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“Whoever fights monsters should see to it that in the process

he does not become a monster. And if you gaze long enough into
an abyss, the abyss will gaze back into you.”
Friedrich Nietzsche

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ATLANTIS: The Second Age
Contents Elysium 34 Gondwana 60
What Is This Book? 4 Elang Laut 35 Anteater, Giant 61
Adversaries 5 Ngendi 36 Basilisk 61
Attributes 5 Ngurai 37 Bennu Birds 62
Skill Ratings For Creatures 5 Pua Tu Tahi 37 Dan Ida Hwedo 62
Ability Levels During Combat 5 Tiki Toniwha 38 Egun Gun 63
Tinirau 38 Eloko 64
Tipua 39 Golems 65
ALBA and IBER 6 Uhinipili 39 Gorgosian Hag 66
Albish Ogre 7 Grootslang 67
Bánánach 8
Boggart 9 Eria 40 Impundulu
Inkanyamba
68
68
Caorthannach 9 Binesi 41
Bishagishkah 42 Kishi 69
Carraig Fuileachdach 10 Kongamato 69
The Dullahan 11 Jeebay  43
Manidoon 44 Ninki Nanka 70
Fearbeag 12 Rompo 70
Phouka 12 Mikinahk 45
Naaldlooshi 46 Sasabonsam 71
Sluagh 13 Silver Ants 71
Tapper 14 Uhkten 47
War Bison 48 Termites, Giant 72
Wickerman 15 Tikoloshe 72
Wihmbahg 48
Windigo 49 Umdhlebi 73
Anostos 16 Worm Wood 50 Winged White Ape 73
Ash Wraith 17 Conquering Worms 51
Bas’lok 17 Hesperia 74
Blydvine 18
Brass Horror 19 Europa 52 Chimera
Cyclopes
75
76
Fomorian 20 Adoniat 53
Alkonost 54 Hydra 76
Huldufolk 21 Lamia 77
Mythsiger 22 Black Hound 54
Boar Rat 55 Nymph 77
The Uln 23 Satyr 78
Boddenman 55
Croidubh The Deathless, Nightmare Stymphalian 79
Atlantis 24 Lord 56
Apata Ori 25 Isari
Lavalu
57
57
Jambu 80
Bronze Sentinels 26 Berbalang 81
Crypt Keepers 27 Longana  58 Diwata 82
Diomekses 27 Skell 58 Garuda  83
Griffon 28 War Pigs 59 Gyalpo 84
Juggernauts 28 Witchlight 59 Ky’Lin 85
Keenings 29 Rakshasa 87
Loving Dead 29 Ro Lang 88
Skull Spiders 30 Tampan 89
Southern Mountain Sloth 31 Yaka 89
Tishtrya 31
Troll, Hill 32
Ubuze 33 Lemuria 90
Antaboga 91
Barong  92
Hekili’kane 92
JENGLOT 93
KUNTILANAK 93
Leyak 94
Lintah 94
Pesugihan 95
Telaga Bersembunyi 95

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Theragraphica
MU 96 Demons of Ba’al Common Foes 144
Bunyip
Julana
97
98
128 Common Foes
Quick Adversaries
145
145
The Great Corrupter 129
Muldjewangk 99 Mooks 145
Demon Abilities 130
Nakahi 100 Henchman 145
The Sons Of Ba’al 130
Ngahrara Timo 101 Bodyguard 145
Twisted Tongues And Soul Names 130
Papinjuwari Thardid 101 Animated Skeleton 146
Possession 130
Peraka-I 102 Eaters Of The Dead 146
Soul Hunger 131
Tiddalik 103 Elementals 147
Sample demon 132
Wambeen 103 Elemental Special Abilities- 147
Ba’al Shathar A.K.A. Baaluku The
Black 132 Mummified Corpse 153

North Sea 104 Demon Boar 133 Wyvern 153

Bjerigber 105 Possessed Plague Victim 133


Bysar 105 Adversary Creation
Draug
Draug Crab
106
107
Ophidians of Mu 154
Giants 108 134 Step One
Basic Adversaries
154
154
Grindahls 109 The Serpent Lords 135
Haldja 110 The Ahl-At-Rab 135 Step Two 155
Huldra 110 The Makara 136 Scale 155
Lindorm 111 The Naga 137 Step Three 155
Nakki 111 The Great Dragons 140 Attack Form And Protection 155
Old Mother 112 Echidna 140 Step Four 156
Raven Wolves 113 Piasa 141 Abilities 156
Sfuath 113 Mogot'Rai, Lurker In Shadows 142 Weakness 160
Sjarv 114 Nihoddgr 143 Example Monster Creation 161
Troll, Cave 115 Threat Level Explained 162
Mundane Animals 164
Threat Level Average by Area 166
Oceans and Seas116 Adversary Worksheet 167
Eronka’Iseju 117
Itilosi 118
Itsasoko Suge 119

Tamoanchan 120
Bakotahl 121
Cohuatl 121
Coxua 122
Encerrados 122
Hueetzilin 123
Moo-Ahn 123
Nak’aqs 124
Piranu 124
Urubutsin 125
Xolotl 126
Yurupari 127

3
ATLANTIS: The Second Age
Welcome to ATLANTIS: Theragraphica.
This is a supplement for the ATLANTIS: The Second Age role-playing game. Thank you for
taking the time to have a look!

What Is This Book?


This book details all the monsters, adversaries, and opponents a hero in ATLANTIS might face
during his adventures.

Do I Need Any Other Books To Use This Book?


This book is not a stand-alone product! You’ll need the ATLANTIS: The Second Age core book,
a few friends, some dice and a lot of imagination.

How Do I Use This Book?


The ATLANTIS: Theragraphica is a reference book made primarily for the Game Master (GM)
of the game to use when deciding what creature, to oppose the players and their heroes with.
The book also contains rules to help the GM create new and exciting opponents for the players.
The existing creatures in the book are designed to promote the
themes of the ATLANTIS: The Second Age by focusing on
monsters with a bit more cultural flavor. The creatures on
the following pages are not geared for generic play but are
tailored to the lands from which they come.

Can I Use The Creatures In The Book In Other Existing


Role-Playing Games?
“Do what thou wilt shall be the whole of the Law”.
With a little work you can cram these creatures into any
fantasy game. I’m personally biased and suggest using the
ATLANTIS: The Second Age RPG but who am I to judge?
Thank you and enjoy the book!

4
Theragraphica
Adversaries
The Antediluvian world is filled with harrowing entities, the enemies of all mortals. They wait
in the shadows, plotting. They rule the unexplored reaches. To them, all are prey. Other beings, less
extraordinary, but just as sinister, lurk on every city street, in backwater villages, and even in the
temples. A Hero must be forever on guard while adventuring in the known world.
The NPC creatures, criminals, and challenges that follow are formatted in such a way as to give
only their pertinent skills and abilities; it is not intended to be a comprehensive list of every skill
and advantage each NPC may have. Game Masters are encouraged to create other abilities and
skills, to customize them, and tailor them for their NPCs, to make the game a unique experience.

Attributes
Adversaries aren’t built like players characters. This is done for speed and simplicity. The stat
block for an Adversary is abbreviated, and in some cases changed completely.
The Attributes listed are for the most common type of Adversary encountered and should be
modified for more or less powerful opponents. Some Attributes are unique to Adversaries and are
listed below:
Ability Level (AL): The Ability Level of the Adversary.
Hit Points (HP): The amount of damage the Adversary can take before it’s dead.
Hero Points (HrP): The number of Hero Points the Adversary possesses. The number of Hero
Points an Adversary can use is restricted by the amount of Renown it has, just like a player character.
Scale (Scl): The Scale and Size of the Adversary.
Renown (Ren): The amount of Renown the Adversary has.
Threat Level (TL): The Threat Level of the Adversary; used to make more or less potent opponents.

Skill Ratings For Creatures


In Atlantis, creatures use a simplified system for determining the extent of their abilities. In place
of the assortment of skills that PCs and NPCs possess, creatures are rated according to the overall
Ability Level, which is used as a modifier for almost every situation. Additionally, Constitution
Ratings have already been added to Hit Point totals, and Strength Ratings have been factored into
Damage Ratings. Creatures do not have Combat Ratings or Magic Ratings, since all fighting or
magic abilities are based on Ability Level.

Ability Levels During Combat


In combat, the Ability Level of the creature/Adversary is broken down to help manage its
effectiveness. Some creatures are very effective but easy to hit while some beast are very nimble but Do I need all the
not very good at offensive actions. To represent this, Ability Level is broken into two Attributes for creatures’ Attributes?
each Adversary. No. The Attributes are there
just to be thorough for a “just in
Attack Level (Atk) - used to perform attacks during combat case” moment. You only really
Defense Level (Def ) - used as the DoD when being attacked. need to know the Ability Level,
damage, armor and special
To determine the Ability Levels for both Atk and Def, the GM uses the Ability Level for one abilities of a creature. Most of the
of the abilities and half of the Ability Level for the other. This will give the Adversary either a high time, the actual Attributes won’t
Attack Level or a high Defense Level, but not both. When the creature is chosen the GM decides be used, but in some cases it’s
good to know what the creature’s
which score is which and it stays fixed.
PER is, or exactly how strong a
Example: a Dire Lion with an Ability Level of 16 can have an Atk 16 and a Def 8 or an creature is.
Atk 8 and a Def 16. The short of it is, it’s there if
The Expert ability can be purchased to increase either Ability Level. you need it.

5
ATLANTIS: The Second Age

ALBA and IBER

T he Sluagh are more


than mere soul-
scavengers; they are the
personification of spirits
so evil, their sins so dark,
that no afterlife would
have them.. They are
doomed to drift
through the skies for
all eternity, eating
nothing but the
suffering and pain of
others. One sluagh king
grew weary of this diet of
tears, and instead chose
to feast on the joy of the
living. His host roamed
the land, seeking sounds
of merryment. When
they found unprotected
revellers, the host
descended upon them
and carried them into the
sky, danced a mad dance,
then hurled them back to
the earth; to their deaths.
This is why the people
of Iber and Alba refuse to
make merry outside after
dark.

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Theragraphica
Albish Ogre
Hulking, grey-skinned brutes that tower over fully-grown oak trees, Alba’s Ogres are cunning
creatures that use their size to bully anything smaller than them. Alba’s Ogres are foul tempered
and lazy beyond belief. These creatures emit a foul miasma that drives away animals and kills plant
life. Luckily, there are probably less than two dozen Ogres in all of Alba; gender is evenly divided
between males and females.
INT PER WIL CHA STR DEX CON
-3 +0 +0 -4 +12 +0 +9
SPD HP HrP Scl Ren TL AL
+1 145 20 +2 135 3 16-20
Attack / Damage Tree Trunk DR 12 + STR (24)
Aura of Fear, Immunity (Mind Control), Miasma (Sight), Speak
Abilities
Like a Man
Armor Pelt PR 2
Weakness None
Suggested Extra Abilities
Ranged Attack (Fire Breathing), Multiple Heads, Swallow, Trample.

If the Albish Ogres have one


weakness it is that they are bone
idle; they typically enslave those
they capture rather than eating
them. More than one hapless
mortal has managed to stay alive
by offering the Ogre a service
of one kind or another. These
slaves soon sicken and die as the
creature’s stench spoils most food
and drink.
Thalmia, Triton Sorceress

7
ATLANTIS: The Second Age
Bánánach
Bánánach are achingly beautiful female spirits that haunt battlefields and other sites of great
loss of life. Though most common in Iber and Alba, they can be found throughout the world. The
spirits are not undead creatures but instead some form of genius loci; a manifestation of the despair
of the dying. Bánánach protect the dead from those who would plunder their graves and corpses. A
Bánánach can rarely be reasoned with and can use its magic to animate the corpses of the dead to
enforce their will. A Bánánach may exchange items from its domain in exchange for services such
as returning a locket belonging to a fallen soldier to his lover or recovering objects stolen from the
dead.
INT PER WIL CHA STR DEX CON
+4 +2 +4 +1 +0 +2 +2
SPD HP HrP Scl Ren TL AL
+5 45 20 0 75 3 18
Attack / Damage Fists DR 2 + STR
Enhanced Perception (Sight), Intangibility, Speak Like a Man, Spell
Abilities
Ability (Sorcery)
Armor Semi-corporeal PR 8
Weakness None
Suggested Extra Abilities
Aura of Fear, Expert, Swift, Terrain Immunity (Battlefield)

We faced one of these things on


the southern coast of Elassippea
and though we thought her a
spectral Atlantean ghost at the
time, my studies later confirmed
that it was in fact a Bánánach. I
returned to that same shore and
left funeral offerings befitting
a prince. I doubt it will soothe
whatever rage still flows under
those waves that cap the lost
Atlantean kingdom, but perhaps
it will buy the farmsteads nearby
some measure of peace.
Caerwyn, Lemurian Scholar

8
Theragraphica
Boggart
Boggarts are powerful hair-covered humanoids, with yellow eyes the size of saucers, long
pointed ears, and arms that hang down to just above their ankles. Boggarts are typically violent and
territorial, staking claim to a small area surrounding their lair. Boggarts are most common in Alba
but can be found throughout Europa, where they are known by other names like Bogeyman and
Satyr. Boggarts demand tribute from those crossing their territory and react with extreme violence
if not satisfied. The creatures have been known to protect mortals living in their domain, regarding
them as favored pets.
INT PER WIL CHA STR DEX CON
+0 +1 +3 +0 +5 +5 +5
SPD HP HrP Scl Ren TL AL
+1 75 20 0 78 3 16
Attack / Damage Claws and Teeth DR 4 + STR
Abilities Camouflage, Grappling, Rending, Sundering
Armor Heavy Hide PR 4
Weakness Allergy (Honey)
Suggested Extra Abilities
Howl, Poison, Tunneling, Wall Crawling

Caorthannach
Caorthannach are humanoid creatures born of poison and flame. They are dark-skinned, heavily
muscled monsters that appear as a mix between a man and a hairless hound. Caorthannach move
about on all fours and can easily run down a man on horseback. The creatures dwell on Iber where
they poison wells, burn down villages, and cause mayhem wherever they go. Heroes regularly hunt While crossing the wild lands
Caorthannach, with more than a few dying horribly in the attempt. No matter how many are killed of Haver we sheltered from a
more keep appearing, however; the origin of the beasts is a mystery to all. storm in a ruined tower. This was
our first mistake; every fool in
INT PER WIL CHA STR DEX CON Alba knows that Boggarts love
-2 +2 +1 +0 +8 +4 +5 to dwell in the ruins of man. The
SPD HP HrP Scl Ren TL AL Boggart announced itself in a
strange tongue, which none of us
+2 75 20 0 60 3 18 spoke. When we didn’t respond,
Attack / Damage Nails DR 2 + STR the creature tore apart two of
Abilities Poison (Bite), Ranged Attack (Fire Breath), Spit Venom, Swift our friends and gutted our pack
horse. It batted aside spells and
Armor Thick Skin PR 2
bronze with equal ease, rending
Weakness Allergy (Salt Water) and tearing as it went. We fled
Suggested Extra Abilities into the stormy night, the thing
in hot persuit. All I can remember
Armored Hide, Regeneration, Sunder
of that night are the distant
screams of my friends and the
huge yellow eyes that hunted me
until the dawn finally broke.
Thalmia, Triton Sorceress

9
ATLANTIS: The Second Age
Carraig Fuileachdach
Carraig Fuileachdach are slabs of rock, usually altars, which have been the site of human
sacrifice for generations. Absorbing the suffering, anger, and feelings of powerlessness generated
by the rituals, the stone becomes a sentient being with a hunger for blood and power. These stones
are subtle and work through human cultists, often masquerading as deities. Their sole purpose is to
gain more power and sacrifices. Being sessile, Carraig Fuileachdach rely on their cults, but are far
from vulnerable; they each possess mighty magic power and can draw on centuries of stored energy
to fuel their spells. There are less than ten stones in all of Europa (mostly in Iber) but a few more
exist scattered throughout the world in places where blood sacrifice is or was common.
While we traveled in Iber, INT PER WIL CHA STR DEX CON
we heard of a cult of blood +10 +5 +10 +5 -5 -5 +10
worshippers that resided in the
SPD HP HrP Scl Ren TL AL
hills near to where we were
camped. When they descended -5 240 50 0 121 5 31
on us in the night, we beat them Attack / Damage None
back, though one of our guides
Armored Hide, Aura of Fear, Beguile, Damaging Aura (animates
was taken. We never saw him
Abilities stones and throws them), Drains Life-force, Speak Like a Man, Spell
again alive, but we found his
Ability (Dark Arts)
corpse. It wasn’t until months
later that we learned that the cult Armor Armored Hide PR 13
itself was in the thrall of one of Weakness Achilles Heel (Salt)
these accursed monoliths. For all
Suggested Extra Abilities
the good that knowledge does
me now, I am not sure what else Miasma
we could have done.
Caerwyn, Lemurian Scholar

10
Theragraphica
The Dullahan
A Dullahan is the fierce undead spirit of a black horse, complete with scarred flanks and flaming
black boned hoves that spark flame when they strike the earth. The Dullahan stalks lone travelers,
decapitates them, and then reanimates their corpses as riders. The creature requires fresh riders
constantly as the animation magic only lasts for three nights. During the three nights the Dullahan
seek only to cause terror and misery. The Dullahan’s lair is typically strewn with dozens of corpses
belonging to former riders.
INT PER WIL CHA STR DEX CON
-1 +1 +0 -3 +4 +2 +4
SPD HP HrP Scl Ren TL AL
+3 27 10 0 54 1 15
Attack / Damage Hooves DR 4 + STR
Abilities Expert, Knock-Down, Sweep Attack, Swift, Undead
Armor Unnatural Hide PR 8
Weakness Ward (Gold)
Suggested Extra Abilities
Armored Hide, Aura of Fear, Flight, Howl

The Dullahan Rider


The rider is nothing more than a drone controlled by the Dulahan and can never move further
than 10 meters from its master. While animated the rider fights at the Ability Level of its master
and has the Hit Points and equipment it possessed in life.

11
ATLANTIS: The Second Age
Fearbeag
This strange creature consists of dozens of 6-inch tall men who cling onto
each other to form a single gestalt man of about 2m in height. The Fearbeag
hides its strange body behind baggy clothes and a hood. The being’s voice sounds
like a chorus of tiny children. The Fearbeag is a semi-spirit being that seeks
the company of those who accept it, but eats those who don’t. It tries not to
reveal itself to large groups of people. As long as one part of the Fearbeag’s body
survives it can regenerate its lost brothers. The Fearbeag is often knowledgeable
regarding all the hidden paths in the area it dwells and might be persuaded to
give up this information in exchange for appropriate gifts.
INT PER WIL CHA STR DEX CON
+1 +3 +0 +0 +2 +1 +2
SPD HP HrP Scl Ren TL AL
+1 21 10 0 30 +1 +8
Attack /
Punch and Bites DR 2 + STR
Damage
Abilities Grapple, Speak Like A Man
Armor None
Weakness Fear (Horses)
Suggested Extra Abilities
Enhanced Perception, Multiple Heads, Regeneration

Phouka
Phouka are shapeshifting air elementals twisted and ruined by some
forgotten tragedy. They spend most of their time invisible, only appearing in
order to punish or reward those they see as wicked. Phouka have been known to
aid those they see as “pure of heart”. They can befoul plants and animals so that
they appear healthy but are actually deadly poisonous to eat. Phouka who make
their presence known usually expect tribute. If they receive it they may grant
some boon; if not, pain and suffering are sure to follow. Phouka have no natural
form but may appear as a short human shaped apparition.
INT PER WIL CHA STR DEX CON
+5 +3 +5 +1 +1 +1 +2
SPD HP HrP Scl Ren TL AL
+2 45 20 0 60 3 16
Attack /
Teeth-like Daggers DR 4 + STR
Damage
Camouflage, Shapechange, Speak Like a
Abilities
Man, Spell Ability (Witchcraft Tradition)
Armor Coarse Hide PR 2
Weakness None
Suggested Extra Abilities
Drains Life-force, Howl, Poison

12
Theragraphica
Sluagh
These short, slender humanoids have jet black skin, no discernable face, and a pair of bat-like
wings sprouting from their backs. Sluagh feed off the energies given off by death and are often
found hovering over graveyards or plague-ridden cities. Often mistaken for spirits, each Sluagh
serves a king; a bloated version of themselves unable to fly and possessed of great knowledge and
sorcerous powers. The Sluagh kings cannot survive on the meager offerings provided by graveyards
and the like and so demand that their lesser kin seek out the dying so that the king can feed directly
at the moment of death.
INT PER WIL CHA STR DEX CON
-1 +0 -2 -2 +0 +5 +0
SPD HP HrP Scl Ren TL AL
+5 10 5 0 15 0 5
Attack / Damage Claws DR 2 + STR or by weapon
Abilities Flight, Swift
Armor Supernatural Skin PR 2
Weakness None
Suggested Extra Abilities
Drag Down, Expert, Grapple

A Pictish warchief in Iber once


told me that their nomadic tribes
travelled great distances to lay
their dead to rest in vast earthen
mounds. He claimed that vast
numbers of Sluagh slept under
these mounds, awakening only
when hunger drove them out.
The Picts explained that when
natural deaths weren’t enough,
they sacrificed people to keep
the Sluagh fed. It was around
that point that I realized they’d
poisoned my food.
Thalmia, Triton Sorceress

13
ATLANTIS: The Second Age
Tapper
Tappers (or Nomen as they are called in Europa) are spirits of stone who merge so completely
with their chosen element that there is no way of telling where a Tapper ends and the rock begins.
Tappers dwell in the deep places of the Earth and rarely venture forth from their mines. These
creatures are fond of mortals, sometimes warning them of rockfalls or cave ins by tapping the stone,
hence their name. A few Tappers are not so happy with “skydwellers” and go out of their way to
hurt them. A mine haunted by a violent Tapper is a dangerous thing indeed.
INT PER WIL CHA STR DEX CON
+1 +3 +1 +2 +0 +0 +3
SPD HP HrP Scl Ren TL AL
+0 24 10 0 45 1 8
Attack / Damage Rocky Shards DR 4 + STR
Camouflage, Shapeshift (Stone shapes only), Tunneling, Wall
Abilities
Crawling
Armor Stoney Hide DR 8
Weakness Allergy (Honey)
Suggested Extra Abilities
Armored Hide, Speak Like a Man, Spell Ability (Witchcraft), Tough

14
Theragraphica
Wickerman
A wickerman is an 8 meter tall man shaped statue made of intertwined wood and cord. The
wickerman is hollow and usually filled with pitch covered criminals and those deserving of execution
for some crime. The entire wickeman is stuffed with other votives to be sacrificed and then set
aflame by the druidic priest of Alba to honor their gods. In most cases the wickerman simply burst
into flames and burns to the ground with all inside but sometimes errant elementals spirits of earth
and fire are drawn to the effigy. The combined rage of the souls inside and the elementals coalesce
into a singular raging soul of fury and hate seeking retribution against any living souls unfortunate
enough to cross its path.
During times of wars unscrupulous druids have been known to build wickermen near the front
line in hopes of creating the monstrosity. This has backfired more than once as the wickerman turns
on the druids own people killing them as well.
After running amok for seven days the wickerman will face the heavens and howl until its
shakes itself apart leaving a heap of ash and charred remains.
INT PER WIL CHA STR DEX CON
+0 +0 +2 +0 +5 +3 +7
SPD HP HrP Scl Ren TL AL
+0 85 15 +2 114 2 11-15
Sweeping tree like arms DR8+STR (13) treated as a Tail for sweep
Att/Dam
purposes
Abilities Damaging Aura (Flaming Body), Knock Down, Trample
Armor Bark and cord PR4
Weakness None
Suggested Extra Abilities
Dire, Swallow, Tough

15
ATLANTIS: The Second Age

Anostos

T hen they parted,


each from the
other, and Cokuhlayn
went forth to look on
the great sea. There he
beheld a great assembly,
weeping and lamenting.
So the hero came to the
place and asked them
of their sorrow. They
answered, “A tribute to
the Formorians! The most
beautiful children of our
land!” Sorrow filled
Cokuhlayn’s heart
as he spoke a while
with them. A ship
appeared, bobbing
on the sea’s furious
waves.When the folk saw
the ship, they all fled (save
for Cokuhlayn and the
children, tied to stakes in
the shore). From the ship
came a huge, dark and
brutish warrior, laughing
roughly. The big man
came ashore towards
them and stretched forth
his long, sinewy, hideous
arm to seize Cokuhlayn.
Straightaway Cokuhlayn
raised his right hand, bared
his sword, and gave the
warrior a blow, striking off
his hand at the wrist.

16
Theragraphica
Ash Wraith
Ash Wraiths are the vengeful nature spirits driven mad by the corruption of Anostos and the
destruction of their forest home by the Fomorians. Although not an undead creature, but often
confused with one, Ash Wraiths roam the desolation that rings Anostos, attacking anyone who
crosses their path. The spirits are intelligent and if someone withstands their initial assault they can
be reasoned with. Transporting a spirit off Anostos might assuage its rage. Ash Wraiths appear as
whirlwinds of ash and embers making them difficult to spot in their chosen terrain. Lone spirits are
rare and they usually travel in small groups.
INT PER WIL CHA STR DEX CON
+0 +0 +0 +0 +0 +2 +2
SPD HP HrP Scl Ren TL AL
+1 10 5 0 15 0 5
Attack / Damage Claws of Burning Embers DR 4 + STR + Damaging Aura
Abilities Damaging Aura (Burning Ash and Embers), Intangibility
Armor Semi-corporeal PR 2
Weakness Allergy (Water)
Suggested Extra Abilities
Camouflage, Ranged Attack, Speak Like a Man

Bas’lok
Bas’lok are monkey-like beings that drink the sap of Bloodwood trees. These lemur-like creatures
These creatures are the
are only a foot or so in length and covered in soft fur. Bas’lok have tiny air bladders beneath their
forgotten menance of the
skin which they can inflate with gasses that allow them to make massive leaps or simply to intimidate
Blydwueld. If not for the Uln’s
enemies. The creatures travel in family units, draining the sap from a tree over the course of a week
predations they might overrun
or two before moving to the next. Bas’lok blood is deadly poisonous to the insect life found in the
the entire region. Occasionally
Blydwueld, making them the only native mammalian life found there. Bas’lok are fiercely territorial
a particulary intelligent Bas’lok
and have been known to descend en-masse on those that enter their territory.
will gather hundreds of the
INT PER WIL CHA STR DEX CON creatures together to form a
-2 +1 +0 +0 +0 +5 +0 horde that rampages through
the Blydwueld until they finally
SPD HP HrP Scl Ren TL AL
drown themselves in the waters
+1 5 5 -1 15 0 5 of Lake Vannonde.
Attack / Damage Sharp Teeth DR 4 + STR Thalmia, Triton Sorceress
Abilities Grapple, Pack Animal, Terrain Immunity (Forest)
Armor None
Weakness Avarice (Bloodwood Sap Addiction)
Suggested Extra Abilities
Expert, Drag Down, Poison

17
ATLANTIS: The Second Age
Blydvine
This horrifying mix of plant and animal is the terror of the Blydwueld. The creature consists of
a collection of 10 meter-long vines tipped with boney spines and attached to a central fleshy node.
The node resembles a fleshy ball with an upper surface covered in foot-long spines. The Blydvine
traps its prey in its vines, stabbing it to death with its boney spines, before impaling the creature’s
head on top of its body and feeding on its brain fluid. The Blydvine gains some of the knowledge
and memory of the creatures it kills; local tribes have found that eating the fleshy node can grant
them some of this knowledge. The Blydvine can drag itself slowly from place to place but usually
acts as an ambush predator.
INT PER WIL CHA STR DEX CON
I was once given a dozen +1 +1 +0 -3 +6 +3 +2
Blydvine nodes and asked to SPD HP HrP Scl Ren TL AL
prepare an elixir from a formula
+0 21 10 0 39 1 9
scratched upon the bark of some
pale tree. The concoction took Attack / Damage Dagger-like Spines DR 4 + STR
me three days to get right, cost Abilities Camouflage, Grapple
me the hair on my right arm, and Armor Thick Flesh PR 2
made my fur smell like vomit for
days. However, when it was Weakness None
done, I was paid with three Suggested Extra Abilities
ancient tomes of alchemical lore. Entangle, Expert, Poison
I am not entirely sure what the
elixir’s purpose was, but given
the other ingredients I suspect
that it was meant to retrieve
some memory of the past.
Caerwyn, Lemurian Scholar

18
Theragraphica

Not every Brass Horror hides


a demon. I’ve heard a tale that
sometimes, when the creature is
slain a mortal of extraordinary
purity arises from the brass shell.
These beings are child-like, pure
souls that no nothing of the evil
that plagues the lands of the
Second Age. I can only guess at
their origin but perhaps they are
the souls of beings who had the
misfortune to cut a deal with
Ba’al and his ilk.
Thalmia, Triton Sorceress

Brass Horror
These tortured and twisted creatures are the embodiment of rage and pain. Physically, Brass
Horrors appear roughly humanoid in shape and are covered in molten brass. The creatures’ howls
of agony can be heard for miles around as they charge through the Blydwueld and beyond. New
horrors emerge from Vannonde Lake with frightening regularity. The creatures are suicidal in their
attacks on others, caring not if they live or die, and if not for the great mountains that surround the
Blydwueld and the predations of the Uln they might have overrun all of Anostos. When slain, the
molten brass surrounding the horror solidifies, and if broken open, a demon emerges (see Demons).
INT PER WIL CHA STR DEX CON
-2 +0 -2 -2 +7 +3 +6
SPD HP HrP Scl Ren TL AL
+5 50 15 0 63 2 12
Attack / Damage Slam DR 4 + STR
Abilities Immunity (Heat and Fire), Knock-Down, Regeneration
Armor Molten Brass PR 4
Weakness None
Suggested Extra Abilities
Howl, Ranged Attack (Molten Brass), Tough

19
ATLANTIS: The Second Age

My cousin Kiarti claims that


she was freed from Fomorian
captivity by the Huldufolk.
Kiarti says they took her to their
kingdom where the Huldufolk
tended the roots of Bloodwood
trees cut down by the Fomorians,
coaxing them back to life. She
claims that the Huldufolk bled
her for weeks, draining her to
feed the Bloodwood roots, until
she was able to escape when the
roof of her prison caved in. The
truth of her tale is hard to divine
since her mind was lost to the
tortures she endured at the hands
of the grey giants.
Thalmia, Triton Sorceress

Fomorian
Formorians are depraved giants who dominate the poison
isle of Anostos. Over 3 meters tall with slate-grey skin and
greasy black hair Formorians are an impressive, if disgusting,
sight. Fomorians are selfish creatures with a cruel streak and a
love of conflict; they kill without hesitation, enslave other beings,
and send raiding parties across the world. Looking at their brutish
faces it is easy to assume that Formorians are stupid, but they are
possessed of cunning minds which they turn to all manner of evil.
Formorian magicians tend to be masters of the Dark Arts though a few
follow the Witchcraft or Shamanic traditions.

INT PER WIL CHA STR DEX CON


+0 +0 +0 -2 +10 +3 +5
SPD HP HrP Scl Ren TL AL
+0 55 15 +1 75 2 11-15
Fist-like Mallets DR 4 + STR (14) Bloodwood Spear DR 8 + STR
Attack / Damage
(18)
Abilities Knock-Down, Speak Like a Man, Sweep Attack
Armor None or Light Armor PR 2
Weakness None
Suggested Extra Abilities
Expert, Spell Ability (Dark Arts), Stunning, Sundering

20
Theragraphica
Huldufolk
The Taquii Mountains are dotted with tiny mounds of stone and earth no bigger than a sheep.
These mysterious humps are gateways to the hidden underground kingdom of the Huldufolk,
strange beings hidden from mortals by unspeakably powerful and ancient magic. The Huldufolk
spend only a little time on the surface of Anostos, appearing occasionally to rescue a lost traveler or
to free slaves from the Fomorians. Huldufolk appear as one meter-tall humanoids, with hands that
point the opposite direction to a human’s, and wizened faces that lack noses. These strange creatures
are natural magicians and while they like most mortals they have a taste for Andaman flesh.
INT PER WIL CHA STR DEX CON
+3 +0 +2 +1 -1 +0 +0
SPD HP HrP Scl Ren TL AL
+0 10 5 0 15 0 10
Attack / Damage By Weapon
Abilities Expert, Speak Like a Man, Spell Ability
Armor By Armor Worn (Generally Light Armor PR 2)
Weakness Avarice (Andaman Flesh)
Suggested Extra Abilities
Swift, Terrain Immunity (Mountains)

21
ATLANTIS: The Second Age
Mythsiger
The steaming forest of Blydwueld is home to all manner of dangerous giant insects but the most
dangerous and yet highly sought after are the Mythsiger. These human-sized insects have patterns
on their wings that, when they wrap themselves in their wings, make them appear to be human, at
least from a distance. Once it gets close to its prey the Mythsinger uncoils its four scythe-like arms
to attack. The Mythsiger’s carapace is an alchemical wonder; when ground down and boiled it
produces 200 units of Iosis powder. Alchemists regularly die while attempting to recover a mating
pair of Mythsigers.
INT PER WIL CHA STR DEX CON
+0 +0 +0 -2 +6 +3 +3
SPD HP HrP Scl Ren TL AL
+0 24 10 -1 54 1 9
Attack / Damage Scythe Arms DR 4 + STR
Abilities Armor Piercing, Camouflage (See Description Below), Sweep Attack
Armor Carapace PR 8
Weakness None
Special Abilities
Camouflage: Mythsigers can appear like hunched humans if they fold their wings over their body.
Use camouflage as DoD for PER check to ascertain the Mythsiger for what it is.

22
Theragraphica
The Uln
The Uln are a tribe of warped creatures mutated by the waters of Lake Vannonde. No two
Uln look the same but all have features of the first four root races mashed together in the most
unflattering arrangements. Poisonous bone spurs grow from their knees and elbows and their grey-
green skin is marred by tumors and minor mutations. The Uln call themselves “the chosen of Ba’al”
and hunt the Brass Horrors that emerge from Lake Vannonde, naming them traitors to the master.
The tribesmen wield weapons and armor made from insect chitin, and some use dark magic.
INT PER WIL CHA STR DEX CON
+0 +1 -1 -1 +2 +1 +2
SPD HP HrP Scl Ren TL AL
+1 10 5 0 24 0 9
Attack / Damage Bone Spurs DR 4 + STR, or by weapon
Abilities Expert, Poison, Speak Like a Man
Armor By Armor Worn (Generally Light Armor PR 2)
Weakness Allergy (Salt)
Suggested Extra Abilities
Armor Piercing, Spell Ability (Dark Arts), Terrain Immunity (Forest)

23
ATLANTIS: The Second Age

Atlantis

A scholar
the
cataloging all the
traveled
world

wondrous and
terrifying beast of
the world. After 49
years his travels finally
brought him to the
golden land of Atlantis
where he met a lowly
herder of goats.
“Why are you
here, what do you
hope to find in my
land of wonder?”
asked the herder.
“I have traveled
two score and nine years
and cataloged every
beast that crawls, flies,
swims, and walks. I search
for the creature that cast
the longest shadow and
whose name burns the
ears with terror any who
hear it. I seek the things
that all men fear.”
explained the scholar.
The herder
nodded in thought
for a somber
moment and a smile
crept across his face.
With arms outstretch
and head held high he
exclaimed “Your search is
at an end! You have found
the beast that all else fears,
its name is Atlantean! No
beast that crawls, flies,
swims, or walks is as
terrifying as the lowest
of my land. No beast cast
a longer shadow, and no
name ever uttered burns
like the name Atlantean.
Now away from here and
tell the world the terrible
truth you have found!”

24
Theragraphica
Apata Ori
When dormant, the Apata Ori resemble giant stone heads carved to represent figures from
the past. Many of these bear Atlantean features, but Apata Ori with the faces of Lemurians or
Ophidians are common as well. Apata Ori slumber atop Vril lines and some call the stone heads
‘guardians of the ways’. Peasants decorate them with wreaths of flowers and anoint them with
fragrant oils. Disturbances in the lines of Vril near where the Apata Ori slumber result in the
awakening of these giant orbs.
The sight of an awakened Apata Ori is the sight of an angry Apata Ori. The heads fly, surrounded
by a nimbus of flashing bronze blades that crackle with sparks of raw Vril and their eyes seem to
be comprised of burning lava. Their voices sound like grating and crashing rocks, but most of their
speech is unintelligible. Jinn claim that they can understand the words of Apata Ori, but hearing
the voices causes them indescribable sorrow and searing pain.
INT PER WIL CHA STR DEX CON
-2 +5 +5 -3 +0 +0 +6
SPD HP HrP Scl Ren TL AL The sound of the metal ‘wings’
-1 33 10 0 84 1 6-10 of one of these flying stone heads
is one that shall haunt me always.
Bronze blades DR 8 + STR (8), Flung Blade DR 11 (Range, 50
Attack / Damage I worked to shift the lines of Vril
meters)
that were flooding an abandoned
Armored Hide, Damaging Aura (Vril-powered Bronze Blades), temple with power so that we
Abilities
Flight (2, SPD 11), Howl, Ranged Attack, Spell Ability (Sorcery) might stop the horrors that spilled
Armor Stone PR 21 from its doors. No sooner had
we done so, however, than one
Weakness Ward (Obsidian Mirror), Ward (Orichalcum)
of these Apata Ori appeared over
Suggested Extra Abilities the treeline, hissing and spitting.
Speak Like a Man, Tough It slew two men before we were
able to take cover until its rage
subsided.
Caerwyn, Lemurian Scholar

25
ATLANTIS: The Second Age
Bronze Sentinels
Built by artificers during the Golden Age, the Bronze Sentinels were meant to protect Atlantis
from harm. During the Cataclysm the delicate Vril matrices that controlled the sentinels were
damaged and most of them went dormant. A century or so ago they began to wake up. Some went
on about their duties as if nothing had happened, while others simply wandered off. A few went
on rampages but were quickly dealt with. If anyone knows what triggered this awakening they
are keeping quiet. More than a few people find the sentinels’ icy calm unnerving and a few claim
they have seen the sentinels meeting secretly, though there are no reliable reports of this. Bronze
Sentinels vary in size and shape, ranging from dog-sized flying insects to tower-sized behemoths.
The sentinel below is shaped like a horse-sized bronze scorpion and represents the average Threat
Level.
INT PER WIL CHA STR DEX CON
+0 +4 +0 -2 +5 +2 +2
SPD HP HrP Scl Ren TL AL
+4 30 15 0 69 2 12
Attack / Damage Powerful Fists DR 4 + STR
Abilities Armor Piercing, Armored Hide, Poison
Armor Bronze-plated Hide DR 13
Weakness None
These automatons can appear
in the strangest places. I came Suggested Extra Abilities
across an armless mechanical Expert, Swift
giant waist-deep in a river and
covered in netting. The locals
used it as a ferry to cross the river.
Thalmia, Triton Sorceress

26
Theragraphica
Crypt Keepers
In ages past, the Atlantean nobles were entombed with not only their riches but also their most
beloved and trusted slaves. These slaves suffered terribly and died horrible deaths, buried alive
beside those they faithfully served. Their restless and hungry souls are now twisted and guard the
tombs of their former masters, killing any interloper that is unfortunate enough to open their place
of resting.
INT PER WIL CHA STR DEX CON
+3 +6 +4 -5 +5 +0 +4
SPD HP HrP Scl Ren TL AL
+3 89 20 0 60 3 16-20
Attack / Damage Claws DR 2 + STR (7)
Abilities Aura of Fear, Drains Life-force, Howl, Spell Ability
Armor Leathery Hide PR 4
Weakness None
Suggested Extra Abilities
Grapple, Regeneration, Tough, Tunneling

Diomekses
There is nothing that walks on land, flies in the air, nor crawls under the earth that Ba’al
cannot corrupt. So it was with the fabled horses of Atlantis. Ba’al saw the beauty and power of
these creatures and hated them; then he saw the pride the Atlanteans took in their beasts and
smiled. Diomekses appear as prime examples of Atlantean horseflesh, with one exception: their
teeth are pointed and razor sharp. The creatures entrance anyone looking at them, then devour the
hapless fools whole. Diomekses like to lie in wait at crossroads, faking injury to draw people close.
Occasionally a Diomekses will allow itself to be brought to a stable where it kills and eats all the
horses in secret before fleeing.
INT PER WIL CHA STR DEX CON
+0 +0 +1 +0 +5 +0 +2
SPD HP HrP Scl Ren TL AL These things are just creepy;
+2 21 10 0 39 1 10 some say they are the corpses of
those that died without feeling
Attack / Damage Bite/Kick DR 4 + STR
love, doomed to seek in death
Abilities Beguile, Swift what they could not find in
Armor Tough Hide PR 2 life. My friends and I had the
Weakness None misfortune to run into one of
these creatures while excavating
Suggested Extra Abilities the tomb of some long-forgotten
Expert, Tough Atlantean lord. We lost three
diggers to the creature before we
figured out what was happening.
A warning, these horrors are
silent as the grave and when
they open their arms you feel an
overwhelming urge to comfort
them.
Thalmia, Triton Sorceress

27
ATLANTIS: The Second Age
Griffon
Griffons are hybrids created long ago through the magical experimentations of
First Age Atlantean sorcerers. They have the body, hind quarters, and tail of a lion
and the forelegs, visage, and wings of a giant eagle. Like eagles, griffons make their
lairs in high places such as sheer cliffs, mountainsides, etc. They build sturdy nests of
roots, branches, and such odds and ends as they can scavenge from the surrounding
countryside. Such nests may be as large as 4 meters in diameter, with “walls” as high
as 2 meters. A mated pair of griffons will generally have 1 - 4 young fledglings, eggs,
or some combination thereof. Adult griffons will never leave a nest untended; either
the male or female will always remain in the nest to guard their young.
Griffons are fierce predators who will take almost any type of prey, up to the size
of a full-grown horse. Their preferred method of attack is to swoop down on their
chosen victim from above, inflict a grievous wound with either talons or hooked
beak, and carry the prey back to their lairs. They are strong flyers, and when not
encumbered are capable of maneuvering with swiftness and agility.
INT PER WIL CHA STR DEX CON
My old captain used one -2 +2 +0 +0 +5 +0 +5
of these beasts as his mobile SPD HP HrP Scl Ren TL AL
command post. The beast bore +5 45 15 +1 75 2 10-15
on its back a splendid howdah
gilded in gold and jet. The beast Attack / Damage Beak DR 4 + STR (9), Claw DR 2 + STR (7)
was by no means tamed but Armor Piercing (Claws), Enhanced Perception (Sight), Flight (x2;
Abilities
seemed to befriend the captain Flight SPD 15, +30 with the Swift ability), Swift
and died soon after the captain Armor Dense Feathers PR 4
fell in battle.
Donobey of Nubia Weakness Avarice (Gold and Jewels), Soothing Bane (Calming Music)
Suggested Extra Abilities
Dire, Speak Like a Man, Swift, Tough

Juggernauts
These large creatures reside in the northern mountains of Atlantis living peaceful lives. When
threatened, the beasts are dangerous and unstoppable. Originally bred as beasts of burden, the
anteater-like Juggernaut soon proved to be too ornery and intelligent to tame with any certainty,
and would often “accidently” kill their handlers. After the Great Cataclysm, the remaining bands of
Juggernauts moved into the northern mountains to live unfettered by the Atlanteans.

INT PER WIL CHA STR DEX CON


-2 -1 +1 +0 +8 +0 +12
SPD HP HrP Scl Ren TL AL
-1 182 15 +2 105 2 11-15
Attack / Fist DR 2 + STR (10), Tail Sweep DR 8 +
Damage STR (16)
Abilities Knock-­­Down, Tough, Trample
Armor Thick Hide PR 4
Weakness None
Suggested Extra Abilities
Dire , Howl, Multiple Heads, Spell Ability

28
Theragraphica
Keenings
(For a 100 bird swarm)
Named for the sharp tips of
their feathers and high pitched
song, the Keenings are terrors
in large flocks. The small, white
finches move in orchestrated
maneuvers and take down larger
prey by sweeping past them,
cutting them severely. The “death
by a thousand cuts” can bring down
even the largest of foes.
Keenings are attracted to brightly
colored objects and will often attack a
merchant caravan and try and carry off
any baubles that pique their interest.

INT PER WIL CHA STR DEX CON


-5 +0 +0 +0 +0 +0 -1
SPD HP HrP Scl Ren TL AL
+5 1/21* 5 -2 75 0 1-5*
Attack / Damage Wing Tips DR 2 + STR (2) (*12)
Abilities Armor Piercing, Flight x2 (SPD+15), Flurry, Swarm
Armor None
Weakness Avarice (Brightly colored things), Fear (x3; Loud Noises)
Suggested Extra Abilities
Sweep Attack, Swift
*=Modifiers from 100 bird Swarm. +10 to DR, +20 HP, +10 to Attack Ability Level

Loving Dead
A skeletal undead that sleeps within a large sarcophagus or funerary pot, this
creature slinks from its resting place at night, seeking company. It attacks by staring
at a person, transfixing them with its gaze and bringing the person back to its resting
place, where it suffocates them in its embrace over the course of hours.
INT PER WIL CHA STR DEX CON
+0 +0 +2 +0 +1 +1 +0
SPD HP HrP Scl Ren TL AL
+1 10 5 0 33 2 11-15
Attack / Damage Claws DR 4 + STR (5)
Abilities Beguile, Expert (x2), Undead
Armor Specially Mummified Bones PR 4
Weakness Allergy (x2; Destroying the creature’s resting place kills it immediately)
Suggested Extra Abilities
Aura of Fear, Drains Life-force

29
ATLANTIS: The Second Age

Skull Spiders
Skull Spiders live in the First Age ruins near the southern volcanoes of Atlantis. Most make their
I heard of a group of three homes in the skulls of the unburied dead which litter the abandoned cities. Skull Spiders are the
heroes who descended into what size of a large rat or a small dog, and are fond of eating or laying eggs in the skulls of magic-using
they later discovered to be an creatures.
ancient temple to Set somewhere It is reasoned that the spiders were originally familiars of southern Atlanteans who considered
on the northern Gadirea coast. it fashionable to keep them as pets. After the Great Cataclysm, the arachnids escaped and began to
One vast cavern beneath the breed in the wild, losing their domesticity.
ground was filled with a half- The spider usually attacks using its webs, which it can spit at a foe, causing damage and
score of these vile spiders. They entangling them.
escaped with their lives, but I The Skull Spiders see only magical auras around a creature, which can be obscured by the oil of
was told that it was a frightening the Amphisean Palms that grow in the region. Those covered in it become almost invisible to the
experience as the spiders would spiders.
fling gobs of webbing from a INT PER WIL CHA STR DEX CON
distance, from the ceilings above,
-1 +0 +0 -1 +0 +5 -2
from shadowy alcoves, and from
behind statues. They managed SPD HP HrP Scl Ren TL AL
to kill them with blade and fire, +9 10 10 -1 51 1 6-10
but they still tell the story with a
Attack / Damage Fangs DR 2 + STR (2), Webspit DR 3 (Ranged Attack)
quaver in their voices.
Caerwyn, Lemurian Scholar Abilities Entangle (x2), Ranged Attack, Spell Ability, Wall Crawling
Armor None
Weakness Allergy (Magic), Soothing Bane
Suggested Extra Abilities
Aura of Fear, Camouflage, Speak Like a Man

30
Theragraphica
Southern Mountain Sloth
The Mountain Sloth is a huge, solitary creature that roams the dense rainforest of southern
Atlantis. Unlike its smaller, more docile cousins, the Mountain Sloth is an aggressive meat eater that
hunts during the day and sleeps in mountain caves at night.
When encountered, the sloth will try to ambush and then attack its prey, choosing the largest
or plumpest target to attack and bring back to its lair.
INT PER WIL CHA STR DEX CON
-5 +4 +3 -1 +8 +0 +8
SPD HP HrP Scl Ren TL AL
-2 68 15 0 99 2 11-15
Attack / Damage Claws DR 4 + STR (12)
Abilities Immunity (Fire), Poison (STR 11), Sundering, Wall Crawling
Armor Fur Covered Hide PR 8
Weakness Achilles Heel (Soft Underbelly)
Suggested Extra Abilities
Armor Piecing, Armored Hide, Camouflage, Stunning

Tishtrya
The fabled white horned horses of Atlantis are considered the greatest mounts of the known
world, at least according to the Atlanteans. The sleek white horses have a splash of orange-red on
their heads between the eyes starting at the nostrils and ending at the mane and elegant gazelle- The Atlanteans take the
like horns on their head. The animals are prized for their speed and intelligence and known for Tishtrya fairly seriously. Though
their haughty and selfish natures. In modern times the horses are very rare and bred by only a few I thought of them as little more
breeders found on Atlantis. They are never sold to non-Atlanteans and are the pride of the nation. than unique horses, I had my
back and arm whipped severely
INT PER WIL CHA STR DEX CON after absently touching one on an
+0 +0 +2 +1 +2 +3 +0 Atlantean’s ranch. Negotiations
SPD HP HrP Scl Ren TL AL afterward did not go as smoothly
as we had hoped.
+7 10 5 0 39 0 1-5
Caerwyn, Lemurian Scholar
Attack / Damage Hoof Stamp DR 4 + STR (14)
Abilities Attribute Point Increase (x2), Swift, Terrain Immunity (Mountains)
Armor None
Weakness Avarice (Personal Comfort, Pampered)
Special Abilities
Dire, Terrain Immunity, Tough

31
ATLANTIS: The Second Age
Troll, Hill
Hill Trolls are the most common species of Trolls, an evil and dangerous breed of creatures feared
for their great strength and cruelty. Hill Trolls are the smallest of Troll-kind, but also the cleverest.
As cleverness is relative, however; even Hill Trolls are, by human terms, brutish and stupid.
Most Hill Trolls stand between 2-3 meters in height, are brawny, over-muscled and extraordinarily
ugly. The beasts resemble hulking baboon-like creatures with greyish skin and matted grey or brown
hair.
INT PER WIL CHA STR DEX CON
-2 +1 +0 -2 +7 +1 +6
SPD HP HrP Scl Ren TL AL
+0 43 20 +1 30 1 6-10
Attack / Damage Fist DR 2 + STR (9), Maul DR 12 b + STR (19 b)
Abilities Armored Hide, Knock-Down, Stunning, Sweep Attack
Armor Armored Hide PR 5
Weakness Allergy (x3; Fire)
Suggested Extra Abilities
Camouflage, Dire, Multiple Heads, Regeneration, Tough

The Trolls are rumored to have


a king priest that resides deep
in the mountains to the north.
Last I heard he was gathering
his disciples and massing an
army to spread the word of his
misanthropic god. I welcome a
Trollish holy war and the glory it
would provide!
Donobey of Nubia

32
Theragraphica
Ubuze
These tiny mites shine supernaturally bright, so much so that some scholars believe that they are
burning Vril within their abdomens. They roam about freely, and individually they do not produce
much more than a tiny spark of light, much like a firefly. They are attracted to reflective surfaces,
precious metals, and rare gems. If such things are exposed to the air and Ubuze are nearby, they
will be drawn to the items in ever-increasing numbers. As their number grow, so too does the glow
they produce.
While some Atlanteans may keep a small, and manageable, number of Ubuze around to
publicly and ostentatiously indicate the wealth and quality of their possessions, the pestilential
bother caused by the searing touch of a swarm of Ubuze is usually reason enough to have them
exterminated. Furthermore, in the wild, the tell-tale silver and gold gleam of a large swarm of
Ubuze is a clear indicator that wealth has been exposed to the air and can draw in bandits or worse.
INT PER WIL CHA STR DEX CON
-5 +4 -5 +0 -1 +4 -1
SPD HP HrP Scl Ren TL AL
+3 1 5 -2 15 0 1-5
Attack / Damage Searing touch DR 2 + STR (1)
Abilities Flight, Intangibility, Swarm
Armor None
Weakness Avarice (Precious metals, gems)
Suggested Extra Abilities
Dire, Enhanced Perception (Smell), Speak Like a Man, Tough

Prospectors in Amphisea use


caged Ubuze like bloodhounds,
leading them to exposed veins
of ore or gemstones. A few
public baths in Diaprepia use
the creatures to heat water. A
few decades ago in Elassippea
a sorcerer called Xar used
something he called the Fireheart
Crystal to raise and control a
vast swarm of these creatures.
Fires tore through the nation and
cities burned. Were it not for the
actions of a lone thief who stole
the Fireheart Crystal the entire
nation might have been brought
to its knees. Xar was never
caught and the Fireheart Crystal
disappeared into the criminal
underworld.
Thalmia, Triton Sorceress

33
ATLANTIS: The Second Age

Elysium

T
the
here the demon
bird separated
unfortunate
couple. The woman
was given to King
Puna, to be his bride.
He tormented her, but kept
her alive so that she might
continue to serve food.
The man, however,
received an untimely
and ignominious death.
A demon bird bit off his
head, and swallowed
it whole, and his body
was cast into the sea
to be devoured by the
gods who dwell there,
the chief of whom was
the great Pua-tu-tahi,
who stands mid-ocean to
entrap his prey.

34
Theragraphica
Elang Laut
A species of sea bird with white plumage, the Elang Laut are found throughout the Elysium Sea
region and beyond. All manner of myths and stories surround the Elang Laut. Some tales state that
they carried the first races to the various islands, giving rise to civilization across the seas. Others
claim that they are the embodied souls of everyone who has died on the water. Elang Laut which
are found dead on land are often venerated; their feathers adorn the clothing of the wealthy and
their bones become flutes used to perform sacred ceremonies. Most islanders view killing an Elang
Laut as a great sin and cultural taboo. Elang Laut are known to create magical effects. Individually,
these effects are minor ones, but a large flock working together in concert has been known to bring
storms, sink ships, or cause crops to fail.
INT PER WIL CHA STR DEX CON
-3 +1 -1 +2 -1 +2 +1
SPD HP HrP Scl Ren TL AL
+4 7 5 -1 30 0 1-5
Attack / Damage Sharp Bill Peck DR 2 + STR (1)
Abilities Flight, Spell Ability (Witchcraft)
Armor None
Weakness None
Suggested Extra Abilities
Dire, Speak Like a Man

My people believe that the


Elang Laut are born in the air and
only touch land when they die.
An old tale says that the Elang
Laut were once a people akin to
the Uluka who were driven from
their home by the humans and
could not find a place to land
safely. They prayed to the Orixa
and were granted the sky as their
domain. The creatures seem to
hate aggressive action and have
been known to attack pirates
and their ilk.
Thalmia, Triton Sorceress

35
ATLANTIS: The Second Age
Ngendi
Humanoids seemingly formed from elemental earth and lava, the Ngendi are thought to be
responsible for the creation of new islands. Although they normally only move about in groups of
twos or threes, occasionally large gatherings of them are found on new islands, perhaps giving rise
to the myth that they created the land. Usually, the Ngendi resemble humanoid men or women
with dark black skin and searing, flame-red eyes. When they are angry, however, their skin cracks
to reveal the furnace-hot lava beneath.
INT PER WIL CHA STR DEX CON
+1 +0 +2 +2 +2 +0 +3
SPD HP HrP Scl Ren TL AL
+0 24 10 0 48 1 6-10
Attack / Damage Burning Fist DR 8 + STR (10) or by weapon
Abilities Armored Hide, Damaging Aura (Heat), Speak Like a Man
Armor Burning Rock Skin PR 9
Weakness None
Suggested Extra Abilities
Spell Ability (Sorcery), Sundering, Tough, Tunneling

I encountered three Ngendi a


few years ago on a small island.
The creatures seemed disoriented,
in pain, and very angry. I suspect
that they didn’t like being away
from their subterranean home.
One wonders if they were
outcasts from their people,
perhaps forced onto the surface
for some unknown crime?
Thalmia, Triton Sorceress

36
Theragraphica
Ngurai
Those who do not obey the dictates, laws, and strictures of the islands sometimes rise from
their graves as Ngurai. These taboo-breakers become a further plague on their societies in other
ways even after death. Ngurai crawl forth from graves at night, sometimes in the form of giant,
diseased-looking rats. Adept at remaining unseen in either form, the diseased-looking corpses
haunt the islands seeking to spy upon their old communities. Invariably, they cause the destruction
of crops, hunter’s traps, fishing nets, and the like, sometimes even bringing pestilence and illness to
those among whom they once lived. They have a particular hunger for other taboo-breakers and
will sometimes leave an island if there are no current victims to stalk.
INT PER WIL CHA STR DEX CON
-2 +1 -3 -5 +8 +5 +6
SPD HP HrP Scl Ren TL AL
+5 25 15 0 93 2 11-15
Broken-toothed Bite DR 2 + STR (10), Jagged Black Claws DR 4
Attack / Damage
+ STR (12)
Expert (Stealth), Miasma, Shapechange (Giant Rat), Speak Like a
Abilities
Man, Undead
Armor Rotting Leather Hide PR 4
Weakness None
Suggested Extra Abilities
Enhanced Perception (Sense Taboo), Spell Ability (Dark Arts), Tough

Pua Tu Tahi
The Pua Tu Tahi are creatures that are seem to be comprised of animate coral.
They lair atop coral formations where they can easily watch the seas both above
them as well as somehow observing the waters and islands for kilometers around
as well. The Pua are strict observers of custom, tradition, and the laws of the
both the islands and the sea. Travelers who sail over their rocky domains must take
caution lest the Pua tear open the bottoms of their boats as punishment for past
transgressions. Some islanders believe that the Pua can be appeased through various
means, but precisely what taboos which Pua observe can be a mystery.
INT PER WIL CHA STR DEX CON
-1 +4 +3 -1 +10 -2 +10
SPD HP HrP Scl Ren TL AL
-1 155 20 +2 130 3 16-20
Sharp Coral Claws DR 8 + STR (18), Jagged Rocky Teeth DR 4 +
Attack / Damage
STR (14) I have an idea that the Pua
Armor Piercing, Camouflage, Enhanced Perception (Sense Lies), are some derivation of earth
Abilities elemental, but Thalmia tells me
Grapple, Sundering
that they do not speak in the same
Armor Rocky Bony Hide PR 8 way that other elementals do,
Weakness None so perhaps I am wrong. Maybe
Suggested Extra Abilities they are instead something more
primal, something greater.
Armored Hide, Dire, Speak Like a Man, Tough Caerwyn, Lemurian Scholar

37
ATLANTIS: The Second Age
Tiki Toniwha
The Tiki Toniwha are ancient things that dwell amongst all the various Elysium Islands. Though
generally benign and supportive, they can be easily angered and are fiercely territorial. Many islands
seek to appease or trick the Tiki Toniwha by wearing small carved tikis or decorating their ships and
homes with carved representations. In some cases, the villagers actually worship the local Ttiki and
in others they seek to scare off other Tikis with their carvings. Many Tikis resemble humanoids with
elongated facial shapes, tusks, and frightening eyes.
INT PER WIL CHA STR DEX CON
-2 +1 +2 +3 -1 +3 +3
SPD HP HrP Scl Ren TL AL
+1 19 10 -1 30 1 6-10
Attack / Damage Tiny Claws DR 2 + STR (1)
Abilities Aura of Fear, Camouflage, Speak Like a Man, Spell Ability
Armor None
Weakness Prey Ban (Those who venerate another Tiki Toniwha)
Suggested Extra Abilities
Beguile, Dire, Shapechange

Tinirau
The Tinirau, or land-sharks, are fabled to be great
fishermen. Each has a cove, a stretch of beach, or a
strand of coral that it calls its home and jealously
guards from other fishermen. The
Tinirau will pursue those who they see
as trespassers no matter where they
roam or hide. Though they can
appear as any of the root races,
they are always distinguished
by an overly-large mouth filled
with fangs like a shark’s. When
submerged in salt-water, the Tinirau
can transform into a large shark
(Atlantis: the Second Age, pg 292).
Tinirau are strange beings;
they can be violent and jealous, INT PER WIL CHA STR DEX CON
yet they do not go out of their -5 +4 +4 -4 +4 +2 +5
way to cause misery and pain. I SPD HP HrP Scl Ren TL AL
once accidentally trespassed on a
+4 45 15 0 54 2 11-15
Tinirau’s domain and appeased
the creature by offering to help Attack / Damage Bite DR 4 + STR (8) or by weapon
it deal with a tribe of human Abilities Rending, Shapechange, Speak Like a Man, Swimming
Makara cultists who were
Armor Leathery Hide PR 2
determined to hunt it down and
sacrifice it to their dark gods. Weakness None
Thalmia, Triton Sorceress Suggested Extra Abilities
Dire, Spell Ability (Animism or Dark Arts), Tough

38
Theragraphica
Tipua
Tipua are large bulbous plants resembling giant pineapples and covered in thick, hard
spines. Their upper rim forms a gaping mouth that is lined with hanging, hairy tendrils.
Additional tendrils, thick and sinuous as serpents, writhe and grope beneath these. The
Tipua plant exudes a warm, sticky, viscous substance that is mildly poisonous, but
nutritious. However, the plant itself is mildly sentient and unwary hunters who come too
close can become tangled by the larger tendrils. If caught, a hideous demise in the center
of the plant awaits the victim as they are first drowned then dissolved by the slow poison.
INT PER WIL CHA STR DEX CON
-3 +1 +0 -1 +3 +1 +5
SPD HP HrP Scl Ren TL AL
-1 15 5 0 60 0 1-5
Attack / Damage Grasping Vines DR 2 + STR (5)
Abilities Entangle (x2), Grapple, Poison (x2), Swallow
Armor Thick Bark PR 2
Weakness Achilles Heel (Root system at base of central bulb)
Suggested Extra Abilities
Dire, Stunning, Tough

Uhinipili
The Uhinipili resembles a hammerhead shark, but is an amphibious beast that roams the islands
searching for dead flesh. With its broad head, it tears at the ground, digging up graves and searching
for carrion. Known as the ‘eater of all’, small packs of Uhinipili can ravage an island of its dead in
short time. The creatures lay their eggs on land, but spend much of the rest of their time in the
water, coming onto land in order to feed and breed.
INT PER WIL CHA STR DEX CON The sight of an Uhinipili tearing
at the ground with its large head,
-5 +2 +0 -1 +5 +1 +5 only to stop and tear some bit
SPD HP HrP Scl Ren TL AL of rotten flesh from the churned
+3 30 10 0 63 1 6-10 earth, is one that I do not care
to see again. Thalmia assured
Attack / Damage Bite DR 4 + STR (9) me that they do not attack ships,
Abilities Enhanced Perception (Death), Pack Animal, Swimming but the savagery with which the
Armor Leathery Scales PR 4 specimen I saw dug at the ground
and the spark of maliciousness in
Weakness None
the dark eye it turned towards
Suggested Extra Abilities me all made me feel as if she was
Dire, Speak Like a Man, Swift, Tough just attempting to assuage my
fears.
Caerwyn, Lemurian Scholar

39
ATLANTIS: The Second Age

Eria

W hen finally

Waynaboozhoo reached
the home of the Binesi,
he asked, “Please,
share the warmth
of your home. I am
cold and lost. I will
only stay a little
while, for I must be
on my way.” The
Binesi agreed, and
allowed Waynaboozhoo
to enter their home.
Inside, he waited until the
Binesi looked away. Then,
Waynaboozhoo quickly
rolled in the fire and
took off running towards
his home with the fire on
his back! Many Binesi flew
behind Waynaboozhoo,
throwing lightning
at him. He grew
tired and cried for
someone to help
him: “Help! Help
me!”.
Then, Omaai Mitig,
the spirit of the birch tree
spoke to him. “Come,
hide beside me brother.
I will protect you.”
Waynaboozhoo hid
beneath the tree while
the Binesi thundered the
skies and flung down
lightning. The bolts
missed Waynaboozhoo
every time, but they hit
Omaai Mitig. Dark burn
marks scarred the white
skin of the spirit, and that
is why the birch tree now
has burn marks on its bark.

40
Theragraphica
Binesi
Giant raptors that nest in the highest peaks of the Erian Mountains, thunderbirds, or Binesi,
travel on skies above the continent seeking prey, typically in the form of large serpents, Uhkten, or
the like. Immune to lightning, thunderbirds are known to use storms to hide their approach. Some
believe that the thunderbirds actually create storms, and there are old legends amongst the Erians
that thunderbirds hunt evil-doers.
INT PER WIL CHA STR DEX CON
+0 +5 +2 +0 +6 +1 +6
SPD HP HrP Scl Ren TL AL
+7 150 25 +2 135 4 21-25
Attack / Damage Claws DR 8 + STR (14), Wing Buffet DR 8 (Treat as Tail Sweep)
Enhanced Perception (Sight), Flight, Immunity (Electricity),
Abilities
Rending, Spell Ability
Armor Thick Feathered Hide PR 8
Weakness None
Suggested Extra Abilities
Dire, Knock-Down, Regeneration, Speak Like a Man, Stunning, Sundering, Sweep Attack,
Swift, Tough

I saw my first thunderbird when


I was but a child; the creature
wheeled overhead as I swam in a
shallow bay during a cloudburst. A
bolt of lightning struck the creature
at one point causing it to let lose
a cry that was the most unearthly
thing I have ever heard. I will take
that moment with me to my grave.
Thalmia, Triton Sorceress

41
ATLANTIS: The Second Age

Even a single one of these


tiny spirits shouldn’t be
underestimated. Spoiled food
can lead to starvation, a pinch to
a botched spell, and a loose boot
to a deadly fall. A guide I knew
fell from his horse and broke his
neck when one of these things
undid the billet strap on his
saddle.
Thalmia, Triton Sorceress

Bishagishkah
After the Season of Ash (505 M.K.; ATLANTIS: the Second Age, pg 14), the creatures known as
Bishagishkah became far more widespread. Before the plague, they were rare. Their skin constantly
flakes and peels off. They are not quite alive, but not quite dead. Many fear them, believing that
they spread disease and death and bad luck. The illness that creates Bishagishkah from normal men
also saps their intellect just as it ravages their bodies.
INT PER WIL CHA STR DEX CON
-2 +2 -2 +0 +1 +0 +2
SPD HP HrP Scl Ren TL AL
+0 12 5 0 15 0 1-5
Attack / Damage Scratching Nails DR 2 + STR (4) or by weapon
Abilities Undead
Armor By Armor Worn (Generally Light Armor PR 2)
Weakness None
Suggested Extra Abilities
Drag Down, Grapple, Miasma, Spit Venom

42
Theragraphica
Jeebay
Individually, a Jeebay is a troublemaker. It springs hunter’s traps, unties bootlaces, spoils food,
distracts, even pinches; nothing too horrible or damaging, but definitely a nuisance. A group of
Jeebay, however, seems to grow exponentially in power. In a large group, Jeebay can cause crops to
fail, game to flee an area, or an entire village to fall sick at once. Precisely why these nearly invisible,
flitting spirits do this is unknown. Some believe them to be the spirits of the uncared-for dead, and
others believe they are simply immature spirits recently born into the world.
INT PER WIL CHA STR DEX CON
-2 +2 -2 +0 -1 +3 -1
SPD HP HrP Scl Ren TL AL
+5 1 5 -2 15 0 1-5
Attack / Damage Pinch DR 2 + STR (1)
Abilities Intangibility, Pack Animal, Spell Ability, Swarm
Armor None
Weakness Allergy (Iron), Soothing Bane (Burning Sage)
Suggested Extra Abilities
Flight, Swift

43
ATLANTIS: The Second Age
Manidoon
The unique entity known as the Manidoon is great legion of the undead. Comprised of
hollow men, Ash-Skins, and other undead, some unknown and arcane means has united the great,
shambling horde into a monstrous elongated column of flesh, something with one consuming
purpose, one malign mind, and many, many mouths. Each of the corpses within the horde is
connected to several of the others, flesh melding into flesh at strange angles, until the whole column
resembles a giant centipede some three meters wide and fifty meters long. Rot and pestilence spills
from the column of flesh, and in places shattered and broken weapons and tools jut from the mass
like quills. The beast is known to speak all manner of blasphemies and tales; its voice is the echoing
sound of its multitude of mouths.
In the midst of the Manidoon is the decaying but living body of a child. Its race is indeterminate,
but although all the myriad faces and mouths and eyes that make up the chilopodean form are in
constant motion, the child’s face never moves, frozen in its countenance-. Some believe that this
child and its identity might hold the secret of the Manidoon’s origin and fate.
INT PER WIL CHA STR DEX CON
+2 +8 +6 -3 +15 +0 +13
SPD HP HrP Scl Ren TL AL
-3 400 50 +3 194 5 31-35
Attack / Damage Bites DR 12 + STR (27), Tail Sweep DR 12
Aura of Fear, Drains Life-force, Entangle, Howl, Knock-Down,
Abilities
Miasma, Speak Like a Man, Trample, Undead
Armor Rotting Hide PR 4
Weakness Achilles Heel (Slumbering Child)
Suggested Extra Abilities
Armor Piercing, Armored Hide, Multiple Heads, Poison, Spell Ability, Tough

44
Theragraphica

Some tribes use the shells of


dead Mikinahk as medicine
lodges. The shells lend themselves
to the working of powerful,
though not necessarily good,
magic. Tribal wars have been
fought over possession of these
house-sized objects.
Thalmia, Triton Sorceress

Mikinahk
The Mikinahk are giant turtles that roam both the surrounding seas and occasionally cross the
great plains of Eria. Growing to prodigious size, their bony beaks are capable of snapping through
trees and their shells are impervious to most weapons. Their hatchlings can sometimes be trained
by enterprising villages in order to serve as a totem, a guardian, or even a war engine, but most such
endeavors result in disaster. The Mikinahk are ravenous eaters, fiercely territorial, and incredibly
stubborn.
INT PER WIL CHA STR DEX CON
-3 +1 +3 +1 +10 -1 +10
SPD HP HrP Scl Ren TL AL
-1 155 50 +2 135 3 16-20
Attack / Damage Bite DR 8 + STR (18)
Abilities Armor Piercing, Armored Hide, Rending, Swimming, Trample
Armor Thick Hardened Shell PR 21
Weakness None
Suggested Extra Abilities
Dire, Knock-Down, Regeneration, Speak Like a Man, Spell Ability, Sundering, Tunneling

45
ATLANTIS: The Second Age
Naaldlooshi
The Naaldlooshi, or skin-walkers, are creatures native to Eria that can steal the skins and shapes
of their victims in order to impersonate them. Some stories claim that they are also cannibalistic,
and consume their victims until only the skin is left. The men with empty eyes are a plague upon
parts of Eria where they impersonate individuals in order to infiltrate communities and cause havoc.
INT PER WIL CHA STR DEX CON
The naaldlooshi are more than +1 +2 +1 +2 +3 +0 +1
just savage cannibals. Some of SPD HP HrP Scl Ren TL AL
them infiltrate communities and
sow discord and strife with their +0 18 10 0 30 1 6-10
deceptions and impersonations. Attack / Damage Bite DR 2 + STR (5), Claw DR 4 + STR (7) or by weapon
I have wondered if there might Abilities Rending, Shapechange, Speak Like a Man, Spell Ability
be something more behind their
evil actions, some guiding hand Armor Leathery Hide PR 2 or By Armor Worn
or power. Still, I do not know Weakness Achilles Heel (Eyes)
and I fear that lack may doom Suggested Extra Abilities
more innocents to the chaos the
naaldlooshi cause. Beguile, Camouflage, Expert (Deception)
Caerwyn, Lemurian Scholar

46
Theragraphica

While traveling along one of


the many rivers in central Eria,
our guide pointed at a cliff
painting that depicted a great
horned serpent. He said it was a
sign from the natives in the area
that there was an Uhkten who
slept somewhere nearby. He
said that we’d have to abandon
the river and take a longer route
overland, carrying the boats.
He would not budge on this,
insisting that to risk encountering
and waking the Uhkten was akin
to throwing ourselves at death
or worse.
It was a long hike, carrying
those canoes. My back ached for
days. But I suppose that a back
Uhkten ache is fair price for remaining
The Ukhtena are giant, horned serpents that live in the rivers and streams of Eria. They often alive.
come out to sun themselves on the banks and rocks near rivers. Capable of spell-casting, they are Caerwyn, Lemurian Scholar
jealous guardians of secrets and can become dangerous enemies to those whom they believe have
wronged them. In ages past, some of them made deals with Set, and so became tainted and twisted.
A single Uhkten is still a powerful being, and must therefore be approached with caution.
INT PER WIL CHA STR DEX CON
+5 +2 -1 +2 +5 +3 +3
SPD HP HrP Scl Ren TL AL
+2 85 20 +2 105 3 16-20
Bite DR 4 + STR (9), Great Branching Horns DR 8 + STR (13)
Attack / Damage
(Treat as Tail Sweep)
Beguile, Camouflage, Speak Like a Man, Spell Ability, Swift,
Abilities
Swimming
Armor Thick Scales PR 8
Weakness Avarice (Secrets)
Suggested Extra Abilities
Dire, Expert (Lores), Multiple Heads, Poison, Stunning, Swallow, Terrain Immunity (Rivers),
Tough

47
ATLANTIS: The Second Age
War Bison
The great war mounts of the
Erian people, War Bison are greater
in size and intelligence than their
more mundane cousins. War Bison
are always red and black in color and
able to follow simple commands
given to them by their riders. Only
infant War Bison raised from birth
and imprinted on a young brave
can be considered a true War Bison
and are loyal beyond measure.
When the brave falls in battle the
loyal War Bison will guard the
remains until a trusted friend takes
the remains for proper burial. The
War Bison will remain at the burial
site until it dies of starvation and a
broken heart.
INT PER WIL CHA STR DEX CON
-1 -1 +0 -1 +8 +0 +5
SPD HP HrP Scl Ren TL AL
+1 30 10 +1 78 1 6-10
Attack / Damage Hoof Stamp DR 4 + STR (14)
Abilities Knock-Back, Trample
Armor Wooly Hair PR 4
Weakness Fear (Protection of its Brave)
Special Abilities
Dire, Terrain Immunity, Tough

Wihmbahg
The Wihmbahg, or hollow men, are beings animated by the destructive power of Ba’al. They
appear to the desiccated forms of corpses, whether men or animals, but their hollow insides are
filled with buzzing insects, noxious fumes, or sometimes nothing at all.
INT PER WIL CHA STR DEX CON
-4 +1 +2 -1 +3 +0 +2
SPD HP HrP Scl Ren TL AL
+2 21 10 0 30 1 6-10
Attack / Damage Bite DR 2 + STR (5)
Abilities Speak Like a Man, Undead
Armor Thickened Skin PR 2
Weakness None
Suggested Extra Abilities
Drains Life-force, Miasma, Tough

48
Theragraphica
Windigo
Creatures made of swirling wind, with burning eyes and fingers of ice, the Windigo are
cannibalistic spirits of the wind. Something between a Jinn and a demon, the Windigo travel on
the cold northern winds of Eria and hunt for warm flesh in order to sustain themselves. Some
have been known to even wield potent magical abilities, whereas others seem only concerned with
hunting and killing.
INT PER WIL CHA STR DEX CON
+1 +5 +1 -1 +5 +3 +0 I have heard stories, traveler’s
SPD HP HrP Scl Ren TL AL tales really, that the Windigo
are somehow connected to the
+6 25 20 0 85 3 16-20
Jinni. However, none of the Jinni
Attack / Damage Terrible Claws DR 8 + STR + Damaging Aura (Cold) (17) I have ever spoken to will speak
Aura of Fear, Damaging Aura (Cold), Drains Life-force, Enhanced on the subject. Erian natives have
Abilities given me such descriptions of the
Perception (Scent), Flight, Speak Like A Man
Windigo that I can hardly believe
Armor Ice-like Skin PR 4
that the cannibals are indeed
Weakness Allergy (Fire) Jinni or even related to them.
Suggested Extra Abilities However, the descriptions of the
Windigo tend to vary widely
Howl, Intangibility, Regeneration, Rending, Terrain Immunity (Tundra), Tough, Trample, Spell
which could indeed be a trait of
Ability
the ever-shifting Jinn.
Caerwyn, Lemurian Scholar

49
ATLANTIS: The Second Age
Worm Wood
The Worm Wood, also known as the Conquering Worm, is believed to be an Elder God that
fell from the sky, blasting a large portion of the Hordelands of Eria. Its ambition is to cleanse the
world of the vermin that inhabit it and make the land suitable for the Elder Gods’ awakening.
Worm Wood and its host move like a glacier across the lands consuming and perverting everything
it touches.
Worm Wood always takes as its host the most noble and beautiful creature available and presents
itself as a friend. Its malevolent energies are so potent and corrupting that its host body is quickly
consumed by the cosmic power within, leaving a withered husk in a number of weeks equal to 5 -
the host’s WIL.
*= Same as host
INT PER WIL CHA STR DEX CON
+5 +6 +6 +6 +2* +2* +4
SPD HP HrP Scl Ren TL AL
+2* 124 50 0 130 5 31-35
Attack / Damage *
*, Damaging Aura (x3), Drains Life-force, Infection, Primordial
Abilities
Monarch, Spell Ability, Undead
Armor *
Weakness Avarice (Vanity)

I look upon Woom Wood and


despair. What can mortals do
against such corruption? How
can we stop something whose
very presense corrupts and
defiles? Lands taken by the Worm
Wood sicken and die, plants rot,
wounds fester, and rivers run with
pus. If something isn’t done soon
the whole world will become a
weeping sore.
Thalmia, Triton Sorceress

50
Theragraphica
Conquering Worms
The Conquering Worms are the chief captains of the Worm Wood
host. They are bloated, white, worm-like grubs that bore into a living
thing (plant or animal) and take control, bending it to their will. While
inside the host, the worms consume all organs and replace them with a
fibrous network of web-like sinews and bladders to animate the victim.
During this time the host is also filled with sacs of larvae as the worm
reproduces.
Conquering Worms have the ability to control other undead and
create other Conquerors by infecting other living things. When the body
of the host is killed the large white conqueror worm may escape and live
on when it finds another host. It is important to kill the worm when the
host is dead or all the effort will be wasted. Below represents the worm
without a host.
All Conquering Worms share the common abilities listed below.
*= Same as host

INT PER WIL CHA STR DEX CON


+3 +2 +10 -1* -5* -4* -1
SPD HP HrP Scl Ren TL AL
+10 * 14 -2 45 2 11-15
Attack / Damage *
Abilities Damaging Aura (x2), Infection, Speak Like a Man, Undead
Armor *
Weakness Allergy (Fire)
Suggested Extra Abilities
Spell Ability*

Conquering Worm Thralls : Bloats


Bloats are the horrific shambling undead created by the Conquering Worm.
A Bloat is any animal infected with the worm and can be any beast from a lowly
rat to a Behemoth. Bloats all share a few physical characteristics in common:
their skin is loose, ashen, and writhes with the worms underneath, they have a
rotten acrid stench and have baleful red eyes.
Bloats use the dead host’s abilities and Attributes unless noted. The
Damaging Aura only works when the host takes damage equal to its CON.
When this happens the Damaging Aura represents the Bloats body being split
open, releasing the worms inside that burrow into the skin of the attacker; this
is the only way the Infection ability works.
All Bloats share the common abilities listed below.
*= Same as host
INT PER WIL CHA STR DEX CON
-1 * +5 -5 * * *
SPD HP HrP Scl Ren TL AL
* * 0 * +30 1 *
Attack / Damage *
*, Damaging Aura, Infection, Undead
Abilities

Armor *
Weakness *
Suggested Extra Abilities
*

51
ATLANTIS: The Second Age

Europa
A wealthy goldsmith
from
befriended
Minoa
an
Alkonost he called
Eris. Each day, the
goldsmith would
give Eris a piece
of jewellery and in
return she would carry
him into the air, so
he could experience
the wonder of flight.
For two decades
he brought her
baubles and she
bore him aloft. The
goldsmith boasted to
his friends of his tame
Alkonost. Years passed,
the goldsmith grew old,
and his fortune dwindled.
Finally Eris came to him
and he had no jewels
with which to pay her.
Upon hearing this Eris
smiled and said, “You
have paid me well for
two decades. This time
I shall carry you
for naught.” But
when the goldsmith
clambered on her
back, she flew high
and dropped him
to the stones below,
where his back snapped
like a twig. Crippled and
unable to move, the
goldsmith cried out to
Eris: “Why have you
done this to me, who
only ever brought you
riches?” The Alkonost’s
full lips curled into a
cruel smile. “The best
feast,” she said, “is one
long-anticipated.” Then
she tore out his intestines
and devoured them in
front of his eyes.

52
Theragraphica
Adoniat
Adoniat exist in reflections, either within mirrors or other highly reflective surfaces like metal
blades or still pools of water. Each Adoniat is stuck within a particular reflective object but can
create a corporeal duplicate of anyone looking in the image, into which the Adoniat then transfers
itself. The Adoniat creates a corporeal duplicate and transfers its essence into it; it then kills the
original target and takes over his life. Adoniat must keep their original reflective “home” intact,
since destroying it kills them instantly. Adonia spend most of their time trapped in their reflections
and crave the sensations available in the physical world. Adoniat are short-tempered, arrogant, and
indulge in every physical vice. Friends of the person duplicated often spot the creature due to the
massive swing in personality. Adoniat are common in Hellas and surrounding areas.
INT PER WIL CHA STR DEX CON
+0 +0 -2 -2 +4 +4 +1
SPD HP HrP Scl Ren TL AL
+5 18 10 0 54 1 9
Attack / Damage Glass-sharp Fingernails DR 4 + STR Sometimes Adoniats don’t kill
their victim but instead trap him
Rending, Shapechange (only into those reflected in the Adoniat’s in their mirror. Once the Adoniat
Abilities
mirror), Speak Like a Man is slain there is no known means
Armor Hard Skin PR 2 of removing the poor trapped
Weakness See Description (Destroying an Adoniat’s mirror slays it instantly) soul from the mirror. The warlord
Barrkis of Darim was replaced by
Suggested Extra Abilities an Adoniat three decades ago;
Damaging Aura (Glass Shards), Spell Ability his men slew the creature but
Barrkis still lies trapped within
the mirror, decrepit yet still alive
and more than a little insane.
Thalmia, Triton Sorceress

53
ATLANTIS: The Second Age
Alkonost
These creatures are the scourge of the Europan skies where they fly down
to snatch away children and animals. Beasts taken are devoured raw while
children are subjected to a horrifying diet intended to transform them into
an Alkonost. Alkonost have the heads of beautiful women, with the wings
and body of birds. They stand about 1.25 meters tall and their feathers
are highly sought after by armorsmiths. The creatures are renowned for
their strength and lair in the highest and most difficult to reach locations.
Alkonost typically nest together in groups of 10-20 creatures with only
witches living apart from the rest. Alkonost have been known to bargain
with men, exchanging information for food or beautiful jewelry. Would-be
diplomats should beware however, since Alkonost find the flesh of sentient
species to be delicious.
INT PER WIL CHA STR DEX CON
+0 +1 +0 -1 -4 +3 +1
SPD HP HrP Scl Ren TL AL
+2 18 10 0 54 1 7
Attack /
Claws DR 4 + STR
Damage
Flight, Speak Like a Man, Stunning
Abilities (Alkonost dives down smashing a target into
the ground)
Before you see these fiends you Armor Iron-like Feathers PR 4
will hear them. Their howl will Weakness None
freeze your blood and raise your
hair! They are talented hunters Suggested Extra Abilities
and will drag down prey 10 times Beguiling, Spell Ability (Witchcraft)
their size. The victims of the beast
that I ran across were all eaten to
the bone with only the palms of Black Hound
their hands left unmolested.
A great many strange beasts plague the lands of Europa but none are
Donobey of Nubia
more common or feared than the Black Hounds. Said to be servants of
Set himself these creatures appear as half-starved black-furred dogs, with
the forked tongues and poisonous fangs of a snake. Creatures of ill omen,
the Black Hounds travel in packs, attacking any who cross their path. The
beasts will not harm servants of Set, lending credence to the claim that
they’re the spawn of Set. Black Hounds display human-like intelligence and
are not easily fooled.
INT PER WIL CHA STR DEX CON
+0 +0 +0 +0 +3 +0 +0
SPD HP HrP Scl Ren TL AL
+2 10 5 0 24 1 5
Attack /
Bite DR 4 + STR
Damage
Abilities Drag Down, Pack Animal, Poison
Armor Fur PR 2
Weakness Allergy (Gold), Prey Ban (Servants of Set)
Suggested Extra Abilities
Howl, Speak Like a Man, Swift

54
Theragraphica
Boar Rat
Named for its massive size, the Boar Rat is the size of a man, has the shovel-like hands of a
mole, and the mouthparts of a giant worm. The Boar Rat devours anything in its path as it tunnels
underground. Boar Rats are highly aggressive solitary beasts that are
attracted to vibrations. Many a village has found itself falling into a
sink hole created by one of these beasts. Lakes have been known to
vanish overnight or villages to be wiped out by undead when this
creature burrows into an ancient tomb, unleashing the horrors within. Don’t ask me how I know this,
Boar Rats are sometimes trained by Lemurians to aid in construction, but the meat of a Boar Rat is
but they are the only race that seems to be able to handle these fierce surprisingly succulent.
creatures. Donobey of Nubia
INT PER WIL CHA STR DEX CON
-2 +1 +1 -2 +5 +2 +5
SPD HP HrP Scl Ren TL AL
+0 30 10 0 39 1 9
Attack /
Savage Bite DR 4 + STR
Damage
Abilities Rending, Tunneling
Armor Thick Fur PR 2
Weakness None
Suggested Extra Abilities
Poison, Regeneration

Nothing can stop the


Boddenman
Boddenman once it chooses at
A Boddenman is the undead spirit of a person whose corpse was obliterated by whatever killed victim. The search for the “perfect
them. A Boddenman constantly strives to rebuild his body, seeking out sleeping mortals and match” means it is constantly
using its beguiling power to lull its victims into a stupor while he removes parts of their bodies. lurking around civilized lands,
The Boddenman then brings the body part to his lair where he carefully stitches it together with looking in windows and spying.
other body parts he has collected. The tragedy is that these bodies are never completed since the I found a village in the wilds of
perfectionist Boddenman can never quite get the body close enough to resembling his mortal form. Hellas that was plagued by a
Boddenman are terribly weak, being creatures of living shadow; this ensures that the most flesh they Boddenman; the sight of men,
can take from a human is approximately the size of a hand. women, and children missing
INT PER WIL CHA STR DEX CON feet, hands, eyes, ears, and even
+0 +2 +4 +0 -6 +5 +2 lips was heartbreaking.
Thalmia, Triton Sorceres
SPD HP HrP Scl Ren TL AL
+3 21 10 0 30 2 1
Attack /
Sharp Claws DR 1
Damage
Abilities Beguile, Intangible, Undead
Armor None
Weakness Allergy (Pepper)
Suggested Extra Abilities
Aura of Fear, Camouflage, Drains Life-force

55
ATLANTIS: The Second Age
Croidubh The Deathless, Nightmare Lord
Croidubh is one of the last dragons born of Set’s blood; a creature distilled
from the malice and spite at the bottom of Set’s dark heart. The gigantic,
black-scaled monstrosity roamed the world as a primordial terror,
shattering mountains with his barbed tail and melting entire
cities with his caustic breath. Croidubh’s rampage was a taste
of what might happen should the Elder Gods ever awake.
But Set is a canny being and realized that if he were to
let Croidubh continue the Orixa would be forced to
act. And so Set laid a powerful enchantment upon
the dragon, cursing him to sleep for three ages,
until the stars were right for his return.
But sleep could not contain the hatred that
swelled within Croidubh; he learned first to
control his own dreams, then the dreams of
mortals. Finally, Croidubh was able to take
control of mortal minds, using them as shadow
puppets. Croidubh is the lord of nightmares and
uses his power to control a vast network of spies
and minions. The Ophidians of Europa worship
him as a deity and aid him in his plot to destroy the
Orixa and their favored children, the Atlanteans.
The fortress of Crioch-Scath is nothing but a lie, a
place for do-gooders to die trying to attack. Croidubh’s
true body lies deep under the soil of Draconea, his
head forming the Citadel of Tok. Croidubh holds court
in a nightmare realm, a pocket of dream-stuff where he
manifests as a darkly handsome man, offering power and
wealth to men in exchange for their service. The only thorn
in the dragon’s side is the Erlking of Darkhold; Croidubh
would love to control the Erlking’s forces but the lord of Darkhold resists the dragon’s power and
the two nations may yet go to war.
Croidubh’s physical form is titanic. Though he cannot awaken due to Set’s spell, the dragon can
appear in the dreams of others, manifest physical forms in the real world made from dream stuff,
and wield impressive magic not seen in the world for countless millennia. Slaying Croidubh’s dream
form would involve penetrating his nightmare dimension, assaulting his fortress there, and finally
using a potent magic weapon to destroy the dragon. Even then, this “death” would only send him
into a deep coma for a few short centuries. The dragon favors driving mortals insane by visiting
them with hellish nightmares for weeks or months at a time. The statistics below are for Croidubh’s
dream form.
INT PER WIL CHA STR DEX CON
+4 +3 +5 +5 +5 +4 +5
SPD HP HrP Scl Ren TL AL
+2 140 50 +3 105 5 33
Attack / Damage Sharp Claws DR 2 + STR (7)
Aura of Fear, Beguile, Nightmare Lord (See Description Below),
Abilities Shapechange, Speak Like a Man, Regeneration, Spell Ability (Dark
Arts)
Armor By Armor Worn
Weakness Allergy (Weapons made from Orixa mirrors)
Special Abilities
Nightmare Lord: Croidubh can enter the dreams of any sleeper, converse with them, and even
warp their dreams to whatever he wishes. He can also use his magic on the physical form of
anyone whose dreams he enters, to the point of summoning creatures around them while they
sleep.
Spellcasting: Croidubh makes extensive use of scrying and summoning spells in his plots; he hates
magicians who practice Animism since they often know of ways to block his dream powers.

56
Theragraphica
Isari
These winged snakes are the bane of travelers
in Draconea and other former Naga strongholds.
Isari usually travel in small packs of 3 to 6 but
occasionally a massive flight of these creatures almost
blocks out the sun. Enormously strong for their
size, the creatures attack with their jagged fangs or
breathe fire from above. Isari are calmed by the scent
of burning incense, leading some to call them temple
serpents; indeed, they are a common sight in the rafters
of temples dedicated to Set.
INT PER WIL CHA STR DEX CON
+0 +0 +0 +0 +0 +3 +0
SPD HP HrP Scl Ren TL AL
+2 5 5 -1 15 0 5
Attack /
Bite DR 2 + STR
Damage
Abilities Flight, Ranged Attack (Fire Breath)
Armor None
Weakness Soothing Bane (Smell of Burning Incense)
Suggested Extra Abilities
Multiple Heads, Poison

Lavalu Isari. Why does it always have


Lavalu are horrible creatures that typically scour the lands of Draconea, though some make to be Isari? Can’t we someday
their home in the Black Forest. Lavalu are 20 meter-long worms, covered in coarse hair and quills, explore some ancient ruins that
with a mass of tentacles in place of a face. Lavalu can launch their quills which strike like javelins. have nice murals and mugs of
The creatures hate beauty in any form, defacing it with their acidic breath or tearing it apart with tea?
their coils. Lavalu are creatures of pure rage and an intelligent foe may be able to use this against Caerwyn, Lemurian Scholar
them. Legend says that the corpses of slain Lavalu turn into beautiful women or handsome men;
the truth of this is unknown, since Lavalu are notoriously hard to slay.
INT PER WIL CHA STR DEX CON
-1 +2 +2 +0 +10 +1 +10
SPD HP HrP Scl Ren TL AL
+3 210 25 +2 135 4 23
Attack /
Body Smash DR 8 + STR
Damage
Grapple, Ranged Attack (Acid Cloud Breath,
Abilities Quills), Regeneration, Stunning, Sweep
Attack
Armor Flattened Spines PR 8
Weakness Ward (Pipe Music)
Suggested Extra Abilities
Rending, Tunneling

57
ATLANTIS: The Second Age
Longana
Longana are female creatures that dwell on the sides of mountains and sea cliffs. They
appear as beautiful women with the legs of a goat. Longana are learned beings and wise men
and kings often seek their council. The Longana constantly speak to spirits, which may
explain the supernatural knowledge they seem to have on every subject. Longana live in
communes, isolated from the world of men. They favor the coasts of Otessium, Hellas,
Vir, and Saturnia, but can sometimes be found farther afield, as long as the climate is
warm. Longana who take mortal mates are said to bring a terrible curse down upon
the mortal’s family.
INT PER WIL CHA STR DEX CON
+4 +4 +1 +1 +0 +0 +0
SPD HP HrP Scl Ren TL AL
+0 15 10 0 39 1 13
Attack /
Goat Kick DR 4 + STR
Damage
Expert, Terrain Immunity (Cliffs and
Abilities
Mountains)
Armor By Armor Worn
Weakness None
Suggested Extra Abilities
Expert, Spell Ability (Animism), Wall Crawling

Skell
These once-pure elemental spirits were corrupted by exposure
to the darker aspects of mortals. They typically take on twisted,
man-like forms and prey on the mortals they blame for their
current condition. Skells identify with the dark appetites of
mankind, and often have a particular vice such as cannibalism,
wrath, or envy. These creatures have spread across the world and
can be found virtually anywhere, albeit with less frequency outside
of Europa. Skells are driven to work together and tend to follow
charismatic leaders. These creatures can be controlled by magicians
Skells are a plague on Europa;
with the right knowledge. Skell bodies can be flesh, stone, wood,
they defy classification and are
or even liquid depending on the elemental form they originally
never reasonable. There are
held. Skells vary wildly in power but are universally spiteful and
ancient spells that allow mortals
malicious. Below is a typical warrior Skell, but others of greater
to control these creatures but
and lesser power exist.
they require blood sacrifice
and worse so only the INT PER WIL CHA STR DEX CON
darkest warlocks would +1 +2 +2 +0 +3 +3 +3
contemplate using them. SPD HP HrP Scl Ren TL AL
I encountered a pack
of Skells in a wood in +1 35 15 0 60 2 10
southern Saturnia; they Attack /
Long Claws DR 4 + STR
looked like the twisted Damage
roots of the forest until they Armored Hide (Elemental Form), Flurry,
swarmed up to attack. Abilities
Speak Like a Man, Wall Crawling
Thalmia, Triton Sorceress
Armor Elemental Form (PR 5 minimum)
Achilles Heel (-5 to resist Influence Mode
Weakness
spells)
Suggested Extra Abilities
Camouflage, Damaging Aura, Spell Ability

58
Theragraphica
War Pigs
War Pigs are large boar mounts residing in the Black Forrest
of Europa. Bred by the Erl King’s minions to carry his Nethermen
cavalry, the pigs have become synonymous with the dread forest
and the denizens within. The pigs are huge, grey and bristly, with
gnarled tusks protruding from diseased gums. The term “Pig Riders”
is used all over the continent and means either raider or Black Forest
Nethermen.
INT PER WIL CHA STR DEX CON
-3 +0 -1 -2 +5 +0 +4
SPD HP HrP Scl Ren TL AL
+3 23 5 +1 98 0 1-5
Attack /
Tusk DR 4 + STR (9)
Damage
Dire, Rending, Terrain Immunity (Forest),
Abilities
Trample
Armor Bristly Hide PR 4
Weakness Fear (Fire) There is a prophecy I read
Special Abilities upon an ancient stile that seemed
Dire, Speak like a Man, Tough to say that the great boars of
Europa, these War Pigs, would
become impotent when a certain
god sounded a great celestial
Witchlight gong. What god precisely that
Witchlights are lost souls that died in bad weather or storms while on the way from a dark may be was obscured. Since I
deed. In life Witchlights were murderers and they have kept this instinct in death. These spirits are have seen those words nowhere
wrathful and use lights to lead others astray. Witchlights can intensify poor weather conditions, else, the prophecy is likely but
turning a summer rainstorm into a hellish hurricane. The corporeal bodies of Witchlights were never vague hope.
found; locating its body and giving it a proper burial puts a Witchlight to Caerwyn, Lemurian Scholar
rest. These spirits rarely speak; those that do are among the most malicious
and dangerous.
INT PER WIL CHA STR DEX CON
+2 +3 +5 +2 +0 +0 +3
SPD HP HrP Scl Ren TL AL
+5 55 20 0 60 3 16
Attack /
None
Damage
Camouflage, Damaging Aura (Windstorm),
Intangibility (Cannot Turn Off), Flight,
Abilities Undead. Special Abilities
Control Weather (5 km radius; intensify
poor weather conditions)
Armor None
See Description (Burying a Witchlight’s
Weakness
corporeal body puts it to rest)
Suggested Extra Abilities
Howl, Miasma, Speak Like a Man

59
ATLANTIS: The Second Age

Gondwana

T here was
a young woman
from Dabba who loved
once

her husband dearly,


but he was unfaithful
and crept off every
evening to be with other
women. The wife begged
a Gorgosian Hag to
curse her husband’s
manhood so that
it would never stir
for another woman.
The hag agreed,
and in exchange the
wife gave the hag a
wondrous jewel her father
had given as part of her
dowry. Days passed and
the young woman grew
angry; her husband was
still sneaking off to be
with other women. The
wife confronted the hag
in her cave, only to find
the withered witch in bed
with her husband! The
hag laughed as the shock
on the young woman’s
face and said, “I promise
you, Child, he will never
stir for another woman.”

60
Theragraphica
Anteater, Giant
This large species of anteater stands 2 meters tall at the shoulder and is
over 3 meters in length. It is a solitary and docile creature of the savannahs,
feeding mostly on giant forms of ants and termites and usually keeps its
distant from most predators. If attacked, the beast will use its powerful
forearms to attack or its long darting tongue like a whip.
INT PER WIL CHA STR DEX CON
-3 +1 -1 -1 +4 +1 +2
SPD HP HrP Scl Ren TL AL
+2 21 10 0 30 1 6-10
Attack / Claws DR 2 + STR (6), Broom-like Tail DR
Damage 4 + STR (8)
Abilities Armor Piercing (Claws), Entangle (Tongue)
Armor Bristly Fur PR 2
Weakness None
Suggested Extra Abilities
Dire, Tough, Tunneling

Basilisk
Found in the hills and mountains of Okalo, the Basilisk is a 2 meter-long lizard with an
overpowering odor, soul stealing gaze, and skin that exudes a terrible poison. The Basilisk moves
upon 6-12 protruding rib-like bones that give it an almost caterpillar-like look. The Basilisk has a
crown-like crest of sharp spurs on its head that it uses to help cut open the flesh of its prey and the
heads of Basilisks are prized possessions of the tribes that live in the area. The eyes of the creature A Basiliks eyes continue to
glow with an intense and penetrating fire giving rise to false tales of its ability to kill with a glance. glow after death and if properly
Basilisks are solitary creatures and only convene annually in large groups to find mates. Once treated can give light for a
the rutting season is over the females find burrows or caves in which to lay their eggs and guard lifetime. Of course, slaying one of
them until hatched. these monsters for what amounts
to a rather grisly lantern seems a
INT PER WIL CHA STR DEX CON little extreme.
-5 +5 +1 -5 +5 +3 +3 Thalmia, Triton Sorceress
SPD HP HrP Scl Ren TL AL
+3 29 10 +1 78 1 6-10
Claws DR 2 + STR (7), Bite DR 2 + STR
Attack /
(7), Spine Crown DR 4 + STR (9), Tail DR
Damage
4 + STR (9)
Beguile, Damage Field (Poisonous Stench),
Abilities
Enhanced Perception (Sight), Grapple
Armor Leathery Hide PR 2
Weakness Soothing Bane (Its Own Reflection)
Suggested Extra Abilities
Dire, Flight, Wall crawling

61
ATLANTIS: The Second Age
Bennu Birds
The Bennu, also known as the Magan Sun Bird, is a large bird resembling
a heron standing the height of a full grown man. Its feathers range in color
from metallic crimson to gold, with beaks the color of lapis lazuli. The majestic
plumage glows brightly emitting red, orange, and yellow light, like a bonfire
that is just past the turbulent flame. The Bennu’s radiance grows in magnitude
as the sun moves across the sky, with it being the brightest during the noon
hour and decreasing to only a glow at dawn and dusk. During the night, the
creature sleeps and its radiance fades to nothing, only to ignite when it awakes
in the morning. The feathers do not cease glowing if removed, and one feather
can light a large room if not concealed.
The Bennu are sought by royalty as signs of their divine rule but none of
these majestic birds thrive in captivity and soon lose their brilliance, becoming
mundane white herons. Only a free Bennu that is treated well will ever befriend
a person; once the friendship is given it is loyal to its dying days.
INT PER WIL CHA STR DEX CON
+0 +1 +2 +4 +0 +1 +2
SPD HP HrP Scl Ren TL AL
+5 30 15 0 135 2 11-15
Attack / Beak of Lapis* DR 2 + STR (12), Claws*
Damage DR 2 + STR (12)
Aura of Awe**, Damaging Aura (x3; DR 10),
Abilities Flight, Intangibility, Ranged Attack (DR 7),
Regeneration
Armor Fiery Feathers PR 8
Weakness Allergy (Captivity)
Most people think of these
great lizards as simply the mounts Suggested Extra Abilities
of the Ahl-At-Rab. Some scholars Dire
may associate them with the * = Damaging Aura adds to damage
armies of the Ophidians. Be that ** = Treat as Aura of Fear but instill awe and worship, not fear
as it may, I am here to tell you
not to underestimate one of the
beasts on its own. Just because
they occasionally serve as mounts
Dan Ida Hwedo
does not mean that they are any Also known as Sand Dragons, these reptiles are mounts and beast
less vicious or dangerous on their of burden of the Ahl-At Rab. The large beasts are used as mounts by
own. many raiders and are beloved for their endurance and ferocious nature in
Caerwyn, Lemurian Scholar battle. The Hwedo are said to have originated in Mu and were brought to
Gondwana by their Naga master in an earlier age. Now extinct in Mu, the
Hwedo flourished in the verdant lands of Gondwana and are used as special
cavalry in Khem. Hwedo range in color from drab brown to fiery red and
some can even shift their color for protection and camouflage.
INT PER WIL CHA STR DEX CON
-4 +0 +1 -1 +5 +0 +5
SPD HP HrP Scl Ren TL AL
+1 50 10 +1 78 0 1-5
Attack / Ruinous Maw DR 4 + STR (9), Spine Tail
Damage DR 4 + STR (9)
Abilities Armored Hide, Tough
Armor Knobby Hide PR 4 (9)
Weakness None
Suggested Extra Abilities
Camouflage, Dire, Multiple Heads

62
Theragraphica

Egun Gun
The collective spirit of the dead members of a tribe summoned and combined into a single
entity of great power, the Egun Gun reside in large burial mounds found in south Pemba and are
consulted for their wisdom or knowledge. Over time the Egun Gun mentally deteriorate and become
malevolent entities only interested in adding to their essence by eating souls. Most malevolent Egun
Gun are found in what appear to be abandoned villages but upon further inspection the bodies of
the inhabitants are all found in their beds, killed in their sleep.
An Egun Gun appears as a large voluminous cloud of faces all vying for attention to be heard.
INT PER WIL CHA STR DEX CON
+0 +2 +5 -5 +2 +2 +5
SPD HP HrP Scl Ren TL AL
+4 45 15 0 45 2 11-15
Attack / Damage None
Abilities Damaging Aura, Intangibility, Undead
Armor None
Weakness None
Suggested Extra Abilities
Aura of Fear, Spell Ability, Speak Like a Man

63
ATLANTIS: The Second Age
Eloko
Eloko are short humanoids who stalk the forests and jungles of Gondwana. Eloko are said to be
the ancestor spirits of local tribesmen who died with some grudge to settle with the living. Eloko
have long claws and faces with a dog-like muzzle which they can unhinge to swallow a man whole.
They lack hair but in place of it grass grows from sporadic parts of their bodies. Eloko live in the
thickest forest, ferociously guarding their treasure: the plants and animals that live there. Some
Eloko have a taste for the flesh of men but most choose to live in isolation, only emerging to slay
those men who dare to hunt in their forests.
INT PER WIL CHA STR DEX CON
+2 +3 +2 +0 +5 +2 +3
SPD HP HrP Scl Ren TL AL

The Eloko are but one reason +3 55 20 0 69 3 18


to avoid the thick jungles of Attack /
Claws DR 4 + STR
central Gondwana. The forest- Damage
men exact a high price from any Beguile, Speak Like a Man, Swallow, Terrain
who dare intrude too far below Abilities
Immunity (Forest/Jungle)
the shadowed canopies of those
Armor Thick Skin PR 2
primal trees.
Caerwyn, Lemurian Scholar Weakness None
Suggested Extra Abilities
Camouflage, Intangibility, Spell Ability (Animism)

64
Theragraphica
Golems
In the inhospitable deserts of Zin roam alchemical constructs released from the first city of
Araboth to protect the righteous. Only twelve are known to exist but the behemoths have been
sighted all over the world in the employ of powerful men. The Golems stand over 2 meters tall and
look like roughly sculpted men or women with only crude rudimentary facial features. Upon their
heads is a word written in an ancient script thought to be the secret name of the Zanite god, Eloah.
The Golems are unstoppable juggernauts and their only weakness is the Golem’s true name, which
is written on a piece of paper hidden in its mouth. Anyone who says the name has dominion over
the Golem. If the master of the Golem breaks any of the precepts of the Zanite’s god, Eloah, the
Golem is free of its thrall and may do as it pleases.
INT PER WIL CHA STR DEX CON
,+0 -1 +0 -2 +11 +0 +10
SPD HP HrP Scl Ren TL AL
Donobey once told me of the
-2 130 15 +1 99 2 11-15
time one of his uncles managed
Attack / to hold off a Golem long enough
Mallet-like Hands DR 8 + STR
Damage for someone to fetch a priest of
Abilities Tough, Knock-Back, Knock-Down Eloah to calm and redirect it.
Three days, he told me. For three
Armor Hard Clay Hide PR 4
days his uncle wrestled with the
Weakness Ward (It’s own name) Golem, his strength against its.
Suggested Extra Abilities It must have been something to
see.
Dire, Sundering, Tunneling
Caerwyn, Lemurian Scholar

65
ATLANTIS: The Second Age
Gorgosian Hag
Gorgons who turn from the worship of Set towards Ba’al face a terrible fate: their bodies and
mind are twisted to become a parody of their former selves. The body-proud Gorgon’s form withers
and rots while their minds slip into insanity and hatred, rendering them unable even to speak. The
Gorgosian Hag exists only to punish men, who, in her maddened state, she sees as responsible for
her condition. Some Hags take the time to pick out their targets, choosing those men who have
offended women in some manner; others are indiscriminate. Even the more discerning Hags tend
towards punishments out of all proportion with the crimes or ones that punish the victim as much
as the offender.
INT PER WIL CHA STR DEX CON
+3 +2 +3 +2 +2 +0 +3
SPD HP HrP Scl Ren TL AL
+0 35 15 0 45 2 15
Attack /
Claws DR 2 + STR
Damage
Not even death can release Beguile, Regeneration, Spell Ability (Dark
these women from their torture. Abilities
Arts)
If you don’t nail their corpses
to the ground with brass spikes, Armor Thick Skin PR 2
the Hag will rise again in a year Weakness Allergy (Sunlight)
and a day as a foul undead. Suggested Extra Abilities
These creatures are less subtle
and more vicious that their living Shapechange, Speak Like a Man, Swift
counterparts.
Thalmia, Triton Sorceress

66
Theragraphica
Grootslang
Grootslang are primordial creatures as old as the world itself. They have elephant-like heads,
four twisted tusks, and serpentine mouths and bodies. Grootslang dwell in warm rivers and
lakes and have a known fascination for all manner of gemstones which they horde in their lairs.
Grootslang in good moods have been known to allow people to buy their lives in exchange for
diamonds and other gemstones. The Grootslang remember the ancient days before the arrival of Set
and Ba’al, though they rarely speak of such things. Grootslang despise the mortal races, regarding
them as vermin to be culled; for this reason their lakes and rivers are usually devoid of settlements.
Occasionally two Grootslang will go to war against each other for some prehistoric slight, using
their magic and wealth to raise armies.
INT PER WIL CHA STR DEX CON
+5 +2 +4 +2 +7 +0 +7 When Grootslang go to war
SPD HP HrP Scl Ren TL AL the entire continent shudders;
+0 145 25 +2 150 4 30 while it hasn’t happened in living
memory, the storytellers speak
Attack / Tusks DR 8 + STR, Tail Sweep DR 8 (Strikes
of a dozen such conflicts, each
Damage 7 targets)
one scarring the land in some
Expert, Knock-Down, Speak Like a Man, terrible fashion. These creatures
Abilities Spell Ability (Dark Arts), Swallow, Swift, remember every conversation
Swimming and every slight. Never, ever,
Armor Scaly Hide PR 16 insult one unless you want
your decendants for a hundred
Weakness Avarice (Diamonds)
generations to feel the sting of
Suggested Extra Abilities retribution.
Poison, Shapeshift, Spit Poison Thalmia, Triton Sorceress

67
ATLANTIS: The Second Age
Impundulu
Impundulu, also known as Lightning Birds, are human-sized birds resembling large
hawks. Impundulu are malevolent beasts that drink human blood, reputedly sent
to plague mankind for some long forgotten slight against a deity of the sky. The
creatures are shapeshifters, most often appearing as handsome young men in
order to lure young women away in order to slay them and drink their
blood. Impundulu eggs can cure disease and injury, making them highly
sought after. Persuading a vicious spirit bird that can spit lightning and
summon storms to hand over one of its eggs is a challenge worthy of
any hero.
INT PER WIL CHA STR DEX CON
+2 +2 +1 +0 +5 +3 +5
SPD HP HrP Scl Ren TL AL
+2 75 20 0 69 3 19
Attack /
Lightning Claws DR 4 + STR
Damage
Armored Hide, Flight, Ranged Attack
Abilities (Lightning), Shapeshift, Speak Like a Man,
Spell Ability (Witchcraft)
Armor Enchanted Hide PR 7
Weakness Allergy (Fire)
Suggested Extra Abilities
Damaging Aura, Regeneration, Swift

Inkanyamba
The Inkanyamba is a large aquatic millipede that lives in waterfall and lake
areas. The Inkanyamba’s outer body is an iridescent mother of pearl color
and on its back are chaotic rows of twisted spines that course with electricity
when the beast is angry. The Inkanyamba can grow to 15 meters in length
and swims swiftly using its many legs for propulsion. When roused to
anger the Inkanyamba can generate and direct electrical bursts and
cause localized weather changes.
The head section of an Inkanyamba is large enough to be worn
as a helmet and it is said that those who wear one gain the ability
of the beast to generate lightning (gain the Attack Mode skill at a
Skill Rating of 10 + MR to create lightning bolts).
INT PER WIL CHA STR DEX CON
-2 +0 +3 -5 +3 +2 +5
SPD HP HrP Scl Ren TL AL
+10 55 15 +1 123 2 11-15
Attack / Sharp Teeth DR 4 + STR (7), Lightning DR
Damage 15
Ranged Attack (x2; Lightning), Spell Ability,
Abilities
Swimming, Wall Crawling
Armor Thick Hide PR 4
Weakness Achilles Heel (Head Antennae)
Suggested Extra Abilities
Camouflage, Multiple Heads, Rending

68
Theragraphica
Kishi
Kishi are strange humanoid creatures with no flesh and the boney skeletal heads of hyenas.
The Kishi kills and wears the skin of handsome men or women in order to lure others away. The
unfortunate victim’s sunken and loose skin swells and takes on the looks of a living person when
worn but stays that way for only one lunar cycle. Once the time is up the Kishi breaks from the
skin suit to look for another. Those who find the torn flesh wrappings beware: a Kishi is in the area.
While in the skin suit, the Kishi lures victims away from their
I allowed myself to be seduced
village with sweet words and promises. When the Kishi feels safe
by the sweet words of a Kishi
the false face is pulled back to reveal the slavering skeletal hyena
once. I was passing through
skull that is the true visage of the beast. The victims are savaged
Nubia with Donobey on some
and torn limb from limb, their blood drank, marrow sucked,
family errand when we stopped
and livers, heart, and kidneys eaten.
for a night in a village. While
INT PER WIL CHA STR DEX CON Donobey occupied himself with
+0 +0 +0 +4 +1 +0 +0 exchanging news I glimpsed a
handsome man staring at me
SPD HP HrP Scl Ren TL AL
with hungry eyes from outside
+0 10 5 0 39 0 1-5 the fire circle. I went to him
Attack / and listened to his honeyed
Sharp Teeth DR 4 + STR
Damage words with the ears of a young
Abilities Expert, Speak Like a Man girl in the first throes of love. If
it not for my magic I might not
Armor None have overcome the monster he
Weakness None became.
Suggested Extra Abilities Thalmia, Triton Sorceress
Beguile, Grapple, Swift

Kongamato
Kongamato are strange lizard-like
birds that lack feathers and favor rivers
and swamps. The creature has a red underside and a black
back. Kongamato are nocturnal and immensely enjoy water, which they swim in to keep cool. The
creature can swim very well and seems to be capable of breathing underwater or holding its breath
for a long time. Kongamato attack from the air by diving down on their targets; from the water,
they come quickly from below, usually overturning a canoe full of unsuspecting travelers.
INT PER WIL CHA STR DEX CON
-1 +0 -2 +0 +5 +1 +4
SPD HP HrP Scl Ren TL AL
+3 27 10 0 39 1 10
Attack /
Knife-Like Beak and Claws DR 4 + STR
Damage
Abilities Flight, Swimming
Armor Leathery Hide PR 2
Weakness None
Suggested Extra Abilities
Armor Piercing, Expert, Rending

69
ATLANTIS: The Second Age
Ninki Nanka
The great crocodile-like Ninki Nanka is green or red in color, and
stands on longer legs than its stubby-armed cousin. The beast resides in
the muddy swamps of the Gondwanan jungles and Gorgos Isles. The
beasts are ferocious killers and have barbed tails that pierce armor and a
coarse tongue that can lash the skin from a man’s arm. The beasts can be
trained as mounts if reared from hatchlings and bond with their riders for
life, considering the rider its “Life Mate”. If their rider dies, the creatures
fall into a malaise and soon die of exposure and hunger.
INT PER WIL CHA STR DEX CON
-5 +0 +3 -5 +8 +2 +3
SPD HP HrP Scl Ren TL AL
+5 24 10 0 60 1 6-10
Serrated Teeth DR 2 + STR (10), Lashing
Attack /
Tongue (Ranged Attack) DR 8, Spiked Tail
Damage
DR 4 + STR (12)
Armor Piercing (Tail), Ranged Attack
Abilities (Lashing Tongue), Sundering (From Ranged
Attack), Swimming
Armor Scaly Hide PR 4
Weakness Fear (Losing Life Mate)
Suggested Extra Abilities
Armored Hide, Dire, Rending, Swift

Rompo
The Rompo is a large, quick moving, carnivorous porcupine-like
creature. Found mostly in marshes and swampy jungle areas, the filthy
plague ridden Rompo feeds on fresh meat and discovered carrion. When
looking for prey the creature emits a hypnotic “song” that lures its prey
to it. Once the prey is within striking distance, the Rompo strikes from
an ambush position killing its prey with hundreds of poison tipped
quills shots from its hide. Those that don’t succumb to the initial poison
usually succumb to the terrible bacteria with which each quill is coated.
For some reason Rompo never attack adult females of any species (unless
in self-defense) and will go out of their way to see that they are not
harmed. Some say the reason is due to a pact the Rompo’s Primordial
Monarch made with the first human woman to walk the Earth.
INT PER WIL CHA STR DEX CON
-5 +0 -3 -2 +0 +2 +3
SPD HP HrP Scl Ren TL AL
+10 8 5 -1 15 0 1-5
Attack /
Claws DR 2 + STR (2)
Damage
Beguile, Expert (Quill Attack), Poison,
Abilities
Ranged Attack (Quills)
Armor Bristly Hide PR 2
Weakness Ward (Never Attacks Women)
Suggested Extra Abilities
Dire, Shapechange, Swift

70
Theragraphica

The Sasabonsam that Thalmia


and I killed was the servant
of a Khemish sorcerer. It had
taken 12 young boys in as many
nights to the sorcerer’s tower for
unspeakable rituals to summon
Sasabonsam dark powers. Not only did the
Sasabonsam perform duties as
The Sasabonsam are the favored minions of those who practice evil in Gondwana. Sasabonsam lackey but guard as well. Its teeth
have large blood-shot eyes, long legs, iron teeth, several wagging but bloated tongues, and iron claws serrated skin as easily as its claws
on their feet. The creatures are incredibly dexterous with their feet and legs, which is contrasted by penertrated armor. A half score
their atrophied and child-like arms. The Sasabonsam flies awkwardly with a pair of bat-like wings men died that night storming the
that protrude from its hips. Its favorite trick is to sit on the high branches of a tree and dangle cursed tower but a silver dagger
its extended legs so as to entangle an unwary passerby. Sasabonsam are flesh-eaters and prefer wielded by a blind boy won the
devouring their prey alive. Black magicians and other dark powers buy Sasabonsam loyalty with a day
steady supply of fresh man-flesh. Donobey of Nubia
INT PER WIL CHA STR DEX CON
+0 +1 +0 +2 +4 +0 +3
SPD HP HrP Scl Ren TL AL
+0 24 10 0 39 1 6-10
Attack /
Iron Claws and Teeth DR 4 + STR
Damage
Abilities Armor Piercing (Claws), Flight, Grapple
Armor Supernatural Flesh PR 2 While visiting a small
Weakness Allergy (Silver) community in rural Khem, I
was introduced to silver ants.
Suggested Extra Abilities Overnight, a swarm of them
Beguile, Dire, Entangle, Expert, Rending infested the local school and
built a mound that nearly filled
one room. The townsfolk were
Silver Ants willing to abandon the school
The giant Silver Ants are found in the northern lands of Gondwana, primarily in Khemit and and build a new one, so fearful
Dar. The large ants are 15 centimeters in length, covered in a semi-metallic carapace and extremely were they of the ants’ bites and
fast. Their silver skin reflects most heat making them immune to heat and fire attacks. The ants all caustic spittle.
contain small amounts of quicksilver (see the Alchemy section of the ATLANTIS: The Second Age Caerwyn, Lemurian Scholar
core book) and 10 creatures are enough to produce a dose of quicksilver.
INT PER WIL CHA STR DEX CON
-5 +0 -5 +0 +0 +5 +4
SPD HP HrP Scl Ren TL AL
+5 4 5 -2 30 0 1-5
Attack /
Pincers DR 2 + STR (2)
Damage
Immunity (Heat, Fire), Ranged Attack
Abilities
(Acidic Fire Spit), Swarm, Wall Crawling
Armor None
Weakness Fear (Losing the Queen)
Suggested Extra Abilities
Dire, Flight, Rending, Sundering, Swift, Tunneling
NOTE: Attributes do not reflect Swarm modifiers.

71
ATLANTIS: The Second Age
Termites, Giant
The monstrous giant termites are the size of a house cat and are found in
the savannahs of Gondwana. Like their smaller cousin the giant termites feed
upon various forms of plant fiber but, unlike the smaller species, these now have
a taste for flesh. Luckily for the inhabitants of the savannahs the giant termite
colonies are not populated with thousands of inhabitants and can only support
hundreds.
The termites paralyze their prey and then drag it back to their huge mounds
and store it for later use. Treasure hunters have found that the mounds are
sometimes store houses of treasure from ill-fated prey and seek them out to
plunder. Unfortunately for most treasure hunters they forget that a queen and
her soldiers reside inside and will defend the colony.

INT PER WIL CHA STR DEX CON


-5 +0 +0 -5 +0 +0 -1
SPD HP HrP Scl Ren TL AL
+0 1 5 -2 30 0 1-5
Attack /
Pincers DR 2 (2)
As a child I remember my uncle Damage
lost several toes to these beasts. Poison (Paralyze), Sundering, Swarm, Wall
He gathered his brothers and Abilities
Crawling
nephews to hunt the beasts and
avenge the transgression. What Armor None
we did not know at the time Weakness Allergy (Fire)
was that my uncle had broken Suggested Extra Abilities
several promises to a lover that
happened to be a witch and this Dire, Sundering, Tunneling
was the payment due. NOTE: Attributes do not reflect Swarm modifiers.
Donobey of Nubia

Tikoloshe
Tikoloshe are tiny, evil-spirited pieces of spite, which plague humanity in particular.
These creatures seem to actively avoid contact with other races. Tikoloshe appear as
short hairy humanoids with gouged out eyes, though this doesn’t seem to hamper
their ability to see. They mostly cause minor misfortunes like cursing crops or laming
animals but they also have a taste for human women and enjoy biting off sleeping
people’s toes which they use to decorate the briar crowns they like to wear. Tikoloshe
often work for evil witches and shaman in exchange for magic lore, something the
creatures will do almost anything to gain. Tikoloshe can’t speak but communicate
through magic or sign language.
INT PER WIL CHA STR DEX CON
+1 +1 +1 +0 +0 +0 -1
SPD HP HrP Scl Ren TL AL
+2 10 5 -2 15 0 8
Attack /
Sharp Teeth DR 2 + STR
Damage
Camouflage, Spell Ability (Dark Arts),
Abilities
Tough
Armor None
Weakness Avarice (Magical Knowledge)
Suggested Extra Abilities
Beguile, Expert, Intangibility

72
Theragraphica
Umdhlebi
The Umdhlebi is a large mobile, carnivorous plant that roams
the southern lands of Gondwanna. The Umdhlebi resembles a
discolored Baobad tree with a leathery bark hide that bleeds red
ichor when cut. The Umdhlebi has a ragged maw similar to a sea
anemone surrounded by strong branches that protect it and pull
prey inside. The plant’s sap is poisonous and is injected by the
Umdhlebi using specialized needle-like branches. Umdhlebi are
usually solitary but sometimes many will gather forming what
looks like an unsuspecting copse of trees in the middle of the
grassland. The only evidence that something is amiss is the stray
bones and half-eaten carcasses tangled in the roots.
The Marhashi say that some Umdhlebi have eaten enough
witches that they become transformed, capable of doing evil
magics.
INT PER WIL CHA STR DEX CON
+0 +0 +5 -5 +10 -2 +10
SPD HP HrP Scl Ren TL AL
-3 80 15 +1 105 2 11-15
Attack / Gnarled Branches DR 4 + STR (14), Root-
Damage Filled Maw DR 2 + STR (12)
Armored Hide, Entangle, Grapple, Poison,
Abilities
Spell Ability (Witchcraft)
Armor Heavy Bark PR 2 (7) Despite similiarities in
Weakness Allergy (Fire) appearance, the rare white
Suggested Extra Abilities winged ape is not in any sense a
relative of my people any more
Aura of Fear, Damaging Aura, Dire so than humans are related to
Atlanteans. Still, I cannot help
but respect these simians. Clearly,
Winged White Ape they have been touched by the
The giant winged white apes live in the deep jungles of Gondwana and are very reclusive, living gods.
solitary lives. The apes stand over 2 meters tall, have a single horn of green Vril crystal protruding Caerwyn, Lemurian Scholar
from the center of their heads, and leather bat-like wings on their back. Most guard sacred pools
or statues in the deep forest and jungles; no one knows their true origins or why they stand
guard over their locations. The apes violently attack any interloper that comes within
their protective area and will hound them until they are dead or leave; otherwise,
they are docile, peaceful creatures with no interest in the outside world.
INT PER WIL CHA STR DEX CON
+0 +0 +0 -2 +5 +2 +3
SPD HP HrP Scl Ren TL AL
+2 24 10 0 30 1 6-10
Attack /
Fist DR 2 + STR (7) or by weapon
Damage
Abilities Flight, Stunning
Armor Fur Hide PR 2
Weakness None
Suggested Extra Abilities
Dire, Speak Like a Man, Spell Ability

73
ATLANTIS: The Second Age

Hesperia

A pair of concentric
circles, represent the
great Cyclopes, meant
to symbolize both
their single orb-like
eye as well as the sun
itself. Sages say the
sun, Helios, the source
of all primordial flame,
fuels the Cyclopes’ forges,
which they use to create
secret wonders. Like the
sun, however, they are
very proud. A young
warrior once tricked one
of the Cyclopes, and in
so doing earned the ire
of that entire reclusive
people. They caught him
in a cunningly crafted
trap and spent a decade
destroying him so utterly
that not even his name
survived. Now, he is known
only as ‘Nobody.’

74
Theragraphica
Chimera
The Chimera is change incarnate made of wild Vril energy. The creature constantly shifts its
form, typically appearing as a mismatch of half a dozen animal forms. A Chimera infects those
around it with its chaos, striking out to change those in its vicinity. The natural world rebels in
the presence of the Chimera: rivers run uphill, grass grazes on cattle, and stones get up and walk
around. Chimeras are hunted wherever they go; not only do they cause pain and suffering by their
very presence, but their blood is the only cure for the misery they cause.
A trio of heroes managed to
Chimera's minds change as quickly as their form; they range from pathetic sad creatures to
temporarily tame one of these
psychopathic killers and back again, all in the same day.
beasts that had been brought
INT PER WIL CHA STR DEX CON to the island of Atlantis as part
+0 +0 +0 +0 +7 +2 +7 of some nefarious plot. It was
no easy feat and they suffered
SPD HP HrP Scl Ren TL AL
during the attempt.
+4 95 20 0 79 3 18 When I say ‘tame’ however,
Attack / Damage Various Claws, Hooks, Barbs and Teeth DR 4 + STR do not think that they took this
Chaotic Aura (See Description Below), Damaging Aura (Chaos), beast as some sort of pet, the
Abilities way an Atlantean might tame
Ranged Attack (Chaos) , Regeneration, Speak Like a Man
some brightly plumed songbird
Varies from PR 2 to PR 16 on a round by round basis. Chimera has from far Tamoanchan. I mean
Armor
no control over this. to say that they convinced it,
Weakness None temporarily, to be shut into a
Suggested Extra Abilities closed box so that it’s dreadful
gaze could no longer cause
Expert, Flurry, Multiple Heads, Swift destruction. The town of Iceford
Special Ability still has not recovered, though
Chaotic Aura: Victims successfully attacked by the creature must make a WIL + Resolve roll with the heroes who tamed the
a DoD equal to the Ability Level of the creature. If the roll is a partial success or failure, consult Chimera at least saved some of
the charts under the Jinn entry in the Atlantis: The Second Age core rulebook. The effects last for its people from a far worse fate.
a number of days equal to the creatures Ability Level minus the victim’s WIL. These effects can be Caerwyn, Lemurian Scholar
reversed immediately by anointing the victim in the Chimera’s blood, bile, or tears.

75
ATLANTIS: The Second Age
Cyclopes
Cyclopes are brutish 8 meter tall humanoids with three to four curling tusks protruding from
their jagged ruined mouths and a single black reflective orb in the center of their heads. The
creatures are not usually aggressive and prefer to live in secluded communities were they craft
and pursue their faith to the Orixa.
Cyclopes are masters of building; many focus on a particular type of craft and excel at it.
Some build weapons while others build homes and still others create baroque works of art. These
creatures are sometime sought for their wares and it is said that Cyclopes crafters can imbue any
item with a small spark of their god’s power.
INT PER WIL CHA STR DEX CON
+3 +0 +3 +0 +8 +0 +8
SPD HP HrP Scl Ren TL AL
+0 135 20 +2 75 3 24
Attack / Damage By Weapon
Abilities Expert, Knock-Down, Speak Like a Man, Spell Ability (Sorcery)
Armor By Armor Worn
Weakness None
Suggested Extra Abilities
Expert, Shapechange, Tough

Hydra
This multi-headed creature is found in hilly regions throughout Hesperia. The Amazons hunt
them aggressively but never quite manage to kill them all. Hydrae appear as giant snakes with three
heads. A quirk of their regeneration means that cutting off a head causes two more to sprout in its
place, though one of these is brain-dead and cannot be consciously controlled by the beast. Hydrae
poison everything they come in contact with and prefer to live in caves near bodies of water where
they lay their eggs and poison the water supply at the same time.
INT PER WIL CHA STR DEX CON
-1 +4 +0 -2 +8 +4 +9
SPD HP HrP Scl Ren TL AL
+3 125 20 +1 94 3 18
Attack / Damage Fangs DR 4 + STR
Damaging Aura, (Poison), Multiple Heads (x2), Poison,
Abilities
It is said that the Cyclopes were Regeneration, Spit Venom
each given the gift to craft one Armor Hard Scales PR 8
object of unique and wondrous
Weakness Allergy (Fire)
power. Once they craft this item
they must set aside their tools Suggested Extra Abilities
forever. This invariably drives the Armored Hide, Expert, Swimming, Tough
poor creature insane and they
soon become ravening monsters.
For obvious reasons it is almost
impossible to get a Cyclopes to
craft this object.
Thalmia, Triton Sorceress

76
Theragraphica
Lamia
Lamia appear as beautiful blind women with no eyelids and razor sharp fingernails, typically
wearing rags sewn from snakeskin. Lamia have a terrible hunger for the flesh of children. Legend has
it that the original Lamia were women who were tricked by Set into devouring their own children to
protect them from demons. Twice cursed, Ba’al took vengeance for his hungry demons by cursing
the Lamia to always have a hunger for the flesh of the innocent while the Orixa cursed them with
recurring visions of their children’s death. The Lamia wander Hesperia seeking vengeance on Set by
slaying every serpent they come across, hoping one day that the snake they kill will be Set himself.
INT PER WIL CHA STR DEX CON
+0 +2 +0 +0 +4 +4 +2
SPD HP HrP Scl Ren TL AL
+3 30 15 0 54 2 14
Attack / Damage Razor Claws DR 4 + STR
Abilities Armor Piercing, Camouflage, Flight, Rending, Speak Like a Man
Armor Snakeskin Rags PR 2
Weakness Avarice (Human Flesh)
Suggested Extra Abilities
Expert, Shapechange, Swift, Tough

Nymph
Nymphs were made long ago during the time of Olódùmarè when water elementals lost Lamia are cunning beasts and
themselves in the flow of pure Vril energy. At the time of the Demiurge shattering there were the scars across my back are
hundreds of thousands of nymphs that helped shape the world; since then they have been hunted testament to that. The one I killed
by Makara and only a handful remain on the island of Hesperia. I mistook for a woman lamenting
Nymphs have beautiful female forms composed of semitransparent Vril-infused water. Nymphs the death of her child. She stood
make their homes in the hundreds of grottos and underground rivers of Hesperia where they cavort at a crossroads holding the
with escaped slaves and others foolish enough to think them benign. Nymphs feed upon the Vril corpse of an infant and pleading
energy in all its forms but find it easiest to drain it from living creatures. to the gods for another child. I
INT PER WIL CHA STR DEX CON approached to show compassion
+1 +1 +2 +9 +0 +2 +0 but soon found myself in peril.
Donobey of Nubia
SPD HP HrP Scl Ren TL AL
+0 23 15 0 45 2 11-15
Attack / Damage By Weapon
Drains Life-force, Speak Like a Man, Spell Ability (Sorcery),
Abilities
Swimming
Armor By Armor Worn (Usually Naked) Nymphs are dangerous
Weakness Allergy (Fire) creatures with mercurial whims;
Suggested Extra Abilities the Makara did the world a favor
in ending their reign over the
Beguile, Camouflage, Terrain Immunity (Water) oceans. Just because their victims
die with a smile on their faces
doesn’t mean they are any less
monstrous.
Thalmia, Triton Sorceress

77
ATLANTIS: The Second Age
Satyr
Satyr, like Nymphs, are elementals infused with life-giving Vril energy during the time when the
Demiurge Olódùmarè walked the Earth. Satyrs are earth elementals taking the form of both beast
and plant. This horrific amalgam is usually composed of some woodland creature such as a deer,
skunk, moose or fox, and some sort of flora such as a tree, shrub or lichen.
The creatures lead a hedonistic life filled with dance and cavorting with each other and anything
unfortunate enough to cross their paths. If it were not for their speed and guile, the Amazons would
have wiped the Satyrs out long ago.
Their Beguile ability lowers inhibitions and makes the target susceptible to suggestion and soon
the victim is lulled into strong drink, fattening, and then feasting.
INT PER WIL CHA STR DEX CON
-1 +0 -3 +1 +2 +0 +2
SPD HP HrP Scl Ren TL AL
+4 0 5 0 39 0 0
Attack /
Kick DR 4 + STR
Damage
Beguile, Camouflage, Speak Like a Man,
Abilities
Swift
Armor None
Weakness Avarice (Lust)
Suggested Extra Abilities
Expert, Shapechange, Spell Ability (Animism)

78
Theragraphica
Stymphalian
Stymphalians are bronze birds the size of eagles with metallic feathers and beaks. The birds
are highly aggressive, travelling in flocks of up to thirty and terrorize any region they choose to
call home. The birds can launch their bronze feathers at opponents, sending showers of knife-like
plumage to shred enemies. According to legend, the Stymphalians were created by Ogou as scouts
and skirmishers for some vast army. While the army has long perished, these creatures still remain.
INT PER WIL CHA STR DEX CON
+0 +1 +0 +0 +2 +0 +0
SPD HP HrP Scl Ren TL AL
+2 5 5 -1 39 0 0
Attack /
Razor Sharp Beak and Feathers DR 4 + STR
Damage
Flight, Pack Animal, Ranged Attack (Bronze
Abilities
Feathers)
Armor DR 8
Weakness Ward (Children’s Rattle)
Suggested Extra Abilities
Armor Piercing, Expert, Swift Legend says that the
Stymphalians nest near the
gravesites of the greatest fallen
warriors, guarding their bodies
for their master, Ogou. I’m not
sure of the truth of this, but I
have seen the creatures circling
above ancient battlefields.
Thalmia, Triton Sorceress

79
ATLANTIS: The Second Age

Jambu

A t long last, the


garuda landed
in front of the waiting
Ophidians. Placing the
elixir of life stolen from
the gods before them, the
garuda freed its mother,
Vinata, the first of all
birds, from her servitude.
The Garuda cautioned the
serpents against the strength
of the elixir and urged
them to perform
an obeisance to the
gods before drinking
it. The Ophidians
did so, but while
they called to the dark
god Set, Olódùmarè
swept in and reclaimed the
elixir. When the Ophidians
returned, they saw the
elixir (and the garuda)
gone; but they sensed
small droplets of it in
the grass. They drank
the remnants of the
gods’ own elixir of life,
and so gained a sort of
immortality, but they also
split their tongues in two.
That was how the garuda
bird earned the enmity of
all serpents and the trust of
the gods.

80
Theragraphica
Berbalang
Berbalangs are vicious creatures resembling great cats that stalk the jungles of Jambu and
beyond looking for carrion. Though they are not averse to killing their own prey, they are relatively
lazy and prefer to chase off other predators in order to make a quick meal before retreating back in
to the darkness. Most Berbalang have hollows under dead trees where they sleep away the daylight
hours, but some have been found in ruins or caves. Some Berbalang are known to shed their skin
to temporarily appear as one of the root races, and such a creature should never be believed for lies
are its weapon of choice. When so transformed, the Berbalang’s eyes will always resemble those of
a cat with slitted pupils and bright green in color.
INT PER WIL CHA STR DEX CON
-4 +1 +0 -2 +5 +2 +4
SPD HP HrP Scl Ren TL AL
+3 27 10 0 39 1 6-10
Attack / Damage Claw DR 4 + STR (9), Bite DR 2 + STR (7) or by weapon
Enhanced Perception (Glowing eyes see well in the dark), Speak Like
Abilities
a Man, Swift
Armor Shadowy Pelt PR 2
Weakness Ward (Fresh Lime Juice)
Suggested Extra Abilities
Armor Piercing, Aura of Fear, Dire, Intangibility, Shapechange It seems that many of the
creatures in Jambu can change
their shape so as to appear as
one of the civilized races. Perhaps
this is because Jambu was caught
between the Ophidians and my
own people in the wars that
ravaged the world. Perhaps
it is because the gods find it
amusing to test us in different
ways. Perhaps it happens because
Jambu was where the gods first
walked the Earth on two legs. I
do not know the reason, but I
have learned that it is difficult to
earn trust in Jambu.
Caerwyn, Lemurian Scholar

81
ATLANTIS: The Second Age
Diwata
The Diwata are nature spirits that reside in the jungles and forests of Jambu. In their natural
form, the Diwata appear as gigantic trees; however, each of them can transform into a beautiful
female of one of the root races. Each Diwata is ancient and though they can spread health, fortune,
and crop growth, they must be appeased through rituals and veneration. If not so placated, the
Diwata can cause illness and misfortune to befall a region. Many of the nature spirits in a given area
owe some allegiance to the local Diwata and through them the local practitioners of Witchcraft as
well.
INT PER WIL CHA STR DEX CON
+3 +1 +4 +5 +1 +3 +6
SPD HP HrP Scl Ren TL AL
Diwata demand respect and -1 115 20 +2 90 3 16-20
are imperious at best. They
Attack /
are humourless creatures and Punch DR 2 + STR (3)
Damage
dangerous in the extreme. They
think nothing of starving an Beguile, Camouflage, Shapechange, Speak
Abilities
entire village to death for some Like a Man, Spell Ability (Witchcraft)
minor slight. Those living in a Armor Bark-like Skin PR 2
region claimed by a Diwata will
Soothing Bane (Worshipful Songs and
go to extraordinary lengths to Weakness
Chants)
keep it appeased.
Thalmia, Triton Sorceress Suggested Extra Abilities
Armored Hide, Sundering, Tough

82
Theragraphica
Garuda
Garuda are large, supernatural birds that reside primarily in Jambu, but have occasionally been
seen on other neighboring continents. All Garuda exhibit a hatred of snakes; some cultures call
them ‘devourers of serpents.’ As a Garuda matures, it gains the ability to mimic speech and can even
learn to cast rudimentary spells if it is carefully coached. Because of these qualities, some Garuda
can be found guarding traditional Lemurian homes.
INT PER WIL CHA STR DEX CON
-2 +1 +0 -1 +2 +2 +1
SPD HP HrP Scl Ren TL AL
+5 18 10 0 45 1 6-10
Attack / Damage Clawed Kick DR 2 + STR (4)
Abilities Armor Piercing, Flight, Immunity (x3, Poison)
Armor Scales and Plumage PR 2
Weakness Avarice (Hunting Snakes)
Suggested Extra Abilities
Dire, Speak Like a Man, Spell Ability

My grandmother had a Garuda


that lived in her garden when I
grew up in Eudea. It was her
lifelong companion, she said,
having raised the bird since it was
a hatchling. Though she doted on
the creature, as a child it seemed
to resent my presence, forever
chasing me around the yard and
pecking at the back of my head.
Caerwyn, Lemurian Scholar

83
ATLANTIS: The Second Age

Gyalpo
Believed by superstitious villagers to be the undead spirits of those who failed in past vows, the
Gyalpo can be swayed and cajoled into doing good deeds. A Gyalpo’s natural inclination is toward
violence; unable to complete some vow or task during their mortal life, they became tied to that
failure and can cause others to repeat it, attack the targets of their vow, or disrupt peaceful lives.
However, with appropriate rituals, sacrifices, and pledges, a Gyalpo can be swayed into a more
beneficent and protective role. Some temples or villages have such Gyalpo guardians and the priests
and villagers work diligently to ensure that they remain pleasant.
INT PER WIL CHA STR DEX CON
-2 +1 -1 +1 +0 +3 -1
SPD HP HrP Scl Ren TL AL
+5 12 10 0 78 1 6-10
Attack / Damage Ethereal Claw-like Nails DR 4 + STR (4)
Abilities Armor Piercing, Intangibility, Speak Like a Man, Undead
Armor Ghostly Form PR 4
Weakness None
Suggested Extra Abilities
Aura of Fear, Drains Life-force, Spell Ability

84
Theragraphica
Ky’Lin
The Ky’Lin is a very rare beast often sought by kings and emperors as a regal mount. The
creature is an odd amalgam of a deer with the head of a monitor lizard. Several spiny horns rise
chaotically from the fiery mane of hair at the back of its head and run down its back. The creature
has both fur and scales raging in color from black to blue, is comfortable on dry land and water,
and is known for its deafening howl. The Ky’lin can never be taken as a mundane mount and will
only allow those of great renown to ride upon its back (never with any tie or bridle). Those seeking
to ride a Ky’Lin must have a minimum of 100 Renown and a water Atman of 6 for the beast to
consider them worthy.
INT PER WIL CHA STR DEX CON
+0 +0 +1 +2 +0 +1 +2
SPD HP HrP Scl Ren TL AL
+5 21 10 0 84 1 6-10
Attack / Damage Gnashing Teeth DR 2 + STR (2), Tail DR 4 + STR (4)
Abilities Howl, Flight, Ranged Attack (DR 7, Lightning), Swimming
Armor Scintillating Scales & Fur PR 8
Weakness Prey Ban (Will not attack good hearted creatures)
Suggested Extra Abilities
Dire, Speak Like a Man, Spell Ability, Tough

I once saw a Khitan general


mounted on one of these
magnificent beasts ride into
battle against us. When he and
his wondrous mount appeared
on the far hilltop overlooking the
battle, rolling clouds followed
and thunder blasted and lightning
struck! The dazzling coat of the
beast blinded us and its horns
gored us. We quickly routed from
the beast and took shelter in a
nerby cave.
Donobey of Nubia

85
ATLANTIS: The Second Age

I thought the locals were


joking when they told me about
this creature. Then, while out
hunting by a river I saw one of
these things spear a wolf through
the flank and strike it stone dead.
I was told that these things live
together in giant burrows; when
abandoned, these tunnel systems
are often taken over by darker
creatures.
Thalmia, Triton Sorceress

Miraj
The Miraj are a species of rabbit found in western Jambu. Resembling larger examples of their
more ordinary kin, Miraj also possess a singular, large, black horn that grows from the center of
their heads. Like Jinn, these horns can take a variety of shapes, but they always originate from the
center of the Miraj’s head. Other bony protrusions also grow from the Miraj’s coat, but most of
those simply serve to protect the creature or perhaps provide some sort of counterweight. Unlike
other rabbits, Miraj are omnivores. While they can make do with foraging, they also consume
meat that they kill. By leaping at an opponent, the Miraj can spear them with their horn and then
proceed to deliver a variety of rapid kicks while it attempts to free itself. Natives of Jambu’s western
coastal regions regard Miraj horn as a potent addition to what passes for local alchemical and herbal
remedies.
INT PER WIL CHA STR DEX CON
-4 +4 +0 +2 -4 +5 -1
SPD HP HrP Scl Ren TL AL
+3 4 5 -1 54 0 1-5
Attack / Damage Horn DR 4 + STR (4), Flurry of Kicks DR 2 + STR (1)
Abilities Armor Piercing, Flurry, Swift
Armor None
Weakness None
Suggested Extra Abilities
Dire, Tunneling

86
Theragraphica
Rakshasa
The Rakshasa (singular: Raksha) are known as ‘demon tigers’ to the people of Jambu, though
in truth they are neither. In their natural form, they do resemble great tigers, but their coloration
tends to shades of red and gray. Cannibalistic and violent, the Rakshasa have served on various
sides of different conflicts over the ages. Though they are reliable and loyal as shock troops, they are
also known to rebel against authority, particularly where their own sense of twisted honor or valor
is betrayed. There are thought to be few Rakshasa left in the world and their strange network of
loyalties and alliances are legendary.
INT PER WIL CHA STR DEX CON
+0 +2 -2 +2 +4 +2 +4
SPD HP HrP Scl Ren TL AL
+3 60 15 0 54 2 11-15
Attack / Damage Obsidian Claws DR 4 + STR (8) or by weapon
Abilities Aura of Fear, Shapechange, Speak Like a Man, Swift, Tough
Armor Hypnotic Pelt PR 2
Weakness Prey Ban (Allies)
Suggested Extra Abilities
Beguile, Howl, Spell Ability

I almost accepted a bargain


from a Rakshasa, trading to him a
future unnamed favor in exchange
for an ancient alchemical tome
detailing the creation of Golems
and other wonders. Thalmia
stopped me, however, under
pretext of needing to return to
the water. She told me later that
she was certain that this particular
Rakshasa was responsible for at
least one regicide and possibly
the start of a small war amongst
the Elysium islanders. I shudder
to think what future favor he
may have eventually requested,
but I still wish that I had acquired
that book.
Caerwyn, Lemurian Scholar

87
ATLANTIS: The Second Age
Ro Lang
Strange undead that plague parts of Jambu, the Ro Lang are vampiric entities sometimes known
as Pisacas. Each Ro Lang has a long, sharp tongue that it wields as if it were a whip or a sword. After
lashing an opponent and drawing blood, the Ro Lang will get as close as possible in order to feed,
sometimes ignoring other dangers. Curiously, the skeletons inside Ro Lang seem to harden into
stone preventing them from easily bending. The shuffling gait that results from this stiffness makes
them easy to identify. People in areas plagued by the Ro Lang build homes with low doors that
require residents to bend sharply in order to pass; this is thought by many to keep the Ro Lang at
bay. Corpses that turn into Ro Lang always have milky blue eyes that signify the corruption within.
INT PER WIL CHA STR DEX CON
-2 +1 +2 -4 +5 -1 +4
SPD HP HrP Scl Ren TL AL
+1 27 10 0 39 1 6-10
Attack / Damage Whipping Tongue DR 4 + STR (9)
Abilities Armor Piercing, Undead
Armor Rock-like Hide PR 4
Weakness Ward (Tight or Low Spaces)
Suggested Extra Abilities
Drains Life-force, Miasma, Rending, Speak Like a Man, Tough

Ro Lang sometimes imbibe


poisons, holding them in their
mouths so as to coat their tongues
in the toxin. Having blue eyes in
Jambu can be a dicey proposition;
it is too easy to get mistaken for
a Ro Lang, particularly if you are
feeling a bit stiff from sleeping on
the hard ground.
Thalmia, Triton Sorceress

88
Theragraphica
Tampan
Tampan, sometimes referred to as Seka, are twisted, dwarfish humanoid mountain-folk with
gems for eyes and grass for hair. They are thought to be nature spirits by the locals who sometimes
worship them or see them as interfering pests. For their own part, the Tampan are territorial, each
one tethered to particular spot of ground by a long trailing vine. They dislike the encroachment
of farmers, herders, and civilization in general, though they do seem to have a weakness for fine
craftsmanship in the form of carvings, polished gems and jewelry, and cloth.
INT PER WIL CHA STR DEX CON
-2 +0 +1 +1 +1 +3 +5
SPD HP HrP Scl Ren TL AL
+1 25 10 -1 30 1 6-10
Attack / Damage Small Fist DR 2 + STR (3) or by weapon
Abilities Entangle, Speak Like a Man, Terrain Immunity (Birthplace)
Armor By Armor Worn
Weakness Achilles Heel (Tethered Vine)
Suggested Extra Abilities
Spell Ability (Witchcraft), Tunneling

Yaka
Yakas have an all-consuming need to consume the flesh of human females that often drives
them to large population centers where their appetites can be regularly satiated. When “eating” the
Yaka presses its body against its prey and absorbs their flesh into their own.
Jet-black in color and with no discernable facial features, Yakas are physically simple humanoiid
creatures. Their dark rubbery flesh is slick to the touch and at a distance difficult to identify from a
normal human’s. Even in broad daylight, the midnight skin of a Yaka seems to absorb light, making
it a challenge to differentiate them from mundane shadows.
INT PER WIL CHA STR DEX CON
+0 +0 +0 +0 +5 +5 +0
SPD HP HrP Scl Ren TL AL
+5 25 15 0 45 2 11-15
Attack / Damage Fist DR 2 + STR (7)
Abilities Camouflage, Grapple, Drains Life-force (requires Grapple)
Armor None
Weakness Avarice (Human Women)
Suggested Extra Abilities
Immunity (Grapple), Speak Like a Man

89
ATLANTIS: The Second Age

Lemuria

A n Atlantean trader
visiting Sahel became
charmed by the Jenglot
he saw starving outside
his window. The trader
fed the creature and set it
on its way. The next day,
five Jenglot appeared
on his balcony and
he fed them too,
before sending them
off. The next day,
a hundred Jenglot
ransacked the trader’s
lodgings, devouring
everything inside, including
the trader’s brother. A
passing Lemurian magician
called down fire upon
the house, destroying the
Jenglots in the inferno.
When the trader asked
the Lemurian why the
Jenglot had attacked him
the Lemurian replied,
“You gave without
thinking, instead of
showing them kindness,
you showed them that you
were an excellent source of
food.”

90
Theragraphica
Antaboga
A breed of huge, amphibious sea serpents, the Antabogas are a plague to sailors near Lemuria
and a danger to those who might happen to sleep upon its shores. Most Antabogas are poisonous,
and keep lairs in coral reefs and submarine caves. All such hidden lairs have some pocket of air or
some manner of recycling air so that the serpents can breathe. This can also be a boon to sailors or
unwitting captives as many of the Antabogas will drag a paralyzed foe back to their lair for later
consumption, a fact which occasionally allows for a victim to escape these giant serpents.
INT PER WIL CHA STR DEX CON
-5 +2 +2 +0 +4 +5 +3
SPD HP HrP Scl Ren TL AL
+5 45 15 +1 88 2 11-15
Attack / Damage Bite DR 4 + STR (8)
Antabogas are incredibly stupid
Abilities Grapple, Poison (x2), Swimming
and stubborn; a combination
Armor Scales PR 4 that often leads them to disaster.
Weakness None I’ve seen one attack and eat
a log that happened to float
Suggested Extra Abilities
by and another waste hours
Dire, Swift hissing at its own refection. The
creature’s habit of swallowing
prey whole and defecating out
the indigestible parts means you
might find a shiny trinket or two
around its lair.
Thalmia, Triton Sorceress

91
ATLANTIS: The Second Age
Barong
Animalistic spirit-creatures with lion-like manes, the Barong stalk the jungles and mountains of
Lemuria. These creatures have an irrational hatred for snakes and serpents as well as for practitioners
of the Dark Arts. Some believe that Barong were bred by the ancient Lemurians in order to
fight against the Annunaki, but the Lemurians themselves believe that the Barong are a natural
phenomenon. Either way, the sight of one of these great maned jungle cats materializing out of
nowhere mid-pounce is something both frightening and inspiring.
INT PER WIL CHA STR DEX CON
-4 +1 +1 +3 +5 +2 +4
SPD HP HrP Scl Ren TL AL
+2 40 15 0 60 2 11-15
Attack /
Claw DR 2 + STR (7), Bite DR 2 + STR (7)
Damage
Armor Piercing, Enhanced Perception
Abilities (Sense Dark Arts), Immunity (x3; Poison),
Intangibility, Pack Animal
Armor Fur and Scale Pelt PR 2
Weakness Avarice (Killing Serpents)
Suggested Extra Abilities
Armored Hide, Dire, Speak Like a Man, Spell Ability (Animism
or Sorcery), Tough

Hekili’kane
The ‘lightning that breaks the
sky’ is the name for a dozen or more
giant ambulatory trees that live upon
Lemuria. These huge motile plants
have some sentience; the Lemurians
claim that in the past the ‘thundering
trees’ once gave them great insight and
wisdom. For many centuries, the trees
slept, but now these great wooden
giants are on the move again. While
My uncle told me that as a child they can be coerced into helping with
he had seen one of the Hekili’kane the construction of great works, most
walk from the mountains to the often they leave behind a wide path of
coast. The trail that it left became destruction as they move from place to
a major road through the jungle place. Their upper branches reach the
up into the mountains for many clouds and sometimes entire colonies
years afterwards. A road that of birds, bats, and other creatures live
I travelled more than once, I among them symbiotically.
might add. I have seen only one, INT PER WIL CHA STR DEX CON
slumbering, and I would have +5 +1 +2 +2 +10 -2 +12
missed it had it not been pointed
out to me. SPD HP HrP Scl Ren TL AL
Caerwyn, Lemurian Scholar -5 245 20 +3 155 3 16-20
Attack / Damage Club-like Arms DR 12 + STR (22)
Camouflage, Entangle (x2), Regeneration, Speak Like a Man,
Abilities
Trample
Armor Thick Bark PR 8
Weakness None
Suggested Extra Abilities
Grapple, Spell Ability (Witchcraft)

92
Theragraphica
JENGLOT
Resembling small monkeys or even deformed
human children, Jenglot are malicious tricksters and
voracious eaters that dwell in jungles and swamps.
Jenglot love to consume blood, but often make do
with consuming small birds or rodents. When enough
of them band together in a tribe, they can take down
larger prey such as humans or Lemurians. Some Dark
Arts practitioners are known to keep Jenglot as trained
pets, for the small animal’s natural cunning and tenacity
make them able servants.
INT PER WIL CHA STR DEX CON
-1 +1 -1 +0 -1 +4 +1 A favorite trick of Kuntilanak
SPD HP HrP Scl Ren TL AL is to lie on the ground in their
human form, faking injury,
+2 6 5 -1 15 0 1-5
thereby shielding their vulnerable
Attack / backs. A trick for all you not-so-
Needle-sharp Claws DR 2 + STR (1)
Damage bright men out there: if there’s a
Abilities Swarm naked attractive woman begging
you for help, it’s probably a trick.
Armor Pelt PR 2
Thalmia, Triton Sorceress
Weakness None
Suggested Extra Abilities
Dire, Speak Like a Man, Wall Crawling
NOTE: Attributes do not reflect Swarm modifiers.

KUNTILANAK
The Kuntilanak are birds associated with Dark Arts magic that carry pestilence and disease.
As if this wasn’t bad enough, they are known to drink blood
and attack young women. After ingesting enough blood, a
Kuntilanak can magically transform itself into the form of a
young woman. In this guise, it will prey upon both men and
women, luring them close with plaintive cries for aid. However,
the transformation is imperfect, tainted by the Dark Arts. Only
the front of the Kuntilanak resembles a young woman; from
behind, it is possible to see that it is but a hollow construct
filled with sickness and rot.
INT PER WIL CHA STR DEX CON
+3 +1 -2 +1 -1 +3 +2
SPD HP HrP Scl Ren TL AL
+3 21 10 0 30 1 6-10
Attack / Claw-like Fingernails DR 4 + STR (3) or by
Damage weapon
Flight, Shapechange, Speak Like a Man,
Abilities
Undead
Armor
Achilles Heel (Attacks From Behind), Avarice
Weakness
(Blood of Young Women)
Suggested Extra Abilities
Beguile, Drains Life-force, Miasma, Poison, Swift

93
ATLANTIS: The Second Age
Leyak
Thought to be the former victims of black magic, Leyak are
disembodied heads with fangs and long tongues. These horrific spectres
haunt graveyards and sites of mass battles in order to feed upon corpses
and carrion. Most associate them with Dark Arts practitioners and
demons, but sometimes the Leyak can reveal where hidden burials have
taken place. Though usually solitary, packs of Leyak have been known
to form over mass graves and will violently defend their territory.
INT PER WIL CHA STR DEX CON
+1 +1 -1 -1 -1 +1 +2
SPD HP HrP Scl Ren TL AL
+3 7 5 -1 60 0 1-5
Attack /
Bite DR 2 + STR (1)
Damage
Enhanced Perception (Sense Carrion),
Abilities
Flight, Speak Like a Man, Undead
Armor None
Weakness None
Suggested Extra Abilities
Drag Down, Pack Animal

Little is more frightening


than seeing the face of a great Lintah
Lemurian twisted into one of The giant leeches known as Lintah are indigenous to Lemuria.
these demonic flying beasts. Though they grow to prodigious size, some as large as a man, they are
I prefer to shoot them down often content to burrow in the murk and mud searching for burrowing
before they get close, but that animals upon which to feed. When game is scare, a nest of Lintah will
means keeping a watchful eye go into a hibernating slumber but fresh blood can awaken them and
open while in jungle at night. cause them to come surging to the surface. The bite of a Lintah is not
Caerwyn, Lemurian Scholar lethal, but it does inject a numbing poison that some alchemists will
pay good coin for.
INT PER WIL CHA STR DEX CON
-8 +2 +1 -2 +4 +2 +5
SPD HP HrP Scl Ren TL AL
+1 15 5 0 39 0 1-5
Attack /
Filthy Bite DR 4 + STR (8)
Damage
Enhanced Perception (Smell Blood), Poison
Abilities (Paralysis), Terrain Immunity (Swamps),
Tunneling
Armor Leathery Hide PR 2
Weakness Fear (Fire)
Suggested Extra Abilities
Dire, Spit Venom, Tough

94
Theragraphica
Pesugihan
The demon boars known as
Pesugihan originated on Lemuria
but have spread through much
of the tropical jungles of the
east. They are known to root and
dig, much like their smaller kin,
in search of precious metals and I was once told that I would
gems, which they devour and meet Death itself behind the tusks
digest, transmuting the riches of a Pesugihan. I am not ashamed
into the metal of their bristling to say that I did my best to avoid
hides. Lazy, the Pesugihan will the islands of the southern seas
often opt to rampage through a because of such a dire portent.
campsite in search of valuables. But, I find that even some dooms
Lemurian treetop villages do not cannot be avoided entire. I shall
have to worry about such attacks, face the demon boars and I shall
but valuables dropped to the remain strong.
ground are sometimes given up as Caerwyn Ironjaw
lost if a group of Pesugihan is in
the area.
INT PER WIL CHA STR DEX CON
-5 +1 +3 -1 +4 +1 +4
SPD HP HrP Scl Ren TL AL
+2 27 5 0 45 1 6-10
Attack / Damage Tusk DR 2 + STR (5)
Abilities Knock-Down, Sundering
Armor Metallic Pelt PR 8
Weakness Avarice (Consume Precious Metals and Gems)
Suggested Extra Abilities
Dire, Rending, Speak Like a Man, Stunning, Tough

Telaga Bersembunyi
Telaga inhabit bodies of fresh water, typically deep lakes or swamps. These creatures are very hard
The main body of a Telaga is a large and bulbous thing consisting to spot and a single beast can
mainly of a mouth and the organs to keep the beast alive. Sprouting take on a small war party with
from the main hub is a mass of tendrils, most of which are used to ease. Though they don’t look it,
simply push food into the mouth. A number of these tendrils, Telaga are insanely fast and can
however, will grow to prodigious size and grow small run down an unburdened man.
fanged mouths of their own at their tips. These secondary
The only advice I can give is to
mouths will bite prey while the tendril immobilizes it
before dragging it under the water to feed the gaping maw keep your eyes open when you
somewhere beneath. Some natives believe that chopping one of travel; Telaga are messy creatures
these fanged tendrils loose is a way to transplant Telaga to new sites; and leave the remnants of meals
such experiments to use these transplants to grow defensive guardians ultimately almost always fail. scattered around. If you are
INT PER WIL CHA STR DEX CON travelling in an area with a lot
of water and see a half-eaten leg
-3 +1 -1 -2 +6 +4 +5 lying on the ground, then leave,
SPD HP HrP Scl Ren TL AL quickly.
+5 55 15 +1 64 2 11-15 Thalmia, Triton Sorceress
Attack / Damage Fanged Bite DR 2 + STR (8)
Drag Down, Flurry, Pack Animal (Treat Each Tentacle as a Separate
Abilities
Creature with 5 HP)
Armor Rubbery, Scaled Hide PR 4
Weakness None
Suggested Extra Abilities
Dire, Entangle, Grapple, Multiple Heads, Poison

95
ATLANTIS: The Second Age

MU

T he White Blossom
cult believed that
every creature upon
the planet was once
part of a glorious
unity, and that by
living in peace with
each other they might
return to a single,
blissful existence. The cult
embraced dangerous
creatures and violent
savages in the hope of
bringing them into the
“glorious unity”. After
facing much derision
from other Atlanteans,
the cult pledged to
travel en-masse to Mu to
embrace the Ophidians
living there and induct
them into the unity. To
this day the Ophidians
speak fondly of the “feast
of white blossoms”.

96
Theragraphica
Bunyip
The Bunyips are strange creatures about the size of a horse. They spend much of their time
partially submerged in lakes, swamps, and other large bodies of water. They possess fearsome tusks
and claws that native Muans sometimes carve with intricate patterns. Male Bunyip form small
packs, but females are territorial of their watering holes. Bunyips have been known to cause minor
flooding near their chosen homes, sometimes displacing other inhabitants nearby.
INT PER WIL CHA STR DEX CON
These creatures exhibit
-5 +0 +2 -3 +7 +0 +7 a cunning I wouldn’t have
SPD HP HrP Scl Ren TL AL expected; they topple trees
and dam rivers to form small
+3 46 10 +1 55 1 6-10
lakes. They are omnivorous, but
Attack / Damage Tusks DR 2 + STR (9) prefer fish and water weeds to
Abilities Spell Ability (Sorcery – Water), Swimming, Trample flesh. They do however have a
wicked temper and in large packs
Armor Coarse Hide PR 2
they can work very powerful
Weakness None elemental magic.
Suggested Extra Abilities Thalmia, Triton Sorceress
Armor Piercing, Dire, Tough

97
ATLANTIS: The Second Age
Julana
Julana are a smaller breed of Kanawalla scorpion. Like their larger relatives, the Julana are
uniformly white so that they might blend in with the salty desert sands. Unlike their larger relatives,
the Julana are ambush predators. They bury themselves in the white sands and wait for passersby.
When disturbed, they launch themselves from their concealment and attack viciously for several
seconds, attempting to poison their victims before scurrying away to safety. Should their victim fall
from the poison, the Julana will return and bury the corpse to feed upon for days to come.
INT PER WIL CHA STR DEX CON
-5 +1 +1 -2 -3 +3 +0
SPD HP HrP Scl Ren TL AL
+5 5 5 -1 30 0 1-5
Attack / Damage Sting DR 2 + STR (1)
Abilities Poison (x2)
Armor Chitinous Shell PR 2
Weakness None
One of our companions Suggested Extra Abilities
was poisoned by one of these Armor Piercing, Dire, Swift, Tough
scorpions. The poison wracked
his body with a speed and
savagery that I have seldom
encountered. Still, with the
application of several cleansing
powders and a potion to purge
his stomach, I was able to save
him. I would doubt that anyone
crossing those deserts without
adequate supplies would fare so
well.
Caerwyn, Lemurian Scholar

98
Theragraphica
Muldjewangk
Giant aquatic reptiles, the Muldjewangks have prodigious appetites. Responsible for destroying
fishing nets, overturning boats, and even reaching their long necks to shore in order to sate their
endless hunger, the Muldjewangks are a danger that gives even the Ophidians pause. Muldjewangks
are known to bury themselves in shallow mud during the hottest part of the year or when food is
scarce. From these mud-flats, they strike out at anything that comes nearby. Their savage attacks
scatter blood and offal around the surroundings; though this may scare off some prey, it also attracts
scavengers which in turn become part of the Muldjewangk’s next meal.
INT PER WIL CHA STR DEX CON
-5 +1 -2 +0 +12 +0 +10
SPD HP HrP Scl Ren TL AL
-1 150 10 +2 99 2 6-10
Attack / Damage Teeth DR 8 + STR (18), Tail Sweep DR 8
Abilities Stunning, Swimming, Tough
Armor Leathery Hide PR 4
Weakness None
Suggested Extra Abilities
Armored Hide, Dire, Swallow

99
ATLANTIS: The Second Age
Nakahi
The Nakahi are a species of venomous flying serpents originally native to Mu but that have
spread as far as Jambu and Gondwana. As brightly colored and varied as any tropical bird, the
various breeds of Nakahi fill many niches in the ecology of the island. They come in a variety of
colorations, sizes, and potency of poison and some of the indigenous peoples breed them and show
them off as avidly as Atlantean nobles with their prized pets. The common green Nakahi are the
most numerous and the type most likely to be encountered in the wild.
I have seen a clutch of newborn
nakahi swarming around the INT PER WIL CHA STR DEX CON
corpse of a man they had just -3 +2 +1 +0 -1 +4 +1
killed. It was a sight that haunts
SPD HP HrP Scl Ren TL AL
me still. How the Ophidians lived
for so long with such horrors is a +5 13 10 -1 45 1 6-10
mystery I feel I shall never pierce. Attack / Damage Bite DR 2 + STR (1)
Little seems to deter them. The
Abilities Flight, Poison (x2)
only good thing I can say about
them is that they nearly outdo Armor Scaled Hide PR 2
the bats in the consumption of Weakness None
stinging insects. If only you could
Suggested Extra Abilities
keep them out of your tent.
Caerwyn, Lemurian Scholar Armor Piercing, Dire, Spit Venom, Swift, Tough

100
Theragraphica
Ngahrara Timo
The Ngahrara Timo are a species of
giant scorpion native to the deserts, caverns,
swamps, and seas of Mu. Some of them
have been smuggled into Gondwana and
beyond by unscrupulous merchants as they
are renowned defenders of their territories
and homes. Though they are quite difficult The Papinjuwari Thardids wear
to train and can never be truly domesticated, no clothes, use no tools, nor do
they can be quite loyal as long as they are well they build homes. So how do
fed. However, a well fed Ngahrara Timo is they survive on what is, after all,
not a particularly aggressive one. Trying to an extremely limited diet? The
find a balance between these two extremes answer is that they have help.
has resulted in the death of more than one When fleeing from Ophidian
would-be owner. captivity a few years ago, I spied
a series of Ahl-At-Rab bands
escorting carts of diseased slaves. I
followed one out of curiosity and
saw them drop off a slave every
INT PER WIL CHA STR DEX CON few miles. I also saw them force
some kind of liquid down the
-5 +3 +1 +1 +5 +1 +8 throats of particularly deformed
SPD HP HrP Scl Ren TL AL slaves. It made me wonder if the
+2 70 15 +1 94 2 11-15 slaves were intended as food, or
were in fact just a continuation
Attack / Damage Crushing Pinchers DR 2 + STR (7), Tail Sting DR 4 + STR (9) of the experiment; a means to
Abilities Grapple, Immunity (Bladed Weapons), Poison (x2) deliver some other mutagen to
Armor Chitin Shell PR 8 the Papinjuwari Thardids.
Thalmia, Triton Sorceress
Weakness None
Suggested Extra Abilities
Armored Hide, Dire, Swift, Tough

Papinjuwari Thardid
The Painjuwari Thardids are giant one-eyed beasts that stalk the mountains of Mu. These
carnivorous giants feed on humanoids, he dead, and drink the blood of the sick and
diseased. Some outsiders believe that the Papinjuwari Thardids were somehow altered by
the Ophidians to serve as disposals for their failed experiments, but there is little proof.
Still, many Papinjuwari Thardids stalk Ophidian ruins searching for the bodies of the
dead which they hungrily consume.
INT PER WIL CHA STR DEX CON
-2 +2 -3 -2 +6 +1 +9
SPD HP HrP Scl Ren TL AL
+0 52 10 +1 55 1 6-10
Attack / Damage Broken Fingernails DR 2 + STR (7) or by weapon
Enhanced Perception (Sense Disease), Knock-Down, Speak Like a
Abilities
Man
Armor Rough Hide PR 2
Weakness None
Suggested Extra Abilities
Drains Life-force, Miasma, Multiple Heads, Poison, Tough

101
ATLANTIS: The Second Age
Peraka-I
Known as ‘huntsmen’ to the indigenous populations of Mu, these giant spiders roam across the
continent in constant search of food. They typically do not build webs in the same way that other
arachnids do, instead saving their silk for the weaving of elaborate eggs sacks or to fling in sticky
globules in order to immobilize prey. The females can be fiercely territorial, especially if an egg sac
is nearby. Peraka-i are also known to be very swift, often jumping onto prey from a distance or from
an overhanging branch or cave roof.
A native told me stories of the INT PER WIL CHA STR DEX CON
“night of swarms”; apparently -5 +2 +1 -2 +3 +5 -1
following the Cataclyms the SPD HP HrP Scl Ren TL AL
fluxing vril lines drove the
peraka-i insane, causing them to +4 22 10 0 90 1 6-10
converge upon an Ophidian city Attack / Damage Bite DR 2 + STR (5)
in the deep jungle, wiping out Abilities Entangle (x2), Poison (x2), Swift, Tough, Wall Crawling
all life there. If the story is true
it might be possible to use the Armor Furred Hide PR 2
vril lines to influence peraka-i Weakness Fear (Fire)
behavior. I’m sure the Lemurians Suggested Extra Abilities
could figure it out if they cared
to. Dire, Grapple, Spit Venom, Tough
Thalmia, Triton Sorceress

102
Theragraphica
Tiddalik
The Tiddalik are a species of giant frogs that dwell in the jungles and swamps of Mu. Unerringly
able to locate fresh water, Tiddalik roam in search of such sources. Upon finding one, they drink
as much as they can, bloating their bodies until they seem ready to pop. When they
reach such a state, they not only lay eggs, but they also begin to produce a odious
and toxic slime that fouls nearby water. Slaying a Tiddalik releases the stored fresh
water as well as stops the continuing pollution. As such, the toxic amphibians are
commonly hunted.
INT PER WIL CHA STR DEX CON
-5 +2 +1 -1 +1 +2 +2
SPD HP HrP Scl Ren TL AL
+3 12 5 0 45 0 1-5
Attack /
Claws DR 2 + STR (3)
Damage
Enhanced Perception (Find Water), Miasma,
Abilities
Poison
Armor Slippery Hide PR 2
Weakness None
Suggested Extra Abilities
Camouflage, Dire, Poison, Spit Venom, Swimming

Wambeen
The Wambeen are a breed of carnivorous, flying monkeys that live in the treetops of Mu. Most
often, the Wambeen remain in the tree canopy, flying from copse to copse, feeding on birds, lizards,
and small rodents. When the troop is threatened, however, great masses of Wambeen will swarm
down to the ground, screeching and flinging small bolts of electricity. Stories persist of gigantic
solitary Wambeen whom are powerful enough to fling lightning bolts potent enough to sink ships,
but no such creature has been seen in centuries. I was asked, once, by an Ahl-
At-Rab if my own mother had
INT PER WIL CHA STR DEX CON
been a Wambeen. At the time I
-3 +1 +0 +0 -1 +3 +0 did not know of what he spoke
SPD HP HrP Scl Ren TL AL and brushed the comment away.
After encountering a band of
+2 10 5 0 45 0 1-5
these screeching, screaming
Attack / Damage Bite DR 2 + STR (1), Hurled Lightning Bolt DR 5 (30m) whelps, I recalled the insult. Just
Abilities Flight, Ranged Attack (x2) last week, I broke that Ahl-At-
Rab’s neck.
Armor Pelt PR 2
Caerwyn, Lemurian Scholar
Weakness None
Suggested Extra Abilities
Dire, Miasma, Spell Ability, Wall Crawling

103
ATLANTIS: The Second Age

North Sea
T he queen had
consulted a
soothsayer who had
assured her she would
be granted two
handsome sons,
provided that she ate
two fresh onions as
soon as she returned
to the palace. Although
this seemed bizarre,
the queen had been so
aroused by the chance
that she rushed away,
missing the last of
the Jinni’s words. So
excited was she by
the promise of the
onions that she ate
the first one without
even stopping to peel
the skin from it. Not
surprisingly, it tasted
disgusting, so in spite
of her enthusiasm, she
carefully took the time
to peel the second one,
stripping away every
layer of skin before eating
it.
Outside the royal
bedchamber, the courtiers
eagerly awaited the
announcement of the
birth. Suddenly, an
ear-splitting scream
echoed within the
chamber, but it was
not the lusty cry of a
newborn prince. Instead,
it was a shriek of horror.
The queen’s first child was
male, but was not human.
She had given birth to
a horror, a lindorm,
hideous and segmented.
The queen seized it in
her hands and flung
it through the tower
window. Weakened from
her trials, she sank back
upon the bed and gave
birth again, this time to a
perfectly healthy young
boy, with golden hair and
sparkling eyes.

104
Theragraphica
Bjerigber
This strange creature stalks the natural places where Vril energy flows freely. The Bjerigber
migrates along ley-lines and lairs at points where these lines intersect. Bjerigbers resemble massive
black bears with foot-long tusks and a hide that burns when exposed to air. Bjerigbers eat ash for
sustenance. The creature is a solitary beast but its constant wanderings bring it into contact with
the world of men, where it invariably clashes with farmers as it burns their crops to ash. Bjerigbers
enter a terrible rage when hurt; these rages can last for days and result in entire towns being reduced
to cinders. I heard stories about these
creatures from my granddame.
INT PER WIL CHA STR DEX CON She claimed that they were a
-1 +1 +2 +0 +6 +2 +5 manifestation of the Vril lines.
SPD HP HrP Scl Ren TL AL Something about the Vril itself
awakening them from the rocks
+0 45 15 +1 54 2 14 and fire deep underground. I do
Attack / Damage Massive Claws DR 4 + STR not know that I give credence to
Abilities Armored Hide, Damaging Aura (Fire), Rending her words, but these creatures
are most definitely a primal force
Armor Thick Hide DR 2 of nature.
Weakness None Caerwyn, Lemurian Scholar
Suggested Extra Abilities
Dire, Enhanced Senses (Smell), Tough,

Bysar
Bysar are undead creatures formed from the bodies and spirits of men who cheated others in
life. They manifest as pallid versions of their former selves, with ragged clothing and only one eye,
the other having been torn out by a raven that continually pecks at their bloody shoulder. Bysar
carry a guttering torch that never quite goes out; they can cause this flame to explode outward,
striking those who draw their wrath. Bysar seek out other cheating men, slaying their families and
destroying everything they own.
INT PER WIL CHA STR DEX CON
+0 +0 +0 -2 +5 +2 +3
SPD HP HrP Scl Ren TL AL
+2 24 10 0 48 1 15
Attack / Damage Torch DR 4 + STR
Expert Ranged Attack (Burning Torch), Speak Like a Man, Swift,
Abilities
Undead
Armor Undead Flesh DR 4
Weakness Allergy (Sunlight)
Suggested Extra Abilities
Camouflage, Howl, Tough

105
ATLANTIS: The Second Age
Draug
When a sailor with the darkest evil in his heart drowns in the North Sea region they rarely stay
dead. Within days the sailor rises up as a Draug, a terrible undead monster with terrifying magical
powers. The Draug’s sole reason for existing is to settle old scores and to plague the living. Draug’s
are highly intelligent, enjoy forming power bases, and have been known to take over settlements,
often in secret, playing chieftain while they slowly torture and kill the inhabitants.
A Vanir storyteller I met once INT PER WIL CHA STR DEX CON
told me that in the time of his +2 +2 +5 +0 +4 +3 +3
grandfather’s grandfather a dark SPD HP HrP Scl Ren TL AL
and violent kingdom arose in
the north. The kingdom’s name +1 55 20 0 60 3 20
is lost to man but the ruler was Attack / Damage By Weapon
secretly a Draug, a vicious and Shapechange, Spell Ability (Dark Arts), Speak Like a Man, Drains
powerful entity that delighted Abilities
Life-force, Expert (Magic), Undead
in the misery of others and
encouraged his men to do the Armor By Armor Worn
same. The Draug was only put Weakness Ward (Waters Where They Died)
to rest when he was tricked into Suggested Extra Abilities
an Atlantean Bloodwood coffin
which was hurled into the sea. Armored Hide, Beguile, Swimming
Legend says that the coffin still
floats on the ocean to this day,
waiting for someone to open it.
Thalmia, Triton Sorceress

106
Theragraphica
Draug Crab
Draug Crabs are massive crustaceans that hunt the oceans of the world seeking out fresh corpses
to add to their shells. The crabs appear as immense crabs with a host of humanoid torsos, complete
with heads and arms, grafted to their backs. Draug Crabs range in size, from the size of a small
canine all the way up to galley-sized behemoths. The crab’s shell is usually encrusted with dirt and
plant life, making it the ideal camouflage. Draug Crabs can graft humanoid flesh to their shells and
animate it to a semblance of life. These zombie-like creatures assist the crab by grappling opponents
I once had the misfortune of
and in rare cases retain skills or powers they held in life. A fragment of former memory may drive
being ashore in Hyperborea
the crab to undertake strange activities such as kidnapping the former wife of one of its corpses.
when one of these monstrosities
INT PER WIL CHA STR DEX CON came up out of the water. What
-2 +0 +0 -3 +6 +4 +5 the books never tell you about is
SPD HP HrP Scl Ren TL AL the stench. Not just the throat-
clawing retch of the sea, but
+1 40 10 +1 64 1 7 an overlay of rotting flesh and
Attack / Damage Savage Claws DR 4 + STR decaying seaweed as well. It is
Abilities Armor Piercing, Camouflage, Corpse Lore, Grapple, Swimming like an assault against your senses.
And while you are bent over,
Armor Chitin Shell PR 8 gifting your lunch to the sands,
Weakness Achilles Heel (Soft Underbelly) these things will attempt to take
Suggested Extra Abilities your head off. The guide we had
with us claimed it was just being
Armored Hide, Rending, Spell Ability territorial, but I think that it was
Special Abilities just malicious.
Corpse Lore: The Draug Crab can draw upon the knowledge stored in the decomposed minds on Caerwyn, Lemurian Scholar
its back. A GM can use this ability to allow the crab to act in unusual ways, such casting a spell
or even talking briefly.

107
ATLANTIS: The Second Age

I would love to be able to I disagree with my companion


actually see one of these majestic Caerwyn, I hear that standing in
beings with my own eyes; to ask a Giant’s shadow brings bad luck
them of the past, to hear them and that their voices deafen.
speak of the gods. I am told that Donobey of Nubia
they do not reward those who
disturb them, however, and
fear that any expedition to far
Jotunland would only end in
tears.
Caerwyn, Lemurian Scholar

Giants
Also known as the Children of Toil, Giants are primordial creatures as old as the Jinn and were
brought into the world by the Demiurge to help in the building and shaping of the world. It is said
that the sweat wiped from Olódùmarè’s brow landed in the fertile soil and the Giants sprung forth
eager to help their creator shape the world. Insignificant in height compared to Ba’al and Set and
only rising to the ankle of the Demiurge himself, Giants stand over 40 meters tall.
Being born of elemental Empyrean cast off by an Elder God, the Giants were originally golden
and shown with brilliance; but since their creation an epoch ago they have become crusted with
stone, dirt, moss, and trees. No two Giants are the same with some sporting horns like Jinn, others
having one eye, and others having hundreds of arms or heads. The only constants of Giants are their
seclusion and immense size.
When the Earth was young, Giants could be found in every part of the land; but during
the wars with the serpents their numbers were devastated as they fought the dragons. Now the
remaining Giants live solitary lives high in the mountains or under the seas, with the last remaining
community found in the Jotunland Mountains.
INT PER WIL CHA STR DEX CON
+1 +1 +3 +0 15 -2 +15
SPD HP HrP Scl Ren TL AL
0 355 25 +3 204 4 21-25
Tree-like Arms DR 12 + STR (27), Sweeping Legs/Tail DR 12 +
Attack / Damage
STR (27), Foot Stamp (Used for Stunning Ability) DR 2 + STR (17)
Knock-Back, Ranged Attack (Stones), Speak Like a Man, Stunning,
Abilities
Swallow
Armor Rocky Hide PR 4
Weakness None
Suggested Extra Abilities
Knock-DownMultiple Heads, Primordial Monarch, Shapechange

108
Theragraphica
Grindahls
Grindahls are large troll-like creatures of Hyperborea. The large beast is constantly enshrouded
in shadow and is supernaturally quiet even when moving; only its blasting howl is loud enough to
hear and withers mortals to their souls. Luckily, Grindahls are solitary creatures, but mothers and
children are sighted occasionally.
Grindahls have ragged, savage mouths with yellow rotten teeth, baleful glowing eyes and bristly
black hair all over their bodies.
INT PER WIL CHA STR DEX CON
+0 +0 +3 -3 +7 +3 +5
SPD HP HrP Scl Ren TL AL
+0 45 15 +0 75 2 11-15
Attack / Damage Ragged Claws DR 2 + STR (9), Jagged Teeth DR 2 + STR (9) While we were camped with
Camouflage, Enhanced Perception (Sight), Flurry, Grapple, Knock- some of the natives in Arboric,
Abilities
Down one of these Grindahls stormed
Armor Grimy Black Fur PR 4 through the tents, tearing men
limb from limb. The Arboric
Weakness Allergy (Loud Noises) chieftain later claimed that he
Suggested Extra Abilities had killed one of these beasts
Aura of Fear, Damaging Aura, Immunity (Bladed Weapons) the month prior and many of
the Arboreans claimed that the
attack was in revenge. While it
did seem that the creature was
trying to cause as much damage
as possible, I would hesitate to
say that it was targeting anyone
in particular. When we left, the
chieftain was sending out runners
to neighboring tribes in hopes of
finding a warrior brave enough
to kill the beast. I do not know if
any succeeded, but it would take
a heroic individual to slay one on
their own.
Caerwyn, Lemurian Scholar

109
ATLANTIS: The Second Age
Haldja
Haldja are guardian spirits that protect homesteads. The Haldja are tiny figures, barely larger
than an apple, that resemble human males. The creatures are possessed of terrible supernatural
strength that they use to defend their chosen farmstead. Haldja occasionally demand tribute
for their services and if not appeased they quickly turn violent, destroying crops and attacking
strangers. The creatures can be tricked into guarding a tomb forever if the tomb is built over the
main farmstead building. This practice makes the Haldja violent and vengeful; a barrow guarded by
a Haldja is likely to have all manner of undead creatures and traps within.
INT PER WIL CHA STR DEX CON
-1 +0 +0 -1 +5 +0 -1
SPD HP HrP Scl Ren TL AL
+0 11 5 -2 15 0 10
Attack / Damage By Weapon
Camouflage, Expert, Speak Like a Man, Spell Ability (Animism),
Abilities
Tough
Armor None
Weakness Allergy (Iron), Prey Ban (Natives to Its Homestead)
Suggested Extra Abilities
Enhanced Perception (Scent), Howl, Intangibility

Huldra
The Huldra are wild bipedal shapeshifters that live in the deep Hyperborean forest and seek to
lure men and women to their deaths. In its natural state the Huldra is a fur covered bipedal creature
with deep black eyes, a cow-like tail and small sharp teeth, but may change their appearance to
resemble a beautiful young boy or girl. The only thing that gives away this disguise is their tail,
which does not change. The Huldra may maintain the disguise for an hour, after which time they
revert back to their natural form,; but, if they’ve eaten flesh and sated themselves on blood, they
may hold the form for a number of days equal to their CON.
Huldra are cunning and will lure unsuspecting prey deep into the forest with their
calls for help only to turn on the hapless prey when it arrives to deliver assistance. Some
will follow travelers, taking them one by one at night, while others will approach groups
with pleas for help only to lure them to their deaths. If a Huldra’s tail is ever cut from its
body, the creature will be beholden to the tail’s holder for a week. If the tail is returned
within the week, the Huldra may reattach it; if the time limit is exceeded, the Huldra will
die. During that week, the Huldra will become the willing thrall of the tail’s holder, doing
their bidding without question.
INT PER WIL CHA STR DEX CON
+0 +1 +0 +2 +1 +2 +2
SPD HP HrP Scl Ren TL AL
+2 21 10 0 69 1 6-10
Attack / Damage Needle-like Teeth DR 4 + STR
Armor Piercing (Teeth), Camouflage, Rending (Teeth),
Abilities
Shapechange
Armor None
Weakness Avarice (Own Tail)
Suggested Extra Abilities
Beguile, Pack Animal, Spell Ability

110
Theragraphica
Lindorm
Terrors of the north, these creatures are giant segmented sea insects with large
bulbous eyes and terrible mandibles. Lindorms dwell throughout the North Sea region
but claim such wide territories that they rarely come into contact with each other.
INT PER WIL CHA STR DEX CON
+0 +2 +0 +0 +10 +3 +12
SPD HP HrP Scl Ren TL AL
+0 240 25 +2 150 4 24
Attack / Damage Teeth DR 8 + STR, Tail Sweep DR 8
Damaging Aura (Poison Breath Cloud), Stunning, Sunder, Swallow,
Abilities
Terrain Immunity (Home Domain)
Armor Segmented Carapace PR 16
Weakness None
Suggested Extra Abilities
Aura of Fear, Multiple Heads, Spell Ability, Swimming

Nakki
Nakki are spiteful water spirits that hate mortals. The origin for this hatred is
unknown but it is said that they Nakki were once beautiful, albeit cruel, until the
Orixa took their beauty from them as punishment for their vile deeds and gave it to the
Atlanteans. Nakki still appear as beauteous maidens from the front but from behind
they are hideous fish-like monsters. Nakki dwell in ponds, rivers, wells, and along
coastlines where they lure mortals into the water to be drowned. Nakki can restore any
drowned mortal to life, though their price is rarely easy.
INT PER WIL CHA STR DEX CON
+1 +0 +2 +0 +1 +1 +0
SPD HP HrP Scl Ren TL AL
+0 10 5 0 30 0 5
Attack / Damage Sharp Nails DR 2 + STR
Abilities Beguile, Grapple, Swimming, Speak Like a Man
Armor None
Weakness Fear (Dry Land)
Suggested Extra Abilities I was once asked to intercede
Entangle, Shapechange, Spell Ability (Witchcraft) between a Nakki and a village.
The villagers wanted the Nakki
to restore a drowned child to life
but were afraid that she would
drown them. The Nakki asked
for either the right eye from
everyone in the child’s family
or my head as payment. It was
then that I discovered the special
hatred the Nakki have for Tritons.
Thalmia, Triton Sorceress

111
ATLANTIS: The Second Age
Old Mother
Old Mothers are woodland spirits that manifest as withered old women with powerful magic.
Old Mothers guard woodlands from those who would despoil them, punishing those that damage
the woodlands needlessly. Some Old Mothers become demi-god-like figures to locals and take on
additional duties, including punishing those that commit evil actions in their woodlands. Old
Mothers have a soft spot for children and unmarried women, often punishing crimes against them
In some areas the Vanir hold to regardless of location. An Old Mother whose woodland is destroyed becomes a vengeful hag,
the tradition of the “mothering wandering through the land punishing even the smallest infraction with terrible curses.
tree”. Children and unmarried INT PER WIL CHA STR DEX CON
women tie pieces of bark and +2 +5 +3 +0 +3 +0 +2
small offerings to the tree,
stating the nature of the crime SPD HP HrP Scl Ren TL AL
committed against them and +5 45 20 0 60 3 25
begging the Old Mother to make Attack /
things right. The trees can be Damage Claws DR 2 + STR
identified by the bright ribbons
used to tie the bark pieces and Abilities Camouflage, Expert, Shapechange, Speak
offerings to them. Stealing from Like a Man, Spell Ability (Witchcraft), Swift
or damaging a tree is a sure way Armor Thick Skin PR 2
to end up on the wrong side of Allergy (Weapons Made of Wood From
an Old Mother. Weakness
Their Own Woodland)
Thalmia, Triton Sorceress
Suggested Extra Abilities
Beguile, Terrain Immunity (Their Own Woodland)

112
Theragraphica
Raven Wolves
Raven Wolves are large black hound-like creatures covered in
bristly coarse black spines with the head and feet of a raven. The
beast stands 1 meter at its shoulder and the alpha males of the
packs have a blood red mane of spines circling its head. They hunt
in large savage packs of 20 or more and consume everything in
their path without regard. The pack is constantly on the move
and only stops for rest or to give birth to their young. The Raven
Wolves are constantly hungry and will attack and eat at any
opportunity.
Intrepid northerners try and tame the animals with very little
success unless they are raise from pups. The hides of a Raven Wolf
are prized and are usually made into cloaks worn by chieftains
and holy men.
INT PER WIL CHA STR DEX CON
-5 +0 +0 -5 +3 +3 +3
SPD HP HrP Scl Ren TL AL
+3 13 5 0 15 0 1-5
Attack / Raven Claws DR 2 + STR (5), Beak DR 4
Damage + STR (7)
I was forced to wrestle one of
Abilities Drag Down, Pack Animal, Swift these into submission when three
Armor Spiny Bristles PR 4 of them escaped from what might
be loosely termed a ‘kennel’ in
Weakness Avarice (Fresh Meat, Food)
Tartessos. One of its kin nearly
Suggested Extra Abilities took off my chin with that twice-
Dire, Grapple, Howl cursed beak of theirs. I managed
to subdue the one I had a grip
on, but the other two were slain.
Sfuath Caerwyn, Lemurian Scholar
Sfuath are hatred given physical form and only exist to hate and destroy. Sfuath are humanoids
covered in shaggy cream-colored fur, with massive tusks, and no visible features except for their
burning yellow eyes. Sfuath wander the land until they find a happy family or group; they single
out this family and slowly destroy their lives, sometimes spending generations making their lives
a misery until finally they slay the final descendant. The creatures prefer horrible accidents rather
than direct attacks; the longer the family goes without realizing they are under attack the better. The
only way to dispatch a Sfuath is to trap and kill it; no easy feat.
INT PER WIL CHA STR DEX CON
+0 +0 +1 +0 +5 +1 +3
SPD HP HrP Scl Ren TL AL
+0 24 10 0 48 1 9
Attack / Damage Huge Claws DR 4 + STR
Abilities Camouflage, Enhanced Perception (Hearing), Rending, Swift
Armor Thick Fur PR 4
Weakness Allergy (Iron)
Suggested Extra Abilities
Aura of Fear, Expert, Flight

113
ATLANTIS: The Second Age
Sjarv
Sjarv are twisted humanoids that spring whole from deep mountain crevices. Supposedly the
spurned bastard children of some earth goddess, these creatures are spiteful and breed with startling
fecundity. Sjarv are about 1.5 meters tall, have spindly limbs and stony faces stuck in horrible
expressions with mouths that can barely speak their own simple language. Sjarv are born followers
and follow any leader that offers charisma and violence.
INT PER WIL CHA STR DEX CON
+0 +0 +0 +0 +2 +1 +0
SPD HP HrP Scl Ren TL AL
+2 10 5 0 15 0 10
Attack / Damage By Weapon
Abilities Drag Down, Expert, Swift
Armor By Armor Worn
Weakness Allergy (Iron)
Suggested Extra Abilities
Armored Hide, Camouflage, Spell Ability (Dark Arts)

114
Theragraphica
Troll, Cave
Cave Trolls are a species of Troll that stand over 3 meters in height and live in the hoary caves of
the iron hill in Hyperborea. They are known for their brutish and ornery demeanor and are often
conscripted by some Nethermen tribes as shock troops in exchange for all the fresh flesh they can
eat.
These brawny, over-muscled and extraordinarily ugly beasts resemble hulking baboon-like
creatures with greyish skin and matted grey or brown hair. Cave Trolls are only active at night
because sunlight causes their unprotected skin to burst into flames.
INT PER WIL CHA STR DEX CON
-2 +0 +0 -2 +11 +0 +10
SPD HP HrP Scl Ren TL AL
+0 85 15 +1 75 2 11-15
Attack / Damage Fist DR 2 + STR (13), Maul DR 12 b + STR (22 b)
Armored Hide, Enhanced Perception (Sight), Knock-Down,
Abilities
Stunning, Sweep Attack
Armor Armored Hide PR 4
Weakness Allergy (x3; Sunlight)
Suggested Extra Abilities
Camouflage, Dire, Multiple Heads, Regeneration, Tough

115
ATLANTIS: The Second Age

Oceans and Seas

T he sea herself is
powerful and
alive. She is a mystery,
passionate and kind and
savage, giving life and
taking it. Like the ebb
and flow of the waves
on the shore, she is all
things in time. Best to
give her what she asks,
and so remain among the
living; for she takes her
toll from every ship that
crosses her eternal skin.

116
Theragraphica
Eronka’Iseju
Known by a variety of names in different lands, the Eronka’Iseju are a species of giant cephalopods
related to both octopi and squids. An Eronka’iseju has a huge head and body, much like that
of a shark, but springing from where a mouth would be are numerous tentacles of prodigious
strength and power. Hidden amongst their center is a circular mouth full of grinding, barbed
teeth, not unlike a lamprey. In addition to commanding large sharks, whales, and sea serpents, the
Eronka’iseju also somehow draws power from Vril lines that run through the ocean’s currents. The
Vril power is stored in a series of glass-like cyst deep within their head. A full grown Eronka’Iseju
can store Vril equal to their Ability Level. If killed and harvested, the Vril cyst will continue to hold
the Vril until used. Usually the Vril is divided up among several cysts the size of a human head. I’ve heard a legend that says
that these creatures go to some
INT PER WIL CHA STR DEX CON
deep ocean cave to die and that
-5 +3 +2 +0 +10 +0 +13 there are thousands of their Vril
SPD HP HrP Scl Ren TL AL cysts just lying about for the
taking. I doubt the veracity of
+2 255 20 +3 155 3 16-20
the tale, but, if it were true, such
Grinding Bite DR 8 + STR (18), Crushing Tentacles DR 12 + STR a place would undoubtedly have
Attack / Damage
(22) some terrible guardians.
Abilities Aura of Fear, Entangle, Sundering, Swallow, Swimming Thalmia, Triton Sorceress
Armor Scaly Skin and Blubber PR 8
Weakness None
Suggested Extra Abilities
Spell Ability, Tough

117
ATLANTIS: The Second Age
Itilosi
Though a vast majority of sailors will not leave another
soul abandoned at sea, sometimes there is no rescue to be had.
Sometimes sailors are lost on the wide seas, and sometimes they
come back. Itilosi are undead, full of sea water and spite. Some
are twisted by the pressure or tainted by strange powers or warped
by the unreachable Vril of the deep ocean currents, but all of
them are dangerous.
INT PER WIL CHA STR DEX CON
-2 +0 +1 -2 +1 +0 +2
SPD HP HrP Scl Ren TL AL
+0 12 5 0 39 0 1-5
Attack / Water-logged Punch DR 2 + STR (3),
Damage Broken-toothed Bite DR 4 + STR (5)
Abilities Drag Down, Swimming, Undead
Armor Water-filled and Leather Hide PR 2
Weakness None
Suggested Extra Abilities
Speak Like a Man, Tough

There are cases of these creatures


coming out of the Erythrian Sea
every year, plaguing the ships off
of Lemuria’s north-western coast.
Those more knowledgeable than
I claim that they are formed
when those who drown at sea
encounter Vril-lines beneath the
waves. I am not certain this is
so for the Lemurian ley-lines are
almost always monitored and
preserved. I suspect that there is
something more sinister at work,
but do not know what it may be.
Caerwyn, Lemurian Scholar

118
Theragraphica
Itsasoko Suge
The Itsasoko Suge are a breed of ancient aquatic reptiles. Frequently described as sea serpents,
the Itsasoko Suge all have long, sinuous necks and crocodilian-like mouths. They possess small, but
powerful, flippers and a long, muscular tail to propel them through the water. Some cultures revere
them, seeing them as masters of the waves, whereas others see them as monsters and hunt them for
their hides, oil, and blubber.
INT PER WIL CHA STR DEX CON
-5 +0 -5 +0 +10 +0 +10
SPD HP HrP Scl Ren TL AL
+0 141 10 +2 108 1 6-10
Attack / Damage Bite DR 4 + STR (14), Tail Sweep DR 8 + STR (18)
Abilities Swimming, Tough
Armor Scaled Hide PR 4
Weakness None
Suggested Extra Abilities
Armored Hide, Dire, Multiple Heads, Swallow

119
ATLANTIS: The Second Age

Tamoanchan

H ueetzilo was born


direct from the
breast of his mother,
Coatlikay, and defended
her in her time of
tribulation. His arrows
blanketed the sky like
birds and his spear
darted in and out. He
slew the great beast
Coyolchyaky and
cast its severed body
into the rivers where its
darkness would be carried
to the sea. Hueetzilo basked
in the sun, confident in his
abilities, and upon his
death, his people covered
his body in a thousand-
thousand feathers. The
sun, looking down,
heard the lamentations of
the people and returned
Hueetzilo to them in the
form of a flock of birds.
Each of the hueetzilin
bear the same brave heart
of the hero, as well as his
skills.

120
Theragraphica

I wonder that these ‘blind


ones’ might be some spawn of
Set, left behind and forgotten by
that dark god. Or perhaps they
are scions of some such beast. In
any case, I have seen one tear
Bakotahl through a small boat and nearly
devour a human whole. That
Of all the breeds of giant crocodile that dwell in the rivers and waterways of Tamoanchan,
such beasts swim the rivers of
Bakotahls are said to be the largest. All Bakotahls are sightless, and are sometimes called ‘the blind
Tamoanchan only reinforces my
ones.’ Nevertheless, they are adept and fearsome defenders of their aquatic domains. Ancient
distaste of boats and such means
legends claim that the Bakotahls are responsible for plagues and illness. Perhaps because of this,
of travel.
many fear to hunt the great crocodiles.
Caerwyn, Lemurian Scholar
INT PER WIL CHA STR DEX CON
-5 +1 +0 -5 +6 +1 +5
SPD HP HrP Scl Ren TL AL
+2 50 5 +1 97 0 1-5
Attack / Damage Bite DR 4 + STR (10), Tail Sweep DR 4
Abilities Armored Hide, Rending, Swimming, Tough
Armor Thick Hide PR 9
Weakness None
Suggested Extra Abilities I heard a tale in a Eudean bar
once that said the Cohuatl drank
Dire, Immunity (Arrows), Immunity (Swords), Miasma, Sundering
from some mythical wellspring of
life deep in the Tamoanchan that
gave them their strange variety
Cohuatl of appearance. If such a place
Unlike other thunder-lizards, the Cohuatl of Tamoanchan eventually grow to such a size and existed it would be a wonder
length that their legs can no longer support them. As full grown adults, they become like giant indeed. Still, it was a good tale.
serpents, and only use their vestigial, adolescent legs for occasionally pushing aside trees or steering Thalmia, Triton Sorceress
while swimming. Each Cohuatl develops a large crest behind their head and is slightly different
from another: some have horns, some feathers, some are brightly colored,
and others are dark. Scholars are at odds over whether these crests are
a sign of lineage or if they are part of some mating display, but nearly
every Tamoanchanian child learns that if a Cohuatl is staring at you and
displaying its crest, it’s time to run and hide. Some Cohuatl develop
wings, multiple heads, or instead become fully aquatic.
INT PER WIL CHA STR DEX CON
+1 +2 -3 +4 +8 +3 +7
SPD HP HrP Scl Ren TL AL
+5 200 25 +2 144 4 21-25
Attack /
Bite DR 8 + STR (16), Tail Sweep DR 4
Damage
Beguile, Camouflage, Stunning, Swallow,
Abilities
Tough
Armor Heavy, Metallic Scales PR 16
Weakness None
Suggested Extra Abilities
Dire, Flight, Multiple Heads, Speak like a Man, Spell Ability,
Swimming

121
ATLANTIS: The Second Age
Coxua
These large flightless predatory birds of the southern region plains are often domesticated
and used by the Nazcans as elite cavalry mounts, attacking with their great hooked beaks or
terrible clawed feet. The “terror” birds, as they are called, pose a frightening sight to unmounted
opponents. The beasts are usually covered in brown or black plumage but red and gold coloring is
not uncommon.
INT PER WIL CHA STR DEX CON
-4 +0 +0 -2 +1 +1 +5
SPD HP HrP Scl Ren TL AL
+5 15 5 0 15 0 1-5
Attack / Axe Beak DR 8 + STR (9), Scarring Claws
Damage DR 4 + STR (5)
Abilities Armor Piecing (Beak), Flurry
Armor Sleek Feathers PR 4
Weakness None
Special Abilities
Dire, Flight, Multiple Heads

Encerrados
Cannibalistic degenerate Nethermen pygmies
that inhabit the deep jungles and mountain peaks,
the Encerrados are a fearsome and troubling danger
facing travelers in Tamoanchan. The diminutive
children of the Encerrados are often sent out to hunt
wild goats, lizards, snakes and birds. Upon reaching
adulthood, all Encerrados have their mouths sewn
shut and thereafter only consume fresh blood
through thin reeds. The children bring home game
to the adults of their small tribes, sometimes even
going so far as to abduct travelers in their sleep.
These things are without a
They frequently use a poison whose creation
doubt the most terrifying beings
remains a mystery. This poison puts victims into an
in all Tamoanchan. Imagine a
unwakeable slumber for hours, during which time
horde of tiny ragged creatures
the pygmy Encerrados drag them off never to be
with their mouths wide open
seen again.
(maybe their slack jaw muscles
are why the adults sew their INT PER WIL CHA STR DEX CON
mouths shut?) surrounding you -1 +2 -1 -1 +1 +5 +1
and stabbing you with poison- SPD HP HrP Scl Ren TL AL
coated bone needles. I’ve heard
it whispered that during their +4 13 10 -1 60 1 6-10
coming of age ceremony adults Attack / Damage Bite DR 2 + STR (3) or by weapon
are told some terrible truth; their Abilities Drag Down, Pack Animal, Poison (x2)
mouths are then sewn shut to
stop them screaming endlessly. Armor Leather Pelts PR 2
Thalmia, Triton Sorceress Weakness None
Suggested Extra Abilities
Grapple, Speak Like a Man, Swift, Wall Crawling

122
Theragraphica
Hueetzilin
The metallic, bright plumage of these dart-hurler birds
encourages their popularity as exotic pets in distant lands.
However, the natives of Tamoanchan’s jungles know that
the faint buzzing drone produced by their wings signals
danger. Much like the smaller hummingbirds to which they
are related, Hueetzilin are capable of intricate and acrobatic
flight; some are even known to hover in place. In addition These small avians fetch high
to a long and razor sharp bill that Hueetzilin normally use prices in the markets of Atlantis
to spear small fish, they are also capable flinging a barrage and Tharshesh, but only when
of stingingly piercing tail-feathers. They will use either of they are tamed. It seems that
these attacks to defend their nests. Their hunting territories whenever there are a number
can hold hundreds of virile and antagonistic males, a fact of them in close proximity, they
that makes them all the more dangerous. will revert to their wild natures
INT PER WIL CHA STR DEX CON and become highly territorial.
Plucking iron-sharp feathers from
-3 +5 +2 +2 -5 +2 +0 one’s skin is not a pleasant way
SPD HP HrP Scl Ren TL AL to spend an afternoon.
+7 5 10 -2 60 1 6-10 Caerwyn, Lemurian Scholar
Attack / Damage Beak Peck DR 2 + STR (1), Shooting Quills DR 5 (Range 50m)
Abilities Armor Piercing, Flight, Ranged Attack (Quills), Swarm
Armor Metallic Feathers PR 2
Weakness None
Suggested Extra Abilities
Dire, Swift
NOTE: Attributes do not reflect Swarm modifiers.
Moo-Ahn are physically
Moo-Ahn cowardly but are very good at
threatening. Many villages pay
The Moo-Ahn are thought to be nature spirits dwelling the jungle and mountains of them tribute in exchange for
Tamoanchan. They walk upright like men, but resemble feathered cats. Cunning and secretive, the leaving them alone. The part
Moo-Ahn can be hard to find. When angered, they foul the nets of fishermen and scare game away about the female captives is very
from hunters. They have been known to keep female captives in cave-like grottos beneath jungle true; the bastards love to have
trees or near rivers. someone else cook, clean, and
INT PER WIL CHA STR DEX CON perform other duties for them.
+1 +2 -1 +2 +1 +3 +3 They make very liberal use of
SPD HP HrP Scl Ren TL AL their mind control abilities. These
are truly despicable beings that
+4 35 15 0 45 2 11-15
need to be wiped off the face of
Attack / Claws DR 4 + STR (5), Bite DR 2 + STR (3) the planet.
Damage or by weapon Thalmia, Triton Sorceress
Abilities Beguile, Camouflage, Speak Like a Man
Armor Pelt PR 2
Weakness None
Suggested Extra Abilities
Spell Ability, Tough

123
ATLANTIS: The Second Age
Nak’aqs
Undead men with white bloated bodies, burning eyes, and dagger sharp claws, the Nak’aqs
wander roads and pathways by night in order to prey upon unwary travelers. By the light of day,
they retreat deep under the earth, dwelling in caves and underground lakes or rivers. They are
rumored to have hoards of treasure, stolen from their prey, and are said to be guardians to the
underworld. Some tribes call them ‘butchers’ because of the horrible wounds they inflict on their
victims.
INT PER WIL CHA STR DEX CON
-3 +1 +3 -1 +4 +3 +2
SPD HP HrP Scl Ren TL AL
+1 21 10 0 54 1 6-10
Attack /
Claws DR 4 + STR (8)
Damage
Abilities Aura of Fear, Rending, Undead
Armor As Armor Worn
Weakness None
Suggested Extra Abilities
Dire, Speak Like a Man, Spell Ability

Piranu
Giant black fish with heads resembling those of horses, these flesh-eating fish
lurk in the waters and rivers of Tamoanchan. Larger specimens have been known to
overturn boats that intrude into their territory and are seen as a general nuisance to
those who must rely upon fishing for their livelihood.
INT PER WIL CHA STR DEX CON
-5 +2 +0 +0 -5 +5 -1
SPD HP HrP Scl Ren TL AL
+3 1 5 -1 45 0 1-5
Attack /
Bite DR 2 + STR (1)
Damage
Abilities Armor Piercing, Swarm, Swimming
Armor None
Weakness None
Suggested Extra Abilities
Dire, Stunning, Tough
NOTE: Attributes do not reflect Swarm modifiers.

124
Theragraphica
Urubutsin
The Urubutsin, sometimes called “vulture kings”, are a small lineage of giant vultures that nest
on the highest mountain peaks inside deep caves. The Tamoanchanians call them the “hoarders
of light” in part because of their immense wing-spans. Additionally, the Urubutsin have also been
known to wield strange arcane abilities that draw power from the underworld. Urubutsin will circle
high in the sky, scanning the ground constantly in search of prey. Though they prefer carrion, they
are not above snatching up living creatures and carrying them high into the air before dropping
them. Most things become carrion after falling from such great heights.
INT PER WIL CHA STR DEX CON
-1 +8 +3 +1 +4 +6 +11
SPD HP HrP Scl Ren TL AL
+6 360 50 +3 179 5 31-35
Attack / Damage Beak DR 8 + STR (12), Wing Buffet DR 12 (Treat as Tail Sweep)
Enhanced Perception (Sight), Enhanced Perception (Sense Carrion),
Abilities
Flight (x2), Grapple, Spell Ability
Armor Thick Feathers PR 4
Weakness None
Suggested Extra Abilities
Aura of Fear, Rending, Speak Like a Man

We followed one of these giant


vultures for days, from mountain
peak to mountain peak. It was an
exhausting journey. However, the
beast led us to the site of a battle
between the servants of Set and
a strange tribe of Nethermen. We
were able to capture one of the
Set-worshippers and learn a great
deal, though we had to hide from
the Urubutsin to do so. That in
itself was a great feat.
Caerwyn, Lemurian Scholar

125
ATLANTIS: The Second Age
Xolotl
Guardians of the underworld, these large black hounds are reputed to be strong enough to
kill even the gods and have the ability to hide virtually anywhere. The belief of some is that these
fearsome beasts, although believed to be very few in number, are reborn each time they are slain.
They can be turned away from attacking on occasion, but rarely give up chasing those who have
violated the rules separating the corporeal world from the lands of the dead. They are known to
show up at the site of major battles, sometimes before the combatants even arrive, so that they
might escort the souls of great heroes to the underworld in honor.
INT PER WIL CHA STR DEX CON
-4 +4 +3 +2 +6 +0 +6
SPD HP HrP Scl Ren TL AL
+4 125 20 +1 85 3 16-20
Attack / Damage Bite DR 4 + STR (10)
Armor Piercing, Aura of Fear, Camouflage, Pack Animal,
Abilities
Regeneration, Rending, Tough
Armor Heavy Pelt PR 4
Weakness Avarice (Bones of the Dead)
Suggested Extra Abilities
Armored Hide, Dire, Drains Life-force, Drag Down, Enhanced Perception (Scent), Howl,
Intangibility, Stunning, Sundering

I saw one of the hounds during


a paid campaign in Mana. My
mercenary brothers and I felt its
dreadful presence and I believe
one of our number even died
from fright!
Donobey of Nubia

126
Theragraphica
Yurupari
Although generally seen as hostile and unclean, the Yurupari are the guardians of ghosts and
burial sites. Dream-birthed by the Elder Gods and set to watch over the bodies of the dead while
the spirits of the slain wander the world, the Yurupari resemble brutish humanoids that look like
mangy Trolls. If one can convince a Yurupari that they mean no harm to the dead, they might
then be able to learn a great deal of history and lore concerning the eternally slumbering charges of
these giants. Necromancers are frequently known to prey upon the Yurupari in order to gain their
knowledge as well as access to the tombs that they guard.
INT PER WIL CHA STR DEX CON
-1 +1 +0 -2 +7 +1 +6
SPD HP HrP Scl Ren TL AL
+0 73 10 +1 139 1 6-10
Attack / Damage Rock-like Fists DR 2 + STR (9) or by weapon
Enhanced Perception (See Ghosts and Spirits), Immunity (x3;
Abilities Disease), Knock-Down, Regeneration, Speak Like a Man, Stunning,
Tough
Armor Hairy Pelt PR 4
Weakness Allergy (Fire)
Suggested Extra Abilities
Dire, Expert (Various Lore), Grapple, Miasma, Multiple Heads, Spell Ability

127
Demons of Ba’al

128
The Great Corrupter
Ba’al is a corruptor. Unlike Set, Ba’al is impotent and cannot create. Primal and base, he
embodies lust, greed, anger, fear, and gluttony. A maelstrom of primal power and nihilism, at one
time he was seen as the great storm of change; but, overcome by jealousy and wrath, he has lost his
way, becoming chaos and destruction for its own sake.
Unable to create, Ba’al can only reshape what already exists. Because of that, his ‘creations’
after Set birthed the Ophidians were twisted and misshapen Jinn that have since coalesced into the
twisted and demonic entities that now live in the Brass City. There are a finite number of demons
and there will never be any more. When Ba’al shaped demons, he did so using a third of the existing
Jinn population. Like the Jinn, demons are immortal and can only die from some sort of unnatural
death. In other circumstances, their corrupted essences are drawn back to the Brass City and it can
be decades before they can claw their way back into the world.
Unlike the chaotic Jinn, demons are neither mercurial nor creative. They are very direct in their
approach and often unwavering in their pursuit of goals. This does not mean that they are brutish
or dumb, just that they are not Machiavellian in their thinking. They sometimes align themselves
with clever individuals in order to get what they want because they lack the patience to deal with
complex schemes and plans.
There are not myriad kinds and types of demons. Unlike Elementals and spirits, there are not
varieties and subspecies, but rather one breed. Still, the ever-changing nature of the Jinn still exists
within each and every demon. Forbidden from taking humanoid form by the essence of Ba’al, the
‘natural’ form of among demons differs, each appearing as a wild and undulating mass of flesh,
smoke, and fire. Gibbering mouths, chattering teeth, half-formed eyes, wagging tongues, jagged
shards of bone, and rippling tentacles of muscle make up the bodies of the demons. If they do
possess the ability to change their shape, they may adapt to what others find to be more pleasing
shapes, but they revert back to their natural forms at the touch of brass.
One thing all demons have in common is that they are malicious and hate all non-demonic
life. Most demons feel disdain, rather than outright hatred, for the Jinn, whom they consider
primitive and inferior cousins. Demons share the language of the Jinn and communicate freely
with their distant cousins. All demons have secret names, but all begin with the name of their god
and master, Ba’al. Some renowned demon names are Ba’al Zebub, Ba’al Shamin and Ba’al Hadad.
Though everyone knows these names, and they are indicative of the demons’ nature, it’s not enough
to tether their souls. No demon will ever reveal its name and most simply go by the name Ba’al to
convolute and confuse matters.
No two demons are ever identical, but all share some common traits and abilities. Because of
the destructive nature of demons, sometimes the name gets applied to fierce creatures and monsters
by the provincial and uneducated. For example, the Makara are sometimes called ‘sea-demons’ even
though they are natural beings.
All demons share a few common traits and abilities listed below.
INT PER WIL CHA STR DEX CON
+0 +0 +5 +0 +5 +0 +5
SPD HP HrP Scl Ren TL AL
+0 45 15 0 60 2 11-15
Attack / Damage Black, Gnarled Nails DR 2 + STR (7)
Abilities Aura of Fear, Damaging Aura, Flight, Rending
Armor Hide-like Leather PR 2
Weakness Achilles Heel (True Name), Allergy (Brass)
Suggested Extra Abilities
Any the GM Feels is Appropriate

129
ATLANTIS: The Second Age
Demon Abilities
All demons possess the following abilities. These things are often liabilities as much as they are
powerful abilities.

The Sons Of Ba’al


All demons are vulnerable to brass, taking double damage from weapons made from the
metal. Demons never have shadows as they are shunned by both the sun and the moon. Only
light created by mortals will cast their shadows. When in a humanoid form, all demons have
one additional digit on either their hands or their feet, giving them an odd number.

Example: A demon may have 11 fingers or toes when in humanoid form.

Twisted Tongues And Soul Names


All demons can speak in Chaos Speech like the Jinn, but over the centuries the demons
have perverted this tongue. All demons have a compulsion to speak their true name at the end
of each statement, but most of them use Chaos Speech to hide their name from mortals as well
as adding myriad titles and descriptors.

Example: “The tower to the north has two guards at the front gate, so sayeth Ba’Gobor, son
of Ba’al. One of them is greedy and corrupt and susceptible to bribes, or I am not Ba’Gobor, the
wielder of the Poisoned Tooth.”

Those that know the true name of a demon may use it to hold power over the demon, allowing
them to give the Child of Ba’al a command that they must follow. When their name is spoken out
loud, the demon must make a WIL roll, DoD -10, or be forced to perform the required action.
If they choose not to perform the action, they take damage equal to 66-WIL. Once the task is
performed, the demon may again behave normally. Only one task per day can be asked of the
demon per person who speaks its true name.

Possession
A demon may try to take possession of any creature born after their own creation; this includes
all of the root races except the Jinn and the very eldest of the Ophidians. The act of possession is a
ritualistic one that is very involved and detailed.
First, the demon must spend a number of days equal to 3x the victim’s WIL (minimum of 3)
observing the target and learning all the details of their soul and Atman. Once this time has elapsed,
the victim is assaulted mentally and the demon forces its way into the physical body, pushing the
victim’s soul aside. In order to gain control of the body, the victim must fail three separate WIL
rolls, each with a DoD equal to the demon’s CHA. If even one of these rolls is a success, the demon
must start over, waiting another set of days equal to the original time. If, after three such attempts
the demon still does not succeed, they may never again try to take possession of that individual and
the person is free of them. Once a demon does succeed, it gains possession of the victim and may
ride inside of them for a number of weeks equal to the demon’s WIL - victim’s WIL (minimum of
1).

Example: Koryos the Scythian has a WIL of -1. Ba’Gabor has a WIL of +1 and a CHA of
+2. Ba’Gabor must watch Koryos for three days, learning all he can of the Scythian. Afterwards,
he begins his mental assaults, attacking the Scythian through his dreams and by temptations
during his waking hours. Koryos must roll a d20-3 (his WIL of -1, with a DoD of -2 for the
demon’s CHA) on three of these occasions. If Ba’Gabor does succeed, he will be able to ride the
Scythian for 2 weeks (+1 - (-1) = +2).

While the demon has possession of a body, it gains access to all of the abilities and flaws of the
host and can use any skill or special abilities of the host. The demon only has access to its own Hero
Point reserve. Add the Hit Points of both the demon and the host and average the sum to determine
the Hit Points of the possessed target. If the new Hit Point total is greater than that of the host, and
the possessed loses all of his Hit Points, the host body dies as well. If the new Hit Point total is less
than that of the original host, and the possessed loses all of his new Hit Points, the demon is ejected,
violently, from the body. The victim suffers the same Hit Point loss but still has his remaining Hit
Point total after the demon is exorcised.

Example: Koryos the Scythian has 39 HP and Ba’Gabor has 15 HP. While Koryos is

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Theragraphica
possessed, his new HP total is 27. If he takes 27 Hit Points of damage, Ba’Gabor is ejected and
Koryos has 12 HP remaining.

Over the course of the possession, the corrupting nature of the demon is made manifest in a
number of ways: discoloration of the skin or eyes, speaking in the twisted Chaos Speech of the
demon, unusual odors, vestigial appendages such as tails or horns, and additional digits on the
hands or feet are all common. Since demons are immortal, they can continue to possess a body even
after that body’s death by natural means. This will result in something resembling an undead, but
without the same weaknesses. A demon cannot possess a body that is already dead or lacking a soul.
While in the host, a demon may still be tasked by its True Name, in which case it can direct
half the damage for not completing the task to the host’s natural body. If the host body is slain, the
demon is expelled. Demons may be forced out of a host by means of the Influence or Summoning
Modes of spell use.

Soul Hunger
All demons hunger for the souls of mortals, and actively feed upon the strong emotions of
others, perhaps because of the constraints and corruption and loss of their own inner selves. Each
demon has different preferences and gravitates towards certain ‘flavors’ of the soul. They do this by
devouring aspects of a person’s Atman. When they do so, they incite the person to behave in specific
ways. This may be the source of tales about demons of lust or anger or lies. When a demon feeds
on a victim’s Atman, it enhances the opposite Atman, magnifying those personality traits instead.
Once per day per point of CON (minimum of 1), a demon may decide to feed upon Atman.
When they do so, all individuals within his WILx5 in meters must make a WIL roll with a DoD
equal to double the demon’s WIL (minimum of -2). Those that fail this roll lose a number of Hero
Points equal to the demon’s CON from the Atman fed upon, and the Hero behaves in accordance
with the opposite Atman score (see chart below). The lost Hero Points are replenished with the
setting of the sun three nights after the loss. If the victim succeeds with a critical success, they can
reverse the flow, absorbing a number of Hero Points equal to their WILx2 (minimum of 2) from
the demon.
The Atman consumed flows invisibly into the demon and is converted into Hero Points. For
every 5 Hero Points of Atman they ingest, they receive one Hero Point to use. The devoured Hero
Points are digested within days. If not used, they are lost by sunset on the third day after they are
consumed.
Effect (lasts for demon’s
Atman devoured Effects on prey
WIL in hours)
The victim becomes fervent in his beliefs and will become angry at anyone who thinks
Air +3 WIL, -3 CHA
differently than he does.
The victim becomes a loud mouth liar who will never shut up and speaks incessantly,
Earth -3 WIL, +3 CHA
constantly talking or gibbering to himself, making all sorts of noise
The victim becomes languid and unresponsive to the plight of others. He suffers from a
Fire +3 PER, -3 SPD
tremendous ennui that prevents him from taking action.
The victim becomes enraged by the slightest provocation and acts with overt passion,
Water +3 STR, -3 PER
taking what he desires without a care at the cost to others.
The victim becomes cowardly and secretive, hiding details and facts even when they do
Empyrean not pertain to his wellbeing. He never tells the truth and lurks, spying on others in a +3 PER, -3 INT
paranoid state.
The victim becomes manic and overly expressive, curious, and naive. He becomes overly
Void curious, even to the point endangering his own life and those around him to get at a +3 DEX, -3 CHA
truth.

Example: The demon Ba’Mahaal has a WIL of +4 and is in the presence of a group of four
men, each with a Water Atman of 2, at a drinking establishment. Ba’Mahaal’s lust for Water
Atman is all consuming and it decides to feed. Everyone within a 20 meter radius must make
a WIL roll, DoD -8. Three of the four men fail this roll, allowing Ba’Mahaal to draw out 6
Hero Points; one of them it can use itself within the next three days, the others go to feed its
insatiable hunger.

Given that each demon is different from the next, these sample creatures are singular
representations of just a few possibilities.

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ATLANTIS: The Second Age
Sample demon

Ba’al Shathar A.K.A. Baaluku The Black


This demon roams the streets of Khaffir during the night, in the country of Ophir, gaining
power and seizing control of the criminal underworld there. Ba’al Shathar goes by the name of
Baaluku the Black, and lives in the impoverished warrens outside the gleaming capital. When he
appears in public, he is a tall man with jet black skin, hollow eye sockets, and jagged, coral-like
teeth.
Ba’al Shathar does most of his work through minions and intermediaries in the city, pulling the
strings of wealthy nobles from the shadows. Ba’al Shathar’s ultimate goal is to bring the worship of
Ba’al to the city, making it a den of depravity.
INT PER WIL CHA STR DEX CON
+0 +0 +5 +0 +5 +0 +5
SPD HP HrP Scl Ren TL AL
+0 45 15 0 75 2 16-20
Attack / Damage Iron-like Fists DR 2 + STR (7)
Aura of Fear, Damaging Aura, Expert, Flight, Shape Changing, Spell
Abilities
Ability
Armor Leather-like Hide PR 2
Weakness Achilles Heel (True Name), Allergy (Brass)
Suggested Extra Abilities
Beguile, Howl, Regeneration

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Demon Boar
Demons can possess animals as well as people, though generally the animals they possess will
often be predators instead of prey. A demon might possess an animal in order to wreak havoc in the
countryside, to destroy the livestock or farms, or just because it can sow chaos. This Demon Boar
has become fiery red and has horn-like tusks that sprout along its shoulders and back.
INT PER WIL CHA STR DEX CON
-9 +0 +5 -1 +3 +1 +3
SPD HP HrP Scl Ren TL AL
+1 32 15 0 39 1 11-15
Attack / Damage Tusk DR 2 + STR (5), Body Slam DR 4 (Treat as Tail Sweep)
Abilities Aura of Fear, Knock-Down, Sundering
Armor Pelt PR 2
Weakness Achilles Heel (True Name), Allergy (Brass)
Suggested Extra Abilities
Dire, Stunning, Tough

Possessed Plague Victim


Occasionally a demon possesses a victim whose physical shell later dies due to natural causes
such as age or disease. In such cases, the demon might still be animating the shell, keeping the
victim’s soul housed in its dead body and howling for release.
INT PER WIL CHA STR DEX CON
-1 +0 +5 -2 -1 +0 +3
SPD HP HrP Scl Ren TL AL
+0 29 15 0 45 0 6-10
Attack / Damage Infected Bite DR 2 + STR (1), Torn Fingernails DR 2 + STR (1)
Abilities Aura of Fear, Miasma, Speak Like a Man
Armor None
Weakness Achilles Heel (True Name), Allergy (Brass)
Suggested Extra Abilities
Expert, Spell Ability, Tough

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ATLANTIS: The Second Age

Ophidians of Mu

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Theragraphica
The Serpent Lords
“Because you have done this, Cursed are you more
than all cattle, And more than every beast of the field;
On your belly you will go, And dust you will eat All
the days of your life”

The Ophidians of Mu are the second race to walk the


Earth. Born from the power of Set on the continent of Mu,
the Ophidians were the first race with limitless ambition and a
thirst for domination. From Mu, they spread across the world.
They warred with one another, crafted powerful magics, bathed
themselves in the nightmares and dreams of the ancient gods, and
learned to harness and control the abundant Vril energies of the
young Earth. Were it not for the God Wars, the Ophidians might
still rule the world today.
Because of their longevity and their spread around the globe,
they are known by a variety of names: Ophidians, Annunaki,
Set’s Children, Serpent-men, or Saurians. Furthermore, there are
distinct sub-species of Ophidian: the Makara, the Ahl-At-Rab,
and the Naga. The long-lived Naga overtime have used the Dark
Arts, gifts from Set, breeding programs, and strange alchemies to
further twist and distort the sub-races and their own descendants,
sometimes creating perverted scions and off-shoots.

The Ahl-At-Rab
The Ahl-At-Rab, or Sand Devils, are the remnants of the footsoldiers
used by the Ophidian Empires in ages past. The scattered enclaves, INT PER WIL CHA STR DEX CON
tribes, and bands of Ahl-At-Rab around the world have bits and pieces +1 +1 +0 +0 +3 +1 +3
of their ancient past handed down as oral tales and in elaborate plays,
operas, and ceremonies. Otherwise, they have integrated into mortal SPD HP HrP Scl Ren TL AL
societies near them, perhaps out of a need to be ruled and commanded +0 24 10 0 45 1 6-10
or perhaps out of a desire for survival. The Ahl-At-Rab are not well- Attack / Bite DR 3 + STR (5), Claws DR 3 + STR (5)
loved because of their carnivorous, combative nature. Damage or by weapon
The Ahl-At-Rab are almost as varied as the nations of Men, though
there are far far fewer of them. While few still live who recall the Armor Piercing, Expert, Poison, Ranged
Abilities
Empires of the Ophidians, the stories of their rapacious desires and Attack, Speak Like a Man
appetites continue to frighten and disturb. Armor None
Weakness Allergy (Cold)
Ahl-At-Rab Foot Soldier Suggested Extra Abilities
The average Ahl-At-Rab is a nomadic hunter, but they can be Armored Hide, Camouflage, Dire, Spell Ability, Tough
roused to great violence and rarely leave a kill behind.
INT PER WIL CHA STR DEX CON Ahl-At-Rab Warleader
+0 +1 +0 +0 +2 +0 +3 Once the leaders of the Naga’s armies, now the rulers of Ahl-
SPD HP HrP Scl Ren TL AL At-Rab warbands and found as mercenary captains in various
-1 13 5 0 30 0 1-5 cities and nations, the Warleaders of the Ahl-At-Rab are powerful
warriors, skilled in intimidating command.
Attack / Bite DR 3 + STR (5), Claws DR 3 + STR (5)
Damage or by weapon INT PER WIL CHA STR DEX CON
Armor Piercing, Poison, Ranged Attack, +1 +1 +1 +1 +5 +2 +4
Abilities SPD HP HrP Scl Ren TL AL
Speak Like a Man
Armor None -1 40 15 0 60 2 11-15
Weakness Allergy (Cold) Attack / Bite DR 3 + STR (5), Claws DR 3 + STR (5)
Suggested Extra Abilities Damage or by weapon
Armored Hide, Camouflage, Dire, Tough Armor Piercing, Chosen by Set, Expert,
Abilities
Poison, Ranged Attack, Speak Like a Man
Ahl-At-Rab Night Killer Armor None
The toughest Ahl-At-Rab become assassins, stalking specific prey Weakness Allergy (Cold)
for a cause. Some of these use spells, quality weapons, or the blessings Suggested Extra Abilities
of the gods to bring death to their foes. Armored Hide, Camouflage, Dire, Spell Ability, Tough

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ATLANTIS: The Second Age
Attack / Bite DR 3 + STR (7), Claws DR 3 + STR (7)
Damage or by weapon
Armor Piercing, Speak Like a Man,
Abilities
Swimming
Armor Thick Hide PR 2
Aquatic (Awkward on land (SPD reduced
Weakness to -1); can only survive for CON+1 hours
before suffocating)
Suggested Extra Abilities
Drag Down, Expert, Multiple Heads, Rending, Tough

Makara Wavesinger
Older Makara warriors sometime learn a bit of spell-casting
and send storms and huge tidal surges before their extended packs
before they attack a ship or a settlement. Others call up demons
and the dead to torment sailors at sea.
INT PER WIL CHA STR DEX CON
-2 +1 +2 +0 +4 +0 +5
SPD HP HrP Scl Ren TL AL
+2 45 10 0 45 2 11-15
Attack / Bite DR 3 + STR (7), Claws DR 3 + STR (7)
Damage or by weapon
Armor Piercing, Expert, Speak Like a Man,
Abilities
Spell Ability, Swimming
Armor Thick Hide PR 2
Aquatic (Awkward on land (SPD reduced
Weakness to -1); can only survive for CON+1 hours
The Makara before suffocating)
The Makara are an aquatic breed of Ophidian. Originally birthed Suggested Extra Abilities
in the waters around Mu, the Makara have spread throughout much Aura of Fear, Drag Down, Multiple Heads, Rending, Tough
of the world’s seas and waterways. Completely aquatic, the Makara
can only exit onto land briefly; long exposure leads to suffocation.
The Makara are perhaps the crudest of the Ophidians in appearance, Makara Stormrider
resembling something like a humanoid, crocodilian shark. They have The greatest Makara Slayers, Shapers, and Takers often wind
a wide mouth, full of sharpened teeth and fangs, rough scaled skin, up leading large warbands of Makara and are accompanied some
hands and feet that are both webbed and clawed, and a powerful tail great terror of the deep that serves as both a totem and a war-
that is as long as their body. Some Makara exhibit other characteristics engine. Though only a handful of Makara Stormriders still live,
– from horns to bestial tusks to patches of colorful scales. No matter they and their tribes are horrific dangers to sailors and coastal
their appearance, the Makara are known around the world as savage regions everywhere. They have given themselves wholly over to Set
predators, the ‘mouth of death.’ and are determined to bring about his will in the world.
Like sharks, the Makara are almost constantly on the move and
hunting. Like crocodiles, they are known to kill prey and stash the INT PER WIL CHA STR DEX CON
bodies away for later consumption. They build few permanent -2 +1 +3 +1 +5 +1 +6
settlements, but will construct crude fortifications near the shoreline SPD HP HrP Scl Ren TL AL
when their leaders, typically women, are about to give birth. Makara
young are cared for by a small honor guard of males who feed them +2 12 85 0 60 3 16-20
and teach them to hunt in the shallows near their birthplaces while the Attack / Bite DR 3 + STR (7), Claws DR 3 + STR (7)
females go back out to roam the deeper seas. Damage or by weapon
Armor Piercing, Chosen by Set, Expert,
Makara Swimmer Abilities
Speak Like a Man, Spell Ability, Swimming
The average Makara is little more than a brutish and cunning Armor Thick Hide PR 2
warrior. Swimming alongside sharks, rays, and sea serpents, the Makara Aquatic (Awkward on land (SPD reduced
swimmers are a danger every seaman fears. Weakness to -1); can only survive for CON+1 hours
INT PER WIL CHA STR DEX CON before suffocating)
-4 +1 +1 +0 +4 +0 +4 Suggested Extra Abilities
SPD HP HrP Scl Ren TL AL Aura of Fear, Dire, Drag Down, Multiple Heads, Rending,
+2 27 10 0 30 1 6-10 Tough

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The Naga
The Naga are the fearsome rulers of the Ophidians.
They possess virulent poison, great prowess, an excess
of strength, and are ever bent on persecuting all other
creatures and bending them to their will. Fortunately for
the world, there are few left and fewer born each year. All
of them are vain and prideful, usually accompanied by
servants and only carry equipment and gear of the highest
quality, decorated with precious metals and gems. Each
of them is born with the ability to control Vril to some
degree, and almost all of them display a hunger and desire
to master magic. Though the use of such inevitably winds
up twisting them in some way, they feel closest to their dark
patron, Set, when they are able to delve into the dreams of
such elder things and pervert them to their own will.
Naga resemble giant serpents with the humanoid torsos
and arms, but with a snake-like head. Some among them
even bear the hooded features of a cobra; such individuals
are seen as touched by Set and honored even amongst the
Naga. As they age, they continue to grow, becoming larger
the longer they live. Some even believe that the dragons
of lore and legend are ancient Naga from the first ages of
the Earth; the Naga do not dispute such stories and even
encourage them. As time and magic and Vril warp and
twist the bodies of the Naga, their minds seldom remain
intact. Many of them become paranoid, especially of other
Naga, and seek to surround themselves with something,
anything, that will possibly keep the ravages of the
world away even for a time. Some turn to huge broods
of their own children, bands of Ahl-At-Rab or Makara
or mercenaries, a lair full of fiendish traps, seclusion, or
even ruling a nation from the shadows. Invariably, such
schemes come to naught. Scions or mercenaries fall to
fighting amongst themselves or are turned by outside forces, lairs are pierced and raided by those
seeking wealth and power, solitude is broken by obsequious and silver-tongued sycophants, and
even nations fall to war, pestilence, or famine.
The Naga view the rise of the lesser root races as tests from Set, each meant to emphasize a
hurdle to overcome in order to rule the world. The Lemurians are meant to teach young Naga to
be strong both in body and mind, the Atlanteans show that master of vril and magic can lead to
rulership. Naga are divided on the lesson of the humans, but feel that it too is an egg that they shall
crack and devour in time. After all, like the undying Jinn, the Naga feel that they have nothing but
time.

Naga Noble
New Ability:
Every Naga born is raised to believe that they are the queens and kings of the world. They are
indoctrinated into the worship of Set, and work to spread his dark will by setting themselves above Chosen by Set
others. Vain and prideful, they see the loss of their world-spanning empires as a minor setback that Those creatures and beings
they will one day overcome. chosen by Set to serve his will in
INT PER WIL CHA STR DEX CON the world have access to the Minor
Dominion powers from one of Set’s
+1 +2 +1 +0 +0 +2 +2
Dominions: Death, Earth, Magic,
SPD HP HrP Scl Ren TL AL or Moon. These creatures are not
+2 21 10 0 54 1 6-10 priests and do not have access to
Nails and Teeth DR 2 + STR, Whip-like Tail DR 4 + STR or by the Major Dominion powers.
Attack / Damage
weapon
Enhanced Perception (Smell), Poison (STR 5), Speak Like a Man,
Abilities
Spell Ability, Wall Crawling
Armor Scaly Hide PR 2 and By Armor Worn
Weakness Achilles Heel (Cold Attacks, Weather)
Suggested Extra Abilities
Beguile, Camouflage, Dire, Expert, Spit Venom, Shapechange

137
ATLANTIS: The Second Age
Naga Nakhoda
The war-masters of the Naga go forth arrayed in splendid armor and wield ancient weapons
of prowess and craftsmanship. They seek dominance by crushing all who come before them. They
are masters not just of warfare, tactics, and weapons but also of command and intimidation. Some
of the great treatises and philosophical insights into warfare were originally developed by the
Nakhoda. Some have gone on to found mercenary companies of great renown and infamy, some
have developed schools of warfare and martial practice sought out by warriors and rulers, and some
merely seek to bathe in as much blood and carnage as they can.
INT PER WIL CHA STR DEX CON
+1 +2 +1 +0 +2 +3 +3
SPD HP HrP Scl Ren TL AL
+3 35 15 0 84 2 11-15
Nails and Teeth DR 2 + STR, Whip-like Tail DR 4 + STR or by
Attack / Damage
weapon
Chosen by Set, Enhanced Perception (Smell), Expert, Poison (STR
Abilities
5), Speak Like a Man, Spell Ability, Wall Crawling
Armor Scaly Hide PR 2 and By Armor Worn
Weakness Achilles Heel (Cold Attacks, Weather)
Suggested Extra Abilities
Beguile, Camouflage, Dire, Multiple Heads, Spit Venom, Shapechange, Tough

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Naga Sarjana
The great sorcerers and priests of the Naga, the Sarjana are most often the victims of their own
kind; few other powers can stand against them. Capable of wielding potent magics, steeped in the
lore of Set, and typically of great age and skill, the Sarjana advance the plans and schemes of Set as
well as those of their own devising. Cunning, cruel, and callous, anything at all is possible as long
as it provides a means towards the completion of their goals.
INT PER WIL CHA STR DEX CON
+5 +2 +5 +1 +1 +2 +2
SPD HP HrP Scl Ren TL AL
+1 45 20 0 99 3 16-20
Nails and Teeth DR 2 + STR, Whip-likeTail DR 4 + STR or by
Attack / Damage
weapon
Chosen by Set, Enhanced Perception (Smell), Expert, Poison (STR
Abilities
5), Shapechange, Speak Like a Man, Spell Ability, Wall Crawling
Armor Scaly Hide PR 2 and By Armor Worn
Weakness Achilles Heel (Cold Attacks, Weather)
Suggested Extra Abilities
Beguile, Camouflage, Dire, Spit Venom

139
ATLANTIS: The Second Age
The Great Dragons
During the time that the Naga ruled the world they nurtured and reared great serpents called Dragons. Created as the ultimate weapons
for their Ophidian masters, the Dragons grew tired of serving what they considered their lessers and rebelled. Most carved out territories
of their own and allied themselves with their one-time masters, while others became less social and wanted only to eat and sleep, growing
larger as they did. No two Dragons were ever the same since they were created from primordial magics leaking from the chaotic dreams of
the Elder Gods.
The majority of the Dragons died during the God Wars and many more during the wars with the Atlanteans.
Four are known to remain…

Echidna
Echidna was once an Ophidian of great beauty
and renown and the wife of the greatest king of the
Naga. Taking a liking to the queen, Set stole her from
the king and took her for his own. The blazing passion
of the serpent god incinerated the queen, burning
her to ash and leaving only a black, misshapen egg.
After 77 years the egg hatched and a stunningly
beautiful female Naga rose and grew to maturity
overnight; Echidna was reborn from the love of Set
as the first monstrous Dragon. From her a myriad of
evil creatures have been birthed, each unique and as
black-hearted as their mother.
Of all Dragonkind, Echidna is the only one that
craves mortal companionship. She spends most of her
time carousing in cities masquerading as an attractive
noble woman, seducing males and mating with them
to produce all manner of monstrous children. This
makes Echidna hard to find as she is always on the
move to find new paramours to sate her appetites.
The scions of these unions grow to maturity within
weeks, leaving their mother in order to wreak havoc
in the world. Echidna shows little regard for most
of her children, but some (TL 3+) are so hideous
and powerful that they cannot help but be loved by
their mother. Slaying these monsters may draw the
Echidna’s ire.
INT PER WIL CHA STR DEX CON
+1 +0 +7 +3 +10 +2 +15
SPD HP HrP Scl Ren TL AL
+0 440 50 +3 240 5 31-35
Attack / Damage Claws DR 8 + STR (18)
Aura of Fear, Damaging Aura, Flurry, Howl, Primordial Monarch, Speak Like a Man, Spell Ability (Dark
Abilities
Arts), Swallow, Shapechange
Armor Scales as Hard as Spite PR 16
Weakness Allergy (Sunlight)
Suggested Extra Abilities
None
Special Ability
Dark Birth: When an Echidna mates with a mortal, she can use this ability to guarantee conception. A day later she gives birth to a
number of monstrous offspring equal to the sire’s CON (minimum 1). The number and power of the offspring varies wildly but the
more powerful the father the more dangerous the offspring. For every 70 Renown of the sire, the creature’s Threat Level increases by one
(minimum 1).

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Piasa
Piasa, known to the tribes of
Eria as the great ‘bird that devours
men’, is a fearsome beast. Upon
its head coil great horns, and its
eyes burn a malevolent crimson. A
great beard trails from its face and
a scaled tail winds out behind it.
Its scales are green, red, and black
and it is known to sun itself upon
great shelves of rock.
In past ages, Piasa once soared
high over the seas, observing
all from on high, occasionally
carrying minions of Set from one
continent and conflict to another.
When the Dragons rebelled, Piasa
developed a taste for the flesh of
other sentient creatures; first the
Ophidians, and then, as other
races rose, they too fell to Piasa’s
predations.
Piasa favors caves and rock
formations near rivers as locations
for its home. Though it seems to
hunger for the flesh of Men, it also
appears to favor solitude. Tribes
who live near where Piasa lairs
often decorate the bounds of its
territory with warning signs, such
as figures painted upon cliffs or
carved into trees along the banks
of rivers. They do this not only to
warn away passers-by, but also to
preserve Piasa’s slumber, for its anger at trespassers spills over to all the surrounding countryside. After ravaging the land and devouring its
inhabitants, Piasa often finds a new home in which to slumber.
INT PER WIL CHA STR DEX CON
-2 +3 +6 -1 +15 +4 +12
SPD HP HrP Scl Ren TL AL
+1 380 50 +3 240 5 31-35
Attack / Damage Bite DR 12 + STR (27)
Abilities Aura of Fear, Flight, Rending, Regeneration, Sundering, Swallow, Swift (x2)
Armor Thick Scales PR 16
Weakness Avarice (Consuming Carrion)
Suggested Extra Abilities
None
Special Ability
Forgotten: Piasa is renowned for its ability to hide. Some deride the great beast as being too lazy to fight or perhaps simply a coward, but
for whatever reason, the great Dragon historically could not be found on many occasions, as if it had vanished from the Earth. In truth,
Piasa exemplifies the shadowy and secretive nature of Set. As a result, few records of Piasa survive. Depictions carved into cliffs or trees
fade within years. Written texts are mysteriously lost or destroyed. The only records of the great Dragon that survive are in the memories
of those who have encountered it and the stories they have passed down.

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ATLANTIS: The Second Age
Mogot'Rai, Lurker In Shadows
This two-headed feathered
serpent was once Set's lieutenant
but was cast aside when he took
up with Echidna. Mogot'Rai
was furious and as revenge allied
himself with the monstrous Ba'al,
Set's brother and rival. But Ba'al
quickly grew angry at Mogot'Rai
for presuming to use him as a
pawn. Ba'al cursed Mogot'Rai,
taking his pride, his beautiful
feathers, and replacing them with
venomous spines. The demon-
god then hurled Mogot'Rai from
the heavens, breaking his wings
and turning his spines so that
they pierced his own flesh. Ba'al
left the wretched creature to die
writhing in agony.
But Mogot'Rai did not
die; he survived and healed.
His draconic form warped and
broken, Mogot'Rai learned to
take new forms. Mogot'Rai
holds terrible fury in his heart
for both Ba'al and Set. The
ancient creature walks the world
in a thousand different guises,
supporting cults dedicated to
killing the children of his former
masters and uncovering their
conspiracies.
Mogot'Rai is by no means
a creature of light; he hates
all life and regards mortals as
his playthings. He is a master
shapeshifter, and can warp the forms of others to make heroes or monsters as he wills. The Dragon is a creature of pride and once crossed
his vengeance is terrible. Ba'al has no idea that Mogot'Rai survived, but Set believes he may have and has sent agents to find and assassinate
his former major domo.
Mogot’Rai’s heads continually talk to each other; when he is shapeshifted this appears as though he’s talking to himself.
INT PER WIL CHA STR DEX CON
+4 +4 +4 +4 +7 +3 +10
SPD HP HrP Scl Ren TL AL
+2 340 50 +3 185 5 33
Attack / Damage Teeth, Claws, and Spines DR 12 + STR (19)
Abilities Armored Hide, Multiple Heads, Poison, Shapechange, Speak Like a Man, Spell Ability (Dark Arts)
Armor Dragon Scale PR 16 (21 with Armored Hide)
Weakness Allergy (Weapons Made from Orixa Mirrors)
Special Abilities
Spellcasting: Mogot’Rai favors the Manipulate Mode; he particularly likes to twist the forms of others into horrific monsters.

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Nihoddgr
Nihoddgr is the vilest of all
dragons. Known as the Gnawing
Serpent, Nihoddgr seems to be able to
burrow in and out of the wounds of
the world itself, by travelling through
distant corpses and carrion as if they
were adjacent. Even his father, Set,
found Nihoddgr so repulsive that he
tried to destroy the blight whilst he was
still in the womb. Nihoddgr survived
by digging his way deep inside his
mother, killing her, and escaping to a
corpse far away.
Nihoddgr has never stayed in
one place for long as his constant
hunger drives him. However, few
witnesses of his arrival survive. This
leaves behind a trail of stories of
armies being inexplicably massacred
at the end of a bloody battle or of
corpses mysteriously disappearing
in vast number as Nihoddgr builds
the grotesque ziggurat-like mounds
that serve as his nests. His legend has
created a small cult of devout followers
which include many of the survivors of
his bite. The leaders of this cult adorn
themselves in the accoutrements and
stench of the dead in devotion to the
World Maggot.
Nihoddgr once tried to defile
the sacred isle of Elysium, where he
had heard rumours of immortality,
a concept which he finds to be
antithetical. However, a cabal of
powerful Triton witches bound him
for a time under the surface of the
earth and ocean. There he was forced
to survive by creating earthquakes or chewing through the hulls of ships and feeding on those inside.
INT PER WIL CHA STR DEX CON
+1 +0 +4 -3 +10 +3 +12
SPD HP HrP Scl Ren TL AL
+3 310 25 +3 210 4 25
Att/Dam Razor Sharp Fangs DR8+STR (18)
Abilities Grapple, Infection, Move Through the Dead (see below), Miasma, Swallow, Swimming, Tunneling
Armor Thick Layers of Putrid Decayed Flesh PR 16
Weakness Avarice (Piles of Corpses and Sundered Heads)
Special Ability
Move Through the Dead: Nihoddgr is able to move between two corpses as if they were adjacent, though it can take up to 10 minutes to
complete. The process is quicker the more corpses there are or if the corpses are of more powerful beings. It could take only a few minutes
to move to the site of a massacre or to the corpse of a Jinn. It could take as little as one round to move to a mound of corpses piled on a
battlefield or the remains of a god.

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Common Foes

144
Theragraphica
Common Foes
Some Adversaries are common that they have no land of origin. These foes are known to every
culture and are known by many names. The following creatures can be found anywhere.

Quick Adversaries
Most encounters do not call for an NPC with a completely realized character sheet. Most
situations, including a combat with a group of no-name “mooks”, can be done with an abbreviated
character stat block listed below.
The NPCs listed below are written with the bare minimum information one would need to run
an encounter. There are three levels of NPCs: Mooks, Henchmen, and Bodyguards.

Mooks
(A.K.A rent-a-goons, mauls, stooges, cronies, pirate, bandits)
A no-name goon, barely competent enough to hold a sword.
Ability Levels 1-5
Hit Points 15
Hero Points 0
Weapon Sword DR 8
Armor None

Henchman
A higher-level mook with sense enough to run when the going gets
tough.
Ability Levels 5-8
Hit Points 15
Hero Points 0
Weapon Sword DR 9
Armor PR 2

Bodyguard
The highest-level NPC before he gets a name and becomes truly dangerous.
Ability Levels 10-12
Hit Points 20
Hero Points 0
Weapon Sword DR 11
Armor PR 5

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ATLANTIS: The Second Age
Animated Skeleton
Though often appearing in the employ of necromancers or lurking in ancient tombs, the
common Animated Skeleton actually comes from a variety of sources such as curses, the Dark Arts,
or the will of the gods. Typically formed from the lesser races (Andamen, Nethermen), Animated
Skeletons of Humans, Atlanteans, and Lemurians are also seen.
Essentially, there are flows of Vril that actually animate and give strength to the bones. Typically
when an Animated Skeleton is destroyed, the foul Vril that has animated it leaves behind a sickening
stench.
INT PER WIL CHA STR DEX CON
-1 +1 +0 -1 +3 +1 +2
SPD HP HrP Scl Ren TL AL
+0 12 5 0 15 0 1-5
Attack / Damage Bony Claws DR 4 + STR (7) or by weapon employed
Abilities Undead
Armor None or By Armor Worn
Weakness None
Suggested Extra Abilities
None

Eaters Of The Dead


Foul carrion eaters, haunters of graveyards, and thieves of the battlefield, the Eaters of the Dead
are a plague throughout the world. In some places, they are the venerated fathers of dark cults,
blessed by dark powers and rulers of petty small kingdoms of those who seek to escape death by
feeding upon it. In other lands, they skulk about at night and feast from graves or other burial sites.
The Eaters of the Dead resemble spectral hyenas of prodigious size, but can become solid in
order to dig up graves or gain entry to mausoleums.

INT PER WIL CHA STR DEX CON


+1 -1 +1 -3 +4 +2 +5
SPD HP HrP Scl Ren TL AL
+0 55 10 0 63 1 6-10
Attack / Damage Broken teeth DR4+STR (8)
Abilities Intangibility, Immunity (Disease) x3, Tough
Armor Thick hide over rock hard bones PR 4
Weakness Fear (Fire)
Suggested Extra Abilities
Spell Ability (Dark Arts), Tough, Tunneling

146
Theragraphica
Elementals
Elementals, also known as the Atman, were created by Olódùmarè to help codify and express
ideas of what things are through simile and metaphor. Upon the broad shoulders of these primal
elements the Demiurge built the known world. By combining these elements in different amounts
he created all living creatures.
“A bird is like the wind” and a small bit of its elemental Atman was wind.
“A snake is like a piece of the earth covered in void”
“A fish is a moving stone in water” and the elements of water and earth were combined to make
a fish.
Many of these building blocks were left unaltered and coalesced into what they are known as
today: the Elementals. The Elemental Lords were created to lord over the others and to keep order
when Olódùmarè was focused on other things. The Elemental Lords are:

Ruwa Bhūmi: Lord of the Earth, and all that crawls and slithers on it.
Yansan Pavan: Empress of the Air and all that flies in it.
Jala Uthlanga: Mistress of the Waters and all that swims in it.
Qamata Iosis: Sovereign of Fire and all things burning.
The last two Elemental Lords are the most mercurial and difficult to approach. Some say the two
are not Lords at all but ideas that fell from the ears of Olódùmarè and insinuated themselves into
order of the universe.
Akash Vishuddhi: The Golden Lord of Empyrean
Aloakasa Ajña: The Empress of the Void, Holder of Secrets

The Elementals are as varied as the ideas that express them, but for simplicity sake they are
ordered in three levels of potency: Minor, Major, and Greater.

Elemental Special Abilities-


Hero’s and their Elemental Scores
All Heroes have an innate resistance to attacks by the
Elementals. Damage taken from an elemental attack is reduced as
if the Hero had PR equal to his Elemental Atman Score. Damage
can never be reduced to less than 1 point.
Example: A Hero with 4 Fire Atman is attacked by a
Fire Elemental and takes 16 points of damage. The damage
would immediately be reduced by 4 points to 12.

Elemental Allergies
Elementals do not suffer when another Elemental is in the
vicinity nor do they feel pain when they touch one another. What
the Allergy represents is their inability to withstand attacks that
are tied to that elemental nature. The GM will have the final
say on what attack will thematically fall into the Allergy of the
Elemental.
►► An Air Elementals takes additional damage when struck
by weapons made of wood, stone, or metal.
►► Earth Elementals suffer damage from ranged attacks
hurdled through the air, or being verbally tricked.
►► Empyrean Elementals suffer from attacks that they are
unaware of or attacks that use trickery, such as ambushes
or stealth-based attacks.
►► Fire Elementals suffer when doused with water or cold
attacks.
►► Void Elementals suffer from light-based or magical attacks.
►► Water Elementals suffer from heat-based or fire attacks.

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ATLANTIS: The Second Age
Air
Tempest
By expanding its body the Air Elemental can create a raging storm of wind and lightning that
grabs everything in its radius, lifting it into the air to buffeted and then dropped brutally to the
earth below. The radius of the attack is equal to the Ability Level of the Elemental in meters and
lasts for a number of rounds equal to its CON (minimum of 1). Those standing in the area
may make an Evade roll with a DoD equal to half the Elemental’s Ability Level. While in
the tempest, the victims will be pulled into the air 4 meters per round and held in a
grapple (use the normal grappling rules with the Elementals STR as the DoD to
break free); afterwards, they are dropped back to the earth (use the falling rules
on page 251 of the ATLANTIS: The Second Age core book). While “holding”
victims inside itself, the Elemental can continue to act and move normally
and doesn’t suffer penalties as in normal grapple attacks. The Elemental
can use this ability a number of times per encounter equal to 2x its CON
(minimum of 2).

Earth
Entomb
An Earth Elemental can cause the ground to open and consume
an opponent. It can cause a fissure to open with a radius equal to its
Ability Level in meters. Those standing in the area may make an Evade
roll with a DoD equal to half the Elemental’s Ability Level. If they fail they
are literally grappled by the earth and must break free using the normal
grappling rules with the Elemental’s STR as the DoD to break free. While
enveloped, the victim slowly smothers under the earth (Use the Drowning
rules on page 266 of the ATLANTIS: The Second Age core book). The
Elemental can use this ability a number of times per encounter equal to 2x
its CON (minimum of 2).

Empyrean
Epiphany
The Empyrean Elemental overwhelms the opponent’s ability to
comprehend reality, psychically shattering his mind with possibility, and ideas
beyond his comprehension. Every dream and aspiration will manifest in the victim’s
mind at once, rendering them stupefied with ambition. The radius of the attack is equal to
the Ability Level of the Elemental in meters and lasts for a number of rounds equal to its CON in
rounds (minimum of 1). Those standing in the area may make a Resolve roll with a DoD equal to
half the Elemental’s Ability Level. Those that fail scream and jibber every idea and hope they have in
their hearts, from their highest aspirations to their basest desires; nothing is held back. The stress on
the victim’s mind is so great that he takes damage equal half to the Elemental’s Ability Level (normal
armor does not mitigate damage). Victims may try and break free using their WIL + Resolve versus
a DoD equal to the 2x the Elemental’s WIL (minimum of -2).
Once the victim is no longer affected by the Elemental he will be hoarse and gasping for breath,
unable to speak (no vocalization for CON-5 rounds (minimum of 1)). One beneficial side effect
of the attack is that those that survive it have a better understanding of their inner desires and how
to make them manifest. The victim may reduce any Fate points they have by their INT (minimum
of 1). The Elemental can use this ability a number of times per encounter equal to 2x its CON
(minimum of 2).

Fire
Conflagration
With a gesture any flame within WILx10 meters can be manipulated by the Fire Elemental. The
fire can be snuffed out or made into a fire with a radius of the Elemental’s Ability Level in meters.
Those standing in the area may make an Evade roll with a DoD equal to half the Elemental’s Ability
Level. The fire does damage equal to the Elemental’s Ability Level and will burn for a number of
rounds equal to its CON (minimum of 1). Things touched by the fire will continue to burn for a
number of rounds equal to the Elemental’s WIL (minimum of 1).The Elemental can use this ability
a number of times per encounter equal to 2x its CON (minimum of 2).

148
Theragraphica
Void
Veil of Lies Minor Earth Elemental
The Void Elemental opens the opponent’s mind to every lie INT PER WIL CHA STR DEX CON
and secret held in creation, overwhelming the victim with despair,
paranoia and foreboding. The radius of the attack is equal to the -2 +0 +2 +0 +3 +0 +2
Ability Level of the elemental in meters and last for a number of SPD HP HrP Scl Ren TL AL
rounds equal to its CON (minimum of 1). Those standing in
the area may make a Resolve roll with a DoD equal to half the +0 12 5 0 45 0 1-5
Elemental’s Ability Level. Those that fail fall into a whimpering Attack /
malaise. The stress on the victim’s mind is so great that she takes Elemental Essence DR 2 + STR (5)
Damage
damage equal half to the Elemental’s Ability Level (normal armor
does not mitigate damage). Victims may try and break free using Armored Hide, Entomb, Immunity (Items
Abilities
their WIL+Resolve versus a DoD equal to the 2x the Elemental’s Made of Wood or Stone), Tunneling
WIL (minimum of -2). Armor Stony Hide PR 5
While in this stupor, the victim becomes psychically aware
Weakness Allergy (Elemental Opposites; Air Attacks)
of all the hidden truths, secrets, and lies of the cosmos. These
revelations crush her emotionally with the futility of existence and Suggested Extra Abilities
throw her into existential reverie. Dire, Speak Like a Man, Sweep Attack
Once the victim is no longer affected by the Elemental, she
is physically and mentally exhausted (-2 on all physical activities
for CON-5 rounds (minimum of 1)). One bitter side effect of Minor Empyrean Elemental
the attack is that those that survive it have a better understanding INT PER WIL CHA STR DEX CON
of futility of existence. The victim increases the number of Fate
Points they posses by 1. The Elemental can use this ability a -1 +1 +2 +0 +1 +0 +2
number of times per encounter equal to 2x its CON (minimum SPD HP HrP Scl Ren TL AL
of 2).
+0 12 5 0 45 0 1-5
Water Attack /
Elemental Essence DR 2 + STR (3)
Damage
Inundation
The Water Elemental can expand its own body and envelope Abilities Beguiling, Epiphany, Howl, Intangibility
its victims, drowning them. The radius of the attack is equal to Armor None
the Ability Level of the elemental in meters and lasts for a number Weakness Allergy (Elemental Opposites; Void Attacks)
of rounds equal to its CON (minimum of 1). Those standing in
the area may make an Evade roll with a DoD equal to half the Suggested Extra Abilities
Elemental’s Ability Level. If they fail they are literally grappled Dire, Speak Like a Man, Sweep Attack
by the Elemental and pulled within its body and must break free
using the normal grappling rules with the Elemental’s STR as the Minor Fire Elemental
DoD to break free. While enveloped, the victim slowly drowns
(Use the Drowning rules on page 266 of the ATLANTIS: The INT PER WIL CHA STR DEX CON
Second Age core book). While “holding” victims inside itself, the -2 +0 +2 +0 +1 +0 +2
Elemental can continue to act and move normally and doesn’t SPD HP HrP Scl Ren TL AL
suffer penalties as in normal grapple attacks. The Elemental can
use this ability a number of times per encounter equal to 2x its +1 12 5 0 45 0 1-5
CON (minimum of 2). Attack /
Elemental Essence DR 2 + STR (3)
Damage
Minor Air Elemental Conflagration, Damaging Aura, Immunity
Abilities
INT PER WIL CHA STR DEX CON (Fire/Heat), Ranged Attack
-2 +1 +2 +0 +2 +0 +2 Armor None
SPD HP HrP Scl Ren TL AL Allergy (Elemental Opposites; Water
Weakness
+0 12 5 0 45 0 1-5 Attacks)
Attack / Suggested Extra Abilities
Elemental Essence DR 2 + STR (4)
Damage Dire, Speak Like a Man, Sweep Attack
Flight, Immunity (Spoken Words, Air
Abilities
Attacks), Intangibility, Tempest
Armor None
Weakness Allergy (Elemental Opposites; Earth Attacks)
Suggested Extra Abilities
Dire, Speak Like a Man, Sweep Attack

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ATLANTIS: The Second Age
Minor Void Elemental Major Earth Elemental
INT PER WIL CHA STR DEX CON INT PER WIL CHA STR DEX CON
-2 +0 +2 +0 +1 +1 +2 +0 +0 +2 +0 +8 +0 +5
SPD HP HrP Scl Ren TL AL SPD HP HrP Scl Ren TL AL
+0 12 5 0 45 0 1-5 +0 45 15 0 84 2 11-15
Attack / Attack /
Elemental Essence DR 2 + STR (3) Elemental Essence DR 4 + STR (12)
Damage Damage
Aura of Fear, Camouflage, Poison, Veil of Armored Hide, Entomb, Immunity (Items
Abilities
Lies Abilities Made of Wood or Stone), Knock-Back,
Armor None Stunning, Sweep Attack, Tunneling
Allergy (Elemental Opposites; Empyrean Armor Stony Hide PR 5
Weakness
Attacks) Weakness Allergy (Elemental Opposites; Air Attacks)
Suggested Extra Abilities Suggested Extra Abilities
Dire, Speak Like a Man, Sweep Attack Dire, Speak Like a Man

Minor Water Elemental Major Empyrean Elemental


INT PER WIL CHA STR DEX CON INT PER WIL CHA STR DEX CON
-2 +0 +2 +0 +2 +0 +2 +2 +1 +2 +0 +2 +2 +2
SPD HP HrP Scl Ren TL AL SPD HP HrP Scl Ren TL AL
+0 12 5 0 45 0 1-5 ++2 12 15 0 84 2 11-15
Attack / Attack /
Elemental Essence DR 2 + STR (3) Elemental Essence DR 4 + STR (6)
Damage Damage
Damaging Aura, Intangibility, Inundation, Beguiling, Epiphany, Howl, Intangibility,
Abilities Abilities
Swimming Speak Like a Man, Spell Ability
Armor None Armor None
Weakness Allergy (Elemental Opposites; Fire Attacks) Weakness Allergy (Elemental Opposites; Void Attacks)
Suggested Extra Abilities Suggested Extra Abilities
Dire, Speak Like a Man, Sweep Attack Dire, Sweep Attack

Major Air Elemental Major Fire Elemental


INT PER WIL CHA STR DEX CON INT PER WIL CHA STR DEX CON
+0 +1 +3 +0 +4 +0 +3 -2 +0 +2 +0 +1 +0 +2
SPD HP HrP Scl Ren TL AL SPD HP HrP Scl Ren TL AL
+4 35 15 0 84 2 11-15 +1 30 15 0 84 2 11-15
Attack / Attack /
Elemental Essence DR 4 + STR (8) Elemental Essence DR 4 + STR (3)
Damage Damage
Flight, Immunity (Spoken Words, Air Conflagration, Damaging Aura (x2),
Abilities Attacks, Ranged Weapons), Intangibility, Abilities Immunity (Fire/Heat), Ranged Attack,
Ranged Attack, Sweep Attack, Tempest Sweep Attack
Armor None Armor None
Weakness Allergy (Elemental Opposites; Earth Attacks) Allergy (Elemental Opposites; Water
Weakness
Suggested Extra Abilities Attacks)
Dire, Speak Like a Man Suggested Extra Abilities
Dire, Speak Like a Man

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Theragraphica
Major Void Elemental Greater Earth Elemental
INT PER WIL CHA STR DEX CON INT PER WIL CHA STR DEX CON
+0 +1 +2 +0 +2 +2 +2 +0 +0 +4 +0 +10 +0 +8
SPD HP HrP Scl Ren TL AL SPD HP HrP Scl Ren TL AL
+5 30 15 0 84 2 11-15 +2 115 20 +1 138 3 16-20
Attack / Attack /
Elemental Essence DR 4 + STR (6) Elemental Essence DR 4 + STR (14)
Damage Damage
Aura of Fear, Camouflage, Intangibility, Armored Hide, Entomb, Immunity
Abilities Poison, Spit Venom, Sweep Attack, Veil of (Items Made of Wood or Stone), Knock-
Abilities
Lies Back, Stunning, Sundering, Sweep Attack,
Armor None Tunneling
Allergy (Elemental Opposites; Empyrean Armor Stony Hide PR 4 (9)
Weakness
Attacks) Weakness Allergy (Elemental Opposites; Air Attacks)
Suggested Extra Abilities Suggested Extra Abilities
Dire, Speak Like a Man Dire, Speak Like a Man

Major Water Elemental Greater Empyrean Elemental


INT PER WIL CHA STR DEX CON INT PER WIL CHA STR DEX CON
+0 +1 +2 +1 +4 +0 +3 +2 +1 +7 +0 +2 +2 +2
SPD HP HrP Scl Ren TL AL SPD HP HrP Scl Ren TL AL
+4 12 15 0 84 2 11-15 +2 55 20 +1 129 3 16-20
Attack / Attack /
Elemental Essence DR 4 + STR (7) Elemental Essence DR 4 + STR (6)
Damage Damage
Damaging Aura, Intangibility, Inundation, Beguiling, Epiphany, Flight, Howl,
Abilities
Abilities Knock-Down, Sweep Attack, Swimming Intangibility, Speak Like a Man, Spell Ability
(x2) Armor None
Armor None Weakness Allergy (Elemental Opposites; Void Attacks)
Weakness Allergy (Elemental Opposites; Fire Attacks) Suggested Extra Abilities
Suggested Extra Abilities Dire, Sweep Attack
Dire, Speak Like a Man
Greater Fire Elemental
Greater Air Elemental
INT PER WIL CHA STR DEX CON
INT PER WIL CHA STR DEX CON -1 +1 +3 +0 +3 +1 +3
+0 +2 +4 +0 +5 +1 +4 SPD HP HrP Scl Ren TL AL
SPD HP HrP Scl Ren TL AL +4 65 20 +1 129 3 16-20
+5 75 20 +1 138 3 16-20 Attack /
Elemental Essence DR 4 + STR (7)
Attack / Damage
Elemental Essence DR 4 + STR (9)
Damage Conflagration, Damaging Aura (x2),
Flight, Flurry, Immunity(Spoken Words, Air Abilities Immunity (Fire/Heat), Ranged Attack,
Abilities Attacks, Ranged Weapons), Intangibility, Sweep Attack, Wall Crawling
Ranged Attack, Sweep Attack, Tempest Armor None
Armor Eddies of Wind PR 4 Allergy (Elemental Opposites; Water
Weakness
Weakness Allergy (Elemental Opposites; Earth Attacks) Attacks)
Suggested Extra Abilities Suggested Extra Abilities
Dire, Speak Like a Man Dire, Speak Like a Man

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Greater Void Elemental
INT PER WIL CHA STR DEX CON
+1 +2 +3 +0 +3 +2 +3
SPD HP HrP Scl Ren TL AL
+5 65 20 +1 129 3 16-20
Attack /
Elemental Essence DR 4 + STR (7)
Damage
Aura of Fear, Camouflage, Drain Life-force,
Abilities Intangibility, Poison, Spit Venom, Sweep
Attack, Veil of Lies
Armor None
Allergy (Elemental Opposites; Empyrean
Weakness
Attacks)
Suggested Extra Abilities
Dire, Speak Like a Man

Greater Water Elemental


INT PER WIL CHA STR DEX CON
+1 +1 +2 +1 +5 +2 +4
SPD HP HrP Scl Ren TL AL
+4 75 20 +1 129 3 16-20
Attack /
Elemental Essence DR 4 + STR (7)
Damage
Damaging Aura, Grapple, Intangibility,
Abilities Inundation, Knock-Down, Sweep Attack,
Swimming (x2)
Armor None
Weakness Allergy (Elemental Opposites; Fire Attacks)
Suggested Extra Abilities
Dire, Speak like a Man

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Theragraphica
Mummified Corpse
Common throughout the world, Mummified Corpses occasionally bear different
appearances depending on the culture. In Khem, servants are sometimes mummified and
reanimated in order to defend tombs against would-be grave-robbers or rival cults. Unlike
Animated Skeletons, Mummified Corpses tend to be stronger and have some modicum of
free will, however slight. Typically possessed of only one or two motivations, sometimes
they are released upon the world at large or perverted in their desires by cultists or dark
magicians.
INT PER WIL CHA STR DEX CON
+1 +0 +2 -2 +5 +0 +3
SPD HP HrP Scl Ren TL AL
-1 39 10 0 30 1 6-10
Attack /
Heavy Fists DR 4 + STR (7) or by weapon
Damage
Abilities Tough, Undead
Armor None or By Armor Worn
Weakness None
Suggested Extra Abilities
Aura of Fear, Drains Life-force, Regeneration, Spell Ability
(Dark Arts)

Wyvern
Distantly related to the Ophidians, the Wyverns were used as flying shock-troops
during the Beast Wars, but proved too difficult to control. Resembling large serpents with a pair
of clawed limbs, wings, and a barbed tail, the remaining Wyvern population tends to be centered in
Europa, though occasionally a nest of them can be found in Mu, northern Gondwana, or Hesperia.
The ferocious nature of the Wyvern led many to use their severed heads or tails as battle standards
to announce their own prowess.
Most Wyverns are known to be venomous and though they are vicious, after delivering a
painfully burning bite many of them will retreat until their prey succumbs.
INT PER WIL CHA STR DEX CON
-1 +1 -1 -1 +3 +4 +1
SPD HP HrP Scl Ren TL AL
+2 18 5 0 63 1 6-10
Attack /
Claws DR 4 + STR (7), Bite DR 2 + STR (5)
Damage
Abilities Flight, Poison (Bite), Tough
Armor Thick Scales PR 4
Weakness None
Suggested Extra Abilities
Flurry, Spit Venom, Swift

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ATLANTIS: The Second Age
Adversary Creation
The following system is recommended for creating unique, special monsters. The system can
also be used to modify existing foes encountered by the Heroes during the course of the game.
The creatures of Atlantis are not standard, and the GM is encouraged to make the Adversary
suit the Heroes and setting of the adventure.

Step One
Basic Adversaries
Adversaries are easily created using the basic list below. These are the primary
building blocks for an Adversary.

Threat Level (TL)


There are five levels for an Adversary that will help determine how powerful the
creature or person is, and how much of a threat it poses to the Heroes.
Attribute Points (AP)
The number of points distributed among the creature’s Attributes. More points may
be added if Attributes are reduced below zero on a one for one basis. A maximum of 10
points may be garnered in this way.
Hit Points (HP)
The base number of Hit Points the Adversary has.
Hero Points (HrP)
Instead of giving the Adversary a complete Fate track and disadvantages to pull from,
Adversaries have an increased number of Hero Points. You may notice that Adversaries
have quite a few more Hero Points than the average Hero. This is to help the GM
manage all the NPCs at his disposal without bogging the system down with minutia.
Adversaries may spend Hero Points in the same manner as a Hero, and are restricted
to 10 Hero Points per action, regardless of their Renown.
Renown (Rn)
The Adversary’s base amount of Renown.
Ability Level (AL)
The competency level of the Adversary. This is the Adversary’s basic Ability Level.
Additional Abilities (A+)
The number of abilities with which a basic Adversary starts. The Adversary may have
additional abilities, depending on its Threat Level.

TL AP HP HrP Rn AL A+
Mundane (0) +5 10+CON 5 15 1-5 1
Troublesome (1) +10 15+CONx3 10 30 6-10 2
Difficult (2) +15 20+CONx5 15 45 11-15 3
Fierce (3) +20 25+CONx10 20 60 16-20 4
Dangerous (4) +25 30+CONx15 25 75 21-25 5
Nightmarish (5) +33 40+CONx20 50 105 31-35 6

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Step Two
Scale
The Scale Attribute determines how big the Adversary is. Use the Scale rules
and modifiers in “Combat”, found on page 263 of the ATLANTIS: The Second
Age core book.

RN
The additional Renown the Adversary has.
HP
The modifier to the creature’s base Hit Points. This number is added
or subtracted from the Adversary’s Hit Point total. If the modifier
becomes a negative number, assume the creature has one Hit Point.
CON
The modifiers to the creature’s CON Attribute.
Size Scale Rn HP CON
Tiny -2 0 -10* -1
Small -1 0 -5* +0
Medium 0 0 +0 +0
Dagger Claws?
Large +1 30 +10 +1
This table is meant to lend itself
Colossal +2 45 +30 +2 to narration, assisting the GM
Gargantuan +3 60 +100 +5 with descriptions of Adversaries.
*= Minimum of 1 Hit Point A swamp witch clawing at a Hero’s
throat should do so with “nails like
black daggers”, rather than “really,
Step Three seriously sharp nails”.

Attack Form And Protection


Most creatures will use natural weapons to attack. These attacks are rated like any weapon held
in a hero’s hand. The larger or more lethal the weapon, the more damage (DR) the creature can do
and the more Renown (Rn) it will posses. Armor or Protection Rating (PR) the Adversary has is
similarly rated, to illustrate the type of protection a creature may have.
Hand Held Weapon
The Adversary uses mundane weapons, such as swords or spears. The Adversary gains no added Renown for this weapon type.
Claws/Bite DR Rn Notes
Note: All beasts with a claw attack may attack twice with no action penalty. DR does the minimum damage regardless of the Adversary’s
STR.
Standard Nails or teeth DR 2+STR 0 Normal animal claws
Like Daggers DR 4+STR 9
Like Swords DR 8+STR 15 Must be Scale 1+
Like Poleaxes DR 12+STR 30 Must be Scale 3+
Tail Sweep DR Rn Notes
A successful Tail Sweep may knock an opponent down if he fails a STR + Athletics roll with a DoD equal to the creatures STR.
Like a Whip DR 4+STR 9 May hit one opponent
Like a Mighty Oak DR 8+STR 15 May hit a number of opponents equal to the beast’s CON. Must be Scale 1+
May hit a number of opponents equal to the beast’s CON + 2. Must be Scale
Like a Tidal Wave DR 12+STR 30
2+
Natural Armor PR Rn
Furry or Leathery Hide 2 0
Heavy Fur or Thick, Pebbly Hide 4 9
Chitinous shell or Dense, Hard
8 15
Hide
Dragon Scale or Similar 16 30

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ATLANTIS: The Second Age
Step Four are transfixed and will not react to anything
the creature does. The effect can be broken
by calling the victim’s name, destroying the
Abilities creature or shaking the person violently. The
All creatures (and some humanoid types) victim can break free at any time by making
may have a number of abilities as determined a WIL+Resolve roll versus the Ability Level of
by their Threat Level and 2 additional abilities the creature.
for every Weakness they have.
Abilities Add +15 Renown for every ability the
Armored Hide Camouflage
creature has beyond its allotted amount. Some
Armor Piercing The creature has the ability to change
creatures have unique special abilities not listed
Attribute Point Increase its appearances so that it blends in with its
here. Those are noted in the description of the
Aura of Fear
particular creature. surroundings, becoming effectively invisible.
Beguile
Camouflage NOTE: Abilities purchased through Those wishing to see it must make a PER
Damaging Aura the acquisition of a Weakness do not roll with a DoD equal to its Ability Level. If
Dire add Renown spotted, it is targeted as normal. Becoming
Drag Down The list below details common abilities for invisible or visible takes an action.
Drains Life-force most creatures.
Enhanced Perception (X) Damaging Aura
Entangle Armored Hide The Adversary is enveloped in a nimbus
Expert The creature’s hide is armored like
Flight
of fire, acid, buffeting air, ice, thorns, etc.
Cimmerian steel, or its existing armor is Anything touching it that can be damaged or
Flurry
Grapple
unusually tough. Add +5 PR to the creature for injured suffers DR 4 + CON damage. Its own
Howl each time this ability is purchased. Weapons melee attacks add DR 4 damage. The ability
Immunity (X) that strike the creature with a natural roll of can be purchased additional times to increase
Infection one (1) break against its hide. the DR by +3.
Intangibility
Knock-Back Armor Piercing Dire
Knock-Down
The creature’s melee attack is very keen and The creature is larger than most of its ilk.
Miasma
Multiple Heads disregards half the PR of any armor. Each use of the ability increases the Scale of
Pack Animal the Adversary by +1, up to a maximum of Scale
Poison (X) Attribute Point Increase +3. The Adversary’s CON and Hit Points also
Primordial Monarchs The Adversary has more Attribute Points modified by the Scale chart.
Ranged Attack than their Threat Level would normally
Rending allow. The creature has an additional 5 points
Regeneration
Drag Down
for Attributes. The ability can be purchased The beast latches on to the prey and
Shapechange
Speak Like a Man additional times to increase the Attribute immobilizes it while the rest of the pack can
Spell Ability Points by an additional +5. move in and kill the victim. For each beast that
Spit Venom makes a successful grapple attack, the target
Stunning Aura of Fear loses 2 points of SPD and DEX. When either
Sundering The Adversary has a terrible mien that Attribute reaches -6, the victim is unable to
Swarm move. Targets may break free from the beast
strikes fear in the hearts of those who see it.
Sweep Attack
Everyone within a radius equal to the Ability using the normal grappling rules.
Swift
Swallow Level in meters of the Adversary must make This ability may only be taken by creatures
Swimming a WIL + Resolve roll versus aDoD equal to with a Scale of -1 or higher.
Terrain Immunity half the Ability Level. Those who fail suffer a
Tough -5 penalty to all actions the first round and -2 Drains Life-force
Trample each round thereafter. Those who critically fail The creature consumes the very essence of
Tunneling run in fear for a number of rounds equal to one’s soul, leaving the victim a dried husk. The
Undead their WIL-5 (minimum of one round). The feed can take the form of blood-drinking, flesh
Wall Crawling eating, or just a powerful energy drain, but
ability can be purchased additional times to
increase the DoD by an added -2, or increase the results are the same. On a successful (full
the radius by an additional +5 meters. success, partials count as failures) attack, the
target is drained of a number of CON points
equal to the creatures WIL+5. The victim
Beguile reduces the amount drained by a number
The creature has the ability to cause a target of points equal to his WIL, but still takes a
to enter a trance, from which he cannot wake minimum of one point from the attack if it was
without outside assistance. The victim rolls its successful. When the target reaches -5 CON,
WIL+Resolve with a DoD equal to double he falls to the ground dead. The damage may
the creatures WIL; if the victim fails, they be mitigated by Hero Points as normal.

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Theragraphica
Enhanced Perception (X) losing the use of a number of Hero Points Knock-Back
One of the beast’s perceptions is equal to the creatures CON+3. The effect If a melee attack is a full success (partial
enhanced or different, beyond that of does not stack with other uses and once a success does not not count), the target is
normal humans. Scent, hyper-sensitive victim has heard the howl he cannot loose sent back away from the attacker a number
hearing and night vision are all examples. further Hero Points from additional howls. of meters equal to its STR + 5 minus the
This provides the beast with a PER bonus The loss lasts for as long as the creature is in targets CON. If any objects or people in
equal to half its Ability Level when using the the presence of the victims, and the Hero the way will stop the victim, both will take
sense in question. Points only return once the creature is no damage as if the victim were falling.
longer an immediate threat. This ability may Example: a Hero with a CON
Entangle be used 3 times a day. Additional purchases +2 is struck by a creature with a
The Adversary may entangle an opponent of the ability increases the number of times STR +10 and is sent hurtling back
in a web, tentacles, additional arms, tail, it may use the ability by +1. 13 meters. The Hero hits a wooden
etc., as an additional attack. Once this is door set in the wall 10 meters away
done, the entanglement may be broken by Immunity (X) ; as per the normal falling rules, the
a grapple roll with a DoD equal to half the The creature is immune to an item or Hero and the door take 20 points of
Adversary’s Ability Level. This ability may be type of attack, such as bashing weapons, fire, damage! The door shatters and the
taken additional times, increasing the base knives, cold weather, etc. The Immunity Hero tumbles through the worse for
DoD by an added +2. reduces any damage taken by half. If the wear.
same Immunity is taken three times, it
Expert indicates complete Immunity to the attack Knock-Down
The Adversary is more accomplished and form, meaning it never inflicts damage on If a melee attack is successful, the target
skilled than its common counterpart and the creature. is sent sprawling to the ground. The target
gains +5 to its Ability Level. The ability can must spend an action to return to a standing
be purchased additional times to increase Infection position. This ability can only be taken by
the Ability Level by an additional +5. Creatures bitten or attacked successfully creatures of Scale +0 or larger.
by the creature may be infected and come
Flight back as one of them or under their thrall. Miasma
The creature can fly at its normal The victim must first make a CON roll with The creature emits a noxious gas or is
SPD+5. Additional purchases of the Flight a DoD equal to half the Ability Level of the surrounded by some sort of supernatural
ability increases the flight SPD by +5. creature. If successful the victim will simply cloud of evil that debilitates those engulfed
die if killed and may rest in peace. If the roll in it. The miasma may affect either the
is partial success the victim becomes ill for breathing or sight of the victim and one
Flurry
a number of days equal to 13-their CON. must be chosen when the ability is taken.
The Adversary is able to assault an
During this time the victims Attributes are Those in the miasma suffer a penalty equal
opponent with a quick flurry of attacks. The
all reduce by half of the creatures Ability to half the creatures Ability Level minus the
Adversary may attack a number of times
Level, with a maximum reduction of -5. victims CON to all actions. The effects may
in one round equal to his SPD+2 with no
If the roll is a failure the victim will be mitigated either by keeping one’s eyes
action penalty. It may do this three times
become one of the attacking creatures when closed or holding one’s breath (depending
per day. Additional purchases of the ability
it dies, keeping its physical Attributes and on the type of cloud).
increases the number of times it may use the
abilities, becoming for all intents the The cloud has a radius equal
ability by +1.
creature. to the creatures Ability Level
in meters. The ability can be
Grapple
Intangibility purchased additional times
The Adversary is adept at grabbing and
The creature can to increase radius by half the
holding an opponent. When held, the target
become ghost- or wraith- Ability Level.
has an additional penalty of -5 to escape
like and thus immune to
the hold. If the Adversary has a bite attack,
normal physical attacks. Multiple Heads
it may use it unhindered unless it uses its
The Adversary may pass The creature has an
mouth to grapple.
through solid barriers extra head. It gains an extra
without penalty, moving attack at no penalty, and +2
Howl at its normal SPD; but it to PER. This ability may be
The creature has some sort of howl or cannot interact with the taken more than once and
battle cry that unnerves its opponent. The world in a physical way. for each additional head the
howl is mind-numbing and strikes at the very Transforming between the creature gains an additional
soul of the victim. It can be heard clearly for tangible and intangible takes attack and +1 to PER.
a number of meters equal to the creature’s one full round, and while
CON+10. Those in the area must make a doing so the Adversary can do
WIL + Resolve roll with a DoD penalty equal nothing else.
to the creatures CHA or be shaken with fear,

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ATLANTIS: The Second Age
Pack Animal (bonus for more animals) ►► Andamen may attack their Monarch Shapechange
The creature travels in a pack and with a -10 to hit and damage. The creature has the ability to change its
coordinates its attacks to better take down ►► Andamen who drink the blood shape and appearance at will. The creature
prey. The pack’s offensive ability is increased of a Monarch gain 12 points to can only assume the shape beings or items of
by +1 for every additional member of the distribute among their Attributes. roughly the same size or smaller. To discern
pack. When an animal in the pack is killed, The gain is permanent. the creature through its disguise, the Hero
the pack loses the bonus to its offensive ►► All Monarchs speak all languages of must make a PER + Investigate/Search
ability. Also, one Adversary in the pack is their their children. roll with a DoD equal to half the creatures
considered the Alpha. When the Alpha is ►► All Monarchs have a sacred name Ability Level. To change, the creature must
killed, the pack as a whole makes a WIL that they may use just as a Jinn does, spend a round in concentration and may do
roll (DoD-2, minus one additional for every but without any of the drawbacks. nothing else.
pack member killed) or lose its resolve and All Monarchs have a special item
stops the attack so that they may retreat and that they wear or hold that denotes Speak Like a Man
regroup. Only one WIL roll is made for the their station. This item is not where They Adversary can speak and
entire pack. No individual rolls are made. their powers come from but can communicate like a man and is easily
NOTE: The offensive Ability bestow their abilities upon the understood in its regional language of origin.
Level is only an increase to attacks. holder.
The DoD to hit a creature in a pack Example of Pimodial Monarchs Spell Ability
is not increased. are: Shakina Mistress of Cats, The Adversary has the ability to cast
Dumisani Lord of Dogs, Grmsh the spells at their Ability Level. The GM should
Poison (X) Lord of Trees, etc. determine what spellcasting tradition most
The creature can inject a poison into its closely resembles the types of spells cast.
target with an appropriate (bite, sting, etc.) Ranged Attack Spell Ability may also be used as a way to
successful melee attack. The poison has a The creature has some sort of ranged replicate the innate, natural abilities of a
STR equal to the CON of the creature +3 attack, such as fiery breath or the ability creature. A creature that can create illusions
(minimum of STR +3), and either causes to shoot a volley of quills. The attack does may not know a spell, but may have an
damage or induces paralysis for a number of DR 5 + CON (minimum of 1 point) with a innate ability to make illusions that work
rounds equal to its Strength if not resisted. range of 10 meters per +1 PER (minimum similarly to the spell Mode. Spell Ability
For each time this ability is taken, add of 10 meters). Each time this ability is taken, may be the easiest way to create abilities that
an additional +3 to the poison’s strength. add an additional +5 DR or 20 meter range. go beyond the scope of the ones listed here.

Primordial Monarchs Rending Spit Venom


This ability is reserved for only one The Adversary’s main attack is vicious, A creature with the Poison ability can
being of its type representing the prototype causing massive tearing or splitting of the take this ability to enable it to spray a stream
of creations from which all its ilk spring. subject’s skin and body. Wounds continue of venom at a creature nearby. This has a
The primordials are literally creatures crafted to bleed for 2 rounds, causing the victim to range of 10 meters per +1 PER (minimum
by the hands of Olódùmarè, Set, perverted take half the damage suffered in the initial of 10 meters), though used at range the
by Ba’al, or ejaculated from the mind of a attack. poison only has half its normal Strength. If
sleeping Elder God. taken a second time, this ability increases
All Primordials are the epitome of Regeneration the effect of the poison to its full Strength
their kind and exemplify the nature of the The Adversary gains the ability to swiftly and increases the range by an additional 20
creature; they are the kings or queens of regenerate damage. It automatically heals meters.
beasts! None of the root races or demons CON + 2 Hit Points per round, unless the
have Primordial Monarchs. wound is caused by fire or caustic substances Stunning
Primordial Monarchs have the following such as acid. Limbs may be reattached The creatures is so strong that is dazes
abilities: and poisons run their course very quickly, the target with its powerful attacks. On a
►► Cannot be killed by mundane allowing the Adversary an additional successful attack that does at least 1 point
means. In order to kill a Monarch, resistance roll per round. If the Adversary is of damage, the target is considered stunned
a permanent expenditure of 2 Hero killed (Hit Points reduced to zero or less and for one round. Additional purchases of the
Points per Ability Level must be a failed Death Save), the regeneration stops. Stunning ability increases the duration by
spent during the killing blow. The ability may be purchased additional one additional round.
►► The Monarchs can command and times to increase the amount regenerated
make obey any of their kind. Those each round by +3. Sundering
that resist can be destroyed with a The creature’s melee attacks rend and
thought. destroy non-magical armor and shields.
►► The Monarch can travel to anywhere Each successful attack reduces the PR of
their ilk reside. a shield or suit of armor by 2, destroying
►► The Monarch knows the names of the shield first (if any) before beginning to
all their children. damage worn armor.

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Theragraphica
damage equal to twice the target’s CON and by the Orixa was the undead. Using their
all physical actions are hampered with a -5 abilities, they perverted the natural order
penalty. A target may try to hack his way and the concept of undeath was let loose
out; doing so causes double normal damage upon the world.
to the beast with no armor mitigation. Under the light of the stars or during the
This ability can only be taken by time of Wayeb, the creature gets a +5 bonus
creatures of Scale +2 or larger. to its PR and its Hit Points. Conversely,
under the light of the sun, the creature
Swimming suffers a -5 penalty to PR and to its Hit
The creature is amphibious and Points. This ability can be taken multiple
supremely at home in the water. It can hold times; each time it is taken, the bonus/
its breath or breathe underwater and swims penalty to Hit Points and PR increases by an
at full SPD. Additional purchases of the additional +5.
Swimming ability increases the SPD by +5. Furthermore, undead are never stunned,
and never have to make Death Saves. When
Terrain Immunity they hit 0 Hit Points, they are simply
The Adversary is not hampered by a destroyed.
type of terrain and may move without All undead also have the ability to sense
obstruction. This can be explained as life force and Vril. This allows them to
Swarm
moving around the terrain with deftness see the soul of a person, allowing them to
The Adversary attacks as a swarm. For
while other Adversaries may simply move compensate for a lack of eyes, darkness, or
every 10 creatures in the swarm, the Hit
through the obstacle as if it wasn’t there. The blinding. Conversely, all undead are Allergic
Point total is increased +2, the DR and
terrain must be narrowly specified when (see Weaknesses) to Obsidian which shows
Attack Ability Level by +1. Likewise, every
taken. Examples include forests, rocks, their true reflection and burns them when
time the Hit Point total is reduced by 2,
prison walls, lakes, etc. touched.
the swarm loses the same amount from the
DR and Attack Ability Levels. This ability
may only be taken by creatures of Scale -1 Tough Wall Crawling
or lower. The beast is very tough and hard to kill. The creature can move across any surface
Add 5x the creatures CON to the base Hit at its normal SPD. Additional purchases of
Points (minimum of +10). This ability may the Wall Crawling ability increases the SPD
Sweep Attack
be taken up to 3 times. by +5.
The Adversary may make one melee
attack and hit multiple opponents. The
number of targets that can be hit is equal Trample Other Abilities
to the Adversary’s DEX. The Adversary must The Adversary may run roughshod Some Adversaries have unique abilities
hit the target with the highest defense of the over its opponent, attacking with its feet that are not represented here. Those abilities
group and, if successful, all take normal as it moves over the target. The target is are explained individually, under each
damage. Those caught in the sweep must allowed to make a STR roll with DoD Adversary’s Special Abilities.
make active Evade rolls to dodge out of versus the Adversary’s STR. If successful, he
the way. This ability may be taken multiple takes normal damage from the attack, but
times, each time adding 2 additional targets if he fails, he takes an additional amount
to the base. This ability may only be taken of damage equal to the Adversary’s STR +
by Adversaries that are Scale +3 or more. CON (minimum 2 points). This ability can
only be taken by creatures of Scale +0 or
Swift larger.
The Adversary is astoundingly fleet.
Double its SPD (minimum of +2) for the Tunneling
purpose of movement. If selected more than The creature can tunnel through the
once, add +4. earth in some manner at its normal SPD.
The ability can be purchased additional
Swallow times, each time increasing the SPD by +5.
The creature is so large that it may
swallow an opponent whole. To use this Undead
ability, the Adversary must make an attack The creature has been tainted in some
against the normal defense of his opponent, way - whether coming back from the
adding in an additional modifier equal to underworld, possessed by evil spirits, or
the target’s STR + CON. If successful, the tainted by the Dark Arts.
target is swallowed whole and is deposited It is said that the last thing that Ba’al and
in the Adversary’s belly. Trapped targets take Set collaborated on before their banishment

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ATLANTIS: The Second Age
Weakness Avarice (X)
Some of the Adversaries have noted The Adversary is greedy, or finds a particular
Weaknesses. subject or item all-consuming. The Adversary
must a make a WIL roll (DoD -5) to keep its
All Heroes have a chance to know the
wits about it. If the roll is a failure, then the
Weaknesses of a creature they encounter using
Adversary will attempt to posses the object of
the Adversary’s Renown Attribute. To know of
its avarice.
an Adversary’s Weakness, the Hero must make
an INT roll with a DOD determined by the
amount of Renown the Adversary possesses. Fear (X)
The Adversary fears something to the
point of disaster. When the Adversary is
Renown DoD presented with the object of its fear, it suffers
1–10 -5 a reduction -5 to its combat Ability Level. This
21–30 -2 Weakness may be taken multiple times, each
time reducing the combat Ability Level by an
31–40 0 additional -5.
41–50 +2
51–100 +3 Prey Ban (X)
101–150 +5 The creature absolutely will not attack a
given type of creature or individual under any
151–200+ +10 circumstances, even if magically compelled.

Achilles Heel Soothing Bane (X)


The Adversary has a weakness or soft The creature is calmed by the presence of
spot on its body that can be exploited by an an unusual element in its surroundings such
opponent. The vulnerability is usually hard to as a gentle song, the presence of a virgin, or
target (an additional -5 DoD to an attack roll), someone carrying violet orchids. While it
but if successful, causes double damage. is within 10 meters or clear earshot of the
element, it remains placid and approachable,
Allergy (X) only attacking if hurt or otherwise clearly
The Adversary is vulnerable to a substance. threatened.
When touched, it causes damage to the
Adversary. The substance causes extreme Ward (X)
pain, doing double damage if it’s a The creature cannot physically approach
weapon or 10 points of damage if it’s just within 10 meters of a given thing, be it a natural
a raw substance, whichever is greater. material, herb, or symbol of some variety, and
This Weakness may be taken multiple can even be held at bay if presented with such.
times, causing an additional 5 points
of damage for each time it is taken.

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Theragraphica
Example Monster Creation
Step One
The GM decides that he wants to create a large beast that inhabits the southern jungles of Atlantis. A giant Mountain Sloth that inhabits
the black volcanic mountains of the south sounds cool, and the GM starts with the first step of monster creation.
The creature will be a Threat Level 2 Adversary. The Attribute Points are distributed below. For the free ability, the GM decides to assign
the Mountain Sloth the Poison ability. The sloth has one poison filled claw on each paw. Living near the harsh southern volcanoes also
bestows an Immunity to fire on the beast.

INT PER WIL CHA STR DEX CON Step Four

-5 +4 +3 -1 +8 +0 +8 Now we can look at adding more abilities to the creature if we


so choose. The GM decides to add Sundering and Wall Crawling
SPD HP HrP Scl Ren TL AL to the creature’s abilities, but must also take a Weakness.
-2 68 15 0 45 2 11-15 For the Weakness, the GM gives the sloth an Achilles Heel,
Attack / stating that the beast has a very soft underbelly that isn’t covered
Damage in fur. The two additional abilities also give the beast 30 more
Renown.
Abilities Immunity (Fire), Poison (STR 11) When all is said and done the creature looks like the following:
Armor
Weakness INT PER WIL CHA STR DEX CON
-5 +4 +3 -1 +8 +0 +8
Sep Two
SPD HP HrP Scl Ren TL AL
The Mountain Sloth is as large as a man, so the Scale is +0
-2 68 15 0 99 2 11-15
(Medium).
Attack /
INT PER WIL CHA STR DEX CON Claws DR 4 + STR (12)
Damage
-5 +4 +3 -1 +8 +0 +8
Immunity (Fire), Poison (STR 11),
SPD HP HrP Scl Ren TL AL Abilities
Sundering, Wall Crawling
-2 68 15 0 45 2 11-15 Armor Fur Covered Hide PR 8
Attack / Weakness Achilles Heel (Soft Underbelly)
Damage
Suggested Extra Abilities
Abilities Immunity (Fire), Poison (STR 11)
None
Armor
Weakness

Step Three
Now we add offensive and defensive capabilities to the sloth.
Since it’s so large, its claws are like daggers and its dense fur
turns away the harsh climate of the fiery southern volcanoes.
This adds an additional +24 Renown.
INT PER WIL CHA STR DEX CON
-5 +4 +3 -1 +8 +0 +8
SPD HP HrP Scl Ren TL AL
-2 68 15 0 69 2 11-15
Attack /
Claws DR 4 + STR (12)
Damage
Abilities Immunity (Fire), Poison (STR 11)
Armor Fur Covered Hide PR 8
Weakness

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ATLANTIS: The Second Age
Threat Level Explained
Each creature has a Threat Level that ranges from 0 to
5, with 5 being the most dangerous. While this much is
obvious, it helps to also have some rough idea of what that
scale looks like.
Trolls and their ilk are Threat Level 0 creatures are fairly commonplace. While
dangerous. Do not forget it. they can pose a hazard and a threat to your average man, a
They have thick hides that can single TL 0 creature should be bested by a single Hero and The wild dogs of northern
turn aside anything less than a are little challenge to a group of prepared Heroes. Gondwana are a nuisance,
solid blow, while their long arms though I suppose they do keep
give them the leverage and reach Example: Caerwyn is lurking outside the City of other vermin in check. I am told
to knock a man senseless to the the Lotus Eaters when she is set upon by a small pack that they can reach a pack size
ground. The louts know nothing of wild dogs. There are three of them and they advance that numbers as high as a dozen
of honorable combat and will upon her, snarling and growling. However, once the which can ravage both the land
gleefully smash in the skull of a battle is joined, Caerwyn manages to batter the dogs and the people upon it; though I
prone man instead of waiting for away, killing one and sending the other two running. have never seen such, I can easily
him to rise and face them once She is slightly battered, but will quickly recover. imagine such a number of the
more. curs bringing down a man.
Donobey of Nubia A wild dog is a TL 0 creature with 12 HP and an AL of Caerwyn, Lemurian Scholar
3. Since there were three of them and they have the Pack
Animal ability, they were attacking with a bonus of +5. After
Caerwyn was able to figure out which was the Alpha male
and break its neck, the other two fled.
A Threat Level 1 creature is on par with a skilled Hero. A
Slayer can possibly take one down alone, but not without the
threat of serious harm. A group of Heroes can take down a
single TL 1 creature, but a group of them will be dangerous.

Example: Donobey is following a trail through the jungles of southern Jambu when the
vines ahead of him are suddenly battered aside by a Hill Troll. The towering beast is fearsome
and Donobey knows to fear the tree-trunk thick club that the beast drags behind itself. He
hefts his mighty spear and drops into a low crouch, staring up at the fiend. By the time the rest
of Donobey’s allies arrive, he is already in pitched battle, leaping away from the swings of the
The Griffons of Hesperia and
giant’s club and darting in with his spear. Blood runs from a half dozen holes in the Troll’s thick
Gondwana are dangerous, not
hide and Donobey is beginning to tire. With a group of allies behind him, however, he quickly
just because of their hunger
dispatches the beast.
for flesh, but because of their
speed and ferocity. It is almost
impossible to outrun a Griffon Creatures that are Threat Level 2 are a challenge, even for a group. Expect even a group of
Heroes to spend a number of Hero Points and take
once it has begun to target you.
significant damage from things that are TL 2. A group
While my people can slip beneath of TL 2 creatures should be approached with caution,
the waves, others cannot. Often, planning, and trepidation.
my sisters and kin in Hesperia will
lounge upon the shore, singing Example: While sailing past Hesperia
softly and sweetly to calm the and towards Gondwana, the vessel the Heroes
Griffons of the heights to rest. sail upon is noticed by a Griffon. The beast,
When the Tritons cease to sing, perhaps sensing easy prey, perhaps lured by
I fear what will become of the the quantity of drying fish hanging from the
ships in the area. side of the ship, begins to harass those standing
Thalmia, Triton Sorceress on deck. Its lightning fast flight, swooping
dives, and armor piercing claws manage to
snatch at least one sailor from the deck. When
more begin to appear from the rocky cliffs of
the shore, panic grips the ship until Thalmia
recalls that Griffons are quelled by soothing
music. While spears and bows strive to keep
the beasts from stealing any more sailors from
the deck, Thalmia runs below deck to find her
conch-shell trumpet.

162
Theragraphica
Once you hit Threat Level 3, you should start to expect the possibility of one member of the
party possibly dying. A single TL 3 creature can generally be handled by a group of prepared
Heroes, but usually not without the expenditure of a lot of Hero Points. A group of TL 3 creatures
should give a group of Heroes pause and force them to consider the possibility of retreat or alternate
means of passing the area.

Example: While exploring some Atlantean ruins on the coast of Lemuria, the group of
Heroes comes across a Crypt Keeper. Though the undead creature does not wear armor and I hope to never face the likes of
its skin is leathery, it wields potent magics honed through centuries of dark communion with that Crypt Keeper again. Hellfire
Ba’al. With what seems an army of demonic spirits and creatures at its beck and call, the Crypt and stinging smoke that burned
Keeper harries the Heroes throughout the ancient tomb as they seek to find the artifact they seek. the eyes, capering monkey-like
Eventually, Donobey manages to destroy the thing and the Heroes limp back to safety to recover. things with too many limbs,
and what seemed a thirst for the
Creatures that are Threat Level 4 should be the release of unbeing; such things
culmination of a single adventure. These are dangerous were its existence and it poured
creatures that all men fear, and rightly so. A single Hero all it had out on us. Several times
stands little chance before a TL 4 Adversary and if the we were forced back as one or
creature brings all of its force to bear, it can possibly more of my fellows quailed in
devastate a small group of Heroes. When using a TL 4 fear. Eventually, I called on the
creature, or even a small group, the characters should be in gods, all the gods, but particularly
Shango, to grant strength to
The appearance of the giant fear for their lives and calling on all the resources they can
my arms and I hurled my spear
was an amazing thing. I am muster to defeat the monstrosity.
through the thing’s rotting face.
told that there still exist some
Example: After tracking down Musodo Anaboa and That put a stop to its chanting
small number of them in the far
and hissing.
north, but after witnessing the putting to rest the horror that he tried to raise, the Heroes were
devastation of just one of their not done. The damage to the Vril lines in the area awoke one Donobey of Nubia
number on the coast of Mu, of the Children of Toil, the giants of old. Standing at over 40
I am certain that I do not wish meters in height, the terror the Heroes felt was not merely due
to intrude upon the solitude of to the thing’s prodigious size and strength, but because of the
a group of them. That the gods power of the ancient horror. Its multitudinous arms and the
created such beings is wondrous searing light pouring from its eyes and mouth batter the Heroes
and strange. I almost wish that I and only by escaping into the tunnels beneath the ancient
spoke some language in common temple do they find respite from its attacks. Not waiting for it
with them or that they were to collapse the entire set of ruins down upon their heads, several
approachable, but I believe that of them hastily build a make-shift shrine and pray to the gods
Thalmia has the right of it. Such for deliverance from this primordial nightmare. In a few hours, I have heard of the Manidoon
things were not meant for these the earthshaking pounding ceases and the Heroes emerge to a of Eria, but never encountered
ages; they belong to the past and landscape drastically changed. With as much silence as they it. There are horrors and strange
woe to any of us who awaken can muster, they begin to seek out their ship. things enough in the wide deep
them. sea, beauty and wonder amongst
Caerwyn, Lemurian Scholar The nightmarish things that are Threat Level 5 are its shallows, and ever always
meant to be very rare, if not singular threats and entities. death awaits us in the future.
The power and might represented by a TL 5 creature are Why seek it out so recklessly by
world-changing and story-ending. A group of Heroes pursuing a horror that was never
might set in motion the events that bring down a TL meant to be? Surely the gods
5, but such a deed might only be accomplished by their themselves will put an end to
children, or their children’s children with luck, preparation, such an abomination. No, the
and the will of the gods on their side. Defeating a TL 5 sea is both safe and dangerous
creature changes the world and the Heroes’ deed should be enough for me. I shall not seek
recognized the world over. out such a thing.
Thalmia, Triton sorceress
Example: The horror of the undead horde known only as the Manidoon in Eria grows even
as it draws Heroes to itself. Resembling a giant centipede made of the fused bodies of scores of
victims and Heroes, the Manidoon ravages Eria even as the plague wrought by the Conquering
Worm and Worm Wood ravages its settlements and cities. The Manidoon’s unending hunger
and ceaseless tread seem to be unstoppable.

163
ATLANTIS: The Second Age
Mundane Animals Cat

Alligator/Crocodile INT PER WIL CHA STR DEX CON


-4 +4 +0 +2 -4 +5 -1
INT PER WIL CHA STR DEX CON
SPD HP HrP Scl Ren TL AL
-5 +1 +0 -5 +5 +0 +3
+3 4 5 -1 15 0 1-5
SPD HP HrP Scl Ren TL AL
Attack / Damage Claw DR 2 + STR (1)
+1 13 5 0 15 0 1-5
Abilities Enhanced Perception (Sight)
Attack / Damage Bite DR 4 + STR (9)
Armor None
Abilities Swimming
Weakness None
Armor Hide PR 2
Suggested Extra Abilities
Weakness None
Dire, Speak Like a Man, Stunning, Sundering, Tough
Suggested Extra Abilities
Armored Hide, Dire, Rending, Tail Attack Cobra

Ape INT PER WIL CHA STR DEX CON


-5 +1 +1 -2 -3 +3 +0
INT PER WIL CHA STR DEX CON
SPD HP HrP Scl Ren TL AL
-3 +0 +0 +0 +5 +0 +3
+5 5 5 -1 30 0 1-5
SPD HP HrP Scl Ren TL AL
Attack / Damage Bite DR 2 + STR (1)
+0 13 5 0 15 0 1-5
Abilities Poison (x2; STR 6)
Attack / Damage Punch DR 2 + STR (7)
Armor None
Abilities Knock-Down
Weakness None
Armor Pelt PR 2
Suggested Extra Abilities
Weakness None
Armor Piercing, Dire, Ranged Attack, Speak Like a Man, Spell
Suggested Extra Abilities Ability, Stunning, Swift, Tough
Dire, Speak Like a Man, Stunning, Sundering, Tough
Dog, Jackal
Boar
INT PER WIL CHA STR DEX CON
INT PER WIL CHA STR DEX CON -4 +4 +0 +2 -1 +0 +2
-9 +0 +3 -1 +3 +1 +3 SPD HP HrP Scl Ren TL AL
SPD HP HrP Scl Ren TL AL +2 12 5 0 15 0 1-5
+1 18 0 0 9 0 5-7 Attack / Damage Bite DR 2 + STR (1)
Attack / Damage Tusk DR 2 + STR (5) Abilities Pack Animal
Abilities Knock-Down, Sundering Armor Pelt PR 2
Armor Pelt PR 2 Weakness None
Weakness None Suggested Extra Abilities
Suggested Extra Abilities Dire, Speak like a Man, Enhanced Perception (Smell), Tough
Dire, Speak Like a Man, Stunning, Sundering, Tough
Eagle
Brown /Black Bear
INT PER WIL CHA STR DEX CON
INT PER WIL CHA STR DEX CON -5 +5 +2 +1 -1 +1 +0
-5 +3 +1 +1 +5 +1 +7 SPD HP HrP Scl Ren TL AL
SPD HP HrP Scl Ren TL AL +5 5 5 -1 30 0 1-5
+2 36 10 0 30 0 6-10 Attack / Damage Bite DR 2 + STR (1)
Attack / Damage Claw DR 2 + STR (7), Bite DR 2 + STR (7) Abilities Enhanced Perception (Sight), Flight
Abilities Grapple, Sundering Armor None
Armor Fur PR 2 Weakness None
Weakness None Suggested Extra Abilities
Suggested Extra Abilities Dire, Rending, Speak Like a Man, Tough
Dire, Speak Like a Man, Stunning, Sundering, Tough

164
Theragraphica
Elephant Lion
INT PER WIL CHA STR DEX CON INT PER WIL CHA STR DEX CON
-1 +0 -1 +0 +8 -2 +8 -4 +0 +0 +3 +3 +2 +4
SPD HP HrP Scl Ren TL AL SPD HP HrP Scl Ren TL AL
+1 89 10 +1 84 1 6-10 +2 27 10 0 45 1 6-10
Attack / Damage Tusk DR DR 8 + STR (16) Attack / Damage Claw DR 2 + STR (5), Bite DR 2 + STR (5)
Abilities Tough, Trample Abilities Howl, Pack Animal
Armor Thick Hide PR 4 Armor Fur Pelt PR 2
Weakness None Weakness None
Suggested Extra Abilities Suggested Extra Abilities
Armored Hide, Dire, Howl, Stunning Aura of Fear, Dire, Drag Down, Grapple, Knock-Down, Rending,
Speak Like a Man,Tough
Elk
Ostrich, Riding
INT PER WIL CHA STR DEX CON
-5 +1 +0 +0 +3 +1 +5 INT PER WIL CHA STR DEX CON
SPD HP HrP Scl Ren TL AL -4 +0 +0 -1 +2 +2 +1
+0 15 5 0 15 0 1-5 SPD HP HrP Scl Ren TL AL
Attack / Damage Antler’s Gore DR 2 + STR (5) +5 11 5 0 15 0 1-5
Abilities Armor Piercing Attack / Damage Claw DR 2 + STR (4)
Armor Pelt PR 2 Abilities Swift
Weakness None Armor Plumage PR 2
Suggested Extra Abilities Weakness None
Dire, Rending, Tough Suggested Extra Abilities
Armor Piercing, Dire, Flight, Tough, Trample
Horse, Riding
Rat
INT PER WIL CHA STR DEX CON
-5 +0 +0 +0 +4 +0 +2 INT PER WIL CHA STR DEX CON
SPD HP HrP Scl Ren TL AL -5 +2 +0 +0 -5 +5 -1
+4 12 5 0 15 0 1-5 SPD HP HrP Scl Ren TL AL
Attack / Damage Kick DR 2 + STR (7) +3 1 5 -1 15 0 1-5
Abilities Swift Attack / Damage Bite DR 2 + STR (1)
Armor Pelt PR 2 Abilities Swarm
Weakness None Armor None
Suggested Extra Abilities Weakness None
Dire, Flight, Tough, Trample Suggested Extra Abilities
Armor Piecing, Dire, Tough, Tunneling, Wall-Crawling
Hyena
Raven
INT PER WIL CHA STR DEX CON
-4 +2 +1 -5 -1 +1 +4 INT PER WIL CHA STR DEX CON
SPD HP HrP Scl Ren TL AL -3 +5 +2 -2 -5 +2 -1
+2 14 5 0 15 0 1-5 SPD HP HrP Scl Ren TL AL
Attack / Damage Bite DR 2 + STR (1) +7 4 5 -1 15 0 1-5
Abilities Pack Animal Attack / Damage Beak Peck DR 2 + STR (1)
Armor Fur Hide PR 2 Abilities Flight
Weakness None Armor None
Suggested Extra Abilities Weakness None
Aura of Fear, Dire, Drag Down, Grapple, Poison, Rending, Tough Suggested Extra Abilities
Armor Piecing, Dire, Speak Like a Man, Swarm, Tough

165
ATLANTIS: The Second Age
Rhinoceros Threat Level Average by Area
INT PER WIL CHA STR DEX CON Alba & Iber 2 Anostos 1
-5 +0 +2 -3 +7 +0 +7
Albish Ogre 3 Ash Wraith 0
SPD HP HrP Scl Ren TL AL
Bananach 3 Bas'lok 0
+3 46 10 +1 75 1 6-10
Boggart 3 Blydvine 1
Attack / Damage Horn DR 2 + STR (9)
Abilities Sundering, Trample Caorthannach 3 Brass Horror 2
Armor Hide PR 2 Carraig Fuileachdach 5 Fomorian 2
Weakness None Dullahan 1 Huldufolk 0
Suggested Extra Abilities Fear Beag 1 Mythsiger 1
Armor Piecing, Dire, Tough Phouka 3 Uln 0
Sluagh 0
Shark, Great White
Tapper 1
INT PER WIL CHA STR DEX CON
-5 +5 +4 -5 +6 +2 +6
Atlantis 1 Elysium Islands 1
SPD HP HrP Scl Ren TL AL
Apata Ori 1 Elang Laut 0
+5 65 15 +1 60 2 11-15
Bronze Sentinels 2 Ngendi 1
Attack / Damage Serrated Teeth DR 4 + STR (10)
Abilities Armor Piercing, Rending, Swimming Crypt Keepers 3 Ngurai 2
Armor Hide PR 2 Diomekses 1 Pua Tu Tahi 3
Weakness None Gryphon 2 Tiki Toniwha 1
Suggested Extra Abilities Juggernauts 2 Tinirau 2
Aura of Fear, Dire, Swallow, Tough Keenings 0 Tipua 0
Loving Dead 2 Uhinipili 1
Thunder Lizard(Carnivore) / Thunder
Lizard(Herbivore) Skull Spiders 1
Southern Mountain Sloth 2
INT PER WIL CHA STR DEX CON
-5/-5 +2/+0 -5/-15 +0/+0 +8/10 +0/+0 +7/+10 Tishtrya 0
SPD HP HrP Scl Ren TL AL Troll, Hill 1
6-10/6- Ubuze 0
+3/+0 101/141 10/10 +2/+2 99/99 1/1
10
Attack / Damage Teeth DR 8 + STR (16) Gondwana 1 Gondwana Cont.
Abilities Swallow, Tough Basilisk 1 Silver Ants 0
Armor Very Leathery Hide PR 4 Bennu Birds 2 Tikoloshe 0
Weakness None Dan Ida Hwedo 0 Umdhlebi 2
Suggested Extra Abilities
Egun Gun 2 Winged White Ape 1
Dire, Howl, Rending, Sweep Attack
Eloko 3
Giant Anteater 1 Hesperia 2
Wolf
Giant Termites 0 Chimera 3
INT PER WIL CHA STR DEX CON
Golems 2 Cyclopes 3
-4 +4 +0 +0 +1 +2 +1
Gorgosian Hag 2 Hydra 3
SPD HP HrP Scl Ren TL AL
Grootslang 4 Lamia 2
+1 11 5 0 15 0 1-5
Impudulu 3 Nymph 2
Attack / Damage Bite DR 2 + STR (4)
Inkanyamba 2 Satyr 0
Abilities Pack Animal
Kishi 0 Stymphalian 0
Armor Pelt PR 2
Kongamato 1 Uhinipili 1
Weakness None
Ninki Nanka 1
Suggested Extra Abilities
Dire, Enhanced Perception (Smell), Speak Like a Man, Tough Rompo 0
Sasabonsam 1

166
Theragraphica
Jambu 1 Lemuria 1 Mu 1
Berbalang 1 Antaboga 2 Bunyip 1
Diwata 3 Barong 2 Junana 0
Garuda 1 Hekili'kane 3 Muldjewangk 2
Gyalpo 1 Jenglot 0 Nakahi 1
Ky'Lin 1 Kuntilanak 1 Ngahrara Timo 2
Miraj 0 Leyak 0 Papinjuwari Thardid 1
Rakshasa 2 Lintah 0 Peraka-I 1
Rolang 1 Pesugihan 1 Tiddalik 0
Tampan 1 Telaga Bersembunyi 2 Wambeen 0
Yaka 2

North Sea 2 Oceans & Seas 1 Tamoanchan 2


Bjerigber 2 Eroka'Iseju 3 Bakotahl 0
Bysar 1 Itilosi 0 Cohuatl 4
Draug 3 Itsasoko Suge 1 Coxua 0
Draug Crab 1 Encerrados 1
Giants 4 Hueetzilin 1
Grindahls 2 Moo-ahn 2
Haldja 0 Nak'aqs 1
Huldra 1 Piranu 0
Lindorm 4 Urubutsin 5
Nakki 0 Xolotl 3
Old Mother 3 Yurupari 1
Raven Wolves 0
Sfauth 1
Sjarv 0
Troll, Cave 2

Adversary Worksheet
NAME:
INT PER WIL CHA STR DEX CON

SPD HP HrP Scl Ren TL AL

ATTACK / DAMAGE:
ABILITIES:
ARMOR:
WEAKNESS:
NOTES:

167
ATLANTIS: The Second Age
Index
AL 5 Thralls : Bloats 51 Eloko 64
Alba and Iber 6 Coxua 122 Elysium 34
Albish Ogre 7 Crocodile 164 Encerrados 122
Alkonost 54 Croidubh The Deathless, Night- Entomb 148
Allergy 160 mare Lord 56 Epiphany 148
A Alligator 164 Crypt Keepers 27 Eria 40
Aloakasa Ajña 147 Cyclopes 76 Eronka’Iseju 117
Abilities 156 Animated Skeleton 146 Europa 52
Armored Hide 156 Anostos 16 D Example Monster Creation 161
Armor Piercing 156 Antaboga 91
Attribute Point Increase 156 Dan Ida Hwedo 62 F
Anteater, Giant 61
Aura of Fear 156 Def 5
AP 154
Beguile 156 Defense Level 5 Fear 160
Apata Ori 25
Camouflage 156 Demon Abilities 130 Fearbeag 12
Ape 164
Damaging Aura 156 Possession 130 Fomorian 20
Ash Wraith 17
Dire 156 Soul Hunger 131
Atk 5
Drag Down 156 Soul Names 130 G
Atlantis 24
Drains Life-force 156 The Sons Of Ba’al 130
Attack Form And Protection 155 Garuda 83
Enhanced Perception 157 Twisted Tongues 130
Attack Level 5 Giants 108
Entangle 157 Demon, Sample
Attributes 5 Golems 65
Expert 157 Baaluku The Black 132
Ability Level (AL) 5 Gondwana 60
Flight 157 Demon Boar 133
Attribute Points (AP) 154 Gorgosian Hag 66
Flurry 157 Possessed Plague Victim 133
Hero Points (HrP) 5 Griffon 28
Grapple 157 Demons of Ba’al 128
Hit Points (HP) 5 Grindahls 109
Howl 157 Diomekses 27
Renown (Ren) 5 Grootslang 67
Immunity 157 Diwata 82
Scale (Scl) 5 Gyalpo 84
Infection 157 Dog 164
Threat Level (TL) 5
Intangibility 157 Dragons
Avarice 160 H
Knock-Back 157 Echidna 140
Knock-Down 157 B Mogot’Rai 142 Haldja 110
Miasma 157 Nihoddgr 143 Hekili’kane 92
Multiple Heads 157 Ba’al Shathar 132 Piasa 141 Henchman 145
Pack Animal 158 Bakotahl 121 Draug 106 Hero Points 5
Poison 158 Bánánach 8 Draug Crab 107 Hero Points (HrP) 154
Primordial Monarchs 158 Barong 92 Dullahan 11 Hit Points 5
Ranged Attack 158 Basilisk 61 Dullahan Rider 11 Hit Points (HP) 154
Regeneration 158 Bas’lok 17 Horse 165
Rending 158 Bear 164 E HP 5
Shapechange 158 Bennu Birds 62 HrP 5
Eagle 164
Speak Like a Man 158 Berbalang 81 Hueetzilin 123
Eaters Of The Dead 146
Spell Ability 158 Binesi 41 Huldra 110
Echidna 140
Spit Venom 158 Bishagishkah 42 Huldufolk 21
Egun Gun 63
Stunning 158 Bjerigber 105 Hydra 76
Elang Laut 35
Sundering 158 Black Hound 54 Hyena 165
Elemental
Swallow 159 Bloats 51
Greater Air Elemental 151
Swarm 159 Blydvine 18 I
Greater Earth Elemental 151
Sweep Attack 159 Boar 164
Greater Empyrean Elemental151 Impundulu 68
Swift 159 Boar Rat 55
Greater Fire Elemental 151 Inkanyamba 68
Swimming 159 Boddenman 55
Greater Void Elemental 152 Inundation 149
Terrain Immunity 159 Bodyguard 145
Greater Water Elemental 152 Isari 57
Tough 159 Boggart 9
Major Air Elemental 150 Itilosi 118
Trample 159 Brass Horror 19
Major Earth Elemental 150 Itsasoko Suge 119
Tunneling 159 Bronze Sentinels 26
Major Empyrean Elemental 150
Undead 159 Bunyip 97
Bysar 105
Major Fire Elemental 150 J
Wall Crawling 159
Major Void Elemental 151
Ability Level 5 Jackal 164
C Major Water Elemental 151
Ability Level (AL) 154 Jala Uthlanga 147
Minor Earth Elemental 149
Ability Levels During Combat 5 Jeebay 43
Caorthannach 9 Minor Empyrean Elemental 149
Achilles Heel 160 JENGLOT 93
Carraig Fuileachdach 10 Minor Fire Elemental 149
Additional Abilities (A+) 154 Juggernauts 28
Cat 164 Minor Void Elemental 150
Adoniat 53 Julana 98
Chimera 75 Minor Water Elemental 150
Adversary Creation 154
Cobra 164 Elemental Allergies 147
Ahl-At-Rab 135
Cohuatl 121 Elementals 147
Foot Soldier 135
Common Foes 145 Elemental Special Abilities 147
Night Killer 135
Conflagration 148 Elephant 165
Warleader 135
Conquering Worms 51 Elk 165
Akash Vishuddhi: 147

168
Theragraphica
K Nak’aqs 124 S W
Nakki 111
Keenings 29 Ngahrara Timo 101 Sasabonsam 71 Wambeen 103
Kishi 69 Ngendi 36 Satyr 78 War Bison 48
Kongamato 69 Ngurai 37 Scale 5, 155 Ward 160
Kuntilanak 93 Nihoddgr 143 Scl 5 War Pigs 59
Ky’Lin 85 Ninki Nanka 70 Serpent Lords 135 Weakness 160
Nymph 77 Sfuath 113 Achilles Heel 160
L Shark 166 Allergy 160
Lamia 77
O Silver Ants 71 Avarice 160
Sjarv 114 Fear 160
Lavalu 57 Ogre, Albish 7 Skeleton 146 Prey Ban 160
Leyak 94 Old Mother 112 Skell 58 Soothing Bane 160
Lindorm 111 Ophidians of Mu 134 Skill Ratings 5 Ward 160
Lintah 94 Ostrich 165 Skull Spiders 30 Wickerman 15
Lion 165
Sluagh 13 Wihmbahg 48
Longana 58 P Sons Of Ba’al 130 Windigo 49
Loving Dead 29
Papinjuwari Thardid 101 Soothing Bane 160 Winged White Ape 73
Soul Hunger 131 Witchlight 59
M Peraka-I 102
Pesugihan 95 Soul Names 130 Wolf 166
Makara 136 Phouka 12 Southern Mountain Sloth 31 Wood 50
Stormrider 136 Piasa 141 Stymphalian 79 Wyvern 153
Swimmer 136 Piranu 124
Wavesinger 136 Possessed Plague Victim 133
T X
Manidoon 44 Possession 130 Tampan 89 Xolotl 126
Mikinahk 45 Prey Ban 160 Tapper 14
Miraj 86 Pua Tu Tahi 37 Y
Telaga Bersembunyi 95
Mogot’Rai 142
Tempest 148
Moo-Ahn 123 Q Termites, Giant 72
Yaka 89
Mooks 145 Yansan Pavan 147
Quick Adversaries 145 Threat Level 5, 162
Muldjewangk 99 Yurupari 127
Bodyguard 145 Threat Level (TL) 154
Mummified Corpse 153
Henchman 145 Thunder Lizard(Carnivore) 166
Mundane Animals 164
Mooks 145 Thunder Lizard(Herbivore) 166
Alligator/Crocodile 164
Tiddalik 103
Ape 164
R Tiki Toniwha 38
Boar 164
Tikoloshe 72
Brown /Black Bear 164 Rakshasa 87 Tinirau 38
Cat 164 Rat 165 Tipua 39
Cobra 164 Raven 165 Tishtrya 31
Dog, Jackal 164 Raven Wolves 113 TL 5, 154
Eagle 164 Ren 5 Troll, Cave 115
Elephant 165 Renown 5 Troll, Hill 32
Elk 165 Renown (Rn) 154
Horse, Riding 165 Rhinoceros 166 U
Hyena 165 Ro Lang 88
Lion 165 Rompo 70 Ubuze 33
Ostrich, Riding 165 Ruwa Bhūmi 147 Uhinipili 39
Rat 165 Uhkten 47
Raven 165 Uln 23
Rhinoceros 166 Umdhlebi 73
Shark, Great White 166 Urubutsin 125
Thunder Lizard(Carnivore) 166
Thunder Lizard(Herbivore) 166 V
Wolf 166
Veil of Lies 149
Mythsiger 22

N
Naaldlooshi 46
Naga 137
Naga Nakhoda 138
Naga Noble 137
Naga Sarjana 139
Naga Nakhoda 138
Naga Noble 137
Naga Sarjana 139
Nakahi 100

169
ATLANTIS: The Second Age

Based on the works of Stephan Michael Sechi, Vernie Taylor, and Ed Mortimer

Written by Thanks to the following


Doug Bramlett, Kieran Turley, and Jerry D. Grayson. Doug Bramlett
My wife for putting up with me, Jerry for the opportunity to
write for Atlantis, SMS for his original work, and RPG.net for
Editing occasional inspiration.
Jennifer Seiden
Kieran Turley
Proof Reading My wife and kids (Ruth, Mia, and Chloe) for putting up with
Jeff Scifert the crazy.

Art Jerry D. Grayson


Marc Reynes Ferra, Vaggelis Ntousakis, David Arenas, John Captain Harlock!
Alvarez, John Barry Ballaran, Nate Marcel, Yoann Boissonnet, Desi
Conrad, Chris Swall, Jose Ochoa, Renee Grayson, Jerry D. Grayson, ISBN 978-0-9960952-3-5
KHP026
Cover art by
John Barry Ballaran and Yoann Boissonnet Check us out on the web
WWW.ATLANTISRPG.COM
Layout
Jerry D. Grayson The contents are TM and © 2014 Khepera Publishing. The
Khepera Scarab and the Atlantis logo are ® Khepera publishing.
Contributions and Playtesting No portion of this book may be reproduced by any means without
Jeff Scifert, Aakin Patel, Tony Robertson, Janet Nelson, Eric written consent from the publisher, except for review purposes.
Durcan, Colin Chapman, Dave Thrush, Loretta Thrush, Craig Sisco, Any resemblance to persons living or dead is purely coincidental
Gabriel Grayson, Reggie Sanders, Josh Johnson, Aislinn Bramlett, or used for the expressed purpose of parody.
Desi Conrad , Renee Grayson, Clea Grayson, Matthew Bottiglieri,
Dirk Cjelli, Stephan Delear, Judd M. Goswick , and Matthew Slepin “Omega System” and the Omega System logo are Trademarks
owned Khepera Publishing.

Promise to Be Better

170

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