the size of Small Burst Templates. This is a Shooting roll with a range of 3/6/12. Anything in the web must cut or break their way free (Toughness 7). Webbed characters can still fight, but all physical actions are at –4.
Iniciado carroña (gnoll, clerigo Rovagug)
Attributes: Agility d6, Smarts d4, Spirit d10, Strength d8, Vigor d8
Skills: Fighting d6, Intimidation d8, Notice d6, Shooting d6, Stealth d6, Throwing d6, Gaith d8
Pace: 6; Parry: 5; Toughness: 8 (1)
Gear: Leather armor (+1, solo cuerpo), scimitar (Str+d8).
Special Abilities
• Size +1: Gnolls are slightly larger than humans.
• Infravision: Halves penalties for poor light vs. warm targets.
Poderes: 10 PP