Vous êtes sur la page 1sur 97

Fantasy Creatures


Mark L. Chance (54 – kelpie), Eric Lofgren
Steve Crow (54 – Leprechaun, 78 - jump spider),
Tony DiGerolamo (9, 12, 17, 22, 31, 35, 41, 44, 51, COVER GRAPHIC DESIGN
59, 61, 62, 63, 67, 70, 74, 76, 81, 89, 90, 93, 94), Eric Gibson
Patrick Flanagan (42 – ghost warrior), Ron Fricke (32,
48, 49, 86), Randle Hodge, Jr. (5 – giant cave bat, 78 INTERIOR ILLUSTRATIONS
– tunnel spider), John Jamieson (4, 43, 55, 72, 75, Thomas Baxa (42, 54, 65, 65, 69 – bottom, 78, 78),
84), James Leffert (5 – hell bat), Kevin MacGregor (10, Paul Daly (64), Earl Geier (5, 45, 54),
18, 34, 36, 50, 60, 66, 79, 85), Steven Marsh (15, 16, Daniel Gelon (42, 68), Jaime Lombardo & Ron Hill
21, 30, 53, 56, 58, 71, 73, 77, 80, 87, 91, 92), Greg (18, 24), Aaron Nakahara (4, 8, 12, 17, 20, 34, 38,
Nagler (6, 7, 8, 11, 13, 33, 38, 40, 52, 64, 68, 69, 82), 43, 44, 49, 52, 53, 58, 62, 63, 71, 77, 81, 85, 90, 91),
Robert Quillen III (42 – gargoyle), Lee Smith (9, 15, 21, 31, 41, 51, 56, 59, 69 – top, 70,
Aaron Rosenberg (14, 23, 28, 39, 45, 88), 76, 80, 91, 92, 93, 94), Chris Watkins (7, 11, 13, 14,
Nikola Vrtis (28 – Mynyd, 57) 22, 27, 29, 32, 33, 39, 40, 47, 61, 72, 86, 88), Tyson
Wintibaugh (6, 10, 16, 30, 35, 36, 48, 50, 55, 60, 66,
ADDITIONAL MATERIAL 67, 73, 74, 75, 79, 82, 84, 87, 89), Adobe Illustrator
Mark L. Chance, Steven Marsh, Nikola Vrtis, Creative Suite Premium (feathers, leaves)
unattributed material from Aysle Sourcebook and
Nikola Vrtis
Nikola Vrtis PUBLISHER
Eric Gibson
Rachel Gibson

For free support, information about books for this game system and
other WEG systems, links to fan sites, details on licensing this system,
and much more, visit our Web site at www.westendgames.com!
If you received a copy of this file from a friend and would like to support the publishing efforts of West End
Games, send US$7.00 via PayPal (https://www.paypal.com/) to paypal@westendgames.com.

WEG 51015e • Version 1.1 • Book ISBN 1-932867-03-1

First Book Printing August 2004 • First PDF Printing September 2005

WEST END GAMES • www.westendgames.com

© 2005 Purgatory Publishing Inc. All Rights Reserved. West End Games, WEG, and D6 System are trademarks and properties of Purgatory Publishing Inc.
Permission is granted to print one copy from this PDF for personal use only.
• Contents •
Introduction 3 Fairy 36 Giant Rat 68
Green Folk 36
Alligator, Crocodile 4 Glade Fairies 37
Roc 69
Giant Bat 5 Sasquatch, Yeti 70
Giant Cave Bat 5
Familiar 38 Sasquatch 70
Cat 38
Hell Bat 5 Yeti 70
Owl 38
Bear 6 Snake 38 Satyr 71
Black Bear 6
Fiana 39 Scorpion 72
Grizzly 6
Small Scorpion 72
Polar Bear 6 Flying Cat 40 Giant Scorpion 72
Bird of Prey 7 The Furies 41 Sea Serpent 73
Hawk 7
Gargoyle 42 Skeleton 74
Eagle 7
Ghost Warrior 42 Snake 75
Giant Boar 8
Ghoul 43 Constrictor Snake 75
Bogie 9 Small Venomous Snake 75
Giang Shi 44
Bogle 10 Giant Venomous Snake 75
Giant 45
Bull 11 Air Giants 45
Snake-Woman 76
Bunyip 12 Earth Giants 45 Sphinx 77
Fire Giants 46
Cat 13 Water Giants 47
Giant Spider 78
Domestic Cat 13 Jump Spider 78
Lion, Tiger 13 Gnome 48 Tunnel Spider 78
Celestial 14 Golem 49 Sprite 79
Flesh Golem 49
Centaur 15 Iron Golem 49
Giant Squid 80
Cyclops 16 Stone Golem 49 Stympalian Bird 81
Demon 17 Wood Golem 49 Swarms 82
Dinosaur 18 Gwyllion 50 Small Animal Swarm 83
Insect Swarm 83
Tyrannosaurus Rex 18 Harpy 51
Triceratops 18 Toad 84
Velociraptor 19
Horse 52 Small Toad 84
Riding or Draft Horse 52
Pterosaur 20 Giant Toad 84
War Horse 52
Frost Toad 84
Djinn 21 Hydra 53
Dog 22 Triton 85
Guard or Hunting Dog 22
Kelpie 54 Troll 86
Lap Dog 22 Leprechaun 54 White Unicorn 87
Dragon 23 Lizard 55 Valkyrie 88
Air Dragon 23 Crimson Sandking 55
Earth Dragon 23 Rider-Lizard 55 Vampyr 89
Fire Dragon 24 Small Sand Lizard 55 Wendigo 90
Water Dragon 25
Mermaid 56 Werewolf 91
Oriental Dragon 26
Skeleton Dragon 27 Minions of Evil 57 Wolf 92
Goblin, Gnoll, or Orc 57
Dwarf 28 Ogre or Bugbear 57 Yara-Ma-Yah-Who 93
Dwende 28
Mynyd 28 Minotaur 58 Zombie 94
Chanak 29 Mummy 59
Wavelorn 29 Invocations
Nymph 60
Giant Eel 30 Bunyip Summoning Invocation 12
Obayifo 61 Insect Repellent Invocation 83
Ekimmu 31
Oni 62 Spells
Elemental 32 Shapechanging Potion Spell 35
Air Elemental 32 Ooze 63 Bird’s Eye Spell 64
Earth Elemental 32 Owl 64 Chatterbox Spell 66
Fire Elemental 32 Simple Shapechanging Spell 67
Water Elemental 32 Pegasus 65 Minor Raise Skeleton Spell 74
Elephant 33 Peryton 65 Stympalian Flying Potion Spell 81

Elf 34 Pixie 66
Rakshasa 67 Genre Conversion 95
Empusa 35
• Introduction •
Our scholars have worked diligently they may have some to represent their small creatures are harder to hit but eas-
to bring you information on over 80 unconscious application of them, such ier to injure. For information on how to
different types of creatures — from as mettle to resist being told what to do. use scale in your combat encounters, see
alligators to Zombies. Of course, don’t Animals and monsters usually decide on page 71 of the D6 Fantasy Rulebook.
feel that because we’ve included it in the best course of action that will lead
this tome that you need to add every to their own survival, unless they are Increased
creature to your setting. trained otherwise. Attribute Special
Take note that the entries provide
Creatures and Ability
information on the typical member
You’ll notice that some creatures have
of the species, and that’s not always Their Fear Factor a bonus in parentheses after attributes
the one that stalwart adventurers Animals and similar creatures often and Strength Damage values. This
will run across. While the entries can try to scare interlopers in their ter- number in parentheses indicates the
serve well as a guide, it’s always worth ritories, either to weaken them or modifier that the creature receives from
remembering that any specific creature frighten them away. To simulate this, having the Increased Attribute Special
encountered may have abilities above, the gamemaster may have the creature Ability for the related characteristic.
below, or outside the norm — perhaps make a threatening gesture and make
even ones never seen in that species an intimidation attempt. Since the Disadvantages
before due to some twist of magical or intimidation attempt is an instinctual
divine intervention. The effects of the Reduce Attribute
reaction, it only may be performed once and the Hindrance: Movement Dis-
We also wish to bring to your atten- per encounter, but it affects all who
tion the following information that is advantages have been figured into the
witness it. For example, bears rear and characteristics of the creatures, so do
applicable to numerous creatures found often growl or roar, while a bull stamps
in this book. not apply them again.
its hooves and tosses its horns.
What You’ll Need Should the intimidation attempt suc- Animal Control
ceed, the target character or group flees, To keep a sense of balance in a game,
You’ll get the most out of this book possibly pursued by the creature if it is
if you’ve already read (or at least own) gamemaster should restrict Animal
hungry or provoked enough.
the D6 Fantasy Rulebook. However, we’ve Control to ordinary creatures (such as
For more details of the game mechan-
included a genre conversion at the end birds or cattle) and disallow its use on
ics of intimidation attempts, see page
of this book for those who’d like to use the more unusual creatures and mon-
73 of the D6 Fantasy Rulebook.
these critters in D6 Adventure or D6 sters (such as perytons and giant bats).
Additionally, characters many not use
Space encounters. Stampede Animal Control to hold power over any
Some animals, such as cattle and
Animals vs. elephants, become even more danger-
creature with Advantages, Disadvan-
tages, and/or Special Abilities in their
Sentient Beings ous when in enraged or frightened as a write-ups or where otherwise noted.
You’ll notice that game characteris- group. A stampeding herd does standard
tics are given in one of two ways: with Strength Damage (with any modifiers Designer Creatures
natural abilities and with Advantages, for the ability to trample) plus receives Monsters and animals (those crea-
Disadvantages, and Special Abilities. +5 to fighting for one round per five to tures that gamemasters wouldn’t allow
This is to help you distinguish between 20 animals in the group. (The larger the players to take as characters) may have
those with animal instincts only (which animal, the fewer that need to partici- a minimum of 1D in any attribute (gen-
are the ones with natural abilities) and pate to receive this bonus.) erally Intellect and Coordination), but
everyone else. they have no attribute maximum. Use
Scale Disadvantages and Special Abilities as
Animal Skills Many of the creatures in this book inspiration for the game mechanics of
Remember that, although clever, include a scale value. (Those that don’t various natural abilities for the creature.
most animals and some monsters have a scale value of zero.) Scale takes You can find a sheet to keep track of your
are not as intelligent as Humans are. into account that large creatures are modified and new monsters on page 127
They don’t actively use skills, though easier to hit but harder to injure, while of the D6 Fantasy Rulebook.
Page 4 • D6 Fantasy Creatures

Alligator, the Edge of the World, where foul slimes

and oozes feast on hideous birds and
around the world, they merely await
collection by a brave group of heroes

Crocodile cackling hags.

But those who dare the swamps and
determined to answer the ancient
mystery of the Gator King.
avoid the souls of the dead trapped in
Lizards of ancient age and graceful Typical Alligator
the rotting timbers of the moss-choked
danger, the alligator and its saltwater
cousin the crocodile fulfill an impor-
trees can find the treasures of ages past. or Crocodile
Lost in this place are artifacts created Agility 1D+2: dodge 3D+1, fighting 6D,
tant niche in a wetlands and swamp
by uncaring gods and discarded like old stealth 4D+2
ecology, preying on fish, birds, insects,
clothing; remains of fabulous heroes and
mammals, and other creatures. Often Coordination 1D
foolish merchants, staves of powerful
found in packs of five to 20, they are Physique 4D+2: lifting 6D, running
wizards and holy wards of great priests,
surprisingly gregarious and raise their 4D+2, swimming 7D
and dangerous technology of other
young with an apparent loving kindness.
realms. The swamps are disconnected Intellect 1D
Stealthy and deadly in water, they also
from time and space, warping into and Acumen 1D: hide: self only 5D+1, sur-
can make surprising bursts of speed
out of existence like light glancing off a vival 4D, search 4D, tracking 4D
on land. While in water they clamp
soap bubble. Great castles and donjons,
down on prey with powerful jaws and Charisma 1D: intimidation 5D, mettle
ancient conveyances and small villages,
thrash around their own axis, rending 5D
strange creatures and bizarre weather all
the prey apart. Strength Damage: 3D
haunt the Edge of the World Swamps.
Some unusual cultures raise these
Quick death awaits those who step into Move: 9 (land)/16 (water)
creatures as pets and guards or for
rapidsand or get tangled in the blood- Fate Points: 0
sporting events in which contestants
sucking vines of the willow trees.
wrestle the annoyed beasts. They also Character Points: 0
Some foolish ones say the Gator King
are harvested for their tasty meat and Body Points: 21
is a poor, trapped soul — bound into a
hides, which make excellent and sturdy
curse not of his own making, hoping Wound levels: 3
clothing and accessories.
for deliverance. But woe to any foolish Natural Abilities: cold-blooded
Bards tell of an ancient King of the
enough to think they can overcome the (lethargic in cold; +7 to difficulties
Gators, a beast of cunning intelligence
Gator King’s all-consuming appetite! of all actions until warmed up); jaws
and gigantic size, which can make even
To those who can find deliverance for (damage +1D); rending (damage +2D;
dragons quake with fear. Legend has it
the Gator King, the rewards of the gods may only be attempted while clamping
that the Gator King will one day devour
awaits. Several ancient scrolls tell of on victim in water); scaly hide (Armor
everything in the world, leaving himself
theories on how to survive the swamps Value +2); tail slap (damage +2); large
to eternally starve. The Gator King is said
and appease the Gator King. Scattered size (scale value 3)
to live in the bubbling acid swamps at
D6 Fantasy Creatures • Page 5

Giant Bat Even more deadly

are the hell bats, which
Giant cave bats are one of the more thrive on darkness
prevalent dangers in caverns and and hate the touch
abandoned dungeons, and those who of light. They spend
travel by night through certain parts the daytime hours
of the land are learning to fear the loud asleep in vast cav-
screech and the beating of leathern erns, emerging after
wings that presages the arrival of these dark to carry out
creatures. the wishes of their
Giant cave bats average one meter masters. Hell bats are
in length, with wing spans up to 2.5 humanoid-shaped
meters. They live in tunnels and caverns, creatures, 2.5 meters
emerging at night to hunt for food. They in height, ebony in
tend to feast on large prey, such as sheep, hue, with jet-black
cattle, and humanoids. They attack in wings and crimson eyes. Their Fate Points: 0
swarms of up to 20, forcing their victim wingspans reach five meters in length. Character Points: 0
to the ground and eating him alive. Wickedly sharp claws extend from their
Body Points: 15 Wound levels: 2
Giant cave bats use a powerful sonar hands to allow them to disembowel
their victims. Natural Abilities: teeth (damage
to enable themselves to navigate. They +2); wings; small size (scale value 3)
rely on stealth to allow them to approach The attack of a hell bat is easy to dis-
tinguish from that of any other creature.
an enemy undetected, and will carry
Its distaste for light will lead it to attempt
Typical Hell Bat
prey home if to is small enough. Other-
to extinguish any source of light in the Agility 5D+1: dodge 6D, fighting 6D,
wise, they simply eat their fill and leave
possession of its victims, either through flying 5D+2, stealth 7D+1
the rest for scavengers.
Interestingly enough, cave bat physical action or the use of its natural Coordination 1D
victims often seek the creatures out! magick. Once its prey is trapped in dark- Physique 5D+1: lifting 5D+2, run-
Among Earth and Air Giants, particu- ness, the hell bat emits a piercing shriek ning 6D
larly, giant cave bat meat is considered to freeze them with fear, and then it
Intellect 2D
a delicacy, and many a Giant has braved strikes with startling swiftness.
Hell bats are relentless fighters, relying Acumen 5D: hide: self only 5D+1,
caverns in various parts of the land on
on speed, cunning, and strength to carry survival 5D+1, search 6D, tracking
a hunt. Goblins and orcs like the meat
the battle. They normally attack solo, 6D+2
as well as the hides, and they often seek
cave bat lairs. Some pay dearly, in trades although as many as two of the creatures Charisma 4D+1: intimidation 7D,
or information, for directions to one. have been seen to work together. mettle 5D
Of course, if they are feeling especially Strength Damage: 3D
malicious, they may ask someone seek-
Typical Giant
Move: 15 (land)/60 (flying)
ing information to actually slay the bats Cave Bat
Fate Points: 0
and bring them back in exchange for the Agility 3D+1: dodge 4D+2, fighting
answers they need. 4D+1, flying 4D, stealth 4D+2 Character Points: 0
Coordination 1D Body Points: 24 Wound levels: 4
Physique 3D+2 Natural Abilities: claws (damage
+1D); darkness (as an action, may try
Intellect 1D
to cause a sphere of darkness 10 meters
Acumen 2D+1: hide: in diameter; requires an Intellect roll of
self only 3D+1, sur- 8; may be disbelieved with a Moderate
vival 4D+1, search Charisma or mettle roll); fear (+5 to
4D+1, tracking 4D intimidation total when emits a shriek);
Charisma 1D+1: immune to damage from nonmagical
intimidation 4D, weapons; sensitive to strong light (+1
mettle 2D to difficulties for each round exposed
Strength Damage: to torches, light spells, etc.; modifier
2D is cumulative until retreats from light
for several rounds); teeth (damage +2);
Move: 50 (flying)
Page 6 • D6 Fantasy Creatures

Intellect 1D
Acumen 2D+2: search 4D+2
Charisma 1D: intimidation 4D, mettle
Strength Damage: 2D Move: 15
Fate Points: 0
Character Points: 0
Body Points: 26 Wound levels: 4
Natural Abilities: claws (damage
+1D; +5 to climbing totals); bite (damage
+1D); thick fur (Armor Value +1); large
size (scale value 1)

Typical Grizzly
Agility 2D: climbing 3D, fighting 5D,
stealth 3D
Coordination 1D
Physique 5D: running 5D+2
Intellect 1D
When they are very hungry or feel
Bear unthreatened, bears scavenge camp-
sites. Driven by a powerful sense of
Acumen 2D+1: search 4D+1
Charisma 1D: intimidation 5D, mettle
The bear is one of the most renowned smell, a bear will even claw open sealed 4D
creatures of the wild. Though generally pottery jars, or bash them on hard Strength Damage: 3D Move: 18
considered slow, lumbering animals objects. Those who feel clever by hanging Fate Points: 0
by the casual observer, they are in fact their supplies in trees will receive a rude
quick when motivated. Combined with Character Points: 0
awaking by black bears, who are excel-
their very powerful physique, bears lent climbers, and persistent grizzlies, Body Points: 32 Wound levels: 4
are dangerous adversaries. This makes who will shake or knock down trees to Natural Abilities: claws (damage
them a favorite companion of druids get at these scrumptious treats. +1D+1); bite (damage +1D); thick fur
and shamans, serving as guardians and Most bears do not attack humans (Armor Value +2); large size (scale
sometimes mounts. unless it is necessary. Mother bears are value 3)
Black bears are one of the smallest notorious for going out of their way to
kinds of bear, weighing in at about 135 protect young. A mother bear protect- Typical Polar Bear
kilograms and roughly 1.2 to 1.5 meters ing her young gains a +2D bonus to her Agility 2D: fighting 6D, stealth 3D
from nose to tail. The brown, or “grizzly,” fighting and damage, and she does not Coordination 1D
bear is generally 225 to 270 kilograms engage in any defensive actions, such
and 1.8 to 2.1 meters long. As the largest as dodging or retreating. Physique 6D: running 6D+2
of their species, polar bears can weight Intellect 1D
over 540 kilograms and measure up to Typical Black Bear Acumen 2D: search 4D
three meters long. When standing on Agility 2D+2: climbing 4D+2, fighting Charisma 1D: intimidation 6D, mettle
their hind legs, take their length and add 4D, stealth 3D+2 5D
half again to determine the approximate Coordination 1D
height any bear can reach. Strength Damage: 3D
While bears are mainly carnivores, Physique 4D: running 4D+2 Move: 19
they can and will eat nearly anything. Fate Points: 0
Black and brown bears will eat all man-
Character Points: 0
ner of plant matter, including berries, Adventurers report unusually
roots, and bulbs. Some brown bears go large subjects of each species. These Body Points: 38 Wound levels: 5
after big game such as elk and moose, bears are about 50% larger than Natural Abilities: claws (damage
but most prefer fish and small game. their respective cousins and gain a +1D+1); bite (damage +1D); thick fur
Polar bears almost exclusively dine on +1D to Physique and fighting as well (Armor Value +1D); large size (scale
seals and other arctic wildlife. as +1 to their scale value. value 4)
D6 Fantasy Creatures • Page 7

Bird of coner engages in a process of bonding

with the bird through gentle speaking,
Typical Hawk
Agility 4D: dodge 5D, fighting 5D+2,
Prey careful stroking of the feathers, and
reward with food. Once the bond is
flying 6D
Coordination 1D
formed the falconer can train the hawk
Predatory birds, or raptors, are some
to hunt prey. The falcon is primarily Physique 2D: stamina 4D
of the world’s most efficient hunters.
used by nobles to hunt with because it Intellect 1D
With amazing eyesight, they can spot
kills its prey with a quick, clean blow to
small prey, such as rodents and other Acumen 3D: search 5D+2, tracking
the spine and neck that many view as a
birds, from a mile away. Diving from 4D
more honorable means of dispatching a
great height they reach incredible Charisma 1D: intimidation 2D, mettle
foe. The goshawk is a peasant’s hunting
speeds, sometimes in excess of 320 kilo- 2D
bird. With its more aggressive nature,
meters per hour, and snare their victims
it eviscerates prey if left unattended Strength Damage: 1D
efficiently with razor-sharp talons.
for too long. Basically, it has a habit of Move: 32 (flying)/15 (gliding)
The smallest of the raptors is the
ruining a good meal.
hawk, which comes in many varieties Fate Points: 0
Eagles are significantly larger birds,
including the falcon and goshawk. The Character Points: 0
about 4.5 to 6.8 kilograms with a wing-
falcon generally attacks other birds and
span of 1.8 to 2.4 meters. This gives Body Points: 8
is the smaller of the two, weighing only
them the power to hunt larger prey, Wound levels: 1
one-half to two kilograms with a wing-
snatch shallow-water fish, or compete
span of about one meter. The goshawk Natural Abilities: beak (damage
for fresh kill from other birds. Eagles
is slightly bigger, weighing about 1.4 +1D+1); diving attack (+45 to flying
also scavenge for carrion, so when they
to 1.8 kilograms with a wingspan of total and +2D to initiative roll for 1
can’t get fresh food, they willingly feast
1.2 meters. It hunts small mammals on round when charging 1 target from
on any carcass left behind after a hunt or
the ground including mice, squirrels, sufficient altitude); talons (damage
battle. Typically they are not trainable,
and rabbits. Both are used in falconry, +1D; may attack the same target twice
except by rare or magical means.
the art of training and hunting with per round with no penalty); wings; small
When soaring, using thermal layers
raptors. size (scale value 7)
in the air to stay aloft, a raptor can
In falconry, a captive raptor’s eyes
are covered with a hood and the fal-
fly for hundreds of kilometers before Typical Eagle
Agility 3D+1: dodge 4D+1, fighting 5D,
flying 5D+1
Coordination 1D
Physique 2D+2: stamina 5D+2
Intellect 1D
Acumen 4D: search 5D, tracking
Charisma 1D: intimidation 3D, mettle
Strength Damage: 1D
Move: 25 (flying)/14 (gliding)
Fate Points: 0
Character Points: 0
Body Points: 12
Wound levels: 2
Natural Abilities: beak (damage
+1D+1); diving attack (+45 to flying
total and +2D to initiative roll for 1
round when charging 1 target from
sufficient altitude); talons (damage
+1D; may attack the same target twice
per round with no penalty); wings; small
size (scale value 5)
Page 8 • D6 Fantasy Creatures

boars are aggressive fighters, the elder

giant boar is far craftier in battle. Hav-
ing survived the violent adult years, the
elder, typically over 40 or 50 years old,
has learned much from its encounters
with other beings. They have been
known to dig pits with their tusks to
trap hunters, lure attackers past nests
of poisonous snakes, and goad knights
into charging them near cliff edges.
The pelt of Elder Giant Boars, which
are silver gray, are valued at two to four
times that of the brown or black pelts
of the adult. The bristles of the pelt
don’t take well to dyeing, and are very
distinctive, so counterfeiting is difficult.
Tales of a white, or albino, giant boar
have been told, but none has ever been
killed or captured.

Typical Giant Boar

Agility 2D+2: dodge 3D+3, fighting
5D+2, jumping 4D, stealth 3D
Coordination 1D
Physique 6D: running 7D, stamina
Intellect 1D+2
Acumen 3D: search 4D, tracking
Charisma 1D: intimidation 4D, mettle

Giant Boar in their territory, bulldozing down any

unfortified structure with frenzied ease.
Strength Damage: 3D
The giant boar is the one of the great- They consider such dwellings competing
Move: 35
est prizes that any hunter can seek. dens and treat them as they would any
other offending female — with great Fate Points: 0
Throughout legend, kings, wizards, and
gods have tasked heroes with slaying disdain. Character Points: 3
this monstrous beast for their banquet Aside from the property damage and Body Points: 39
tables. However, many overconfident the potential loss of lives that a giant
Wound levels: 5
and greedy fools have perished on such boar can inflict, these beasts are hunted
for purely economical aims as well. The Natural Abilities: tusks (damage
quests, as this creature does not take
meat from a giant boar is flavorful and +2D+2); trample (damage +2D; must
well to being anyone’s prey.
rare, thus fetches a high price, not to charge); hind kick (damage +1D, rear
It is not without reason that the giant
mention that many of its organs are hooves only); tough hide (Armor
boar is so hunted. Each boar, being
components in magical potions and Value +1D vs. magical and nonmagical
about 1,580 kilograms and measuring
rituals. Even attacks); large size
the size of a fully grown rhinoceros,
more prized is (scale value 7).
can destroy an entire crop in a matter Cloaks, vests, and coats made
the hide, which Note: Elders have
of days or make grazing lands barren of giant boar pelt give the wearer
can be made into 4D in bluff, 3D in
in weeks. Moreover, they are hostile a +1D to all survival tests made in
fine clothing traps, and +1D to
and charge a mounted knight with no cold and rainy conditions, as well
and armor. intimidation and met-
hesitation, much less a group of farm- as +1D Armor Value.
While most tle, in addition to the
ers or herders. Females, during mating
mature giant typical skills.
season, also destroy houses and farms
D6 Fantasy Creatures • Page 9

Bogie spirits but still mischievous and enjoy

playing pranks on beings larger than
Typical Bogie
Agility 3D: climbing 3D+1, dodge 5D,
Bogies are small creatures that themselves. Some of their typical pranks
fighting 3D+1, melee combat 3D+1,
resemble pointed-eared, gray-skinned include: tying shoelaces together, steal-
stealth 4D
Leprechauns in peasant clothing. They ing and hiding small objects, writing
humiliating messages on victims while Coordination 3D: throwing 4D
have been known to appear as large
clouds of dust. Bogies have fingers that they are sleep and placing a victim’s Physique 2D: running 3D
end in points that allow them to burrow hand in a bowl of warm water. They like Intellect 2D: scholar: local history 3D,
in the soil. to hide in cupboards and closets where, speaking 2D+2
These mischievous sprites are dis- if they are not found, they sometimes
Acumen 3D: crafting: agriculture 3D+2,
tantly related to Leprechauns, but the fall asleep.
hide 4D, trading 3D+1
two races give each other a wide berth. Bogies are found in temperate
regions, especially forests and farms. Charisma 2D: animal handling 4D,
(Leprechauns consider Bogies to be bluff 3D+2
humorless Trolls.) Bogies are solitary The creatures sometimes make deals
creatures, although occasionally two with woodcutters and farmers, but they Strength Damage: 1D
will live together for company for a are notoriously poor negotiators and Move: 8
short while. often get the bad end of the deal.
Fate Points: 0
Daylight brings out the wickedness Bogies enjoy vegetables of all types,
though they can subsist on almost any Character Points: 3
in these creatures. During this time, if
they are prevented from returning to plant matter. If captured or charmed, Body Points: 12
their subterranean homes, they become they can be a great source of informa- Wound levels: 2
increasingly irritable, short tempered, tion for the immediate area. They always
Advantages: Size: Small (R2), scale
and mean. In combat, Bogies use their know where the best roots are located,
value 6
farming implements for maximum dam- and they often know interesting details
Disadvantages: Hindrance: Bad
age. During the night, they are in better of local history.
Negotiator (R1), +3 to mettle difficulties;
Hindrance: Short Stride (R1), 2 meter
reduction to running, swimming, and
jumping Move; Quirk: Ill-Tempered
(R1), Difficult mettle attempt to over-
come mean-spiritedness at night or else
+1 per hour (cumulative) to all charm
and persuasion attempts
Special Abilities: Intangibility (R2),
can turn to a dust cloud with Ability
Loss (R1), can be trapped in an item
that would collect dust, like a bellows or
a bottle; Skill Bonus: Animal Language
(R3), +9 to speaking: birds, speaking:
mammals, and speaking: reptiles with
Additional Effect (R2), can communi-
cate with animals
Equipment: tiny, crude farming
equipment (damage +2)
Page 10 • D6 Fantasy Creatures

military outpost. The hastily scrawled

text is mostly unreadable, but mentions
the appearance of an emaciated, disease-
ridden girl covered in oozing sores and
dressed in filthy rags, shortly before
a guard disappeared. Some witnesses
offered conflicting descriptions, and
the story was dismissed. More guards
vanished over the next couple of nights,
only to be spotted at dawn outside the
fort, severely mutilated (some people
doubt whether all of these deaths could
have been caused by just one bogle,
but experts agree that “terror” itself
is contagious, and mass hysteria could
have contributed to the lingering pres-
ence of a single bogle, which took new
shapes as needed). The account went
on to say that men began to desert
their posts, hoping to escape the ter-
ror, but they were always discovered
lying within sight of the fort, broken

Bogle the bogle. Left unchecked, a bogle can

grow strong enough to rend the Veil;
and torn like the others. The unnamed
author’s account then rambled for a
From the dawn of time, people once that happens, its prey is almost bit before concluding with these lines:
have used tales of lurking “bogles” to certainly doomed. “I knew they’d leave me here… all left
make children behave. These relatively Bogles do not possess a solid form on me… I can hear the creature now… so
harmless tools of parenting may seem their side of the Veil, existing instead as many legs… sound, like something wet
innocuous, but bogles are real and very, wraith-like essences that drift on ethe- and heavy dragging across the rocks...
very dangerous. Bogles originate in a real winds, patiently waiting for signs Mother, deliver me from…”
shadowy dimension separated from of prey. Once allowed into this world,
ours by a barrier called, among other however, bogles take the physical form
Typical Bogle
names, the Veil. Bogles cannot breach of their prey’s deepest fear. Bogles can As bogles can take many forms, no
this barrier — unless they get help from appear large or small, fat or skeletal, single set of characteristics can accu-
the other side, that is. hairy or scaled, repulsively hideous or rately represent them. Therefore, the
The bogles’ path to carnage lies in disarmingly beautiful, recognizably composition of the bogle is up to the
fear, but not the kind felt by a thief humanoid or completely alien. Without gamemaster. Use any entry herein or
about to be caught by guards, or that a strong source of fear to sustain them, base it on any humanoid, adding these
experienced by a shy person making a bogles rapidly weaken and are pulled abilities plus any others the victim
speech in front of a crowd. Bogles are back into their own realm by the Veil, thinks the terror would have: life drain
only drawn to irrational, paralyzing ter- where they wait for the chance to roam (6 Body Points/1 Would level per round
ror, such as might be felt by a conscripted free again. Survivors of bogle attacks are per successful intimidation attempt);
soldier about to go into combat for the rare, and, of course, bogle descriptions immortality (returns to its home
first time, or by a child who has heard vary greatly. dimension when slain); inspire fear (+2
too many scary bedtime stories. When Bogles prey mainly upon people who to intimidation totals and -2 to combat
parents frighten their children in the can be overwhelmed by fear, which is difficulties against frightened individu-
name of social decorum, when grown why children so often become victims. als; Moderate mettle or Charisma roll
men surrender their wits to the numb- Adults, however, are not immune to to resist); one form (bogle must make
ing spread of total fear, they unwittingly bogles, and no one can tell for certain a Moderate mettle roll, which counts
open a window in the Veil. If they are how many have fallen to these inner kill- as an action, to keep one form when
very unfortunate, a bogle will be there, ers. For a rare glimpse into the mental confronted by two or more victims;
staring back at them... state of victims of a bogle attack, as indicates that the bogle vanishes to
It is far too easy to make children well as a hint of the creature’s perceived its home dimension). Remember that
believe in monsters. Belief leads to fear, form, one museum curator points to a bogles are supposed to be frightening
and fear feeds the insatiable appetite of fire-damaged journal found in a ruined creatures that are hard to defeat.
D6 Fantasy Creatures • Page 11

The bull is identified by many cultures
as a symbol of strength and virility
— some consider it sacred. A number
of religious ceremonies use the bull as
a sacrifice or in rituals pitting them
against warriors as a test of their brav-
ery. However, despite the mysticism
associated with bulls, the day-to-day use
of these animals is the simple breeding
of livestock.
In any herd of cows, or steers, there
are 20 to 30 bulls per 100 cows in the
wild or traveling with nomadic herders,
but only about five to 10 bulls on farms
and ranches for a like number of cows. In
this way, farmers and ranchers maintain
control of the population and insure
optimal breeding, as well as to prevent
bulls from injuring one another when
competing for females. They do this by
locking horns. In enclosed settings, like
ranches, they have been known to injure
the cows as well.
Bulls are much larger than cows,
about 1130 kilograms and standing 1.5 knees to “fight” the animal. To perform is a very dangerous but crowd-pleasing
meters at the shoulder. A cow is about this kind of bull taunting, the character stunt and could, eventually, earn the
680 kilograms by comparison. needs training in a specialization of character some fame.
The horns of a wild bull average 1.5 dodge, called bullfighting. Each round,
meters from tip to tip, but can get as the fighter makes an intimidation roll Typical Bull
long as 1.8 to 2.1 meters. Must bulls in versus the bull’s mettle, in addition to Agility 2D: dodge 3D, fighting 4D+2,
captivity have been bred for small horns a dodge: bullfighting attempt against the jumping 3D
(which can be as short as one-half to one animal’s Acumen. As the performance Coordination 1D
meter across) or have had their horns requires both each round, multi-action
Physique 4D+2: running 5D+2,
cut off to prevent injury to people and penalties apply. Missing the intimida-
stamina 6D+2
beast a like. tion roll means that the bull does not
charge, while missing the bullfighting Intellect 1D
Like many herd animals, bulls don’t
generally bother with people unless attempt indicates that the bull plowed Acumen 2D: search 3D
they approach too closely. The bull deals into the fighter. Charisma 1D: intimidation 4D, mettle
with threat, real or perceived, by a swift Some bullfights require the fighter 4D
charge, goring of the horns, and tram- to kill the bull or lance it with several
Strength Damage: 2D
pling under hoof. In a ceremonial battle, spears in order to finish the contest.
Once the bull becomes injured, it gets Move: 30
or bullfight, the bull is taunted with a
cape or any other large piece of cloth into even more enraged and more difficult Fate Points: 0
charging. It is not the bullfighter that is to control. Any bullfighting tests made Character Points: 0
the target but the cape itself. after the bull is wounded (a loss of more
Body Points: 19
The motion of waving the cape cre- than five Body Points or one Would
level) are done against the bull’s mettle Wound levels: 3
ates the perception of the cloth as the
threat; the person holding the cape instead of Acumen. Natural Abilities: horns (damage
is irrelevant to the bull. A talented Some fighters like to show off by mov- +2D; +5 to fighting totals if a long-
bullfighter can keep a bull occupied for ing to the side at the last moment and horned bull); trample (damage +3D;
several minutes with this technique placing themselves close enough to the must charge); large size (scale value 3)
and may play to the crowd by putting side of the bull as it rushes past. (This Note: More aggressive bulls can have
his back to the bull or even going to his adds +5 to the bullfighting difficulty.) It a mettle skill of 5D to 6D.
Page 12 • D6 Fantasy Creatures

Natural Abilities: claws (damage

+2D); teeth (damage +3D); cannot travel
more than two kilometers from its lair;
can eat anything; breathe in water; large
size (scale value 6)
Notes: Some bunyips have one
or more of the following: tough hide
(Armor Value +3D), enhanced sight
(+6 to sight-based totals); night sight
(no penalties in dim conditions);
flight (flying Move 36 with flying skill
of 4D); combat instincts (cannot be

Bunyip Summoning
Skill Used: Strife
Difficulty: 11
Effect: 15 (+3D+1 bonus to persua-
Range: 1 kilometer (+15)
Speed: +15
Duration: 25 minutes (+16)
Bunyip tim flees its sphere of influence, the spirit
attacks its summoner. The spirit’s power
Casting Time: 25 minutes (-16)
Other Aspects:
Bunyips are the angry animal spirits may only be used to avenge slain animals Components (-2): Bull-roarer (very
of creatures that were slain for sport or and the like, so the shaman must word common)
other petty reasons. They have a variety his request carefully and target victims Concentration (-2): 15 minutes with
of shapes, but are always covered in fur, even more carefully. mettle difficulty of 8
with two large clawed arms and a fero- Under other circumstances, bunyips Gestures (-3): Whirl a bull-roarer
cious mouth of teeth. They may some- cannot be reasoned with, and they over head for entire concentration
times have horns, fins, wings, scales, or attack all until they or it are destroyed. time with acrobatics difficulty of 11
other parts of animals that have been However, if it manages to kill the person Incantation (-2): Carefully worded
slain in the area. The more animals sense- or persons responsible for its creation or request (complex formula with diffi-
lessly killed within the vicinity of their growth, it disappears with the corpses culty equal to roll of bunyip’s mettle)
creation, the larger they are. of those persons, never to return. The
Once the shaman seats himself within
The first bunyip is said to have bodies of these persons are never recov-
one kilometer of the bunyip’s den, he
appeared in a large island-continent far ered, though the bloated corpses of its
begins by twirling the bull-roarer over
out in the ocean, but they can be found other victims might be found, laden with
his head. After its roaring is steadily
near any body of water. an animal killed treasure, in the bottom of its den.
produced, he concentrates on sum-
and thrown into a water hole has an
excellent change of becoming a bunyip.
Typical Bunyip moning the bunyip forth. At the end
of the time and with a successful strife
During the day, they hide in their Agility 3D: fighting 4D, stealth 6D roll, the bunyip appears. (On a failure,
watery lairs. At night, the spirits attack Coordination 3D the bunyip does not appear. On a fail-
anything that ventures within two kilo- Physique 8D: running 8D+1 ure with a Critical Failure, the bunyip
meters of its lair, but it will not go beyond attacks the shaman.) The shaman may
Intellect 1D
that limit even if the target flees beyond then make his request of the bunyip,
the area. It prefers humanoid women Acumen 3D: hide 4D, tracking 4D using his persuasion plus the bonus
over all other targets as the creature Charisma 3D: intimidation 7D, mettle received from this invocation against
savors the sweet flavor of female flesh. 5D the bunyip’s mettle. (Treat the bunyip
Shamans that are close to nature have Strength Damage: 4D Move: 12 hostile but the request as something
been known to call on and manipulate the bunyip would do anyway.) Any kind
Fate Points: 0
bunyips, but this is extremely dangerous. of failure to convince the bunyip to fol-
If the shaman does not create the miracle Character Points: 2 low the shaman’s wishes results in the
properly or if the bunyip’s potential vic- Body Points: 32 Wound levels: 5 bunyip attacking the character.
D6 Fantasy Creatures • Page 13

Cat to 286 kilograms and measure 1.2 to 2.8

meters in length, while lions are 1.9 to
Typical Domestic
Cats are greeted with an air of mys- 2.7 meters in length and weight between
112 and 270 kilograms. All prefer to go Agility 3D: acrobatics: falling 5D,
ticism and superstition, sometimes climbing 4D, dodge 4D, fighting 4D,
worshiped as gods or reviled as devils. after herd animals like deer, wildebeest,
and the like, but they will eat what is jumping 4D, stealth 4D
No other animal is treated so diver-
gently by society, perhaps because it available, including carrion, reptiles, Coordination 1D
is a creature that carries itself like one fish, and berries. Physique 1D: running 3D, stamina
who keeps secrets. In a magical setting The primary hunting technique of 2D
a cat is cause for great concern. all cats, large or small, is to stalk their
Intellect 1D
The common domestic cat is typically prey and use the terrain to mask their
approach. They then pounce at their Acumen 2D: hide: self only 4D, search
no actual threat to anything more than 3D
a mouse or other rodents and even in intended meal from the side or rear,
superstitious cultures can be found knocking it to the ground and going Charisma 2D: mettle 3D
roaming within most communities. for the throat. The larger cats, like Strength Damage: 1D Move: 20
Generally only about 33 centimeters cougars and lions, often pursue prey
Fate Points: 0
or so long in the body, adults weigh in that is much larger than they are, but
domestic cats rarely go after anything Character Points: 0
at 2.7 to 5.4 kilograms, domestic cats
can be found as pets in many homes or near to their size. Once the prey has Body Points: 10 Wound levels: 1
hovering about storehouses, watching been rendered helpless or dead, cats Natural Abilities: bite (damage
for marauding rats and birds to eat. generally take it to a secluded place to +2); claws (damage +2); night sight (no
While independent creatures, they do eat. However, domestic cats that have penalties in dim conditions); small size
entertain the company of humanoids a good relationship with humanoids (scale value 6)
and do form a small number of strong often leave their kill (or at least a good
social bonds. part of it) in a place for their upright Typical Lion or
Related to the domestic cat are the companion to find. It is a practice that Tiger
feline predators of the wild, known com- is said to be part of some ancient ritual
Agility 4D+1: climbing 5D, dodge 5D,
monly as the great cats. These include to bless, or curse, the humanoid for their
fighting 5D+1, jumping 5D, stealth
cheetahs, cougars, leopards, panthers, treatment of the feline ... if one believes
lions, tigers, and others. Tigers are 75 in that sort of thing.
Coordination 2D
Physique 4D+1: lifting 6D, running
Intellect 1D
Acumen 2D+2: hide: self only 4D+2,
search 4D, tracking 3D+2
Charisma 2D: intimidation 5D, mettle
Strength Damage: 3D Move: 30
Fate Points: 0
Character Points: 0
Body Points: 24 Wound levels: 3
Natural Abilities: bite (damage
+1D+1); claws (damage +2D); night
sight (no penalties in dim conditions)
Note: Large cats can leap up to 10
meters horizontally or two meters
Page 14 • D6 Fantasy Creatures

Physique 3D (+12): lifting 8D, stamina

Intellect 3D: cultures 4D, healing 4D,
navigation 10D, speaking 4D
Acumen 3D: search 3D+1, tracking
Charisma 4D (+12): command 8D,
charm 8D+1, intimidation 7D+1,
persuasion 9D, mettle 10D
Miracles 3D: favor 5D+2, strife 5D
Strength Damage: 4D (+12)
Move: 10 Fate Points: 5
Character Points: 100
Body Points: 40 Wound levels: 5
Advantages: Authority (R2); Con-
tacts (R2), fellow Celestials following the
same divinity; Equipment (R4), special
holy weapons and armor; Patron (R3),
the divinity
example, certain Celestials have only two Disadvantages: Debt (R3), owes all
Celestial wings, while others have four, six, eight,
or even 10. Unfortunately, no Celestial
equipment and Advantages to divinity;
Devotion (R3), to divinity and divinity’s
Many religions feature divine mes- has ever confirmed the proper hierarchy, laws; Employed (R2), to divinity; Enemy
sengers, beings from the heavens so two mortals (or even two religions) can (R2), Demons; Quirk (R1), seemingly
who descend to warn — or punish have wildly different ideas of where one narcissistic
— humanity. Though some claim that Celestial stands in the divine order. Special Abilities: Accelerated Heal-
these creatures are mere hallucinations, Celestials do not need to eat or ing (R1), +1D to natural healing rate;
exaggerations, or metaphors, they are all drink, or even to breathe. Their link to Ambidextrous (R1), +1 to select skills
too real. Divine beings come in several the divine provides all the sustenance when using two hands; Environmental
forms, but the most common are the they need, although both sunlight and Resistance (R2), +6D to Physique to
heaven-born winged creatures often positive emotions can give them added resist effects of extreme conditions;
referred to as Celestials. strength and comfort. Flight (R4), flying Move 80; Immortal-
Celestials resemble Humans except Most Celestials seem haughty to ity (R1); Increased Attribute: Agility
for three things. First, they are glori- mortals, because they command rather (R12), +12 to related totals; Increased
ously beautiful, with long, graceful than request, and because they dislike Attribute: Charisma (R12), +12 to
limbs, androgynous features, flawless being touched. This is not arrogance, related totals; Increased Attribute:
skin, flowing hair, and large, expressive however. Celestials are accustomed to Coordination (R8), +8 to related totals;
eyes. Second, Celestials have golden skin absolutes, and have no concept of lies, Increased Attribute: Physique (R12),
and white-blonde or bronze-brown hair, uncertainties, or tact. They speak their +12 to related totals; Skill Bonus: Link
and eyes of such a pale blue or green mind, state what they know, and place with Divine (R4), +6 to favor and strife
they appear almost white. They seem to complete confidence in whatever action totals with Additional Effect (R4),
glow with health, vitality, and beauty. sounds best to them — but if a new requirements of religion need not be
Third, Celestials have large wings that plan sounds better they will switch to performed. All Special Abilities have
sprout from their shoulder blades. These supporting that, and see no problem Debt (R1), owed to divinity.
wings are fully functional, and allow the with such a drastic reversal. Equipment: flaming longsword
Celestials to fly at impressive speeds and (damage +3D; flammable materials
with astounding agility. Most Celestials Typical Celestial catch on fire); divine armor (Armor
have four to eight wings, which seem to Agility 3D (+12): acrobatics 7D+1, Value +10D+2)
overlap somehow, though some have fighting 6D+1, dodge 8D+1, flying Note: Due to their closer connection
only a perfectly matched pair. 10D, jumping 6D+2, melee combat with their divinities, Celestials need
Celestials have a strict hierarchy, 8D not perform any actions their divin-
which determines not only rank and Coordination 2D (+8): charioteering ity otherwise requires of followers to
duties but even physical appearance. For 4D, throwing 5D+2 perform miracles.
D6 Fantasy Creatures • Page 15

Centaur kind rather than those from the outside

world. These views are not entirely justi-
Typical Centaur
Agility 3D: fighting 4D, jumping 4D,
Centaurs are an amalgam of horses fied, as Centaurs have been captured in
melee combat 4D
and Humans, possessing the upper torso the past by other unscrupulous races.
In combat with outsiders, Centaurs Coordination 2D: throwing 2D+2
and arms of a man attached to the body,
legs, and tail of a horse. (Scholars are a prefer the bow and arrow, although they Physique 4D: running 5D
bit mystified that, at four equine and sometimes use other weapons relying Intellect 2D: healing 2D+1, traps 3D
two Human limbs, Centaurs have more mostly on upper-body skills, such as
Acumen 3D: search 3D+2, survival 4D,
appendages than either source crea- the spear or net. Centaurs can also fight
tracking 4D
ture.) Centaurs have two distinct social using hooves and fists, although such
methods are usually reserved for ritual- Charisma 2D: bluff 2D+1, command
groups: territorial, which are composed 2D+2, intimidation 2D+2, persua-
of mixed numbers of males and females istic battles among their own kind.
Centaurs are intelligent and cunning sion 3D
resembling nomadic human tribes; and
harems, consisting of one or two domi- but typically wild, unpredictable, and Strength Damage: 2D
nant males and five to six females in a prone to succumbing to alcoholic and Move: 10
life-long dedicated grouping. amorous desires. However, well-man-
Fate Points: 0
Centaurs are omnivorous, supple- nered Centaurs are possible, and bards
sing tales of those who have overcome Character Points: 3
menting their gathered vegetative
diet with small game hunting. They their more base nature. Although Cen- Body Points: 16
are regional but somewhat nomadic, taurs are generally distrustful of non- Wound levels: 2
forgoing most permanent structures. Centaurs, those who form bonds with
Advantages: Size: Large (R1), scale
They prefer living in temperate forests, outsiders will defend their friends to the
value 3
brushlands, and mountainous terrain, death. While it’s rude to think of a Cen-
Disadvantages: Devotion (R1),
although can adapt in difficult times to taur as a horse to domesticate, friendly
debauchery; Quirk: Phobia (R1), xeno-
reside in less hospitable areas. Centaurs may permit Humans to ride
Centaurs are usually mildly xenopho- them like horses (they generally prefer
Special Abilities: Fast Reactions
bic, preferring the company of their own riders of the opposite gender).
(R1), +1D to initiative rolls, one extra
action per round thrice per adventure;
Hypermovement (R5) +10 to base Move;
Natural Hand-to-Hand Weapon: Hooves
(R1), +1D damage
Equipment: longbow and quiver
of arrows (damage +2D+2; range
10/100/200; 20 arrows); metal-tipped
spear (damage +2D)
Page 16 • D6 Fantasy Creatures

may transcend these roles; though

difficult, a warrior-born Cyclops may
instead dedicate life to more academic
pursuits, and vice versa. About one in 10
Cyclopes is born a scholar, and parent-
age does not determine role. Cyclopean
society favors its warriors slightly, but
recognizes the value of its sages and
seers. Human sages debate whether any
intrinsic quality separates scholars from
warriors, or if the difference remains
rooted in culture and upbringing.
Cyclopes have interpersonal liaisons
as desired; they do not marry or form
other life commitments, although some
have a preferred mate. Fertility rates
fall slightly below Humans’, with a
six-month gestation period. Cyclopean
mothers, with separate help and care
from their fathers, protect and nurture
their children until deemed mature at 14
years old, at which point they become
full members of society. Cyclopes can
live to be 80, although most die decades
earlier due to their combative lives.

Cyclops livestock such as sheep and cows. They

use animals to satisfy their carnivo- Typical Cyclops
A race of seemingly contradictory rous eating habits, but many Cyclopes Agility 3D: fighting 4D, melee combat
giants, Cyclopes (the plural of “Cyclops”) develop a taste for Human flesh. 4D
trace their lineage directly from the gods. They can survive in most climes Coordination 1D+2: throwing 4D
Sages as a rule do not disagree with this except arctic or desert conditions. How- Physique 5D (+2): lifting, 6D, stamina
assertion, not because of overwhelming ever, they prefer seaside mountainous 5D+2
evidence — proof remains sketchy, at areas with lots of fresh water. Occasion-
best — but rather because most scholars ally, they band together in clusters akin Intellect 1D+2: traps 2D+2
have a policy against drawing the ire of to villages and hamlets, where members Acumen 2D: crafting 3D
volatile man-eating giants. assume different occupations such as Charisma 1D+1: intimidation 5D,
Standing at eight to 10 meters, tailor, blacksmith, or sage. Their chaotic mettle 3D
Cyclopes appear for the most part to be and explosive natures make any larger Strength Damage: 3D (+2)
giant Humans. However, instead of two social structures impossible, although
eyes, they possess one large eye in the tales tell of one or two self-controlled Move: 10 Fate Points: 0
center of their forehead. They tradition- Cyclopes residing in large tolerant cit- Character Points: 3
ally dress in the loosely sewn skins of ies. Although they prefer their privacy, Body Points: 26 Wound levels: 4
large animals, and prefer weapons that Cyclopes are quick to band and defend Advantages: Size: Large (R2), scale
can best utilize their size and strength, others of their kind from threats or acts value 6
such as tree-trunk clubs and thrown of aggression; only against extended Disadvantages: Achilles’ Heel: Vul-
boulders. Curiously, Cyclopes have a threats or wars will they appoint a war- nerability (R3), eye can be targeted at
remarkable blacksmithing tradition, lord to serve as leader. Cyclopean society +4D (15) difficulty, +12 damage modi-
despite the fact that they have little treats males and females equally. fier, success means Cyclops is blind
use for metal objects or armaments Cyclopes have two distinct subgroups Special Abilities: Hypermovement
themselves; many legendary weapons in their society: scholars and warriors. (R2) +4 to base Move; Increased Attri-
— oversized and Human alike — are For the most part, they are born into bute: Physique (R2), +2 to all related
of Cyclopean origin. their roles. Newborn Cyclopes who do totals
These giants generally prefer solitary not open their eyes until six to eight Equipment: large club (damage
existences, either roaming from place weeks are warriors, while scholars’ eyes +3D); giant rock (damage +5D)
to place or dwelling in caves and raising open upon birth. However, Cyclopes
D6 Fantasy Creatures • Page 17

of any mistakes or loopholes to Typical Demon

hurt as many other beings as
Agility 3D: dodge 2D, fighting 7D, fly-
possible.) Demons must take
ing 3D+1, melee combat 3D+1, riding
their true form when their true
3D+1, stealth 3D
name is spoken. They cannot
lie about the nature of their Coordination 3D: charioteering 3D+1,
powers or to what extent they marksmanship 3D+2, sleight of hand
may use these powers. (These 3D+2, throwing 3D+2
creatures are, however, adept Physique 3D (+4): lifting 5D+1, run-
at twisting their words and ning 5D+2
saying one thing while imply- Intellect 3D: cultures 3D+1, reading/
ing another.) writing 3D+2, scholar 3D+2, speaking
Assuming a Demon fol- 4D, trading 4D
lows these rules, he may
Acumen 3D: disguise 5D, gambling
stay on Earth as long as he
5D, hide 4D, search 3D+1, streetwise
likes. Some Demons indulge
3D+2, tracking 3D+1
in excess. Other Demons
spend years in a fictional Charisma 3D: bluff 7D, charm 5D,
personae to bring despair intimidation 6D, mettle 4D
and suffering to a target. Magic 2D+2: apportation 3D, alteration
Any Demon bothering to 4D, conjuration 4D+2
come to Earth tends to target those Strength Damage: 3D (+4)
of the good at heart and righteous of
Move: 10 Fate Points: 1
mind, because they provide more enter-
tainment. They use their magical abili- Character Points: 8
Demons are interdimensional crea- ties to torment others or grant wishes to Body Points: 38 Wound levels: 5
tures from Hell sent to tempt mortals those who wish to sell their souls. Advantages: None
into corrupting and selling their souls. Demons can be found anywhere, Disadvantages: Achilles’ Heel: Holy
These creatures come in a variety of but they may not step on consecrated Items (R4), take double damage from
shapes and sizes, and no two are alike. ground. They often take the form of holy items or items that are specially
Most are humanoid with Human facial powerless individuals to keep their true purified and blessed; Achilles Heel:
features, although the more fearsome identity a secret. Consecrated Ground Weakness (R5),
of the species have animal or insect Demons have equipment according cannot cross consecrated ground with-
features. Demons have a tough hide to their cover personae. (If the creature out becoming racked with pain and must
that is evident when in its true form. is posing as a beggar, it would have do nothing else but escape; Advantage
Additionally, in its true form it has horns beggar’s clothes and a beggar’s cup, for Flaw: True Name Weakness (R10), all
and cloven feet and sometimes wings instance.) They sometimes wield power- scores, except Intellect, are at -1D against
and a tail. Demons generally shapeshift ful magic items and relics. an opponent that knows the creature’s
into more pleasing forms. These creatures eat, but they do not true name, and the user may bind the
In Hell, Demons have a social struc- need to. Demons prefer the blood and Demon to his service; Devotion: Rules of
ture that mirrors that of the most popu- flesh of a recently corrupted sinner. They Conduct (R3), must follow rules outside
lar current humanoid structure, minus sometimes eat weak and powerless crea- of Hell (see description); Infamy (R2)
a few years. This structure is more of a tures because they can. All Demons have Special Abilities: Natural Armor
guide for the Demons. In reality, only a true name that they keep hidden from (R1), +1D to damage resistance total
the strong rule and the weak serve. others at all times. Wizards and other with Ability Loss (R1), ineffective
Due to the precarious balance between practitioners of magic may sometimes against holy items; Accelerated Healing
Good and Evil, Demons adhere to strict divine the name, but more often than (R4), +4D to natural healing rate with
rules when on Earth (lest they incur not, they discover the equivalent of a Ability Loss (R1), may not be used to
the wrath of the Good). They cannot nickname. These demonic nicknames recover damage done by holy items;
injure a non-Demon unless they have have very limited power over the Flight (R4), flying Move 80; Immortal-
been attacked first. They must fulfill any beasts, but the Demons often do not ity (R1), when slain on Earth, they may
promise that is made when someone let individuals not return for 1 century
uses their true name. (Due to their evil discover that and 666 days; Increased
nature, they will do so only to the letter until it is too For a shapechanging spell,
see the Rakshasa entry on Attribute: Physique (R4),
of the agreement and take advantage late. +4 to related totals
page 67 of this book.
Page 18 • D6 Fantasy Creatures

Dinosaur Immature tyrannosaurs live in

crèches of two to seven individuals of
Intellect 1D+2
Acumen 2D: hide 7D, know-how 3D,
approximately the same age, though tracking 4D+2
Tyrannosaurus not necessarily related by blood. The
Charisma 1D+1: intimidation 6D+1,
social bond of the crèche lasts through-
Rex out a tyrant’s long, event-filled life
mettle 5D+1
Measuring 15.25 meters from nose (tyrannosaurs live up to 125 years), Strength Damage: 4D Move: 20
to tail, standing over 5.5 meters tall, and individuals sometimes undertake Fate Points: 0
weighing over five metric tons, and extended journeys years later to visit Character Points: 0
sporting one-meter jaws that can bite old friends. However, as with all things,
a horse in two, the tyrannosaurus rex Body Points: 25 Wound levels: 4
even the closest bonds eventually give
is the undisputed king of predators. way when members leave in search Natural Abilities: tough skin
But there is much more to the life of of mating prospects. Tyrannosaurs (Armor Value +1D); teeth (damage
this famous hunter than many people mate for life and show great affection +3D); tail (damage +3D); large size
realize. These fast, agile, and intelligent through nuzzling and preening, and (scale value 12)
eating machines are just as likely to some tyrants have even been known to
be found playing games of tag with pine away upon the loss of a companion. Triceratops
other tyrannosaurs, chasing prey or Intellect of this unexpectedly advanced The triceratops is a difficult animal to
harassing other dangerous animals and touchingly familiar behavior may approach and study. Peaceful by nature,
for the sheer joy of it, mucking about offer little comfort, however, if a triad they are extremely dangerous when
in ponds and mud holes, sliding down of adolescent lizard kings picks up a lost anyone threatens their territory or off-
snow-covered hillsides on their backs, adventurer’s scent... spring. Adult triceratops have no natural
or even simply playing with string. They predators, though younger specimens
enjoy challenging puzzles and will work Typical sometimes fall prey to tyrannosaurs,
for hours trying to crack a barrel as if Tyrannosaurus Rex velociraptors, or large mammalian
hoping to find a dozen cows magically Agility 4D+1: fighting 7D, dodge 6D+2, carnivores. A typical triceratops stands
hidden inside. jumping 5D+1 over three meters tall and measures over
Although capable of running down 7.5 meters from tip of snout to tip of
and killing most animals for food, Coordination 2D
tail, packing 4.5 metric tons of surpris-
tyrannosaurs never pass up a chance Physique 8D+2: stamina 9D+2 ingly agile meat in between. Females
to scavenge carcasses or dine on easier are slightly smaller than males but no
prey. And few scholar-adventurers real-
ize that the terrible lizard king is not
a true carnivore at all. One intrepid
professor witnessed three tyrannosaurs
devour something with great relish,
and then stumble crazily around after-
wards as if drunk. The afflicted beasts
ignored members of the expedition
as they inched their way closer, only
to discover that the tyrants had been
feasting on a huge heap of berries that
had been fermenting in the sun. The
three lizard kings then briefly charged
at the explorers but did not pursue them
as they fled the scene. In this regard,
tyrannosaurs most resemble crows and
ravens — much like those ubiquitous
harbingers of fate, tyrannosaurs eat
just about anything and are known to
collect shiny things (as many unfortu-
nate adventurers have discovered), but
whether as gifts for their mates, prizes to
line their nests, or simply as entertain-
ing diversions, none can say.
D6 Fantasy Creatures • Page 19

less aggressive when During mating the patience, endurance, and skill of
challenged. One tricera tops bull was season, breed- these consummate hunters. Standing
Adults are vege- actually observed to pause for ing cows stand nearly two meters tall, able to outrun a
tarians and subsist a mouthful of greener y during watch over their thoroughbred at full sprint, and armed
entirely on grass, a mortal fight with three thrill- nests of three to with razor-sharp talons and surprisingly
leaves, and roots, but seekin g tyrann osaurs . The six eggs while strong grasping claws, they possess a
a young triceratops fight ended predictably, with young or eggless chameleon-like ability to change their
is omnivorous and the bored tyrants being driven females try to skin patterns and colors to match any
will eagerly consume off, but the bull paid for his gather food for terrain, and an appetite that is never
insects, small mam- untimely dining decision with the pride. Hatch- sated. These creatures are the dire
mals, other species of a wound to his flanks that left lings learn what wolves of their kind — nightmares
dinosaur, or anything an impressive scar. plants to eat and brought to life.
that winds up in front what beasts to Velociraptor packs live in den-war-
of its mouth — even its avoid from their rens scratched from hillsides or clay pits.
own mother (or the head of an unwary mothers. Cows are dangerous only when Their social hierarchy is a living model
adventurer). Fortunately, female they feel their young are threatened, of the principal of the survival of the
triceratopses know better than to do which happens whenever anything fittest. ’Raptors run in packs of 12 or
something so stupid, which is more than Human-sized or larger walks into sight more individuals ruled by a mated alpha
can be said of certain adventurers... on two legs. In the absence of a bull, pair. Pack member positions fluctuate
Triceratopses live in social herds akin a pride’s cows rally to the defense of according to the individual’s current
to lion prides, with one male (the bull) the young. For this reason, young are health and strength. Injury or disease
controlling a group of 20 or more females generally lost to predators only during often causes a pack member to slip down
(cows) and dozens of offspring (toplets) the long migrations between hatching a rung within ’raptor society, and those
of varying ages. Toplets remain with their grounds and grazing territories, when that appear too weak risk ending up
prides until nearly mature, at which point the herds must keep moving to beat on the menu. Velociraptors of beta or
they either leave on their own or are the winter snows or return to their lush lower status are free to choose mates,
stolen by a young bull seeking females grazing plains after the relatively lean and mated pairs help each other survive
of his own. Prides remain isolated from mating season. injury and famine, but only an alpha will
each other most of the year, but during risk its life to protect its mate.
mating season, which starts with the Typical Triceratops Velociraptors hunt in groups called
onset of autumn, all of the prides band Agility 3D+2: fighting 7D+2, dodge jagers, instinctively employing hunt-
together to migrate to hatching grounds 7D ing tactics that would challenge even
located in warmer climes, hundreds of Coordination 1D the best Elven trackers. Jagers are
kilometers to the south. Physique 8D: stamina 9D+1, swim- composed of four individuals, usually
Upon reaching maturity, females ming 9D mated pairs, which operate around the
often leave the pride to find a mate, as clock to meet the needs of demand-
Intellect 1D
part of nature’s way of avoiding inbreed- ing warm-blooded metabolisms. They
ing. Instinct impels maturing males to Acumen 2D: search 4D have been known to wander up to 48
leave and establish prides of their own; Charisma 2D: intimidation 7D, mettle kilometers a day to find food in lean
battles between old, experienced bulls 6D times. In such cases, successful hunters
and young, healthy challengers are fairly Strength Damage: 4D Move: 25 eat their fill and drag the rest back to
common occurrences during the autumn the den-warren to share with the oth-
migration. As might be expected, few Fate Points: 0 ers. Alphas do not hunt in jagers, their
challengers succeed, but occasionally Character Points: 0 primary duties being to produce eggs,
one manages to steal away with a few Body Points: 23 Wound levels: 3 raise the pack’s collective young, and
young females. Success doesn’t come Natural Abilities: bite (damage defend them from predators while the
without a price, and bulls spend their +3D); horns (damage +3D); tough skin jagers seek food.
days in constant vigil, warding off preda- (Armor Value +1D); large size (scale While ’raptors do not normally stalk
tors and other male triceratops, visiting value 10) healthy, uninjured targets that are much
females, and marking territory. All this larger than themselves, famine can force
activity leaves little time for eating, so Velociraptor jagers to override this important instinct.
the bull takes whatever chance he can Of all the dinosaurs, none pose a This behavior usually leads to serious
to grab a quick snack. greater threat to humanoids than the injury or death, but scholarly expeditions
Cows spend most days grazing, velociraptor. Of all the civilized races, have watched desperate, starving jagers
socializing, and caring for offspring. only the Elves come close to matching separate healthy adult triceratopses from
Page 20 • D6 Fantasy Creatures

unexpected directions. The incentive

for hunting as part of a flight is that all
members share the catch. Flights take
most land-bound animals by surprise,
gliding in silently and diving seemingly
right out of the sun. Pterosaurs must
succeed in snatching their prey in one
pass or risk being grounded, for they
are clumsy on land and few make it back
into the air without suffering injury, as
the occasional torn and broken leathery
corpse can attest.
In the air, however, the pterosaur is
master — nothing escapes the premier
maneuvering instincts of these lords of
the sky. It is for this reason that some
have thought to tame these magnificent
beasts and use them as aerial mounts
to terrify enemies in combat. The truth
of the matter is that for all their size,
pterosaurs only weigh about 18 kilo-
grams — the weight of a rider would
their herds and use hit-and-run tactics into sight in coordinated pursuit of flying crush the pterosaur’s bones during the
to wear them down. prey. With a wingspan of 12 meters, large furious maneuvering required during
intelligent eyes, an even larger brain, aerial combat, leaving the poor beast
Typical Velociraptor and a one-meter beak full of small sharp and its passenger plummeting help-
Agility 3D: acrobatics 4D, fighting 5D, teeth, the pterosaur is matched in aerial lessly to their deaths. The theory of
climbing 3D+1, dodge 4D, jumping spectacle only by Dragons. pterosaur/rider teams might work in
5D, stealth 7D Easy gliders and powerful flyers, practice, but only if employed as mes-
Coordination 3D pterosaurs live in expansive social sengers or aerial observers.
rookeries comprised of hundreds or
Physique 5D: stamina 6D, swimming Typical Pterosaur
sometimes thousands of mated pairs.
They prefer ocean-side cliffs, although Agility 4D: fighting 4D+1, dodge 5D,
Intellect 1D+1 redwood trees overlooking large lakes flying 7D
Acumen 2D: hide 5D, search 4D+1, or inland seas serve just as well. Only Coordination 2D
tracking 4D+1 the fecundity of fishes can satisfy the
Physique 3D: stamina 6D
Charisma 1D: intimidation 3D, mettle needs of hungry hatchlings, but this
does not mean that a pterosaur will pass Intellect 1D
up an easy meal. Adventurers traveling Acumen 2D: search 6D, tracking
Strength Damage: 3D Move: 35
along isolated seacoasts have lost their 5D+2
Fate Points: 0 captured boars, and even the occasional Charisma 1D+1: intimidation 2D,
Character Points: 0 donkey, to a flight of keen-eyed ptero- mettle 2D
Body Points: 21 Wound levels: 3 saurs on patrol.
Strength Damage: 2D
Pterosaurs often hunt singly, skim-
Natural Abilities: eviscerating foot- Move: 25 (flying)
ming the surface of waves and scooping
claws (damage +3D); teeth (damage +2);
up fish and other appropriately sized Fate Points: 0
talons (damage +1)
tidbits, eating some and saving the rest Character Points: 0
Pterosaur in pelican-like pouches to carry home
Body Points: 15 Wound levels: 2
to feed the hatchlings. Sometimes,
Of all the beasts that own the skies, Natural Abilities: talons (damage
though, pterosaurs hunt in groups called
nothing stirs stronger primordial emo- +2D); toothed beak (damage +2D);
flights (or flying circuses, if a species
tions than the sight of a lone pterosaur wings allow the pterosaur to fly or glide
bears particularly colorful markings).
gliding silently overhead on thin, leath- for several hundred kilometers or for
Flights are naturally adept at distract-
ery wings. Now, imagine the feeling when as long as there are thermals to keep
ing prey and making sneak attacks from
a thousand pterosaurs suddenly wing them aloft
D6 Fantasy Creatures • Page 21

Djinn Djinn invariably

tie themselves (or For a shapechanging spell,
favorable deals from
their masters, they
Most legends state that the first are bound by oth- see the Rakshasa entry on are most often used
Humans were created from earth. Some ers) to an artifact page 67 of this book. as guardians or for a
of those legends further explain that or object: lamps, specific task, which
the same forces that produced Humans bottles, stones, the Djinni usually
also fashioned beings from the other chalices, and so on. performs without
elements. The Djinn were one result Sages debate why they must form these complaint. However, their use is lim-
with two separate races, one composed bonds to the physical world; one com- ited only by their masters’ imagina-
of fire and the other of air. mon theory proposes that both air and tion; mages have trusted a Djinni as a
The Djinn are masters of shape- fire are ephemeral states, and without scholarly companion, kings have used
shifting, with bodies as fleeting as a material union, they would dissipate them as messengers, and many bards
the elements from which they were to the ash or four winds from whence have turned to a Djinn bottle in search
spawned. Those tied to good tend to they came. Whatever the reasons, this of inspiration.
be stunningly attractive, while those bond forms the most common means of
aligned with evil are equally ugly. How- controlling and dispelling Djinn. Typical Djinn
ever, evil Djinn can assume more comely Powerful magic or rituals can draw Agility 3D: flying 6D, stealth 4D
appearances to better deceive others. forth a Djinni to this world; anyone who Coordination 2D: sleight of hand 3D
Regardless, their natural forms always does so would be wise to have a suitable
container ready for its arrival. Although Physique 2D
betray their element, either as a body
common lore suggests this vessel should Intellect 4D: reading/writing 5D,
emerging from wispy clouds or a form
be a thing of beauty — a beautifully pol- scholar 5D, speaking 5D, trading
surrounded by flaming tendrils.
ished ring, a jewel-encrusted lamp, and 6D
Both types of Djinn have similar
abilities, although the means they use the like — some arrogant or cruel mas- Acumen 3D: disguise 7D, gambling 4D,
to manifest them are wildly disparate. ters have shunted their conjurations to investigation 3D+2, search 3D+2,
Fire Djinn are typically creatures of ignoble objects. So far as anyone knows, tracking 3D+2
chaos and evil, while air Djinn are Djinn do not reproduce in any mundane Charisma 4D: bluff 5D, charm 5D+2,
usually devoted to harmony and good. way, and all those living in the world intimidation 4D+1, mettle 5D, per-
However, Djinn do have free will and can have either always been here or were suasion 5D
theoretically serve any goal they would conjured from ... elsewhere. Djinn do
not need to eat or even breathe, yet both Magic 1D: alteration 3D, apportation
like. Nonetheless, only a fool would 3D, conjuration 3D, divination 2D
blindly trust a fire Djinni that says it kinds of Djinn dislike going underwater.
They can live anywhere, but Strength Damage: 1D Move: 10
wants “nothing but to help.”
they have an affinity for Fate Points: 0
deserts, where fiery winds Character Points: 3
and shifting sands have a
Body Points: 19 Wound levels: 3
personal resonance. Djinn
without masters can travel Disadvantages: Advantage Flaw:
where they like, although True Nature (R3), all spells that change
they are instantly trans- the Djinn’s appearance cannot hide
ported to their tied object some airy or fiery aspect — hiding the
if someone possesses and aspect requires a Very Difficult disguise
invokes it. check; Devotion (R3), honoring its
Although some sto- contract; Devotion (R3), good or evil,
ries tell of supremely depending on the Djinn; Employed (R1),
powerful Djinn capa- anyone who possesses the Djinni’s vessel
ble of world-shatter- can command it completely
ing feats, most Djinn Special Abilities: Accelerated Heal-
are much less potent ing (R1), +1D to natural healing rate;
(some unscrupulous Flight (R5), flying move 100; Immor-
Djinn might try to tality, can be banished by destroying
convince their finders its container; Invisibility (R3); Iron
otherwise). Because Will (R1); Longevity; Silence (R2), +4D
Djinn are phenom- to stealth and +2D to attacks from
enal at negotiating behind.
Page 22 • D6 Fantasy Creatures

Dogs are domesticated canines that
are found all over the world. They come
in a variety of colors, sizes, and shapes.
All dogs are four-legged; the vast major-
ity have fur and a cold nose. The colors
of a dog’s coat ranges from white to
reddish-brown to yellow to black and
combinations of these colors.
Lap dogs tend to be small and
provide companionship for humans.
Hunting dogs are generally small to
medium-sized and are especially bred
for trailing big and small game. Guard
dogs are usually the largest and always
the most sturdy of dogs. These canines
are bred for battle and are sometimes
be equipped with specially designed
light armor.
All dogs follow the pack social struc-
ture. In the wild, the alpha male proves
his dominance in combat over the other
males. He becomes the leader of the pack
and all dogs within that pack follow him.
Domesticated canines follow the pack
mentality to a lesser extent. Because of
their close association with Humans,
their owners generally take the place
of the alpha male. Typical Guard or Typical Lap Dog
Canines can be found in almost any Hunting Dog Agility 3D: dodge 4D, stealth 3D+2
climate, but certain breeds will be found
Agility 3D: dodge 6D, fighting 5D, Coordination 1D
in certain climes. Wherever there are
stealth 4D Physique 2D: running 3D+2
humans there are always dogs to follow
them. Dogs are extremely loyal to their Coordination 1D Intellect 1D
masters, even masters that do not treat Physique 4D: running 4D+1 Acumen 2D: search 2D+2, tracking
them very well. Intellect 1D 3D
Dogs are carnivores and must be fed
Acumen 2D+1: search 3D, tracking Charisma 2D: intimidation 2D+2,
regularly. Masters that forget to feed
4D mettle 2D+1
their dogs will have a hard time con-
trolling them, even if they treat them Charisma 2D: intimidation 5D, mettle Strength Damage: 1D
well. Dogs have an amazing sense of 3D+2 Move: 20
smell. They can smell a drop of blood in Strength Damage: 2D Fate Points: 0
a bucket of water. It is for this reason Move: 25 Character Points: 0
that they make excellent hunters and
Fate Points: 0 Body Points: 9
guards. Dogs often smell an opponent
before they see them. Character Points: 0 Wound levels: 1
These creatures dislike cats and other Body Points: 12 Natural Abilities: enhanced smell
feline-related creatures. Even the most Wound levels: 2 (can track targets days after their trail
trained dog may let out a bark when he is cold); teeth (damage +1D); small size
Natural Abilities: enhanced smell
catches a whiff of cat. Some dogs are (scale value 5)
(can track targets days after their trail
extremely intelligent and capable of
is cold); teeth (damage +1D+2); small
complex tricks.
size (scale value 4)
D6 Fantasy Creatures • Page 23

Dragon terror — they simply love the chance to

show their speed and agility. Air Drag-
(R1); Natural Armor: Scales (R2), +2D
to damage resistance totals; Natural
Few creatures are feared more than ons rarely attack humanoids, though a Hand-to-Hand Weapon: Claws (R3),
the dragon and for good reason. Their pack might wheel about a lone traveler +3D damage; Natural Hand-to-Hand
immense size, reptilian or serpentine and dance around him, even feinting Weapon: Teeth (R3), +3D damage; Sense
appearance, extreme age, active intelli- at him with claws and jaws. Of course, of Direction (R1), +1D to navigation
gence, and magical ability are more than if attacked, the pack will defend itself, and tracking
a match for whole armies, particularly but most Air Dragons have no love of
since most dragons can also fly. Dragons fighting, only in flying. Earth Dragon
can be divided into six major types: earth, Despite their slighter build, Air Drag- Earth Dragons are typically the larg-
air, fire, water, skeleton, and oriental. ons do not mind the cold — indeed, est and heaviest of the species, with
they often fly high above the ground, thick bodies supported on four massive
Air Dragon where the air is thinner and colder and clawed legs, and a long neck bearing the
their breath streams behind them. large head. Enormous bat wings on their
Air Dragons are slight of build, long
Air Dragon packs are often seen over backs enable them to fly, and they can
and lean, and their wings are usually
mountain peaks and flitting about use their heavy tails as weapons. Their
feathered, as are the ends of their tails.
mountain ranges. They also enjoy wide thick scales are typically the color of
Their scales also resemble feathers, and
open expanses, like deserts or valleys, rust, blood, or copper.
have a faint sheen to them. Most Air
where nothing slows the wind from The entire Earth Dragon population is
Dragons are pale in color, particularly
racing across the landscape. small as they live for thousands of years,
blue, green, or gold and silver.
The Air Dragons are playful and but dragon mothers give birth to only
Typical Air Dragon one egg at a time. Most centuries see the
sociable. This may be because more Air
Agility 5D (+12): acrobatics 8D+2, birth of only a single dragon. Because
Dragons exist or because they wander so
dodge 8D+2, fighting 5D+2, flying they are so few in number, each dragon
much that claiming territory is impos-
10D stakes out its own territory. Any other
sible. Air Dragons often travel in small
packs, but happily mix with any other Air Coordination 2D dragon entering that territory must
Dragons they find. Most Air Dragons care acknowledge the owner’s supremacy
Physique 4D (+7): lifting 7D, stamina
about little other than flying and social- or fight for possession. Thus Earth
izing, and they exchange news, gossip, Dragons meet rarely. Only in times
Intellect 3D: cultures 5D, navigation of overwhelming need do they gather
and idle conversation readily. Many also 10D, scholar 4D, speaking 6D
happily speak to birds and other airborne together, either in some place so bar-
Acumen 3D: search 3D+1, survival ren no dragon claims it or in a location
creatures, and even those people brave
6D+1, tracking 4D+1 owned by a dragon so powerful no other
enough to approach them openly.
Within each pack, a single Air Dragon Charisma 2D+2: bluff 4D+2, intimida- dares to challenge him.
holds sway. This only means that he or tion 8D+1, mettle 4D Even when Earth Dragons mate, they
she can tell the others when it is time are wary of surrendering control, and
Strength Damage: 4D (+7)
to move on and which direction they their mating dances are performed in
Move: 10 the air, usually over some neutral terri-
should go — the position is akin to
Fate Points: 1 tory. Earth Dragons have no leaders, but
that of a party host or a trip organizer.
This lead Air Dragon is usually a little Character Points: 20 the strongest dragons hold the choicest
older and slightly less flighty, but only locations and command respect from
Body Points: 29
slightly, and packs are easily distracted. their peers.
Wound levels: 5 Earth Dragons are carnivores. They
Air Dragons simply go wherever the
Advantages: Size: Large (R3), scale hunt for their food and delight in fly-
wind and their own interests take them.
value 9 ing low to the ground, neck stretched
An Air Dragon may wander away from
Disadvantages: Infamy (R1); Quirk forward and mouth open, to scoop up
his pack, if they are going one way and
(R3), flighty deer, cows, and humanoids in their
he wants to go another, and then join a
Special Abilities: Atmospheric path. Earth Dragons often toy with their
new pack heading in that direction. Later,
Tolerance: Thin Air (R1); Environmen- prey, swooping down to land stunning
if he encounters his first pack again, he
tal Resistance (R2), +6D to Physique to blows that bat their victims about and
might rejoin them, or simply visit with
resist effects of extreme conditions; herd them in a particular direction.
them and catch up on recent events.
Flight (R5), flying move 100; Increased Earth Dragons are not known for their
Air Dragons survive mainly on small
Attribute: Agility (R12), +12 to related subtlety, and enjoy the fear they sense
birds and on fish they pluck from the sea.
totals; Increased Attribute: Physique from their prey, and from anyone who
They enjoy the thrill of catching their
(R7), +7 to related totals; Longevity sees them approach. They consider
food but have no interest in causing
Page 24 • D6 Fantasy Creatures

anyone on their lands to be fair game, Coordination 2D: marksmanship: fiery resistance totals; Natural Hand-to-
and the most powerful Earth Dragons breath 10D Hand Weapon: Claws (R3), +3D damage;
have laid claim to whole cities, which Physique 4D+1 (+12): lifting 9D, run- Natural Hand-to-Hand Weapon: Teeth
they allow to stand because the cities ning 5D, stamina 7D (R3), +3D damage; Natural Ranged
attract more victims. Weapon: Fiery Breath (R2), damage 6D,
Intellect 3D: cultures 4D, navigation
Earth Dragons enjoy living places range 10/20/40, with Ability Loss (R1),
safe and warm, and select caverns for may only fire once every other round.
their homes. Some of these lairs cut Acumen 3D: search 3D+1, survival Note: Those Earth Dragons that bur-
into mountains or hills, while others 6D+1, tracking 4D+1 row deep in the earth also have ranks
are below ground, particularly along Charisma 2D+2: intimidation 8D+1, in Infravision.
a coastline. The Earth Dragon often mettle 6D
hollows the space out further, smooth- Strength Damage: 5D (+12) Fire Dragon
ing the walls and giving himself more Fire Dragons are the smallest variety
Move: 10
room to maneuver. Of course, Earth of dragon. They are winged but have only
Dragons favor existing underground Fate Points: 1 front legs — their back section simply
tunnels, whether or not they currently Character Points: 20 curls into a long tail with a spade end.
have residents. Body Points: 30 Their scales are shades of red, orange,
Earth Dragons usually live in temper- yellow, and gold.
Wound levels: 5
ate regions, because their prey prefers Some sages believe that Fire Dragons
these areas and because they do not Advantages: Size: Large (R4), scale are not real dragons at all, only creatures
enjoy the cold. Most Earth Dragons value 12; Wealth (R2) with a similar appearance because it
have at least a small town or two within Disadvantages: Infamy (R3); Quirk doesn’t exhibit the same intelligence
their territory, and forests, meadows, or (R3), territorial or size as others of this species. Fire
farmlands are also common. Special Abilities: Flight (R4), flying Dragons are tiny and fast and appear
move 80; Increased Attribute: Agility alone or in twos or threes. They are
Typical Earth Dragon (R8), +8 to related totals; Increased drawn to fire, and they often appear
Agility 3D (+8): acrobatics 6D+1, Attribute: Physique (R12), +12 to near any large blaze — even a good-sized
climbing 5D, dodge 7D+1, fighting related totals; Longevity (R1); Natural campfire can call one, though the flame
10D+1, flying 9D Armor: Scales (R3), +3D to damage must be outdoors or near the opening of
D6 Fantasy Creatures • Page 25

a a natural shelter like a cave. When a Acumen 3D: search 3D+1, survival month, typically in the domain belong-
Fire Dragon does appear, it ignores any 6D+1 ing to the head of the family. Water
nearby creatures and flies straight to Charisma 3D: charm 4D, intimidation Dragons from other families must ask
the flame — and into it. Then it swoops 6D+1, mettle 4D permission when entering the family’s
around, enjoying the heat and the light, territory, or they are treated as invad-
Strength Damage: 2D
teasing the fire into taller flames and ers and attacked. Neighboring families
often creating small trailers that spin Move: 8 gather together two to three times a year
off from the original blaze. They delight Fate Points: 1 to discuss larger issues and to maintain
in its movement and warmth, and care Character Points: 10 friendly relations. Water Dragons from
little for its effect on others. They only different households often become
Body Points: 24
enlarge and sustain a fire so that they friends and, if their regions border one
can enjoy the flames for a longer period Wound levels: 4 another, meet more frequently.
of time. Advantages: Size: Small (R2), scale Water Dragons are talkative when
Fire Dragons have no real social value 6 with their own family, but their topics
structure. Each dragon or group keeps Disadvantages: Hindrance: Short are serious and subjects can hold their
to itself and travels within its chosen Stride (R1), 2 meter reduction to run- attention for hours. They enjoy gos-
area (which may be small if there’s a ning, swimming, and jumping Move; siping about neighbors, but they also
large concentration of fires), seeking Infamy (R1); Devotion (R3), flames discuss philosophy, marine biology, and
flames. The first Fire Dragon or group Special Abilities: Atmospheric other weight issues.
there takes possession of that particular Tolerance: Fire (R1); Environmental Fish are the main food for Water
fire. Any other Fire Dragons in the area Resistance (R2), +6D to Physique to Dragons, followed by all manner of sea
will not disturb them, and Fire Dragons resist effects of extreme conditions; creatures. Any animals that wander into
never fight for possession. They also Flight (R4), flying move 64; Increased a Water Dragon’s territory become fair
have no voice, which is another reason Attribute: Agility (R4), +4 to related game, including humanoids. Though
why scholars claim they are not real totals; Natural Armor: Scales (R2), +2D they are not violently malicious, Water
dragons at all. to damage resistance totals; Natural Dragons do enjoy taunting surface-
Fire Dragons are not vicious, but they Hand-to-Hand Weapon: Claws (R1), dwellers. They also consider it an insult
will attack anyone who gets too close +1D damage; Natural Hand-to-Hand for a surface-dweller to cross over their
to them while they are within a flame. Weapon: Teeth (R1), +1D damage; home without asking permission and
They will also fight anyone trying to put Natural Ranged Weapon: Fiery Breath so often capsize boats. Those fisher-
out the fire. (R1), damage 3D, range 5/10/20 folk who offer gifts to the dragons find
Fire Dragons only like meat that smooth waters and plentiful fishing,
has been severely charred. They are Water Dragon though sometimes a young Water
so small they do not need much food. Water Dragons have four small legs Dragon rocks their boat just for fun. Any
They often survive on those scraps and no wings. They are long and nar- humanoid who dares to attack a Water
left in campfires by travelers, or small row, to allow them to slide through the Dragon will be pursued by the entire
woodlands creatures caught and cooked water. Long ridges, which resemble fish family, and if she manages to escape to
in forest blazes. fins but feel more like scales, run down land she will find them waiting every
Fire Dragons prefer heavily wooded their back and trail from each clawed time she ventures near water again.
areas and dry plains, since both have foot. Older Water Dragons have similar Water Dragons make their homes
opportunities for frequent fires. When ridges trailing from their brows. Their among nests of coral and seaweed, along
not dancing within a flame, they nest scales are slick and range in color from the ocean or lake floor. They favor deeper
within hollowed-out trees at night. pale green to a vivid dark blue. waters, where they can sleep undisturbed
By day, they curl up on flat rocks and Most Water Dragons live alone or in and unseen. Over time, the dragons
bask in the sunlight, the same way that mated pairs, but they often gather with often carve upon the coral, transforming
snakes do. their kin to discuss events and enjoy it into a roofless palace with delicately
one another’s company. Water Dragons fluted columns everywhere.
Typical Fire Dragon group themselves by family, and each
Agility 5D (+4): acrobatics 8D, dodge family has a matriarch, a patriarch, or Typical Water Dragon
8D, fighting 6D+2, flying 10D both. The extended family lives within a Agility 3D: acrobatics 8D, contortion
Coordination 2D: marksmanship: fiery small sea, sizable lake, or large portion 7D, fighting 8D+1, dodge 9D+1
breath 8D of the ocean. Each family member or Coordination 2D
couple claims a region for personal use.
Physique 3D: stamina 10D Physique 4D (+9): lifting 8D, stamina
Most families gather at least once each
Intellect 2D: navigation 8D 9D, swimming 12D
Page 26 • D6 Fantasy Creatures

Intellect 3D: navigation 10D, speak- — live alone and see other dragons only anyone who offers a dragon this drink
ing 4D rarely. They interact with humanoids wins their favor.
Acumen 3D: crafting 6D, search 3D+1, more frequently, liking to disguise Each Oriental Dragon has his own
survival 6D+1, tracking 4D+1 themselves as such to wander the interests and his own domain. Some
countryside. settle in lake beds, others atop moun-
Charisma 2D+2: bluff 4D+2, charm 3D,
Oriental Dragons are not violent, tains, and still others deep in forests
intimidation 8D+1, mettle 6D
though they will defend themselves or hidden valleys. Certain dragons
Strength Damage: 4D (+9) when attacked. They do enjoy confronta- consider it their duty to guard treasures,
Move: 10 tion but prefer battles of a more intel- whether natural or crafted, while others
Fate Points: 1 lectual nature. They enjoy creating moral train people, travel the world, or make
quandaries for humanoids in order to sure the seasons occur without fail.
Character Points: 20
watch their reactions.
Body Points: 30 They will only attack humanoids for Typical Oriental
Wound levels: 5 three reasons: the people attack first, the Dragon
Advantages: Size: Large (R3), scale people threaten the dragon’s interests Agility 3D (+10): acrobatics 6D+1,
value 9; Wealth (R2) or domain, or the people have demon- fighting 5D, contortion 5D, dodge 8D,
Disadvantages: Devotion (R2), to strated themselves to be villains (usually flying 9D, jumping 6D, stealth 7D
family and territory; Infamy (R2) by harming someone the dragon consid- Coordination 2D (+3): sleight of
Special Abilities: Environmental ers a worthy individual). In those situ- hand 5D
Resistance (R2), +6D to Physique to ations, the Oriental Dragon is a deadly
Physique 3D (+9): lifting 13D, stamina
resist effects of extreme conditions; opponent, clever as well as strong.
12D, swimming 4D
Increased Attribute: Agility (R10), +10 Because there are so few of them,
what most people assume to be racial Intellect 4D (+3): cultures 7D, healing
to related totals; Increased Attribute:
subtypes are actually specific dragons. 10D, reading/writing 8D, navigation
Physique (R9), +9 to related totals;
The Yellow Dragon and the Horned 10D, scholar 8D, speaking 10D, trad-
Longevity (R1); Natural Armor: Scales
Dragon, for example, are individual ing 6D
(R2), +2D to damage resistance totals;
Natural Hand-to-Hand Weapon: Claws dragons rather than types. Only the Yel- Acumen 3D (+3): artist 8D, disguise
(R2), +2D damage; Natural Hand-to- low Dragon is covered with bright yellow 10D, investigation 6D, search 7D,
Hand Weapon: Teeth (R2), +2D dam- scales, and only the Horned Dragon has survival 6D, tracking 8D
age; Ultravision (R3), +6 to sight-based four horns above his brows and a ridge Charisma 3D (+3): command 9D,
totals in dim or dark conditions; Water of them running down his snout to the charm 11D, intimidation 9D, persua-
Breathing (R3), +3D to swimming tip of his nose. sion 11D, mettle 11D
The leader of the Oriental Dragons
Magic 6D: apportation 6D+1, altera-
Oriental Dragon is the Imperial Dragon (also known as
tion 7D, conjuration 7D, divination
Oriental Dragons are long and sin- the Celestial Dragon), who has jet-black
scales and five claws on each foot. This 6D+2
ewy. They have horns on their brows
dragon is the wisest and most powerful Strength Damage: 7D (+9)
and long wispy beards on their chins.
The ridges on their backs and tails are of the Oriental Dragons, and he may Move: 16
long. They have no wings but four legs, command any of the others, though Fate Points: 4
each ending in an agile claw — most he rarely does so. He does, however,
wander into another dragon’s domain Character Points: 40
Oriental Dragons have four claws per
with impunity — the other Oriental Body Points: 33
foot, but the Imperial dragon has five.
Their scales shimmer and range in color Dragons must ask permission before Wound levels: 5
from black to blue to red to gold, silver, entering another’s domain, or face a Advantages: Fame (R2); Size: Large
or even white. challenge (usually to either a logic puzzle (R3), scale value 9; Wealth (R2)
Oriental Dragons are the most intel- or a verbal duel). Disadvantages: Devotion (R2), to
ligent of the dragons, and they can sit for Unlike the other dragon races, the domain
months or even years while pondering Oriental Dragons are vegetarians. Special Abilities: Accelerated Heal-
some topic. Oriental Dragons enjoy a They eat mainly bamboo shoots and ing (R1), +1D to natural healing rate;
good debate or an intellectual discus- rice, though they happily consume Flight (R3), flying Move 96; Increased
sion. They are sparing with their words, any fruits they can find. They will also Attribute: Agility (R10), +10 to related
however, and often speak in vague terms eat bread and vegetables. No Oriental totals; Hypermovement (R3), +6 to
and near-riddles. Dragon will deliberately eat meat, and base Move; Increased Attribute: Acu-
Most of the Oriental Dragons — and it is a grave insult to offer meat to one men, Charisma, Coordination, Intellect
they are the rarest of the dragon races of them. They also drink rice wine, and (R3 each), +3 each to related totals;
D6 Fantasy Creatures • Page 27

Increased Attribute: Physique (R9),

+9 to related totals; Immortality (R1);
Natural Armor: Scales (R2), +2D to
damage resistance totals; Natural Hand-
to-Hand Weapon: Claws (R2), +2D dam-
age; Natural Hand-to-Hand Weapon:
Teeth (R2), +2D damage; Quick Study:
All Attributes (R1 each); Water Breath-
ing (R3), +3D to swimming

Skeleton Dragon
Skeleton Dragons are usually taken
from the Earth Dragons, and so have
massive frames and skeletal wings.
Unlike the other five types, Skeleton
Dragons are not natural creatures,
and are created rather than born.
They are typically fashioned by
necromancers, who reassemble
a dead dragon’s bones and then
reanimate the skeleton to create
a massive, magical servant. For-
tunately, Skeleton Dragons lack
most of their former intelligence,
and only a handful is capable of
magic. Most Skeleton Dragons
have only their size, their strength,
their flight, and the fact that they are
undead and so are immune to many
mundane weapons. them to go. They are most common in Character Points: 20
Skeleton Dragons have no society and the countryside, however, where people Body Points: 34
thus no hierarchy. Each of these crea- are less likely to have defenses against
Wound levels: 5
tures has been animated by a particular magic and thus where a dragon of any
individual. It is enthralled to that person sort has the greatest impact. Advantages: Size: Large (R4), scale
and required to do her bidding. Only value 12
when two or more Skeleton Dragons Typical Skeleton Disadvantages: Devotion (R3),
serve the same master do they fight for Dragon hate the living; Employed (R3), to per-
control, with the strongest becoming Agility 3D (+8): acrobatics 6D+1, son who reanimated it; Infamy (R3);
the leader of their small pack and com- climbing 5D, dodge 7D+1, fighting Reduced Attribute: Acumen, Intellect
manding the other members. 10D+1, flying 9D (R4 each), -1D each; Reduce Attribute:
Skeleton Dragons are not alive and (R3), -2 pips
Coordination 2D
thus do not need to eat, drink, sleep, or Special Abilities: Flight (R4), flying
Physique 4D+1 (+12): lifting 9D, run- move 80; Increased Attribute: Agility
breathe. They are tireless and can fly or
ning 5D, stamina 7D (R8), +8 to related totals; Increased
fight for hours without pause.
Because they are no longer truly alive, Intellect 2D Attribute: Physique (R12), +12 to
and never can be again, Skeleton Dragons Acumen 2D: search 3D+1, tracking related totals; Longevity (R1); Natural
hate the living. They particularly loathe 4D+1 Hand-to-Hand Weapon: Claws (R3),
living reptiles and, above all else, living +3D damage; Natural Hand-to-Hand
Charisma 2D: intimidation 10D,
dragons. A Skeleton Dragon will attack a Weapon: Teeth (R3), +3D damage; Skill
mettle 6D
living dragon at every opportunity. Bonus: Painless Wounds (R4), +12 to
Strength Damage: 5D (+12) stamina total; Skill Bonus: Mindless
Skeleton Dragons can be found any-
where in the world, as they go wherever Move: 10 (R5), +15 to mettle totals
their master goes or wherever she orders Fate Points: 1
Page 28 • D6 Fantasy Creatures

Dwarf Physique 3D+1: lifting 4D, running 5D,

stamina 5D, swimming 5D+1
Character Points: 3
Body Points: 18 Wound levels: 3
Dwarves are built like short, stout Intellect 2D+1: healing 4D Advantages: Size: Small (R1), scale
Humans. They stand about 1.5 meters Acumen 3D: artist 4D, crafting 4D, value of 3
and usually have broad features and hide 3D+1, search 4D, survival 6D+1, Disadvantages: Hindrance: Short
thick beards. Most people are familiar tracking 4D+1 Stride (R1), 2-meter reduction to run-
with the Mountain Dwarves (or Mynyd), Charisma 3D: animal handling 4D+2, ning, swimming, and jumping Move
but three other types exist: the Dwende, charm 5D+1, mettle 4D+1 Special Abilities: Hardiness (R2),
the Chanak, and the Wavelorn. +2 to damage resistance totals; Lon-
Strength Damage: 3D
gevity (R1)
Dwende Move: 8 Equipment: short sword (damage
The Dwende surface-dwelling dwarves Fate Points: 0 1D+2)
who live in tropical regions. Their skin
is deeply tanned from the sun. They
wear only simple kilts and sometimes Mynyd Typical Mynyd
loose shirts, and either go barefoot or
wear sandals. The most widely known and Agility 3D: dodge 3D+2, fighting
Dwende live in small tribes or clans, most numerous race of Dwarves, 4D+2, melee combat 5D
each lead by a chieftain. This chieftain the Mynyd (or Mountain Dwarves) Coordination 2D: marksmanship
decides on all matters of importance, consider themselves the progenitors 3D+2, throwing 4D+1
including hunting, marriage, and tribal of all other Dwarven races. They are
skilled metallu rgists, engine ers, Physique 3D+2: lifting 5D, running
location. Once chosen, a chieftain 4D, stamina 6D
retains control until he dies, steps down and miners. A few even have some
magical gifts. Intellect 2D: devices 5D, trading
because of age, or is forcibly removed by
The Mynyd favor dark, study 4D+1, traps 4D+2
a majority of the clan. Larger tribes also
have a council of elders, and each tribe clothing and long hair, which both Acumen 3D: artist 5D+2, crafting
has a medicine man who regulates the males and females wear in braids. 5D, gambling 4D
tribe’s herbs, potions, and healing. Dwarv en men also prefer long Charisma 2D+1: intimidation 5D,
The Dwende hunt small game both beards, to keep their faces warm mettle 4D
on land and along the water’s edge. in the cool underground tunnels.
They are terse in speech and gruff in Strength Damage: 3D
They also grow fruits, vegetables, grains,
manner, possibly owing a constant Move: 8
particularly grapes and barley — the
Dwende share their underground cous- need to be on the defensive against Fate Points: 0
ins’ love for wine and ale. raids on their treasure. (Elves say Character Points: 3
Though not unfriendly, the Dwende it’s because they don’t get enough
sunlight and fresh air.) Once their Body Points: 19
are reclusive — their villages are made
trust has been gained, most find Wound levels: 3
of local materials and well hidden among
trees or within low dunes, and people them to be generous hosts. Advantages: Size: Small (R1),
can walk within a meter of a Dwende They live in city-kingdoms, each scale value of 3; Wealth (R2)
house without seeing it. Nevertheless, claiming a small mountain range or Disadv antag es: Hindra nce:
the Dwende treat guests superbly, portion of a large range, wherever Gruffness (R2), +2 to bluff, charm,
particularly when they can get news precious or useful metals and stones and persuasion difficulties; Hin-
and stories about distant lands. The abound. drance: Short Stride (R1), 2-meter
Dwende place great value in hospitality, Though they hunt small game, reduction to running, swimming,
honesty, and loyalty — the worst crime gather tunnel mushr ooms and and jumping Move
they can imagine is to turn away friends lichen, and plant vegetable and Specia l Abiliti es: Hardin ess
and family in a time of need. fruit gardens near the entrances to (R2), +2 to damage resistance totals;
their dwellings, they have become Longevity (R1); Ultravision (R1) +2
Typical Dwende so renowned for their jewels and to sight-based totals while in dim or
Agility 3D+1 climbing 4D, dodge 4D, metalsmithing that they find it dark conditions
fighting 4D, melee combat 5D, stealth more efficient and lucrative to trade Equipment: lantern (negates 2D
5D+2 for their foodstuffs. Nonetheless, (6) in darkness modifiers); leather
though they don’t grow much of apron (Armor Value +1 to front only);
Coordination 3D: marksmanship 5D, their own grain, they do brew their mining pick (damage +2)
throwing 4D own strong ale.
D6 Fantasy Creatures • Page 29

Chanak Advantages: Contacts (R1), other Coordination 2D: throwing 5D

Chanak; Size: Small (R1), scale value of Physique 4D: lifting 6D, stamina 5D,
The Chanak are nocturnal surface-
3; Wealth (R1) swimming 8D
dwellers with pale skin and scraggly
Disadvantages: Infamy (R2); Hin-
beards. They are lean and have long, thin Intellect 2D+1: navigation 5D, trading
drance: Short Stride (R1), 2-meter
fingers. They prefer to hide themselves 3D, traps 3D
reduction to running, swimming,
in thick cloaks with deep hoods. Acumen 3D: artist 3D, crafting 4D, hide
and jumping Move; Prejudice (R2),
The Chanak move among the larger 3D+1, search 4D, survival: underwa-
folk frequently but want nothing to do ter 5D, tracking 4D+1
Equipment: short sword (damage
with them. The Chanak consider human-
1D+2); heavy cloak (Armor Value +1) Charisma 2D+2: animal handling 3D:
oids as only useful for their money, their
aquatic +2D, bluff 4D+2, intimidation
goods, and sometimes for the look on Wavelorn 6D+1, mettle 4D
their faces when they know they have
been robbed or cheated. The Wavelorn are aquatic Dwarves. Strength Damage: 3D
They have a blue-green tint to their
Chanak gather in small tribes or Move: 8
clans, often secretly locating their vil- skin and hair, and webbing between
their fingers and toes. Gills are visible Fate Points: 0
lages near Human cities. A tribal chief
along their necks, and they wear very Character Points: 3
leads the settlement, though anyone
can challenge him at any time, and the little because clothing slows them in Body Points: 20 Wound levels: 3
the water.
winner becomes (or remains) the chief. Advantages: Size: Small (R1), scale
Chanak chiefs hold absolute power over The Wavelorn live in small tribes. Each value of 3; Wealth (R1)
tribe selects a tribal leader, or headman,
the tribe, in large part because they have Disadvantages: Enemy (R2), large
defeated anyone who might question who then takes total command — the water creatures; Hindrance: Short Stride
their decisions. headman is chosen after several tests. (R1), 2-meter reduction to running,
The Chanak prefer stealing their food When the headman grows too tired swimming, and jumping Move
or too infirm to lead, or when enough
to hunting for it. They also buy food, Special Abilities: Environmental
using the money and goods they stole. elders vote that he should be replaced, Resistance (R2), +6D to Physique to
They rarely drink alcohol, however, as contests, which include a mock combat resist effects of extreme conditions;
they do not trust anyone to protect them and a race, are held and everyone who Hardiness (R2), +2 to damage resistance
when they are drunk. wants the position enters. The elders
totals; Longevity (R1); Ultravision (R1)
review each contestant’s abilities before
+2 to sight-based totals while in dim or
Typical Chanak making their selection as a group.
dark conditions; Water Breathing (R2),
Agility 3D+2: acrobatics 4D+1, climb- The Wavelorn survive on a diet of
+2D to swimming
sea plants, fish, eels, and other sea
ing 6D, contortion 5D, dodge 5D+1, Equipment: trident (damage
jumping 4D+2, fighting 5D+1, melee creatures. The Wavelorn often trade
combat 5D, stealth 5D+2 shells or treasure
they found below
Coordination 3D+1: marksmanship for other items or
3D+2, lockpicking 5D, sleight of hand services.
4D, throwing 3D The Wavelorn
Physique 3D: lifting 4D, running 4D live deep beneath
Intellect 3D: devices 4D, traps 6D the waves, in cities
Acumen 3D: hide 4D, investigation they have carved
3D+1, search 4D, survival 3D+1, from the ocean
streetwise 4D+2, tracking 4D+1 floor.
Charisma 2D: bluff 4D+2, mettle Typical
4D+1 Wavelorn
Strength Damage: 2D Agility 3D:
Move: 8 climbing 3D,
Fate Points: 0 d o d g e 2 D,
fighting 4D,
Character Points: 3
melee combat
Body Points: 17 3D, r iding:
Wound levels: 3 aquatic 3D
Page 30 • D6 Fantasy Creatures

Giant Eel giant eel that can change its coloration

and markings to hide near-perfectly.
Giant eels, like their smaller breth-
ren, are largely solitary predators.
Giant eels are larger cousins of their Giant eels can live in any non-arctic They subsist entirely on meat, usually
more mundane kin. However, while environment, although they are most in the form of large fish, and spend
many Humans regard normal-sized commonly found in temperate or their dormancy cycles sheltered in
eels as a tasty delicacy, giant eels tend warmer regions. When it comes time coral reefs or caves. Most giant eels
to view Humans much the same. Exas- to spawn, most breeds of giant eels swallow smaller prey whole or bite it
perated naturalists note that the term instinctively return to a particular to death, but they can also constrict
“giant eel” actually encompasses a breeding ground (which vary among larger victims (such as most Humans),
variety of different species, both fresh subspecies, and can be hundreds of simultaneously inflicting damage and
and saltwater. However, they all share miles away), where the female releases keeping the quarry from escaping or
similar characteristics, especially in millions of eggs before she dies. Those attacking. Giant eels do not generally
their ferocity against those who invade eggs follow the water currents and attack unprovoked, although their fierce
their territory. transport the next generation of eels territorialism means “provocation” can
With a snakelike body at least as thick far and wide. Some wealthy gourmets include Human activities such as cross-
as a Human’s thigh and a length of five savor these eggs and hire brave explorers ing a river in a boat or swimming along
meters or more, a single giant eel is more to track down these breeding spots for the coast. They can survive out of water
than a match for most lone swimmers. egg-harvesting. Given how these areas for several minutes while continuing to
They come in a variety of shades and can contain dozens or even hundreds attack, and are smart enough to slither
markings; some are solid-colored with of frisky eels eager to protect their back to the water if they can. It is rare
only slight or no demarcation, while oth- offspring, any such mission can be as for them to attack something on land
ers have symmetric patterns running dangerous as it is lucrative. Fresh water without warning, although the tradi-
down their bodies. Most giant eels have giant eels are generally a little quicker tional minstrel ditty “Ask Wee Willy
skin that matches their surrounding but less tough than their saltwater rela- Why He Doesn’t Wee Water in the River
watery environment, providing excel- tives, which can grow much larger than by the Wayfall Sea Anymore” offers a
lent camouflage. Legends tell of one their lake- and river-bound kin. cautionary tale otherwise.

Typical Giant Eel

Agility 5D: fighting 6D, contortion
5D+2, dodge 5D+2, stealth 5D+1
Coordination 2D
Physique 3D: lifting 5D+1, swim-
ming 4D
Intellect 1D
Acumen 2D: search 3D, tracking
Charisma 2D: intimidation 3D,
mettle 2D+2
Strength Damage: 3D
Move: 10 (swimming)
Fate Points: 0
Character Points: 0
Body Points: 16
Wound levels: 2
Natural Abilities: breathe in
water; constriction (successful
tackle does +1D damage per round,
cumulative, after the first round,
to a maximum of +3D); jaws (dam-
age +2D); thick hide (Armor Value
+2); large size (scale value 2)
D6 Fantasy Creatures • Page 31

Ekimmu Acumen 3D: hide 2D

Charisma 3D: intimidation 4D,
The oldest type of vampires, Ekim- mettle 4D
mus resemble demonic corpses with a Strength Damage: 2D
foul mist escaping from their mouths Move: 10
and ears. They are dressed in the dirt-
caked, rotting remains of the clothes Fate Points: 1
they wore in life. Character Points: 8
Ekimmu are solitary creatures that Body Points: 41
exist only to cause despair. The vampire’s Wound levels: 5
spirit is not at peace, and only through
its destruction can it find final rest. Advantages: None
These vampires wander the Earth and Disadvantages: Achilles’
attack the living at every opportunity. Heal: Fire (R4), takes double
The dawn forces them underground or damage from any fire-based
into crypts until sunset. attack; Achilles’ Heel: Sunlight
Ekimmu are created when a deceased (R6), dies after 1 minute of
individual dies in a violent manner and exposure to direct sunlight;
does not receive a proper burial. Some- Advantage Flaw: Sunlight Weak-
times, if an individual had some unfin- ness (R5), all scores, except Intel-
ished business of great importance, he lect, are at -1D from sunrise to
returns back as an Ekimmu. sunset; Infamy (R1); Quirk: Day
Ekimmu do not create more of their Sleep (R2), must sleep during
kind. They attack victims until they or it the day and will not awaken
are dead. If they kill a victim, they devour unless physically attacked
the corpse utterly. No matter how much Special Abilities: Hardiness (R2),
damage they take +2D to damage
the night before, resistance totals;
In Earth mythol ogy, these crea- Longevity (R1); ity Loss (R1), can be trapped in an item
if they retreat to that would collect mist, like a bellows or
the underground tures can be found in extrem ely Increased Attri-
old tombs, Babylon ian ruins and bute: Physique a bottle; Skill Bonus: Painless Wounds
when the sun (R4), +12 to stamina total with Ability
rises, they come places that are or were part of the (R3), +3 to related
Babylonian Empire . totals; Intangibil- Loss (R1 per type), may not be used
back fully healed on wounds from fire, sunlight, or holy
the next night. ity (R1), can turn
to mist with Abil- items
In extremely
remote regions of the desert where a
few of these creatures still exist, they
are worshipped as minor gods by the
local desert nomads. The nomads will
sometimes leave an offering to the beast, The secrets of the Ekimmu have proven difficult
to unlock. There
but the creature feels no obligation to is no element of contagion, as found in other Vam
spare anyone. However, if the offering pires, nor from
keeps the vampire sufficiently occupied,
which extensive quirks and weaknesses to draw anal
it may delay the creature’s attack until Nevertheless, I am close, and this lore shall make
me a renowned
sunset, accomplishing the desired goal necromancer. It seems the means of murder is some
anyway. how crucial. Vio-
lence is key, as is finding those tormented in some
Typical Ekimmu My experiments continue. Who will miss the wort
hless travelers
Agility 3D: fighting 4D+1, melee com- amid the dunes? Who could find my pit of failu
bat 3D+1 res? Who shall
notice an upsurge of Ekimmu prowling the nearby
Coordination 3D: throwing 4D oases?
No one can find me, nor my temple and laborato
Physique 4D: lifting 4D+1, running ry hidden safe
4D+1 under the sand.
Intellect 1D
Page 32 • D6 Fantasy Creatures

Elemental Physique 5D
Intellect 1D+2:
Elementals are spirits made of one of Acumen 1D+2:
the raw magical elements of creation. C h a r i s m a 1D:
Elementals are only naturally found mettle: travel
in areas that have a high concentration by ship 4D
of the purest form of their element.
Summoned elementals are often bound S t r e n g t h
by wizards as pets, slaves, and warriors. Damage: 3D
Summoned elementals will obey the let- Move: 8
ter of a summoner’s commands, but the Fate Points: 0
more clever elementals look for ways to Character
violate the spirit of the agreement. Points: 0
Air Elemental Body Points:
Air elementals normally take the form
of nearly invisible waves or currents of Wound levels: 3 6/—/—); vulnerability to
air, only seen because the air shimmers Natural Abilities: immune to earth water attacks (receive +2D to damage
with their movement. They are not par- attacks, disease, and poison; stone fist from these, which its exterior cannot
ticularly strong, though they are fast and (damage +2D); stone exterior (Armor resist)
difficult to hit. They attack by pushing Value +2D); vulnerability to air attacks
and striking with masses of air. (receive +2D to damage from these, Water Elemental
which its exterior cannot resist) Water elementals found in nature
Typical Air Elemental
are placid, unassuming creatures that
Agility 5D: fighting 5D+1, flying 6D, Fire Elemental would rather flee or hide than fight.
stealth 5D+1 Wizards attempting to control fire When summoned, they can be used as
Coordination 2D elementals get a +3 to the difficulty powerful servants and warriors, but they
Physique 2D to reflect the capricious nature of this never cooperate readily with their sum-
type of elemental. Fire elementals love moner. Water elementals take the form
Intellect 1D+2
to destroy and consume, making them of a roughly Humanoid-shaped blob of
Acumen 1D+2 excellent warriors. They enjoy change water if forced onto dry land, but they
Charisma 1D and new experiences as well and chafe cooperate better when in the water.
Strength Damage: 1D Move: 20 static guard duty assignments. Fire
elementals usually appear as humanoid- Typical Water
Fate Points: 0 Character Points: 0 Elemental
shaped masses of flame, but they change
Body Points: 28 Wound levels: 3 their appearance to suit their whims. Agility 4D: fighting 5D
Natural Abilities: air push (damage Coordination 2D
+1D); immune to air attacks, disease, Typical Fire Elemental
and poison; vulnerability to earth- Physique 4D
Agility 4D: fighting 4D
based attacks (receive +2D to damage Intellect 1D+2
Coordination 4D: marksmanship 5D
from these) Acumen 1D+2
Physique 3D
Charisma 1D: mettle 4D
Earth Elemental Intellect 1D+2
Strength Damage: 2D
Earth elementals are resistant to Acumen 1D+2
injury and brutally strong. They appear Move: 10 (5 on dry land)
Charisma 2D: bluff 4D, intimidation
as humanoid shapes, roughly sculpted 4D, mettle 4D Fate Points: 0 Character Points: 0
from stone and earth. Though slow and Body Points: 18 Wound levels: 3
Strength Damage: 2D Move: 10
ponderous, they make excellent guard-
Fate Points: 0 Character Points: 0 Natural Abilities: immune to water
ians and siege engines.
attacks, disease, and poison; resistant
Body Points: 21 Wound levels: 3
Typical Earth exterior (Armor Value +1D); water fist
Natural Abilities: fire fist (dam- (damage +2D); water jet (damage 3D;
Elemental age +2D); immune to fire, disease, range 6/—/—); vulnerability to fire
Agility 2D: fighting 4D, and poison; fiery exterior (Armor attacks (receive +2D to damage from
Coordination 2D Value +1D); fire jet (damage 3D; range these, which its exterior cannot resist)
D6 Fantasy Creatures • Page 33

Elephant cargo, an elephant can generally move

half its own weight for great distances.
from instructing them to perform in
traveling shows or for the amusement
Elephants are typically native to Despite this benefit, people don’t often of kings, an elephant can be taught to
savannah and jungle regions, though use them for caravans unless food and do a number of heavy labor activities
due to their popularity with humanoids water is plentiful on the journey as an aside from simply carrying a load. Some
as beasts of burden, performers, and elephant can eat up to 230 kilograms cultures use them to lift lumber with
engines of warfare, they can be found of vegetation and 300 liters of water a their mighty trunks or demolish trees
anywhere that vegetation, water, and day, making them difficult to care for and light structures. With an experi-
people are plentiful. These creatures on long journeys. enced teamster, elephants can also pull
can stand between 2.4 and 3.4 meters In the wild, elephants travel in herds wagons of enormous size, increasing
at the should and weigh between 2.7 of five to 20, with a large bull as the their capacity to move cargo by double
to 6.3 metric tons, rendering them a leader. While considered the gentle or more their normal ability.
formidable sight to any formation of giant of the animal kingdom, the bulls Their lifespan and maturity rate is
disciplined defenders. When angered, will attack any perceived threat, though very close to that of humanoids, reach-
or trained to, an elephant will charge the amount of provocation required to ing adulthood at around 15 to 20 years
with devastating results to the terrain enrage an elephant is quite unpredict- old and living to about 70 years old or
and obstacles in its path, giving rise to able. Many times bulls ignore inter- more. They also show very distinct emo-
its appellation “the unstoppable force lopers who are not threatening a herd tions, such as grieving at the side of a
of the wild.” member, simply staying alert while they lost herd member, showering friends
A war elephant is often rigged with a are present, but occasionally the males with affection, and laughing. When
small tower or similar fortified structure attack without warning. traveling with a band of adventurers,
upon its back. Depending on the size Elephants are intelligent creatures. they add color to any journey.
of the animal, this allows two to six Compared to most creatures of the wild,
soldiers to ride the creature into battle. they are easy to train if they are started Typical Elephant
When used for carrying supplies or young, at about four years of age. Aside Agility 2D: fighting 4D: charging
Coordination 1D
Physique 6D: lifting 7D, running
6D+1, stamina 8D
Intellect 1D+2
Acumen 2D: search 3D
Charisma 2D: intimidation 4D:
charging +2D, mettle 4D+2
Strength Damage: 4D
Move: 35
Fate Points: 0
Character Points: 0
Body Points: 45
Wound levels: 5
Natural Abilities: trample
(damage +3D; must charge), tusks
(damage +2D), trunk (damage +1;
can grapple with it); large size (scale
value 8)
Note: The bull of an elephant herd
bred for war have a lifting, fighting,
and intimidation increased by 1D.
Page 34 • D6 Fantasy Creatures

HighElves but surprisingly, most live to serve out

always dress their terms).
in gilded fin- Having waged ceaseless war against
ery, for their a subterranean enemy (too terrifying
race is noble, to describe) for millennia, Black Elves
proud and have dispensed with religious pomp and
possessed of ceremony. The gods of the Black Elves
the blood of ask only that worshipers serve their
ancient rul- king and people. Since most Black Elves
ers. Their spend a portion of every day engaged in
religious con- war-related efforts, soldier-citizens pre-
victions run fer subdued, practical clothing or dark-
deep, but their enameled armor to the colorful, flowing
elaborate cer- robes worn by other Elven societies.
emonies dedi-
cated to the Typical Elf
gods of Nature Agility 3D: dodge 3D+2, melee combat
and Thought 3D+2, stealth 3D+2
are always con- Coordination 3D: marksmanship 4D
cealed from the
eyes of outsid- Physique 3D: running 3D+2
ers. Intellect 3D: reading/writing 3D+1,
When peace scholar 3D+1, speaking 3D+1
blankets the Acumen 3D: artist 3D+1, hide 3D+2,
Elf land, High Elves
spend their days in leisurely pursuit of
search 3D+2, survival 3D+2, track-
ing 3D+2
Elves were once thought to dwell academic and philosophical goals, and Charisma 3D: animal handling 3D+2,
only in temperate forests, but travelers they carefully tend to the lands that charm 3D+2, mettle 3D+2
have encountered Elven pilgrims in cli- surround their chosen homes. In times
of war, however, High Elves are quick to Magic 1D: alteration 1D+1
mates ranging from unbearable, steamy
jungles to frigid wastes. Perhaps this is mobilize and fierce in battle. Few armies Strength Damage: 2D
because Humans began settling these have ever stood against the assembled Move: 10
areas only recently, at least as Elves hosts of the Fair Folk. Fate Points: 0
measure it (after all, what is 500 years Black Elves take their name from
their jet-black skin, eyes, and hair. All Character Points: 3
to a race of near immortals?).
Human scholars divide Elves into a live underground, far from the light of Body Points: 20
few species, but their physical differ- the sun that reminds them of an ancient Wound Levels: 3
ences are mostly cosmetic. Elves differ betrayal linked to the High Elves, whom Advantages: None
primarily in behavior and allegiance, they regard with contempt. This hatred Disadvantages: Hindrance: Arro-
and most are inclined to remain aloof for their cousins does not extend to other gance (R2), +2 to bluff, charm, and per-
from other sentient races. The High races, though, and Black Elf outposts suasion difficulties; Hindrance: Delicate
Elves, called Fair Folk by some, are the have been known to trade with Dwarves, (R2), -2 to damage resistance total;
type of Elf most often encountered. Humans, and even more barbaric races Sense of Duty: Nature (R2), feel a deep
High Elves are intelligent and practi- on occasion. devotion and kinship with trees and
cal, enjoy games of skill, and possess Black Elf society is organized along plants (High Elves) or Sense of Duty:
great wisdom gained from centuries military lines. Every 10 years (or as Clan (R2), feel a deep devotion to their
of contemplation. In appearance they needed), soldier-citizens elect a king king and others in their society (Black
closely resemble Humans, though they who wields absolute authority over an Elves)
are healthier, sturdier, and far more expansive hierarchy of captains, lieu- Special Abilities: Ambidextrous
handsome. Tales of their graceful fea- tenants, sergeants, troops, specialists, (R3), +3 to skill totals; Enhanced Sense:
tures, startling green or blue-gray eyes, and non-combatant citizens (those that Sight (R1), +1 to sight-based totals;
and clear, musical voices have led young are too old, too young, or too injured Immortality; Skill Bonus: Stealth (R1),
women and men into the wilderness in to fight). Kings reign 10 years if death +1 to hide, stealth, and tracking totals;
the hopes of catching a glimpse of these does not claim them first (Black Elf Ultravision (R3), +6 to sight-related
rare travelers. commanders lead from the fore in battle, skills in dim or dark conditions
D6 Fantasy Creatures • Page 35

Empusa into animals for the night. They know

the ideal herbs and animal parts for
Disadvantages: Achilles’ Heal: Fire
(R4), takes double damage from any
The Empusai (plural of Empusa) are potions. Sometimes, witches use the fire-based attack; Achilles’ Heel: Insults
the demonic, vampiric daughters of evil Empusai as mentors to learn. Only a (R4), must make a Moderate mettle
goddesses of magic. They are created female may study under an Empusai. roll or run shrieking until she can no
from the spirits of loyal priestesses. They The Empusai prefer lairs located on longer hear the insults; Achilles’ Heel:
appear as beautiful women, but in their the fringes of society, Sunlight (R4), as
true form, they have the upper bodies often sharing living dawn approaches,
quarters with witches. In Earth mytho log y, feels inescap-
of filthy, hideous women with pale skin
Frequently, they use Empusai are Greek vampires ably compelled to
and the lower body of a donkey. Empusai
a cover persona to and followers of Hectate, the return to her hid-
are always female.
befriend witches or goddess of magic. ing place; Advan-
Empusai social structures are based
on witch’s coven. At the head is a queen attract men. tage Flaw (R2), all
and below her three sisters; below each spells must be cast
sister, three more; and so on. The Empu-
Typical using potions; Employed (R2), by god-
sai above must approve of the behavior Empusa dess; Price (R2), must remain faithful
of the Empusai below. Agility 2D: dodge 2D+2, fighting 2D+1, to goddess or lose magical abilities;
When hunting, the Empusai hunt flying 2D+1, melee combat 2D+1 Infamy (R2)
alone. In rare instances, groups of three Special Abilities: Longevity (R1);
Coordination 2D Skill Bonus: Charming Gaze (R2), +6
work together to capture a group of vic-
Physique 3D: running 3D+2 to charm totals with Restricted (R1),
tims or a particularly powerful victim.
During the day, the Empusai disappear Intellect 3D: scholar: potions 5D, limited to opposite sex
into the underworld or hide in deep parts speaking 3D+1 Equipment: cauldron; potions to
of their temples, where they assume Acumen 3D: hide 4D enhance seduction; herbs, animal parts,
their true demonic form. At night, they and other potion components
Charisma 3D: charm 5D, mettle
hunt, seducing men and devouring them
when possible. The Empusai can only
4D+2 Shapechanging
exist on the flesh of the living. They can
Magic 5D: alteration 6D, conjuration Potion Spell
go an indefinite period without feeding, Skill Used: Conjuration
but failure to capture a victim for a long Strength Damage: 2D Move: 10 Difficulty: 11
period may mean a lowering of rank Fate Points: 0 Effect: 10 (Shapeshifting (R1) with
within their coven. Character Points: 3 Additional Effect (R1), can change to
The Empusai have a variety of magic normal animal size)
Body Points: 18 Wound levels: 3
powers granted by their goddess. They Range: Self (0)
brew potions with adeptness, one of Advantages: Contacts (R4), Empusa Speed: 0
their favorites being to change shape sisters Duration: 7 hours (+22)
Casting Time: 1 round (-4)
Other Aspects:
Components (-14): small piece of
creature shapechanging into (com-
mon, destroyed), special herb — usu-
ally marjoram flowers but one more
appropriate to creature can be used
(uncommon, destroyed), water (ordi-
nary, destroyed), pot (common)
Gesture (-2) Stir together compo-
nents (fairly simple)
Focused (+6)
Variable Duration (+4): Off only
This spell helps the witch make a
potion that allows her to change into any
one form for one night or more. Add any
result point bonus to the duration value
and look up the new time on the “Spell
Measures” table.
Page 36 • D6 Fantasy Creatures

hefting a total of about two kilograms.

All Green Folk can fly, even though
some appear to have no visible wings,
while the wings of others look like
the wings of insects or butterflies or
tatters of colors. They can also appear
two meters tall if needed, but this
glamour has no real effect upon the
world, other than perhaps to ward
off would-be aggressors.
Green Folk enjoy the passing of
the seasons, spring and autumn
being their favorites, and consider
this when seeking a new place to
Green Folk follow one of two
types of lifestyles, in community
or in solitude, though they are
united in purpose. Fairies living
in communities, are friendlier and
more numerous, residing in town-
ships, called troupes, of 50 or more
individuals ruled over by a tough
but fair queen. Each queen in turn
serves Oberon and Titania, the
King and Queen of the Fairies,
powerful and enigmatic beings that

Fairy ponds, oak trees, and toadstools. They

shun living among certain races of the
can pass as any humanoid species and
defeat all in combat or contest.
Fairies are spirits of Nature given Big People, for Humans like to make pets Each troupe arrays itself in distin-
physical form and one purpose — to of cats, which are dangerous to even the guishable garments, often of the same
serve Nature and protect its own. Their most cautious Fairy. In fact, almost any style or color. For example, the Shefro
presence is considered a reliable indica- animal, whether pet, livestock, or feral, dress mostly in green — forest green
tor of the health of the environment, for associated with the mannish-races are jerkins, grass green tights, and leaf green
a land without Fairies is one without dangerous to Fairies just from sheer boots, but with pointed red caps. Males
magic, cheer, or hope. As servants of size alone. Fairies do not fear insects, wear one white feather in their cap to
Nature, Fairies can speak with trees, frogs, or mice, however, and have much signal love for a sweetheart.
ferns, toadstools, mosses, every kind to offer these creatures in exchange The other type of Green Folk, the
of animal, and even some kinds of for friendship and aid. For example, solitary ones, are less populous by far
rocks (other kinds of rocks refuse to these diminutive but cheerful beings and they prefer the lives of introspec-
speak, don’t have anything to say, or help mice gather enough food to last tive wanderers, making what they need
are just plain boring). Fairies trust the through long and lean winter nights, and or trading for needed goods with other
High Elves implicitly, but distrust other in return mice warn Fairies whenever Fairies. Loners and wanderers, many
races, especially Humans and others cats are prowling nearby. dress in flowing red medieval gowns or
that disregard their effects on nature, Two of the most common varieties scarlet doublets and pants and blood-red
leading some to speculate that they are of Fairy-folk are Green Folk and Glade capes, though prefer plainer clothes.
somehow related to the near-immortal Fairies. Of these solitary Fairies, the Ferrishin
Fair Folk. Fairies know that all things alone know the secret of fashioning rope
are related; most races just refuse to Green Folk woven from spiderwebs and dew-drop
accept the truth. gemstones, a combination that creates
Green Folk (sometimes called Green
Being less than five centimeters tall, a line of unusual strength and beauty,
Children by patronizing Humans) have
Fairies could live right under the Big one that they trade for items they cannot
blonde, red, or light brown hair; green
Peoples’ noses without detection, but make themselves. The solitary Fairies are
or blue eyes; and child-like physiques
instead prefer verdant landscapes burst- ruled by whoever draws the short straw
that belie their true strength, for Fairies
ing with scented flowers, mosses, lily during their yearly gatherings. This form
can lift over 20 times their own weight,
D6 Fantasy Creatures • Page 37

Body Points: 12 their habitat. When natural disasters

Have you ever lost your sword and actually taken Wound Levels: 2 threaten, Glade Fairies work tirelessly
the time to look for a very tiny ball of spider silk or a to rescue earth-bound animals from
thimble of star-shine left in its place? Probably not, oblivion. However, Glade Fairies are
Size: Small (R4),
but you should have. You might have had an encoun- helpless in the face of unnatural destruc-
scale value 12
ter with a Fairy while you were sleeping. No doubt it tion (such as slash-and-burn practices)
quietly offered to trade you something that seemed wrought by sentient races, and do not
Hindrance: Delicate
equitable to your drowsy mind, and maybe it wasn’t easily forgive such injuries. Many would-
(R3), -3 to damage
the best deal you ever made, but imagine your sword be farmers or ranchers have woken
resistance totals;
flying along without any apparent support, accompa- up one morning to find themselves
Hindrance: Short
nied by a disembodied voice yelling at people to get surrounded by poisonous scorpions,
Stride (R2), 4 meter
out of the way — it might have been the source of venomous snakes, or worse.
reduction to run-
all those legends about intelligent swords. There is a ning, swimming, Typical Glade Fairy
reason that bards call them “fairy tales...” and jumping Move
Agility 3D: fighting 4D, dodge 3D+1,
Special Abili-
stealth 4D+2
ties: Accelerated
Healing (R1), +1D to natural healing Coordination 3D: throwing 4D
of government may seem flippant to
other races, but all Fairies of Clan Rouge rate; Animal Control (R1), +10 bonus to Physique 5D: lifting 5D+1
serve King Oberon and Queen Titania animal handling for one species; Flight Charisma 1D+1: animal handling 5D,
with all the love and fervor of the troupe (R2), flying move 24; Longevity (R1); command 3D, persuasion 2D, mettle
Fairies. Even though the two clans seem Silence (R3), +6D to all stealth checks. 3D+2
always at odds, woe to the schemer who
tries to come between them.
Glade Fairies Intellect 3D: cultures 3D+2, healing
4D, trading 3D+1
A close relative of the Green Folk,
Typical Green Folk the Glade Fairy is equally hard to spot, Acumen 4D+1: disguise 6D, hide 7D+1,
Fairy though for different reasons (in their investigation 5D+1, search 5D+2,
defense, Glade Fairies have a saying: survival 5D, tracking 7D
Agility 4D+1: acrobatics 4D+2, climb-
ing 4D+2, contortion 5D, dodge 6D, “If you have to try very hard to find Strength Damage: 3D
flying 5D+1, melee combat 5D, riding something, you’ve probably already Move: 6
4D+2, stealth 5D overlooked it”). Fate Points: 0
The only way to spot a Glade Fairy is to
Coordination 2D: marksmanship 4D Character Points: 3
sit quietly in a clearing at dawn or dusk,
Physique 1D+2: swimming 5D thinking pleasant thoughts. Patient Body Points: 12
Intellect 3D+2: cultures 4D, healing observers might soon notice something Wound Levels: 2
4D+2, reading/writing 4D, speaking stirring where nothing moved before Advantages: Size: Small (R4), scale
4D, devices 4D, trading 5D+2 (as grandmothers used to say, it always value 12
Acumen 3D+1: artist 3D+2, crafting 5D, was there; you just never took the time Disadvantages: Hindrance: Delicate
hide 3D+2, know-how 3D+2, search to look). To those who remain calm and (R2), -2 to damage resistance totals;
4D, survival 4D+1 quiet, some of the plants, or at least Hindrance: Short Stride (R2), 4 meter
beings that strongly resemble plants,
Charisma 4D: animal handling 4D+1, reduction to running, swimming, and
may come to life before their eyes. Glade
charm 5D, persuasion 5D+1, mettle jumping Move
Fairies are perhaps the most striking of
4D+1 Special Abilities: Accelerated
all Fairy-kind, having willowy, moss-
Magic 1D: alteration 1D+1, divination Healing (R1), +1D to natural healing
covered bodies, long, supple limbs, and
1D+1, conjuration 1D+1 rate; Animal Control (R1), +10 bonus
faces wrinkled and gnarled as the bark
to animal handling for one species;
Strength Damage: 1D of trees. They make their homes in the
Longevity (R1); Natural Armor (R1),
Move: 6 transitional spaces between forests
+1D to damage resistance rolls; Natural
and fields. They are especially fond of
Fate Points: 0 Hand-to-Hand Weapon: thorny limbs
deer, owls, pheasants, hedge gophers,
Character Points: 3 (R1), damage +1D; Silence (R3), +6D
and damselflies, creatures that share
to all stealth checks.
Page 38 • D6 Fantasy Creatures

Familiar familiar can learn many intellectual skills,

such as new languages, over time.
Charisma 2D+1: mettle 5D+1
Strength Damage: 1D
Familiars are magically enhanced ver- As well as gaining an ally for spying,
Move: 32 (flying)/15 (gliding)
sions of mundane animals. Wizards use companionship, and security, the mas-
ter receives a number of abilities, which Fate Points: 0
them as guardian, messenger, clairvoy-
ant aide and companions, though they depend on the type of familiar. Character Points: 2
still are prone to some mischievous or Body Points: 12 Wound levels: 2
not entirely intelligent behavior.
Example Familiars
Natural Abilities: beak (damage
The process of making a familiar is Cat +2); talons (damage +1D; may attack
straightforward though challenging and Agility 4D: acrobatics: falling 5D, the same target twice per round with
varies based on the mage and the magi- climbing 5D, dodge 5D, fighting 5D, no penalty), night sight (no penalties
cal power involved. The caster imbues jumping 4D+2, stealth 5D in dim conditions); magic resistance
the target animal with a magical power Coordination 1D (+6 to difficulties of all magic effects
source based on their arcane preference directed at animal); diving attack (+35
Physique 1D+2: running 3D+2,
and then bonds with the creature. to flying total and +2D to initiative roll
stamina 2D+2
The host animal can be any creature for 1 round when charging 1 target from
that is nonmagical by nature and can Intellect 2D: language: (of master) 3D, sufficient altitude); quiet flying (+2D
be carried by the master. A host gains scholar 2D+2 stealth to ambush by air); wings; small
a number of abilities once the transfor- Acumen 3D: hide: self only 5D, search size (scale value 7)
mation is complete. Commonly, they 4D, tracking 4D Note: The master of an owl familiar
become stronger and quicker than their Charisma 2D+2: mettle 4D+2 gains +1D to mettle and divination and
mundane brethren, and they always +2D to conjuration only when attempt-
Strength Damage: 1D Move: 20
have a measure of magic resistance to ing flight spells.
protect themselves from detection and Fate Points: 0
attack by enchanted means. In addition, Character Points: 2 Snake
they quickly learn to understand, but Body Points: 14 Wound levels: 2 Agility 5D: fighting 6D, dodge 6D,
not speak, the language of their mas- stealth 6D+2
Natural Abilities: bite (damage +2);
ter. This allows them to follow fairly Coordination 1D
claws (damage +2); night sight (no pen-
complicated instructions and to spy
alties in dim conditions); detect magic Physique 1D
more effectively by eavesdropping on
(identify location of magic within a 3- Intellect 3D: language: (of master) 4D,
the conversations of intruders.
meter radius); magic resistance (+6 to scholar 3D+1
Many mages will also imbue their
difficulties of all magic effects directed
familiars with a limited number of magi- Acumen 3D: hide: self only 5D, search
at animal); small size (scale value 6)
cal abilities, to facilitate their missions. 4D
Note: The master of a cat familiar
These abilities are simulated by skills the Charisma 2D: intimidation 4D, mettle
gains +1D to jumping and stealth and
animal could not normally posses, such 4D
Ultravision (R2), +4 to sight-based totals
as being able to open doors or write. The
in dim conditions. Strength Damage: 1D Move: 15
Fate Points: 0
Character Points: 2
Agility 4D: dodge
Body Points: 11 Wound levels: 2
5D, fighting 5D+2,
flying 5D, stealth Natural Abilities: bite (damage
4D+2 +1D; venom injected when fighting
success beats difficulty by 5 or more);
Coordination 1D
venom (causes 1D damage every round
Physique 2D for 5 rounds; Very Difficult stamina roll
Intellect 2D+2: to resist); camouflage (+1D to hide: self
language (of mas- only); magic resistance (+6 to difficulties
ter) 3D+2, scholar of all magic effects directed at animal);
3D thermal vision (no attack penalties in
A c u m e n 3D+1: darkness); small size (scale value 9)
hide: self only 4D+1, Note: The master of a snake familiar
search 6D+1 gains +1D to hide and dodge, and +2D
to stamina: poisons.
D6 Fantasy Creatures • Page 39

have established regular trade with the

Fiana, who produce finely crafted bronze
jewelry and beautifully carved wood and
bone items, but the islanders admire the
well-made leather boots of outsiders and
covet weapons of metal.
The Fiana keep to themselves most
of the time, and their territories are
inhospitable enough that few disturb
them. The few times nobles have tried
exploring Fiana lands with an eye toward
settling them, the Fiana have slaughtered
their men and proven that the cost was
far too high for such rocky terrain.

Typical Fianna
Agility 3D+2: climbing 6D, dodge 5D+1,
fighting 6D+1, jumping 5D+2, melee
combat 6D, stealth 5D+2
Coordination 3D: marksmanship 6D,
throwing 6D
those from other clans must request Physique 3D+1 (+3): lifting 6D, running
Fiana permission to enter their area. Small
skirmishes among the clans are common,
6D+1, swimming 5D+1
but these are mainly to relieve boredom Intellect 2D: navigation 3D, trading
Those who travel the islands of the
and maintain skill at arms — serious 3D, traps 3D
northern seas claim that not all the
islanders are exactly Human. The worst, conflict between the clans is rare, and the Acumen 2D+2: crafting 5D, hide 3D+1,
they say, are the Fiana, a race of people clan chiefs usually settle disputes. search 4D, survival 6D+1, tracking
who live in the mountains and hills of The Fiana eat mostly meat, potatoes, 4D+1
some of the largest islands. The Fiana and bread, though they do gather any Charisma 3D+1: animal handling
look Human, but they can do things no fruits and vegetables they can find. They 3D, bluff 4D+2, intimidation 6D+1,
normal man or woman ever could. The prefer ale and water for their drink. The mettle 5D
Fiana themselves claim this stems from Fiana raise herds of small, thick-furred Magic 1D: alteration 3D
their descent from the supernaturally cattle and sheep, and occasionally goats.
Most households have chickens as well. Strength Damage: 3D (+3)
endowed children of a powerful goddess,
who watches over their island homes. Farms are uncommon, but homes often Move: 30 Fate Points: 1
The Fiana can be identified by the have small vegetable plots out back. The Character Points: 6
blue tattoos that decorate their faces, Fiana also hunt deer, pheasant, other Body Points: 30 Wound levels: 5
arms, and chests. Most Fiana carry only wild animals.
Though fearsome warriors, the Fiana Advantages: Contact (R4), goddess
weapons of bone, horn, wood, and stone,
are not raiders and they do not attack Disadvantages: Infamy (R1)
though a few have blades of bronze. Their
others without reason. They closely Special Abilities: Accelerated Heal-
simple and sturdy clothing is mostly
watch anyone entering their territory, ing (R1), +1D to natural healing rate;
leather, though they wear fur capes in
attacking only those who present a Increased Attribute: Physique (R3), +3
winter. Fiana men have thick beards;
threat to the clan. Any- to related totals; Longevity (R1)
both men and women wear their hair
one judged harmless Equip-
long and pulled back. They equally favor
is instead approached ment: broad
thick bronze or gold necklaces, called In Earth mythology, the Fiana
and questioned. If his sword (dam-
torcs, and both rings and earrings. live primarily in Scotland and
answers are acceptable, age +2D+2);
The Fiana divide themselves into Ireland. They they are the descen-
the Fiana will host dagger (dam-
clans, each of which has its own distinc- dants of the Tuatha de Danann,
him, providing him age +1D); hard
tive name, tattooing style, leader, and the people adopted by and given
with food and drink in leather armor
skald (a bard who keeps their history supernatural abilities by the fertil-
exchange for informa- (Armor Value
as oral song). The clans are small, and ity goddess Danu. The Tuatha de
tion about the outside +1D+1); spear
often work together to repulse invaders, Danann are considered among the
world. Some travelers (damage +2D)
but each clan has its own territory, and first Fairy-folk in Celtic lands.
Page 40 • D6 Fantasy Creatures

Flying Cat Flying Cats exhibit exceptional intel-

ligent for what most consider to be an
In appearance, the Flying Cat comes
in as many varieties as there are wild
The Flying Cat, or Winged Cat, is one animal. If some manner of translation and domestic cats. The wings sometimes
of many examples of creatures that have magic is available, they can engage in match the coat, but often they look
spawned from the fall-out of mystical complex conversations. In fact, they like the wings of a bird or other flying
practices. Domestic cats, as familiars, have become so bright that they largely creatures including bats, butterflies,
are a great asset to mages, but unlike no longer serve mages. If they do asso- and miniature dragons. Color and wing
other popular familiars, such as the ciate with a practitioner, it is generally type does not have any correlation to
owl, they have difficulty traveling great for equal gain. Only the most lazy of personality, motivation, or abilities.
distances. Therefore, hundreds of practi- Flying Cats work for simple room and
tioners of magic have strived to correct board. More often, they prefer to roam Typical Flying Cat
that shortcoming by enhancing their and explore, avoiding long-term attach- Agility 3D+2: acrobatics 6D, climb-
familiars through spell, potion, and, ments outside of a mate and kittens. ing 4D+2, dodge 6D+1, fighting
on occasion, grafting “donated” wings. These courtships and rearing of off- 5D+1, flying 5D, jumping 6D, stealth
Over the centuries, this has produced spring only last as long as it does for their 6D+1
an entirely new species of cat with lesser cousins, and then the Winged Cat Coordination 1D+2
wings and the ability to fly, albeit for moves on to new adventures.
Some Flying Cats like to “adopt” ill- Physique 2D+1: running 5D+2,
short distances much, to the chagrin stamina 4D
of mages everywhere. fated travelers, others ally with adven-
turers for a common cause, while a few Intellect 3D: reading/writing 4D,
These kin to the cat and the familiar
are quite miscreant and play terrible scholar: magic 4D, traps 4D
have benefited greatly from the speedy
arcane evolution that has befallen (even lethal) tricks on passers-by. The Acumen 3D+1: hide: self only 6D+2,
them. They are larger than either of disposition of the Flying Cat is generally search 4D+2
their cousins and weigh about nine to based on its experiences and varies as Charisma 3D: bluff 5D, charm 6D,
14 kilograms full gown. They measure much as it does in humanoids. Those persuasion 5D, mettle 5D
up to a meter in body length, though mistreated are either timid or cruel, but
when nurtured, they can be quite pater- Magic 1D: conjuration 1D+1, divina-
typically around three-quarters of a tion 2D
meter, and have a wingspan of about nal. Unfortunately, the product of a few
evil spell casters has created a handful Strength Damage: 1D
1.8 meters. It is certain that their ability
to fly is magically enhanced, else they of malicious Flying Cats, which have Move: 8
would struggle simply gliding, much been known to mastermind diabolical Fate Points: 0
less gaining altitude. plots of their own.
Character Points: 4
Body Points: 16
Wound levels: 2
Advantages: Size: Small (R2), scale
value 5
Disadvantages: Hindrance: Arro-
gance (R2), +2 to bluff, charm, and per-
suasion difficulties; Short Stride (R1), 2
meter reduction to running, swimming,
and jumping Move; Infamy (R1), known
to be mischievous; Prejudice (R1), being
an intelligent magical animal
Special Abilities: Attack Resistance:
Extranormal (R1), +1D to related dam-
age resistance rolls; Flight (R1), flying
Move 16 with Ability Loss (R2), must
rest (doing nothing) for 1 round for
every 5 rounds of continuous flight;
Natural Hand-to-Hand Weapon: Teeth
(R1), damage +1D; Natural Hand-to-
Hand Weapon: Claws (R1), damage +2D;
Ultravision (R2), +2 to sight-based totals
in dim conditions only
D6 Fantasy Creatures • Page 41

The Furies
The Furies are three hags — Alecto,
Tisiphone, and Megaera — who torment
the guilty. each appear to have the head
of a dog, hair made from snakes, wings
like bats, and the body of a human
woman. Each Fury carries a torch and
a whip, and they always appear angry.
They wear tattered garments.
The three hags argue constantly.
Alecto, being the oldest, is leader by
default, but the other two complain bit-
terly about her leadership. If a victim is
tormented by all three sisters, his best
bet is to pit the hags against one another
and then flee in the ensuing melee.
The Furies have some magical abili-
ties that they use to further torment
their victims, frighten them, and trick
them into dying horribly. Ideally, the
hags want the victim to die in an ironic
fashion connected to her guilt.
Although the Furies can eat, they do
not need to do so. They neither need to
breathe or sleep. The Furies cannot be
killed as long as sin exists (that is to say,
so long as people do mental or physical get the information they need.) Indi- Fate Points: 10
harm to each other), but they can be viduals that think they are good, but in Character Points: 18
driven away if the guilty party com- their heart are not, can easily tricked by
Body Points: 32
pletely atones for his or her actions. the creatures.
The Furies are usually found in Wound levels: 5
extremely isolated places, especially The Furies Advantages: Equipment (R3), magi-
abandoned temples dedicated to the Agility 3D: fighting 3D+1, flying 3D+1, cal torch and magical whip
netherworld. Bitter and betrayed people melee combat 3D Disadvantages: Achilles’ Heel:
often seek out the Furies, to serve as Coordination 2D: sleight of hand Atonement (R2), if the guilty party truly
their followers until those who have 2D+1, throwing 3D atones, the Furies flee; Achilles’ Heel:
wronged them pay for their crimes. Innocence (R3), being in the presence
The innocent cannot be harmed by Physique 2D: lifting 3D, running of a truly innocent or just person causes
the Furies, and it is these people that 2D+1 2D in damage per round; Quirk (R3), the
may exact information from them. The Intellect 4D: cultures 4D+1, scholar: Furies feel a great resentment toward
Furies may reluctantly reveal secrets arcane lore 4D+1, speaking 4D+1 each other and often act upon it
of supernatural beings or give clues Acumen 3D: search 4D, tracking 5D Special Abilities: Immortality (R1),
to a quest. They can only do this for C har isma 2D: the Furies cannot be die until sin no
the truly just and intimidation 5D longer exists in the world
it causes them the Erinyes , Equipment: magical torch (reduces
Also known as Magic 1D: altera-
physical pain to darkness modifiers by 10; never goes
adventurers might find the three tion 2D+2, conju-
be in the presence out); magical whip (damage +3D; only
women more susceptible to flat- ration 2D, divina-
of such creatures. affects those who have committed a
tery (and guile) by calling them the tion 3D
(Naturally, those sin)
Eumenides, or “Kindly Ones.” S t r e n g t h
who are truly good
Greek mytho logy recoun ts Damage: 2D
will not torture the
the most common tales of the
Furies for longer Move: 10
then they must to
Page 42 • D6 Fantasy Creatures

Gargoyle range in height from a meter to two

meters and have wingspans of three
Typical Gargoyle
Agility 4D+2: climbing 5D, dodge
Gargoyles are dangerous creatures to five meters. Their hands are clawed,
5D+1, fighting 6D, flying 5D+2
who live to slaughter the innocent. their heads have horns and mouths full
stealth 5D+1
They appear as grotesque figures with of sharp teeth, and their bat-like wings
give them the power of flight. Coordination 1D
what seems to be stone hides, but which
actually are a tough, leathery skin. They Gargoyles prefer surprise and ambush Physique 5D+2: lifting 6D, running
to a fair duel. They tend 6D, stamina 6D
to choose one target Intellect 1D
from a group, usually
Acumen 3D+1: hide: self only 5D
the weakest of the lot,
and attack her until she Charisma 3D: intimidation 4D+2,
is slain. The only excep- mettle 4D
tion to this is when Strength Damage: 3D
someone is attempting Move: 15 (land)/60 (flying)
to damage their lairs
Fate Points: 0
or use it for any type
of religious ceremony Character Points: 0
— this causes the gar- Body Points: 18
goyles to attack as one. Wound levels: 3
Gargoyles will attempt
Natural Abilities: bite (damage +2);
to slay any cleric who
claws (damage +1D); horns (damage +1);
tries to invoke a miracle
leathery hide (Armor Value +1D); night
in their territory.
sight (no penalties in dim conditions);
wings; small size (scale value 0–3)

Ghost Typical Ghost

Warrior Agility 3D+1: dodge 4D+1,
fighting 4D, melee combat
Ghost Warriors are the reanimated 4D
forms of soldiers whose devotion to a
Coordination 2D+1: marks-
cause transcended death. Upon being
manship 3D
struck down, the spirits of these war-
riors refused to depart their bodies, Physique 3D: lifting 4D+1,
believing the fight not yet won. But since r unning 4D, stamina
physical death is disorienting, decades 3D+2
or centuries often go by before the bod- Intellect 2D+2
ies rise again, too late for the battle, and Acumen 2D+2: investigation
proceed to engage any perceived threat 3D, search 3D+1, track-
in the vicinity. ing 3D
Ghost Warriors appear as they did in Special Abilities: Attack Resistance:
Charisma 3D: intimidation 4D+2, Non-enchanted Weapons (R2), +2D to
life, but with a ghastly pallor and a fixed
mettle 6D related damage resistance totals; Intan-
expression of fury. They are impossible
to reason with, understanding nothing Strength Damage: 2D Move: 10 gibility (R2), +6D to damage resistance
but battle. Most of their number tend Fate Points: 0 totals vs. physical weapons, can pass
to be the fallen members of elite units through solid objects; Longevity (R1),
Character Points: 2
who thoroughly believed their struggle can be killed by enchanted weapons;
Body Points: 19 Wound levels: 3 Skill Bonus: Painless Wounds (R4), +12
was just. Their ability to become ethereal
means no fortress is safe from them, Advantages: None to stamina totals
for they can pass through the walls and Disadvantages: Devotion (R3), to Equipment: long sword (damage
solidify for the fight. thee cause and will attack anyone who +2D+1); ring mail armor (Armor Value
is not a member of the company +1D+2)
D6 Fantasy Creatures • Page 43

Ghoul heads and arms (of consumed victims)

with which to grab prey.
Typical Ghoul
Agility 2D+2: dodge 5D+1, fighting 6D,
An evil spirit inhabiting a corpse with Use of a banish invocation (see pages
jumping 4D, stealth 5D+2
the distasteful habit of devouring both 110–111 of the D6 Fantasy Rulebook) or
the presence of a holy person and holy Coordination 2D
the dead and living, scholars note that
Ghouls favor the flesh of children. Liv- symbol can disrupt the ghoul’s powers Physique 3D+2: running 4D+2
ing in graveyards and deserted places, or cause it to flee. Killing a ghoul is dif- Intellect 1D: speaking 3D
especially deserts, ghouls employ a ficult but possible with force of arms,
Acumen 4D: disguise 3D+2, hide 5D+1,
variety of tricks such as lighting fires to burning, or drowning. (For example, a
survival 6D+1, tracking 4D+1
lure weary travelers, disguising them- ghoul held underwater for 1D+1 rounds
dissolves into foul ichors, destroying it Charisma 1D: bluff 3D+2, intimida-
selves, and altering their size and shape. tion 4D
Ghouls reportedly change into hyenas and possibly contaminating the water
or wolves, or shrink and use feral hares source). Some legends say ghouls could Strength Damage: 2D
and dogs as mounts to stalk prey. only be vanquished by a single power- Move: 10
Each ghoul has a unique appearance, ful blow (a second blow could bring it
Fate Points: 0
neither man nor brute, although many back to life!).
Ghoul reproduction is a matter of Character Points: 2
survivors say ghouls prefer to use the
corpses of women. Many ghouls can conjecture — some believe that those Body Points: 19
take on humanoid forms, such as a slain by ghouls arise as ghouls, their Wound levels: 3
well-known member of a community tortured spirits bound into dead flesh.
Advantages: None
(who can face lynching by paranoid Others believe disembodied spirits can
Disadvantages: Achilles Heel:
neighbors). However, the ghoul is always enter a corpse through a vile miracle or
Allergy (R4), 3D damage when exposed
detectable by its tracks — those of a by powerful will. Those who claim to
to holy symbols and ghoul must make a
donkey. Sometimes, when horror is its know aren’t talking.
Moderate mettle roll to avoid fleeing
primary goal, a ghoul sprouts numerous Special Abilities: Natural Armor:
Undead Flesh (R1), +1D to damage
resistance rolls with Ability Loss (R1),
ineffective against magical weapons;
Natural Hand-to-Hand Weapon:
Claws (R2), +2D damage; Natural
Hand-to-Hand Weapon: Teeth
(R1), +1D damage. Optional Abilities
(ghouls might have one or more of
these in addition to the standard
ones): Extra Body Part: Heads and
Arms (R6), sprout a combination of
up to six heads and arms of previ-
ous victims with Additional Effect
(R2), hands can grab, and Additional
Effect (R1), +3 to intimidation
attempts; Longevity (R1), can only
be permanently killed by a single
blow dealing 90% of maximum
Body Points or Wounds; Natural
Ranged Weapon: Poisonous Blood
(R1), 3D damage, range 5/10/20,
with Ability Loss (R1), only works
upon death; Paralyzing Touch (R1);
Shapeshifting (R3), any three ani-
mals or humanoids with Additional
Effect (R1), can change to normal
animal size, and Side Effect (R1), always
leaves tracks of a donkey.
Page 44 • D6 Fantasy Creatures

any underground burial chamber Character Points: 3

that isn’t exposed to the sun will Body Points: 24
suffice. Giang Shi are not harmed
Wound levels: 4
by the daylight, but because
young Giang Shi haven’t mas- Advantages: None
tered the power of changing form Disadvantages: Achilles’ Heel: Fire
and fear being discovered, only (R4), takes double damage from any
older Giang Shi that can appear fire-based attack; Achilles’ Heel: Garlic
Human will travel during the (R3), loses all actions in the first round
day. They will go to great lengths exposed to the herb; Achilles’ Heel:
to hide their true identity dur- Loud Noises (R3), must make a Mod-
ing the day. erate mettle roll or flee at the sound of
Giang Shi do not openly any loud noise; Achilles’ Heel: Running
socialize with others of their Water (R3), unable to cross over running
kind. They tend to be loners water; Achilles’ Heel: Special Barrier
and give other vampires a wide (R3), the creature cannot cross a line or
berth. Older Giang Shi will circle of rice, iron fillings, or red peas;
respond to polite invitations Infamy (R1), most people would hate the
from other vampire kin for vampire if they knew he was one
reasons of mutual self-interest. Special Abilities: Hardiness (R2),
It is rumored that there is a +2D to damage resistance totals with
secret society of very old Giang Ability Loss (R3), does not work against
Shi who manipulate humans attacks using salt; Longevity (R1);
for their own purposes. Their Increased Attribute: Physique (R3),
agendas are clandestine and +3 to related totals; Life Drain: Body
unknown to mortals. Points/Wounds (R2), drains 6 Body
The Giang Shi devours flesh Points/1 Wound level per successful bit-
and drinks blood, but only from ing attack with Restricted (R2), does not
living beings. These creatures gain until next full moon, and Restricted
cannot intake any other kind (R2), can only be used to heal lost Body

Giang Shi of nourishment. They heal their wounds Points/Wounds; Natural Hand-to-Hand
by feeding, though they do not recover Weapon: Claws (R2), +2D damage;
their injuries until the first light of the Natural Hand-to-Hand Weapon: Teeth
Known by many names, the Giang Shi
next full moon. (R1), +1D damage; Skill Bonus: Painless
is created when the base soul, the p’ai,
All Giang Shi have a foul-smelling Wounds (R4), +12 to stamina totals
lingers in a newly dead body. Victims of
“death breath” they can use to make
a violent death or suicide who are not
opponents reel.
Older Giang Shi
buried quickly are prime candidates for
Older Giang Shi have the following
this possession. An animal walking over
a corpse can also frighten the p’ai into
Typical Giang Shi game characteristics in addition to
Agility 3D: dodge 5D, fighting 3D, melee or instead of the ones for the typical
remaining in the body.
combat 3D+2, stealth 4D Giang Shi:
Giang Shi appear as walking corpses
skills: flying 4D, cultures 4D+1, read-
with stringy green or white hair all Coordination 3D: throwing 4D
ing/writing 4D+1, scholar 6D, speaking
over its body. They have serrated teeth, Physique 3D: lifting 3D+1, running 4D, trading 5D, disguise 5D, charm 4D,
sharp claws, and glowing red eyes. Older 3D+2 mettle 5D+2; Special Abilities: Flight
Giang Shi can develop the abilities to
Intellect 3D: reading/writing 3D+1, (R1), flying Move 20; Shapeshifting (R1),
look Human, fly, and transform into
scholar 4D Human with Ability Loss (R3), reverts
wolves. If the Giang Shi does something
Acumen 3D: hide 4D to vampire form when does something
only a vampire of its type would do, his
vampire-like, such as bite; Shapeshifting
Human guise melts away and his true Charisma 3D: intimidation 6D, mettle
(R1), wolf with Additional Effect (R1),
self becomes apparent. 4D+2
can change to normal animal size
During the day, young S t r e n g t h Older Giang Shi often have various
Giang Shi hide in cem- The Giang Shi originally Damage: 2D Contacts and sometimes a few ranks
eteries, mausoleums, hail are from China. Move: 10 of Wealth.
and graves. They prefer
their own graves, but Fate Points: 0
D6 Fantasy Creatures • Page 45

Giant being disturbed. Travelers who offer

something useful, whether goods or
Equipment: long sword (damage
+2D+2); longbow and quiver of arrows
Giants are humanoid but very large information, might receive a grudging (damage +2D+2; range 10/100/200;
— an average Giant’s thumb is as large welcome. Anyone else is discouraged 20 arrows)
as a grown man. Though most Humans from climbing too high, and the Air
think all Giants are the same, they can Giants have no qualms about killing Earth Giants
actually be divided into four groups or trespassers. Their favorite tactic is to Earth Giants are sturdy and broad,
clans: Air, Earth, Fire, and Water. drop rocks on intruders. with thick features, tanned skin, and
The Air Giants do derive great plea- brown or gray or black hair and eyes.
Air Giants sure from art. Most of them paint or They were thick, sturdy clothing, mostly
carve, and their castles are fantasti- leathers and furs.
Air Giants are tall and slender, with
cally decorated. Others focus on cloth, Wanderers by nature, Earth Giants
blond or white hair and blue, green, or
weaving beautiful garments and fine travel widely, walking valleys and hills.
gray eyes. They typically wear loose robes
rugs and tapestries. Music is likewise Most Earth Giants develop a set route,
or tunics and capes.
popular, and their castles are filled with and walk that path for years with little
Contrary to some claims, Air Giants
the sounds of harps, flutes, and song. deviation. They do not consider that
cannot fly. They do, however, live in the
A traveler who sings or plays an instru- land to be theirs, however, but simply
mountains, and their castles are carved
ment receives a warmer welcome than the area they know. They are solitary
from mountain peaks. Air Giants enjoy
anyone else, and she may be invited to creatures and rarely form permanent
scaling cliffs and ranges and prefer the
stay more than one night, especially if family bonds. Rather, a male and female
thin, cold air of the heights. They also
she can teach the Giants new songs. Earth Giant will meet, mate, and then
enjoy looking down on the world, a habit
that causes their earthy cousins to think separate. They cross paths again every
Typical Air Giant year to exchange news and so that the
them arrogant.
Agility 3D+1 (+8): climbing 6D, dodge father can see his child’s progress. Once
Air Giants live in households. Each
4D+2, fighting 5D, jumping 5D, melee the young Giant is old enough to defend
household has a patriarch or matriarch,
combat 7D
who rules the small group completely.
Below her are the house elders, then Coordination 2D+1 (+10): marksman-
the adults, then the children. Age and ship 5D, throwing 5D
wisdom are the important factors, not Physique 3D+2 (+9): lifting 5D, run-
occupation — the household members ning 5D+2, stamina 6D+1
share most tasks equally, though juniors Intellect 2D+1: reading/writing 4D,
are often given the less pleasant chores devices 4D
like scrubbing floors. Sometimes a Giant
Acumen 3D+1: artist 6D, crafting 4D,
will demonstrate enough talent with one
search 4D, survival 6D+1
occupation that he is excused from any
other duties and allowed to pursue that Charisma 3D: charm 6D, intimidation
talent exclusively. 8D+1, mettle 6D
The Air Giants enjoy meat, though it Strength Damage: 3D (+9)
is hard to find in quantity at high alti- Move: 50 Fate Points: 0
tudes. They send hunters lower into the
Character Points: 3
mountains to find goats and sheep and,
in forested areas, deer and bears. They Body Points: 31 Wound levels: 5
also hunt wild birds, especially rocs, and Advantages: Size: Large (R5), scale
have become expert archers. Of course value 15; Wealth (R5)
they only pursue animals of a certain size, Disadvantages: Devotion (R2), to
since rabbits and the like are too small mountain home; Hindrance: Arrogance
to bother. Fruits and vegetables are also (R2), +2 to bluff, charm, and persuasion
gathered, and most Air Giant households difficulties
have vegetable gardens and small farms Special Abilities: Hypermovement
nestled in valleys just below the castle. (R20), +40 to base Move; Increased
They drink cold mountain water and their Attribute: Agility (R8), +8 to related
own beer, ale, and wine. totals; Increased Attribute: Coordi-
Air Giants loathe visitors. They nation (R10), +10 to related totals;
enjoy being above the world, watching Increased Attribute: Physique (R9), +9
from afar, but they do not appreciate to related totals; Longevity (R1)
Page 46 • D6 Fantasy Creatures

himself fully, he may wander off on his Coordination 2D (+9): marksmanship from, Humans and other surface races.
own, and he soon finds his own route. 4D, throwing 5D Those who live near Dwarven societies
Earth Giants rarely fight each other, Physique 4D+1 (+10): lifting 7D, run- may have trade agreements with them,
since they never claim the land they ning 6D, stamina 6D but Dwarves and Giants often covet the
walk, and whenever two or more cross same territory, so such arrangements
Intellect 3D: cultures 5D, navigation 7D,
paths, they stop, dine together, and are always strained.
reading/writing 4D, speaking 5D
exchange news. Most Earth Giants do The Giants hunt lizards, cast for fish
have a home somewhere, but this is Acumen 3D: search 3D+1, survival and eel, and pursue any other under-
simply a rough log cabin or a modified 6D+1, tracking 4D+1 ground animals they can find. They
cave where the Giant can leave his pos- Charisma 2D+2: animal handling enjoy beer and wine, but must trade for
sessions while he wanders. 4D+2, intimidation 8D+1, mettle 6D, it, because they don’t grow the grain or
Earth Giants are fond of meat and persuasion 5D fruit to make it.
hunt for their food. Most carefully take Strength Damage: 4D (+10) Best known for their metalworking,
only what they need, and they often Fire Giants are master blacksmiths and
Move: 50 Fate Points: 0
consider themselves game wardens, compete with the Dwarves to make the
thinning herds to prevent overcrowding. Character Points: 3 finest armor and weapons. Fire Giants
In their homes, Earth Giants brew beer Body Points: 32 Wound levels: 5 have a marked advantage, however,
and ale and mead, which they carry in Advantages: Size: Large (R5), scale because they can endure heat more eas-
flasks and skins as they walk, but they value 15 ily. Their forges often use running lava,
also drink water. The easiest way to win Disadvantages: Authority (R1); which is hotter than flame, and items can
an Earth Giant’s favor is to offer him Contacts (R2), people in the walking be dipped into the lava and then reshaped
beer or ale or even wine. region; Devotion (R2), to walking immediately. Fire Giant items are stron-
Though feared for their size and region; Fame (R1) ger and more durable than Dwarven
strength, Earth Giants are rarely violent. Special Abilities: Hypermovement goods, though not as handsomely crafted
Those who live near an Earth Giant’s (R20), +40 to base Move; Increased — the Giants care more about function
route learn quickly that, as long as they Attribute: Agility (R7), +7 to related than about ornamentation, and their
do not interfere with the Giant’s travels, totals; Increased Attribute: Coordina- items are plain though sturdy.
they have little to worry about. Many tion (R9), +9 to related totals; Increased Fire Giants do not like visitors. They
actually welcome an Earth Giant’s pas- Attribute: Physique (R10), +10 to trade at set locations closer to the
sage — the Giant scares off or kills any related totals; Longevity (R1); Sense surface and attack anyone who tries
predators foolish enough to attack him, of Direction (R1), +1D to navigation entering their homes uninvited. They
and helps keep the entire area safe and and tracking often roam deep beneath their homes,
secure. Plus, if he is offered food and Equipment: club (damage +1D+1); exploring caves and tunnels and chart-
drink, the Giant not only shares news hatchet (damage +1D+1); furs and hides ing the passages as they travel. They
about the region but sometimes even (Armor Value +2) always return home, however, and the
aids with simple tasks like removing a travel is more to make sure their homes
boulder from a field or downing a large Fire Giants are safe than to explore new areas.
tree for use as lumber. Fire Giants are powerfully built, with
The only times an Earth Giant hair the color of flame, ruddy skin, and Typical Fire Giant
becomes violent are when someone eyes of blue. They favor kilts or breeches, Agility 3D (+6): climbing 5D, dodge 4D,
threatens him directly, or when they and rarely wear more than that. fighting 4D+1, melee combat 6D+2
threaten the region he walks. Ban- The Fire Giants live deep below the Coordination 2D+1 (+10): marksman-
dits and brigands are rarely tolerated ground, in large caves and caverns. They ship 4D, throwing 6D+1
because they can get in the Giant’s prefer volcanic regions, where homes Physique 5D (+11): lifting 10D, running
way and because such men rarely show can have lava flows nearby or even run- 5D+1, stamina 10D
respect for the land itself. Earth Giants ning through the chambers.
also dislike anyone who tries to destroy Fire Giants divide into small tribes, Intellect 2D+2: devices 5D, speaking
the natural beauty of the land by cutting each of which has a tribal chief. A coun- 3D, trading 5D
down all the trees and leveling the hills cil of elders selects the chief based on Acumen 3D: crafting 8D, search 3D+1,
to create towns or cities. wisdom and strength of character. The survival 6D+1
Typical Earth Giant council advises the chief on matters, but Charisma 2D: intimidation 8D+1,
the chief makes the final decisions. mettle 4D
Agility 3D: climbing 4D, dodge 4D+1, Food is difficult to obtain below Strength Damage: 5D (+11)
fighting 7D+1, jumping 4D, melee ground, and most Fire Giant tribes
combat 6D survive by trading with, or stealing Move: 50 Fate Points: 0
D6 Fantasy Creatures • Page 47

Character Points: 3
Body Points: 40 Wound levels: 5
Advantages: Size: Large (R5), scale
value 15
Disadvantages: Enemy (R1), Mynyd
(Mountain Dwarves); Infamy (R1);
Prejudice (R2), Mynyd (Mountain
Special Abilities: Attack Resistance:
Energy Attacks (R2), +2D to related
damage resistance rolls; Hypermove-
ment (R20), +40 to base Move; Increased
Attribute: Agility (R6), +6 to related
totals; Increased Attribute: Coordi-
nation (R10), +10 to related totals;
Increased Attribute: Physique (R11),
+11 to related totals; Longevity (R1)
Equipment: broad sword (damage
+2D+2); war hammer (damage +3D)

Water Giants
Water Giants are tall and slender, with
green or blue hair, green-blue tints to
their pale skin, and eyes of green, blue,
gray, or black. They prefer loose robes. do not drink with their meals — they
Just as Fire Giants leave deep beneath have water all around them. Acumen 3D: artist 7D, crafting 7D,
the ground, Water Giants live beneath Water Giants are craftsmen, though search 3D+1, survival 3D+1: under-
the waves. They make their homes in deep they favor carving over painting. Most water +5D, tracking 4D+1
waters, claiming that region for their Water Giants collect coral and shells and Charisma 2D+2: intimidation 6D+1,
own. Water Giants and Wavelorn (Water craft them into fantastic items, belts, mettle 5D, persuasion 4D
Dwarves) often fight over territory, and jewelry, and wall hangings. Some work
Strength Damage: 4D (+11)
the two races despise one another. on a larger scale, constructing family
Water Giants build massive palaces homes. Their weapons are made from Move: 50 Fate Points: 0
from the stone and coral they find along the same materials — swords and spears Character Points: 3
the ocean floor. Thus, their homes are of coral or bone and bows of whale car- Body Points: 35 Wound levels: 5
beautiful, with twisted columns and tilage with strings of woven kelp.
Advantages: Size: Large (R5), scale
shimmering floors and open ceilings. Water Giants are more territorial than
value 15; Wealth (R3)
Water Giants live with their immediate most of their cousins, and they actively
Disadvantages: Enemy (R2), Wave-
family, but the extended family stays attack anyone who invades their realm.
lorn (Water Dwarves); Infamy (R2);
in the same region and gathers once This sometimes extends to the surface,
Prejudice (R2), Wavelorn (Water
each month to exchange news and and some Water Giants capsize any
renew family bonds. Family members boat that passes overhead. Others do
Special Abilities: Environmental
are ranked by their age, with the old- not bother with boats unless the sailors
Resistance (R2), +6D to Physique to
est parent, the matriarch or patriarch, insult them or pollute the waters.
resist effects of extreme conditions;
holding sway. Each smaller family keeps
Typical Water Giant Hypermovement (R20), +40 to base
its portion of the family’s territory safe.
Move; Increased Attribute: Agility
Beyond that, and the monthly gather- Agility 3D+1 (+7): climbing 4D, dodge
(R7), +6 to related totals; Increased
ing, each family can do as it likes in its 7D, fighting 5D+1, melee combat
Attribute: Coordination (R7), +10 to
own home. 6D
related totals; Increased Attribute:
Water Giants eat mostly fish and Coordination 2D (+7): marksmanship Physique (R11), +11 to related totals;
other marine creatures. They often 4D, throwing 5D+2 Longevity (R1); Water Breathing (R3),
raise schools of fish for food, but hunt
Physique 4D (+11): lifting 8D, stamina +3D to swimming
other animals like sea turtles, eels, or
10D, swimming 10D Equipment: trident (damage
squid. Kelp is the primary vegetable and
Intellect 3D: navigation 5D, traps 4D +2D+2)
cooked in a variety of ways. Water Giants
Page 48 • D6 Fantasy Creatures

Gnome They immortalize their past with poetry

and song, often greatly embellished
A Gnomish village is a deceptively calm
place when visited by outsiders. Children
Gnomes are creatures of the middle. from the truth. Some scholars believe play quietly, old men talk in hushed tones
They are not as dour and serious as the Gnomes came from blending of on porches, and adults go about their
the Dwarves, and neither are they as Dwarf and Fairy blood, while others business efficiently. If a visitor becomes
mercurial or aloof as the Elves. Gnomes insist that Gnomes came from Human friends with a group of Gnomes, he
contentedly occupy this middle, living and Fey. The Gnomes merely smile gets to see their true spirits, and their
lives of quiet happiness, usually far from quietly to themselves, and if they do propensity for fun and frivolity, which
large populations of other folk. When know the secret of their origin, they is hidden from strangers.
threatened, they fiercely defend them- do not share it. These villages often look defense-
selves, their kin, and their property, but Natural sorcerers and magicians are less, but hidden traps, a few well placed
it is unusual to encounter a warlike or common among Gnomes, and it is not defensive spells, and the fierce spirit of
hostile gnome. unusual for any Gnome met to know at protection that most Gnomes have can
Gnomes are among the smallest of least a spell or two. All Gnomes posses a send most invaders fleeing.
folk, with men seldom topping one bit of magic, even if they never formally Gnomes live long lives, often reaching
meter and women often five to 10 learn any spells. 200 years before they are truly old. They
centimeters shorter. Broad shouldered They have a natural affinity for become adults in their late twenties or
and thick in the middle, Gnome men growing things and the softer crafts, early thirties, and settle down in their
are often called stout, while matronly like leatherworking, woodcarving, fifties. Married couples seldom split,
is a common descriptor for gnomish and tailoring. They also have a great and large broods of children are com-
women. Both sexes of Gnomes have curiosity for how things work, and a mon. A village of Gnomes is often the
coarse but handsome features, short few have turned their inquisitiveness extended family clan, with three to five
but strong fingers, and largish feet. Men to creating intricate mechanical devices. generations of Gnomes industriously
often grow neat beards or goatees, and Gnomes occasionally delve beneath the living together, crafting goods to trade
the women usually wear their hair long ground, but usually they seek only met- with the big folk.
but bound in a pony tail or other practi- als for their strange devices. More often,
cal style. Skin tone is usually ruddy and they’ll simply trade their foodstuffs for Typical Gnome
brownish, like newly cut oak timbers. Dwarven materials Agility 2D: fighting 2D+1, stealth 3D
Gnomish hair tends to be red or blonde, These small folk typically build villages Coordination 3D: marksmanship 4D,
but all colors found in Humans are seen in out of the way dells and valleys, steer- throwing 4D
in Gnomes as well. ing clear of big folk and natural hazards.
Physique 1D+2: stamina 3D
Gnomes are not great keepers of
records, preferring to live day to day. Intellect 2D+2: devices 3D+2, read-
ing/writing 3D
Acumen 3D: crafting 4D, hide 4D,
know-how 3D+2
Charisma 2D: charm 3D+2, mettle
Magic 1D: alteration 1D+1, conjura-
tion 1D+1
Strength Damage: 1D
Move: 8
Fate Points: 0
Character Points: 3
Body Points: 18
Wound levels: 3
Advantages: Size: Small (R1), scale
value of 3
Disadvantages: Hindrance: Short
Stride (R1), 2 meter reduction to run-
ning, swimming and jumping Move
Special Abilities: Longevity (R1)
D6 Fantasy Creatures • Page 49

Golem Iron Golem

Iron golems are the tough-
A golem is a magical construct, an est of all the golems, but they
unnatural creature created by extraor- are also the most difficult
dinary means for a specific purpose. A to create. Most resemble
golem can be based on any number of humanoid statues forged
different materials, and then are given from iron, with armor
the spark of life with magic. Golems are shield and weapons. The
not sentient in any way, nor are they par- face is often detailed and
ticularly intelligent. Some might be finely quite frightening to behold.
crafted works of art, while others are Iron golems are slow and
slapped-together shambling messes. ponderous, because of their
Golems have no will of their own and great weight, but their blows are strong Acumen 1D
so only obey their creator and those enough to disable some adventurers with Charisma 1D
he designates as controllers. They are one hit. Iron golems are most often used Strength Damage: 4D Move: 6
immune to any magic that affects the to defend static positions where their
mind and cannot be coerced or com- Fate Points: 0
slow speed is less of a hindrance.
municated with by anyone but their Character Points: 0
creator and his agents. Golems suffer no Typical Iron Golem Body Points: 21 Wound levels: 3
Wound penalties when injured — they Agility 2D: fighting 5D, melee combat Natural Abilities: immune to dis-
will continue fighting at full strength 5D ease, mind attacks, and poison; stone
until they are destroyed. Coordination 1D exterior (Armor Value +2D); stone fist
(damage +2D)
Flesh Golem Physique 7D
Flesh golems are horrible in appear- Intellect 1D Wood Golem
ance, composed of stitched-together Acumen 1D Wood golems exhibit the most varia-
corpses, often of several different spe- Charisma 1D tions in appearance of all golems. Some
cies. They are fast, strong, and deadly. are detailed, carved statues resembling
Strength Damage: 4D Move: 8
They normally carry a weapon of some humanoids or magical beasts, while
sort, but some attack with bare hands Fate Points: 0
others are tree-like clumps of wood and
and filthy teeth, depending on the Character Points: 0 branches. They are fast but weak and
instructions of their creator. Body Points: 25 Wound levels: 3 less durable. A wood golem is also one of
Typical Flesh Golem Natural Abilities: immune to dis- the easiest to create, and some powerful
ease, mind attacks, and poison; metal wizards could field an entire war band
Agility 5D: fighting 7D, melee combat or small army of these brutes.
exterior (Armor Value +3D)
Equipment: large weapon (axe,
Coordination 2D sword, or hammer; damage +3D+1)
Typical Wood Golem
Physique 5D Agility 5D: fighting 4D
Intellect 1D Stone Golem Coordination 1D
Acumen 1D Stone golems are incredibly strong Physique 3D: running 5D
but slow. Most appear to be humanoid
Charisma 1D Intellect 1D
statues roughly hewn from raw stone,
Strength Damage: 3D Move: 12 with little detail. They fight with gigantic Acumen 1D
Fate Points: 0 stone fists and are sometimes used as Charisma 1D
Character Points: 0 siege engines, toppling castle walls and Strength Damage: 2D Move: 14
trampling through armies of weaker
Body Points: 18 Wound levels: 3 Fate Points: 0
flesh beings.
Natural Abilities: claws (damage Character Points: 0
+1D); teeth (damage +1D); immune Typical Stone Golem Body Points: 18 Wound levels: 3
to disease, mind attacks, and poison; Agility 2D: fighting 4D Natural Abilities: immune to dis-
tough skin (Armor Value +1D); small Coordination 2D: throwing 3D ease, mind attacks and poison; wooden
size (scale value 1) fist (damage +1D+1); wooden exterior
Equipment: hand weapon (axe, Physique 8D
(Armor Value +1D)
sword, or spiked club; damage +2D+2) Intellect 1D
Page 50 • D6 Fantasy Creatures

Physique per hour until the victim someone speaks rudely to a resident
dies or is rescued by friends. Gwyllion, relatively unimportant items
The male Gwyllion enjoys the begin to disappear. If the insults con-
comforts of home — someone tinue, useful items begin disappearing
else’s home, that is. He has or breaking when used. Eventually, if the
standards and despises drafty offending person does not reconcile with
mansions and castles. He will the slighted Gwyllion (or even worse,
wander far to settle down in a threatens him with injury), members
simple cottage with a large fire- of the household begin to suffer “acci-
place, an inviting glow in the dents” ranging from sprained ankles
window, and at least one goat to broken bones and even death, if the
in the yard (which reminds him provocation was serious enough.
of a beloved Gwyllion female).
Gwyllions leave a house as unexpectedly Typical Gwyllion
Gwyllion as they move in, but some have been
known to stay in one home for years.
Agility 3D+2: acrobatics 4D+1, climb-
ing 5D, dodge 6D, stealth 6D+2
The male and female Gwyllion are so Encounters with male Gwyllions Coordination 3D+2: lockpicking 6D,
unalike as to be considered two differ- almost always start with a faint entreaty sleight of hand 5D+1
ent species. Female Gwyllions feed on at the threshold, followed by the unex-
plained unbarring, opening, and closing Physique 2D+1: running 3D
despair. These Gwyllions are most often
encountered on roads shrouded in fog of the door. Without warning, a small Intellect 2D+2: cultures 4D+2, read-
created by the female to disorient and figure suddenly appears standing by the ing/writing 5D, navigation 6D, speak-
confuse her prey. She can sit quietly for fireplace along with one of the family’s ing 4D, trading 4D+2, traps 4D+1
days, waiting for a traveler. She prepares goats, neither offering a clue as to how Acumen 2D+2: disguise 3D+2, hide 4D,
for her attack by climbing to perch on top they entered without detection. This search 4D+2, survival 5D
of a boulder or pile of stones situated by unexpected guest appears to be a meter- Charisma 3D: animal handling 4D+1,
the roadside, looking like a bent old hag tall, middle-aged man with graying red intimidation 3D+2, mettle 5D
with horrible features and an unkempt hair, dressed in a white linen shirt,
green vest, green formal jacket with Magic 2D: alteration 2D+1, conjura-
appearance. If the traveler seems willing
tails, knee-length brown britches, white tion 2D+1
to ignore her, she calls for help with a
pained voice, affecting a harmless-seem- leggings, and shiny black shoes. Strength Damage: 1D Move: 8
ing demeanor to lull victims. Gwyllions want only to sit by the Fate Points: 0
Anyone stopping to offer assistance, fire and drink, but they do request Character Points: 2
ask for directions or lingering too long that the family keeps its goats clean
and well fed, comb their hair, and give Body Points: 15 Wound Levels: 2
becomes hopelessly lost in the fog. Vic-
tims that do not immediately attempt each a nice ribbon bow to wear. As long Advantage: Equipment (R1), magi-
to drive the Gwyllion away and begin as the Gwyllion remains happy in the cal honey mead, removes all penalties
searching for the correct path are usually residence, the family’s goats produce associated with missing a night’s sleep
found dead on the road several days later, more milk and more offspring than any (see text; males only); Size: Small (R1),
if they are found at all, their emaciated other goats in the area. Plus, Gwyllions scale value 3
forms indicating death by starvation. often assist with chores while their hosts Disadvantage: Achilles’ Heel (R2),
Gwyllions are immune to all weapons sleep. Male Gwyllions particularly enjoy cold-forged iron blade (see text; females
save a knife made of cold-forged iron. making honey mead, which they share only); Hindrance: Hideous (R2), +3 to
Simply brandishing such a knife is not with their household. One mug of this charm and persuasion difficulties (females
enough, however, for the wielder must magical drink refreshes the imbiber, only); Hindrance: Short Stride (R1), 2
also make a Difficult mettle or Charisma removing all penalties associated with meter reduction to running, swimming,
test to maintain composure while facing missing a night’s sleep. It is dangerous in and jumping Move; Quirk (R3), exacts
this hag. If the roll succeeds, the Gwyl- large amounts, however, and cannot be revenge for all slights against himself or
lion withdraws without further incident. used two days in a row without inflicting his favorite goat (males only)
Anyone failing the roll (or trying to use painful headaches (+10 to all difficulties Special Abilities: Longevity (R1);
another kind of weapon) becomes disori- for 4D hours). It kills anyone drinking Natural Armor: Magic (R6), +6D to dam-
ented and lost. The Gwyllion creeps along it three days straight. age resistance rolls (females only) with
behind her increasingly agitated victims Peasants know to make a male Gwyl- Magically Empowered (R2) and Ability
at a distance, draining one Physique lion feel at home, for anyone insulting Loss (R1), not usable against cold-forged
pip or one rank of Increased Attribute: or mistreating a Gwyllion is cursed. If iron; Confusion (R4), usable at up to 20
meters (females only)
D6 Fantasy Creatures • Page 51

Harpy Although Harpies

prefer the flesh of
Harpies have the heads of shrew- sinful humanoids,
ish, ugly, old women and the bodies of they can subsist on
vultures with powerful talons. Harpies any meat. They pre-
torment victims and try and carry them fer carrion over live,
off to the underworld. There were three and they leave dead
original Harpies (Aello, Podarge, and prey in a place to
Ocypete), but they have since spawned a rot before consum-
race of these foul fiends. They are always ing them. A victim
female, always vicious, and always ready that plays dead and
to attack. bides his time may
These creatures steal food from the be able to escape a
wicked or those who offend their current Harpy’s nest.
master. If they’re feeling particularly Harpies can be
malicious, they’ll instead defecate in found in nearly
the food and water, intentionally spoil- any location, but
ing it. Harpies are amazingly fast and they shun colder
strong. Two Harpies can snatch up a regions. Dead
full-sized Human and fly away with him forests , cem-
with ease in a matter of seconds. Some eteries, crypts,
of the creatures work for powerful evil abandoned
beings or gods. castles, rocky
Harpies have a social structure similar islands, and
to birds, but they will abandon their nest other remote
to a superior opponent to save their own places of death
skins. The creatures aren’t very intel- are ideal spots for harpy nests.
ligent, but they have an evil cunning. Fate Points: 0
They exploit any weakness they perceive,
Typical Harpy Character Points: 2
and they enjoy the suffering of lesser Agility 3D: dodge 5D, fighting 5D, flying
Body Points: 26
creatures. Harpies sometimes wield 5D+1, jumping 3D+1, melee combat
4D+2, stealth 4D Wound levels: 3
simple weapons or magical items that
they’ve taken from previous victims. A Coordination 3D: throwing 3D+2 Advantages: None
few have a melodic voice that she can Disadvantages: Hindrance: Move-
Physique 2D: lifting 4D+1
use to lure ment (R1), base running Move reduced
Intellect 2D to 6 and +1 to running difficulties; Learn-
victims into
ambushes In Earth mytho logy, Aello, Acumen 3D: search ing Problems (R1)
or witless Podarge, and Ocypete dwell in 3D+1, survival 3D+1, Special Abilities: Flight (R3), flying
sea crews to the Strophades, a series of small, tracking 3D+2 Move 36; Skill Bonus: Snatching (R3),
their doom remote islands in the Greek Charisma 2D: intimida- +9 to fighting totals with Ability Loss
on the island kingdom of Thrace. The original tion 3D (R1), only while in flight
shoals. harpies are more powerful than Equipment: dagger (damage +1)
Strength Damage: 2D
average Harpies, having Increased
Move: 6
Attribute (R3), add +3 to related
totals, for each attribute.
Page 52 • D6 Fantasy Creatures

When these kinds of undomesticated

horses are encountered, they are ornery
and take any intrusion grievously. In
herds, the mares lead the colts away
from danger while the stallion fights
off predators. If surrounded by wolves
or hunters, the mares form a defensive
circle around the colts.

Typical Riding or
Draft Horse
Agility 3D: fighting 4D, jumping 4D
Coordination 1D
Physique 4D: running 5D, swimming
Intellect 1D
Acumen 3D
Charisma 2D: intimidation 3D, mettle

Horse horses, riding horses are the backbone

of a mounted force and are referred to
Strength Damage: 2D
Move: 25 (riding)/20 (draft)
Horses are found in a variety of breeds as light cavalry. Fate Points: 0
with nearly every culture, save those in The next most encountered type of
horse is the draft horse, which is the Character Points: 0
the most inhospitable arctic regions.
Commonly, humanoids domesticate slowest of the three types. It can pull Body Points: 15 Wound levels: 2
them for the purpose of pulling carts wagons great distances and has excel- Natural Abilities: bite (damage +2);
and wagons or using as mounts for lent stamina. hooves (damage +2); trample (damage
travel and combat. A mounted horse- Both are eclipsed in size by the war +2D; must charge); large size (scale
man can move twice as fast as someone horse, a mammoth animal that stands value 3)
on foot for long journeys and is worth at 2.4 meters tall at the head and weighs Note: Draft horses have a stamina
four or more infantryman on the field in at nearly a metric ton. The war horse of 5D, lifting of 5D, and Strength Dam-
of battle. Horses, more than any other is used by the wealthiest of armies to age of 3D.
domesticated animal, have contributed smash through infantry lines and is the
most to the building of empires. preferred mount of armored knights. Typical War Horse
There are three primary types of While a riding horse is swifter, it cannot Agility 3D: dodge 5D, fighting 5D,
horse used by Humans and other civi- sustain the weight of knight in full plate jumping 4D
lized races — the riding, draft, and war with shield and weapons.
Coordination 1D
horse — though each type is the result In the wild, horses or mustangs will
of centuries of breeding to tailor the move in herds of about five to 15 and are Physique 5D: running 5D+1, swim-
animal to the task. The riding horse is the size of riding horses. Each herd con- ming 5D+1
the most common, favored by travelers sists of one stallion and several mares Intellect 1D: navigation 2D+1
as the swiftest breed and needing the plus a few colts. Once a stallion reaches Acumen 3D
least amount of food adulthood, he is
Charisma 2D: intimidation 4D, mettle
and water when not forced from the
being pressed to Horses may attack the same herd, so they can
run great distances. target twice in one round with seek a new herd Strength Damage: 4D Move: 22
These horses are their hooves (two front or two of their own. It Fate Points: 0
most often used back) with no penalty, or they may is not uncom- Character Points: 1
for racing as well, bite once. A rider using a lance or mon to find a lone
Body Points: 22 Wound levels: 4
sometimes as part spear on a charging horse gains stallion, though
of the team on char- the horse’s Strength Damage to they sometimes Natural Abilities: bite (damage
iots. If an army damage. travel together +2); hooves (damage +1D); trample
cannot afford war in small groups. (damage +2D; must charge); large size
(scale value 3)
D6 Fantasy Creatures • Page 53

Hydra survive. A hydra reaches maturity in

about a decade, although it continues
Charisma 2D: intimidation 5D, mettle
With many serpentine heads — each to grow and seems to have an unlimited Strength Damage: 3D Move: 20
able to swallow a Human’s arm whole lifespan; some long-lived races report
Fate Points: 0
— and a body akin to a giant scaly dog being plagued by the same giant mon-
ster, even centuries later. Character Points: 0
or kimono dragon, the hydra strikes fear
into even seasoned heroes. And, amaz- Hydrae have an arsenal of abilities Body Points: 28
ingly, its abilities actually exceed those that make them formidable opponents. Wound levels: 4 (with seven heads)
of legends; adventurers who return Poison permeates its body, and its blood
Natural Abilities: multiple attacks
with reports of these monsters have is a powerful toxin. Some brave (or fool-
(a hydra may attack once for each head
typically only done so against younger, hardy) adventurers have even sought
it has, at no penalty); multiple heads
weaker hydrae. out hydra blood to coat weapons or brew
(determine the number of Wound lev-
The hydra has a muscular, scaly body. deadly concoctions. Their bodies possess
els a hydra has by dividing the number
It typically keeps its four limbs on the remarkable regenerative abilities; even
of heads by 2 (rounded up) while the
ground, relying on its tail for ballast and severed heads regrow quickly. There are
number of Body Points a hydra has is
balance. Its body is two to three meters only two proven ways to thwart this
represented by its number of heads
long. Each head is at least as long again, healing. First, cauterizing the wounds
times 7; every 7 Body Points of damage
with a toothy snake-like head as large as with fire, acid, or heat causes the regen-
represents one head decapitated, and
a tiger’s. The number of heads a hydra eration to slow considerably. Second, it is
every Wound level represents two heads
possesses seems to correspond with its possible that a large or organized attack
chopped off ); toxic blood (damage 4D;
age and power. Young mature hydrae can sever the heads quickly enough;
on a successful attack against the hydra,
have five heads, full adults have seven, if all its heads are decapitated before
attacker makes a Moderate dodge or Agil-
and ancients possess nine or more. they regrow, the hydra dies. Contrary
ity roll as a free action — failure indicates
Unless injured in a recent battle, hydrae to some embellished records by survi-
that the blood spattered on the attacker
always have an odd number of heads. vors, hydrae do not generally spawn two
and does damage; Critical Failure with
Solitary creatures, hydrae gener- heads for each that is felled. Fortunately,
a failing total means that the attacker
ally live in swamps, in caves by craggy hydrae do not tend to wander, and will
dropped her weapon, got blood in eyes
ranges, and near seaside environments. usually only attack if its (expansive)
and is blinded for 1D rounds, or similar
Being cold-blooded, they require warm territory is violated.
fate); regeneration (every other round
climes to survive. Their efficient bod-
ies, while reliant on meat, can subsist
Typical Hydra a hydra regenerates one head, adding 7
Body Points to its total or recalculating
on one sheep-sized creature a week. Agility 3D: fighting 4D its Wound levels as required); vulner-
Sneaking up on a hydra is virtually Coordination 2D ability (a head removed with fire or acid
impossible, since at rest its heads dart Physique 5D: lifting 6D will not regenerate); jaws (damage +2D);
about independently, vigilant of its large size (scale value 6)
Intellect 1D
surroundings. In addition, even when
asleep at least one head remains active Acumen 2D: search 3D, tracking 3D
and watchful.
Because they are asexual organisms,
hydrae do not reproduce often. About
once a decade, a hydra will slough off
one of its heads, which regenerates in
about a week; the detached head slithers
away like a giant eel. Over the course of a
year, the head will grow first a body, then
five smaller serpentine heads. Once the
new heads have sprouted, the old head
withers and dies. Sages disagree over
whether an unnaturally severed head
generates a new being, too, although
current thought suggests that a head
chopped too close to the body can
regenerate. Hydrae seem keenly aware
of their environmental impact, and do
not create offspring if they could not
Page 54 • D6 Fantasy Creatures

Kelpie a mane and tail of seaweed and hollow

eye sockets.
Typical Kelpie
Agility 3D+1: dodge 4D, fighting 4D,
A kelpie looks like a magnificent white Kelpies live at the bottom of lakes
jumping 4D
stallion, full of spirit and strength. But and bays. When they emerge from the
Coordination 1D
this is an illusion — its true form is that surf, they use their magical abilities to
change their appearance to one more Physique 4D+1: running 5D+2, swim-
of a rotting, water-bloated horse, with ming 5D+1, stamina 5D
appealing to people. It then
gallops along the water’s edge, Intellect 2D
seeking a rider. Acumen 2D+1: hide: self only 3D
I f a co r r u p t p e rs o n
Charisma 3D+1: bluff 4D+2, charm 4D,
approaches it, the kelpie
intimidation 5D, mettle 5D+2
allows him to ride until
the next sunrise or sunset, Strength Damage: 2D Move: 25
whichever comes first. How- Fate Points: 0
ever, if an honorable person Character Points: 0
attempts to ride the kelpie,
Body Points: 19 Wound levels: 3
the creature dashes into the
water, intending to drown Natural Abilities: bite (damage
her. +1D); hooves (damage +2); trample
A kelpie is amphibious, (damage +2D; must charge); disguise
but it must remain within self (when out of the water, can appear
six kilometers of the shore- to be a white stallion; may be disbelieved
line of the body of water with a Moderate Charisma or mettle
from which it emerged. roll); may breathe under water; large
size (scale value 3)

Leprechaun Leprechauns are tricksters, often

purchasing goods with gold they have
Coordination 2D: lockpicking 5D,
sleight of hand 3D, throwing 2D+1
Leprechauns stand slightly under a created using a spell. They go away with Physique 2D+1: running 5D
meter tall and wear tunics, tights, and tobacco and other treasures, leaving
Intellect 2D+2: reading/writing 3D,
pointed or buckled shoes, all in shades their unwitting victim with “gold” that
speaking 4D+1
of green. The males have been seen, will disappear in a matter of hours.
The Leprechaun’s weaknesses are his Acumen 3D+2: hide 4D, search 4D
sporting long brown beards and smoking
pipes. The females have yet to be seen. curiosity and love of gossip. Leprechauns Charisma 3D+1: bluff 4D+1, charm
are often captured while they are 3D+2, persuasion 4D+1
rummaging through the goods of Magic 3D: alteration 5D+1, apportation
travelers in the dark of the night. 4D+1, divination 4D+2
They can be held enthralled by a
Strength Damage: 1D Move: 6
good story. A tall-tale teller can be
spared the tricks of a Leprechaun Fate Points: 0
by spinning a good yarn. Character Points: 2
Leprechauns are found pri- Body Points: 12 Wound levels: 2
marily in the countryside. They
Advantages: Size: Small (R1), scale
will usually reside near a road or
value 3
major thoroughfare, but never in
Disadvantages: Hindrance: Move-
crowded areas. They live in small
ment (R1), base running Move reduced
burrows or abandoned houses.
to 6 and +1 to running difficulties;
Typical Quirk (R2), curiosity about what’s in
someone else’s bag; Quick (R2), loves
Leprechaun a good story
Agility 4D: acrobatics 5D, climb- Special Abilities: None
ing 4D+2, dodge 5D+1, fighting Equipment: pipe; tobacco; small
4D+2, jumping 4D+2, melee pouch of spell components
combat 4D+2, stealth 5D+2
D6 Fantasy Creatures • Page 55

Lizard Charisma 2D: intimidation 4D, mettle

(damage +1D); extremely steady (+3D
to lifting to resist being knocked over
Although normally of a small size, Strength Damage: 2D or falling down); large size (scale value
the ubiquitous lizard comes in numer- 14)
Move: 19
ous forms, shapes, sizes and colors Note: A rider-lizard platform may
Fate Points: 0 carry 20 to 30 passengers or up to 2,000
— a testament to the species’ ability to
survive in its ecological niche. Normally, Character Points: 0 kilograms of cargo.
these creatures have cold blood and Body Points: 14
must spend much of their time sunning
Typical Small
Wound levels: 3
themselves to power their metabolism. Sand Lizard
Natural Abilities: bite (damage
The lizards’ endless variety has resulted Agility 3D+1: climbing 3D+2, dodge
+2D); scaled hide (Armor Value +2);
in subspecies with amazing strength, 7D+1, fighting 4D+1, jumping 7D,
cold-blooded (lethargic in cold; +7 to
rapid movement, and incredible percep- stealth 5D+2
difficulties of all actions until warmed
tion. Some are the products (or victims) up); terrifying roar (+2D to intimidate); Coordination 2D
of mad wizards or cruel gods, increased spiked hide (those grappling take an Physique 3D: running 4D+2
to gigantic size and possessing danger- automatic 2D damage); Human size
ous natural and unnatural powers. For Intellect 1D
(scale value 0)
example, crimson sandkings are large, Acumen 2D: hide: self only 5D+1, sur-
Note: If killed correctly (+5 to combat
beautiful beasts covered in spikes and vival 2D+1, tracking 3D+2
difficulty), the horns make excellent
red-and-black scales and renowned spear- and heavy-arrow tips (+1 to Charisma 2D: intimidation 2D+2,
for their awe-inspiring roar and fierce weapon’s normal damage) mettle 3D+1
bite. Rider-lizards are enormous lizards
Strength Damage: 2D
bigger than a merchant’s house. Domes- Typical Rider- Move: 22
ticated beasts, certain enclaves on the
borders of warm wastelands use them
Lizard Fate Points: 0
as “ships of the land,” ferrying cargo and Agility 1D+1: fighting 3D+1, jump-
Character Points: 0
passengers across desolate or dangerous ing 3D
Body Points: 12
expanses. Coordination 1D
When domesticated, giant lizards Wound levels: 2
Physique 5D: lifting 14D, running
make impressive, albeit lethargic in 5D+1, stamina 13D Natural Abilities: bite (damage +2);
cool weather, guards and mounts. cold-blooded (lethargic in cold; +7 to dif-
Intellect 1D
Many travelers are awed with an exotic ficulties of all actions until warmed up);
padashah and his dual black-and-crim- Acumen 1D: survival 4D gripping feet (+12 to climbing totals);
son sandking lizards, guarding his Charisma 1D: mettle 6D scaled hide (Armor Value +1); small size
throne! Additionally, a properly killed Strength (scale value 3)
lizard of sufficient size can provide Damage: 7D
such valuables as gorgeous scaled-hide
Move: 10
clothing fit for a princess (Difficult artist
roll to make such garments), chewy but Fate Points: 0
wholesome meats (+1D to survival), and Character
components for alchemists (Moderate Points: 0
scholar roll to harvest correctly). Body Points: 35
Typical Crimson Wound levels:
Agility 2D+2: dodge 5D+1, fighting 6D, Abilities: cold-
jumping 4D, stealth 5D+2 blooded (lethar-
Coordination 2D gic in cold; +7
Physique 3D: lifting 4D, running to difficulties
4D+2 of all actions
Intellect 1D until warmed
up); scaled hide
Acumen 2D: hide: self only 5D+1, (Armor Value
survival 6D+1 +1D); stomp
Page 56 • D6 Fantasy Creatures

Mermaids sometimes foretell the

future, with premonitions of ships crash-
ing on rocks or other aquatic calamity.
Scholars debate the Mermaids’ involve-
ment in these “accidents”; do these crea-
tures merely see misfortune, or actively
cause it? The extent they can see the
future beyond the realm of oceanic disas-
ters is unknown, but some brave — or
foolhardy — seafaring adventurers have
sought the watery maidens’ wisdom.
A Mermaid often possess a comb
and mirror; this may be more than
mere vanity, as those skilled in the
art of divination know mirrors can be
powerful foci. Rumors tell of at least
one Mermaid possessing the ability
to transform her tail into legs, letting
her walk on land for short periods; few
choose to believe this tale.

Typical Mermaid
Agility 3D: acrobatics 4D, dodge 4D,
stealth 3D+2
Coordination 2D
Physique 2D: stamina 3D, swimming
idly cold. Although they usually dwell
Mermaid in oceans, they can sometimes live in
large lakes or rivers. They must breathe
Intellect 2D: navigation 3D, scholar
3D, speaking 3D
While some suggest the Mermaid water, but they can stay out of the sea Acumen 3D
legend spawned from lonely sailors who for up to an hour; most love sunning Charisma 3D: charm 5D: singing +1D,
witnessed frolicking manatees, those themselves on rocks or frolicking above persuasion 4D, mettle 4D
who have encountered the true maidens the waves.
of the sea know there is no comparison. Magic 1D: divination 4D
While Mermaids seemingly share ties
Possessing the tail of a fish and the upper to Tritons, sages remain uncertain. The Strength Damage: 1D
torso and head of a woman, Mermaids two are never seen together, and Tritons Move: 10 (swimming)
are (by most accounts) stunningly beau- seem far too fond of Human women. Body Points: 12
tiful, captivating, and mysterious. Mermaids are graceful, curious, and
Mermaids live in small groups Wound levels: 2
friendly yet mercurial. They can speak,
— called schools — of up to six who but usually do not talk at length, prefer- Disadvantages: Achilles’ Heel:
gather in loose regions, thus affording ring to sing. Mermaids have been known Environmental Incompatibility (R3), 2D
each other both personal privacy and to entice sailors to join them undersea damage per minute after one hour out of
group protection. When encountered as mates. Some such men are heard to water; Hindrance: Atypical Movement
out of water, however, a Mermaid will live the rest of their lives in bliss, while (R1), can only “walk” (crawl) or climb 1
typically be without her sisters. They others have been reportedly drowned by meter per round out of water
often accompany pods of seals, and their capricious lovers. Although sailors Special Abilities: Hypermovement
sailors view seal activity as a possible caution each other about the danger, (R3) +6 to base Move with Ability Loss
harbinger of the undersea maidens. many refuse to heed the warnings if (R1), only in water; Water Breathing
They are omnivorous, but prefer to eat presented with the choice. The union (R1), +1D to swimming
small fish, crustaceans, and seaweed of a Mermaid and a Human will always Equipment: Comb (component for
while underwater. produce a Mermaid. If there is a link divination spells; Negative Spell Total
They typically live in temperate and between Tritons and Mermaids, such Modifier -3); mirror (component for
warm bodies of water, but they can unions might only produce Tritons, or divination spells; Negative Spell Total
survive in any clime save the most frig- they may produce either creature. Modifier -4).
D6 Fantasy Creatures • Page 57

mix. Ogres are large, for their fury. Should they go more than
hairy creatures with a day or two without harming someone
flat faces who walk or smashing something, they invariably
somewhat hunched turn on one another, until either they
due to their long learn of another target or they wipe
arms. themselves out.
Goblins, Gnolls,
and Orcs are around Typical Goblin,
1.5 to 1.8 meters Gnoll, or Orc
tall, while Bugbears Agility 3D: climbing 3D+2, fighting 4D,
and Orges are gen- jumping 3D+1, stealth 4D
erally 1.8 to 2.1
Coordination 3D: marksmanship 4D,
meters or more in
throwing 4D
height. The major-
ity of these mon- Physique 3D: lifting 3D+1, running
sters have dark 4D
brown to black Intellect 1D
hair, worn in a Acumen 2D: hide 2D+2, survival 3D,
variety of styles tracking 3D
and rarely ever
Charisma 1D: intimidation 2D
washed. T hey
pre fer coars e Strength Damage: 2D Move: 10
clothing (in keep- Fate Points: 0
ing with their Character Points: 0
coarse personali-
Body Points: 12 Wound levels: 2
ties), especially
untreated hides, Advantages: None
and decorations made from the bones of Disadvantages: Devotion (R3), kill-
creatures they’ve killed. Their weapons ing and looting
Minions of are as likely to be sharp as not — how
well-kept their weapons and armament
Special Abilities: None

Evil are depends on how strongly their lead-

ers can organize them for war.
Typical Ogre or
For the most part, the typical Minions Minions of evil are omnivorous. Agility 3D: climbing 3D+1, fighting
of Evil — Goblins, Gnolls, Bugbears, Nonetheless, they prefer their food 5D,
Ogres, Orcs, and their cousins — are to have the taint of corruption on it, Coordination 3D: marksmanship 4D,
not terribly clever and they have such whether it be rotting vegetable, spoiled throwing 5D
a thirst for destruction that they would meat, or freshly killed corpses.
rather die in the attempt to get that one These monsters reproduce them- Physique 4D: lifting 5D+2, running
last blow than flee to wreak destruction selves by one of a few methods. One 4D+2
on another day. Occasionally, one more is through magical means by which Intellect 1D
intelligent than the rest arises to lead a another humanoid being is tortured Acumen 2D: survival 3D+1, tracking
band to more devastating chaos. into a new, misshapen form. Another 4D
Goblins and Orcs are both roughly is by taking women during their Charisma 1D: intimidation 5D
Human in appearance, generally with raids. The women generally don’t last
lean bodies. Goblins have rough (not through more than one pregnancy, Strength Damage: 3D Move: 10
hairy) green-tinted skin and pointed due to the appalling living conditions. Fate Points: 0
features (some more than others), while All changed humanoids and offspring Character Points: 0
Orcs are pale or dusky (it’s difficult to are male, regardless of their original Body Points: 12 Wound levels: 2
tell under the dirt) with almost pig-like gender. A third method is by burying
facial features and often covered in dead or wounded members in magically Advantages: None
short, tough hair. Gnolls look like a cross enhanced ground. Disadvantages: Devotion (R3), kill-
between a dog and a Human (they are Wizards and rulers who acquire the ing and looting
sometimes mistaken for werewolves), loyalty of these hordes would do well to Special Abilities: None
while Bugbears resemble a bear-Human ensure that always give them an outlet
Page 58 • D6 Fantasy Creatures

Minotaur theory claims that they have existed

as long as Humans and may have even
dwellings. If they are not living alone
or as a mated familial herd, they form
Surprisingly, those who encounter been a precursor to humanity. Regard- small villages or hamlets, led by one to
a Minotaur and live to tell the tale do less, the exact circumstances of the five elder males, depending on the popu-
not cite the creature’s appearance as race’s creation cannot be duplicated or lation. Larger cities seem impossible,
the most disconcerting thing about it. imitated without powerful magic. The although some free-spirited Minotaurs
Although the head of an ox atop a mus- offspring of the union of two Minotaurs love the maze-like structure of bustling
cular Human body does invoke terror, will produce a Minotaur half the time, urban life.
people usually remember some other and a Human or ox the other half. A Individual Minotaurs can be quite
aspect as more frightening: the glint Human/Minotaur crossing has even open-minded, tolerant, and intelligent,
of a blood-stained axe; the hot, angry odds of producing a Human or Mino- though the obvious pun “bull-headed”
breath flaring through its nostrils; or taur, and an ox/Minotaur union will applies to Minotaur society as a whole.
the large, dark eyes too cunning to be equally produce oxen or Minotaurs. They are patriarchal and chauvinistic,
animalistic yet too primal to be Human. Minotaurs reach maturity by age nine and polygamous unions are the norm.
Regardless, all agree that a Minotaur and live to be around 50 years old. How- Non-Minotaur births are usually either
is a terrifying creature and a fearsome ever, many die decades earlier because killed, sold, or abandoned, although one
opponent. of their violent nature. Although bard tells the tale of a mother Mino-
Antiquarians disagree on how the omnivorous, Minotaur behavior seems taur who raised a Human son. While
race of Minotaurs came into being. The somehow tied to diet; those who subsist Minotaurs gravitate toward all weapons
most common myth cites an unknown entirely on humanoid flesh are much requiring more strength than finesse,
king who, in his hubris, defied the gods; meaner and bestial than those who eat the axe remains particularly popular.
a more traditional oxen diet. All Mino-
in turn, they exacted their revenge upon
both his family and prize oxen. Another taurs have horns, although females usu- Typical
ally have smaller ones. Fur gradates from Minotaur
their heads to Agility 3D+2: fighting 4D+2, dodge 4D,
their mid-torso, melee combat 4D
below which
they resemble Coordination 2D: throwing 2D+2
nor mal — if Physique 4D: lifting 5D, running 4D+2,
exceptionally stamina 5D
furry — Humans. Intellect 1D+2: navigation 2D+1
However, some Acumen 2D: survival 3D, tracking 4D
have a bull-like
fur covering their Charisma 2D: intimidation 4D, persua-
entire bodies. sion 2D+2, mettle 4D
Minotaurs can Strength Damage: 3D
dwell most places Move: 10
that unaided Fate Points: 0
Humans can
inhabit, although Character Points: 3
their disdain for Body Points: 18
heavy clothing and Wound levels: 3
most technology Advantages: Size: Large (R1), scale
keeps them from value 3
living in extremely Disadvantages: Quirk: Bull-Headed
cold or inhospita- (R2), +6 difficulty of all mental attri-
ble environments. bute–related attempts when enraged
They prefer to live Special Abilities: Natural Hand-
in caves, canyons, to-Hand Weapon: Horns (R1), +1D
or other enclosed damage; Sense of Direction (R1), +1D
places — they love to navigation and tracking
mazes — but can Equipment: large axe (damage
also build simple +3D).
D6 Fantasy Creatures • Page 59

Mummy Mummies use any weapons or equip-

ment at their disposal to further their
Typical Mummy
Agility 2D: dodge 2D+1, fighting 5D,
Mummies are the carefully embalmed goals. They often carry several nonmagi-
melee combat 3D
corpses of important humanoids. These cal personal weapons and a few magical
ones. Those who aren’t under the control Coordination 2D
creatures are animated either by a
curse or magic specifically designed to of someone else often have a legion of Physique 3D: lifting 5D+1
revive them. The bodies are wrapped in living followers who hope to gain power Intellect 4D: scholar 6D, speaking
bandages that have decayed very little from their master. 4D+1
considering their age. Likewise, the Mummies do not eat. The very power-
Acumen 3D
corpse, although a dried husk, will be ful ones look to bring themselves back
to life. These Mummies may eat, but Charisma 3D: command 3D, intimida-
in a remarkable state of preservation. tion 6D, mettle 8D
Mummies are always dressed in the they do not get any sustenance from
finery they were buried in. Very often, the act unless they manage to come Magic 2D: alteration 3D, conjuration
they were wealthy nobles and pharaohs back to life. 4D
in life, so their jewelry and clothing These creatures are often found in the Strength Damage: 3D
reflect that. tombs in which they were buried. In life,
Move: 10
All of a Mummy’s powers come from the Mummies were often rich, so the
tomb will be full of treasures, traps and Fate Points: 1
magic and the supernatural. If the
Mummy had magical powers in life, other guardian creatures. Sometimes, Character Points: 7
these will be greatly enhanced when due to a curse or other circumstances, Body Points: 32
the Mummy rises. Even the dimmest of the Mummy will be forced to leave its
Wound levels: 5
these creatures is dangerously cunning. tomb to obtain a relic, revive an old love,
or to fulfill a curse. Advantages: Equipment (R3), vari-
Mummies with minimum magic pow- ous pieces buried with them or hidden in
ers make up for it in warrior prowess. Mummies regenerate at the rate of
Humans, but the dried condition of stashes, some of which are magical
Conversely, Mummies with minimum Disadvantages: Achilles’ Heel: Fire
combat abilities have extremely power- their bodies makes them extremely
vulnerable to fire. (R4), takes triple damage from any
ful magic abilities. fire-based attack; Devotion (R3), to
whatever has cursed them to be reani-
mated; Hindrance: Hideous Appearance
(R4), +5 to charm, con, and persuasion
difficulties when not disguised
Special Abilities: Skill Bonus:
Painless Wounds (R4), +12 to stamina
totals with Ability Loss (R1) except
against fire
Page 60 • D6 Fantasy Creatures

a fact that saddens spies on them, for they enjoy this atten-
Nymphs greatly, for tion and make suggestive moves, such
their lives are lonely. as stretching, posing, and tossing their
A Nymphs’ mortal long hair, in order to further entice their
lover feels no pain, audience. Considering their lonely sur-
and many go will- roundings, the promise of company is a
ingly (to some, even powerful lure. Oreads sometimes deliver
a simple caress from on this promise if it suits their mood,
perfection incarnate but as with other Nymphs, intimate
is worth a thousand physical encounters between Oreads
deaths), but all pay and mortals always end in death and
with their lives. never result in offspring.
There are three
types known so far Typical Nymph
— the Naiad, or Agility 3D+2: climbing 5D, dodge
water Nymph; the 5D+1
Dryad, or wood Coordination 2D
Nymph; and the
Physique 2D+2: swimming 4D+2
Oread, or mountain Nymph.
Nymph Naiads are closely connected to
water, and are loath to leave it for more
Intellect 3D: cultures 3D+2, healing
4D, reading/writing 4D, navigation
Nymphs are gentle souls who do than a few hours at a time. They can be 3D+1, speaking 5D
not wish to cause harm, though they found living in almost any source of Acumen 3D+1: artist 4D, hide 6D,
possess a natural ability that has been fresh or salt water, but they choose to survival 5D+2
the ruin of untold legions of men. It is live within 15 kilometers of a Human, Charisma 4D (+6): charm 6D, persua-
the curse of Nymphs to cause men to Dwarvish, or similar settlement. Naiads sion 6D, mettle 7D
instantly fall deeply in love with them. are the shyest of the Nymphs. They can
This power has been the cause of many Magic 2D: alteration 3D, conjuration
instantly disappear beneath the surface
tragedies, as mortals thus afflicted 3D+2
of their aquatic home when they sense a
slowly go insane with jealousy, attack- stranger approaching, making encoun- Strength Damage: 1D Move: 10
ing anyone who keeps them from the ters with them that much more special Fate Points: 0
company of their new love. Nymphs to anyone interested in such things. Character Points: 3
have no control over this power, and Dryads live only among the trees
their grief at causing such calamity Body Points: 18 Wound Levels: 3
of a healthy forest, and they share a
sometimes expresses itself as a lonely- special bond with them, being able to Disadvantages: Achilles’ Heal:
sounding, wordless song that carries animate and manipulate their branches Environmental Incompatibility (R3),
for kilometers on the wind. at will. The gentle swaying of her tree’s must remain within 2 kilometers of
Nymphs appear as youthful-looking branches, and the Dryad’s naturally their home or lose 1D Body points/1
adult Human females possessed of suggestive body language have a subtle Wound level per day, which cannot be
unearthly beauty. They dress in tunics but dramatic effect on a mortal’s subcon- healed until they return home; Hin-
and artfully draped cloths that are mod- scious mind, and more often than not, drance: Delicate (R2), -2 to damage
est yet still hint at the curvaceous, desir- even the strong-willed succumb to the resistance totals
able body underneath. They often pile Dryad’s curse. Dryads try to avoid being Special Abilities: Fast Reactions
their black or blonde hair in elaborate seen by mortals, and they can quickly (R3), +1D to initiative rolls plus 3 addi-
coifs, but some wear it in loose, flowing escape into a hidden hollow tree trunk tional actions per adventure; Immor-
tresses and ringlets. to hide. The trees actually are somewhat tality; Increased Attribute: Charisma
Lone travelers that encounter a jealous of humanoid suitors, and they (R6), +6 to related totals with Ability
Nymph see a vision of their ideal mate, freely give their lives in her behalf. Loss (R1), does not affect those with
their ultimate desire made flesh. Even if However, if a Dryad’s grove of trees is Immortality or Longevity; Natural
the encounter is brief, they can become ever destroyed, she too dies. Hand-To-Hand Weapon: Touch (R5)
so smitten that they soon lose interest Oreads live in isolated mountain +5D damage with Magically Empowered
in other aspects of life, casting aside lakes, streams, ponds, and waterfalls. (R5), Ability Loss (R1), does not affect
all duties to remain with the Nymph They are the least shy of all Nymphs. those with Immortality or Longevity,
forever. Intimate physical contact They cannot be surprised, but they pre- and Ability Loss (R2), may not be used
with a Nymph is deadly to mortals, tend not to notice if someone secretly to intentionally harm anyone; Water
Breathing (R1), +1D to swimming
D6 Fantasy Creatures • Page 61

Obayifo Typical Obayifo

Agility 3D: fighting 3D+1, stealth 4D
Advantages: Contacts (R2), his vil-
lage, Contacts (R3), animal or Human
During the day, the Obayifo appears servant devoted to him
Coordination 2D Disadvantages: Quirk (R2): Food
as a normal human with shifting eyes
and an obsession with food. At night, the Physique 3D Obsession (as described above), Infamy
creature leaves his body in the form of Intellect 3D: scholar 3D+2: food +1D, (R2)
a ball of energy. In this form, he drinks navigation 3D+1, trading 4D Special Abilities: Flight (R1), fly-
the blood of children, withers crops, ing Move 20 with Ability Loss (R3), in
Acumen 3D: hide 4D, investigation
and dries up the juice in vegetables and vampire form only; Longevity (R1), can
3D+1, search 4D
fruits. only die when body killed before spirit
Charisma 3D: returns; Intangibility (R5), vampire
The Obayifo intimidation 6D,
is a solitary crea- In Earth mythology, the Obay- form, +15D to damage resistance total
p ers uasion 4D, versus physical attacks with Additional
ture, but he will ifo appeared first in West Africa.
mettle 5D Effect (R10), can stay in form entire
often live in a
village amongst Magic 3D: altera- night, Ability Loss (R1), may only be
humanoids. He tion 4D, conjura- used at night, Restricted (R2), spirit
prefers to take jobs that would isolate tion: curses 5D, divination 3D+2 leaves body defenseless and may not
him from the rest of the village, like sha- Strength Damage: 2D return until dawn, and Side Effect
man. He will act normal in all respects, (R1), glows when in vampire form;
Move: 10
but he is obsessed with food, especially Life Drain: Body Points/Wounds (R2),
Fate Points: 0 drains 6 Body Points/1 Wound level by
meat. Conversations about food can
last a long time with the Obayifo, and Character Points: 3 passing through any living creature or
he may become enraged if the speaker Body Points: 26 plant with Ability Loss (R3), in vampire
disagrees with him. form only
Wound levels: 3
At night, when the creature leaves Equipment: tools needed to ade-
his body, he must hide it. If the vam- quately perform cover job
pire is prevented from returning to
his body before the sun comes up,
he is destroyed, the body instantly
assuming its real age. The creature
thus often employs a trained animal
or Human follower to protect his
body while he hunts. Obayifo often
have magic power, but they keep this
hidden from the rest of the village
at all costs, if their chosen cover
profession doesn’t allow them to
perform magic.
These vampires can eat and digest
food, but only food of the highest
and freshest quality. He will stub-
bornly refuse to eat food prepared
by anyone other than a master chef.
Serving an Obayifo a low-quality
meal is the quickest way to get on
its bad side.
Obayifo are created through
witchcraft, either by other Obayifo
or powerful shamans that place a
curse on greedy individuals.
Page 62 • D6 Fantasy Creatures

Some Oni are well-educated, having

spent previous lives as monks or having
been taught by unwilling instructors.
Even uneducated Oni are shrewd,
especially in combat. Evil Oni have a
weakness for flattery and sometimes
engage in contests because they believe
they will easily win. Those who best an
Oni in a contest must be wary not to
upset the losing creature.

Typical Oni
Agility 3D: acrobatics 3D+1, climbing
3D+1, dodge 4D, fighting 5D, jumping
4D, melee combat 4D, stealth 4D
Coordination 2D: marksmanship
2D+2, throwing 2D+2
Physique 4D: lifting 6D, running 4D+2,
stamina 4D+1
Intellect 3D: cultures 3D+1, reading/
writing 3D+1, scholar 4D, speaking
Acumen 3D: hide 4D, search 4D, sur-
vival 3D+1, tracking 3D+2
Charisma 3D: intimidation 4D, per-
suasion 4D
Strength Damage: 3D Move: 10
Fate Points: 0
Oni sometimes organize lesser creatures into
Character Points: 3
Body Points: 40 Wound levels: 5
Oni are large, hulking creatures have armies based on humanoid troops.
horns, one or more eyes, and no neck. Advantages: Size: Large (R1), scale
Oni can be found in any region, but
Skin color for Oni ranges from black value 3
they prefer isolated locations, especially
to red, to purple. They are muscular Disadvantages: Devotion (R3), to
ruins and other places at the fringes of
creatures who wear crudely made, tiger- guard their temple (good Oni only);
humanoid society. They especially like
skin outfits. An Oni will be armed with Infamy (R1); Quirk (R3), has an addic-
to occupy abandoned castles, but they
at least a club, but it may pick up more tion that must constantly satisfy (evil
have little skill in fixing such buildings.
sophisticated melee weapons during its Oni only)
Since the creatures can become invis-
travels. They have large mouths, and Special Abilities: Invisibility (R2),
ible, the Oni spend most of their time
long claws on their fingers. +2 to dodge, stealth, and hide totals and
in this state.
Some Oni are good, but many are +2 to related difficulties against Oni;
The creatures will eat almost any-
evil. Good Oni may have once been Immunity (R1), +1D to stamina against
thing, but evil Oni prefer to eat human
monks, transformed into the power- poisons (including alcohol) and diseases;
flesh. Many male Oni like to emulate
ful monsters to protect a temple. Evil Fast Reactions (R3), +1D to initiative
samurai, but despite their powerfully
Oni represent aspects of evil: some are and 1 additional action up to thrice per
built bodies, they are poor at it. Evil
gluttons, others hunger for wealth, and adventure; Natural Armor: Hide (R1),
Oni know nothing of honor, and good
some lie. They have a mishmash of equip- +1D to damage resistance total; Natu-
Oni do not engage in combat for oth-
ment they stole from previous victims ral Hand-to-Hand
ers. Very rarely,
or found. They choose samurai weapons Weapon: C laws
an honorable Oni
and armor over all other kinds. In Earth mythology, Oni are (R1), +1D dam-
who becomes a
Oni work together when they have sometimes known as Japanese age; Natural Hand-
samurai will serve
common goals, but this is usually only Ogres. to-Hand Weapon:
a master, but this
for short times. Alternatively, they Teeth (R2), +2D
is extremely rare.
D6 Fantasy Creatures • Page 63

Ooze oozes only split if they are over two

meters in diameter and cannot find
immune to mental attacks; vulnerability
to cold (take double damage from cold
Oozes are giant, one-cell creatures food. They continue to split until all attacks; all difficulties increase by +1
that absorb their prey. They appear as offspring are about a meter in diameter. per minute exposed to cold; when dif-
shapeless blobs of protoplasm. Acid Carnivorous oozes that have a continu- ficulty modifiers from cold equal Body
oozes are gray or black, suffocating oozes ous supply of meat can grow to mon- Points, ooze freezes but can recover if
are white or yellow, and carnivorous strous proportions if left unchecked. thawed)
oozes are blood red. Oozes can be found in any climate Natural Abilities (Suffocating):
These amoebas are nearly mindless except desert or arctic ones. Desert suffocating attack (after a successful
and have no social structure. They can- conditions make for poor hunting fighting attack, the ooze makes a Phy-
not be blinded or deafened. Oozes are grounds, and arctic conditions make sique roll versus the victim’s Physique
incredibly sensitive to heat signatures them sluggish. They prefer dark, dank or lifting, which counts as an action
that they use to track their prey. They places such as dungeons, castles, sewers, for both participants; damage dealt
will not, unless starving, attack another and the like. It is rumored that the first increases by +1D per round as the ooze
ooze. carnivorous ooze came from the stars. gets further into the victim); immune
Acid oozes drip with digestive juices to mental attacks; vulnerability to cold
that quickly eat away at any organic mat-
Typical Ooze (take double damage from cold attacks;
ter: wood, leather, flesh, bone, and the Agility 1D: fighting 4D, stealth 3D all difficulties increase by +1 per minute
like. They tend to be the largest of the Coordination 2D exposed to cold; when difficulty modi-
oozes (around three meters in diameter) fiers from cold equal Body Points, ooze
Physique 3D (acid)/5D (suffocating,
and never vary greatly in size. An acid freezes but can recover if thawed)small
ooze cannot climb, but it can slide its size (scale value 3)
Intellect 1D Natural Abilities (Carnivorous):
way under doors or through the tiniest
of openings. Acumen 3D acid attack (+1D damage to organic
Suffocating oozes are the smallest Charisma 1D materials); gain size (for each Human-
(about one meter in diameter). They can sized victim consumed, within 1D
Strength Damage: 2D/3D
cling to any surface except glass. These rounds, scale value increases by 1,
Move: 3 Body Points increase by 5, and Wound
oozes prefer hang themselves from
a ceiling and wait for victims to walk Fate Points: 0 levels increase by 1); immune to men-
underneath them. Alternatively, they Character Points: 0 tal attacks; vulnerability to cold (take
conceal themselves in large jars, open double damage from cold attacks; all
Body Points: 20
barrels, or wide vases. At the first sign difficulties increase by +1 per minute
Wound levels: 3 exposed to cold; when difficulty modi-
of a heat source or humanoid-like vibra-
tion, they drop down on victims’ heads Natural Abilities (Acid): acid attack fiers from cold equal Body Points, ooze
or shoot out of containers in an attempt (+2D+1 damage to organic materials); freezes but can recover if thawed)
to fill the victim’s nasal passages, mouth,
and ears. Their digestive juices are weak,
and they must suffocate a victim to have
time to absorb them.
Carnivorous oozes exist as the most
dangerous of the three amoebas. A
newly budded carnivorous ooze starts
at about one meter in diameter, but they
have the ability to grow to almost any
size. Attracted by heat, blood, and vibra-
tion, these man-eaters crave warm flesh
and will not consume wood, leather, and
bone unless it’s to get at their prey. The
ooze increase in size proportionally to
the amount of flesh it has eaten, within
a few rounds of consumption.
Acid and suffocating oozes reproduce
asexually, splitting in half when they
have fed more than twice their body
weight within one week. Carnivorous
Page 64 • D6 Fantasy Creatures

Owl One owl can eat around 1,000 mice in a

single year, making the presence of the
Typical Owl
Agility 3D+2: fighting 4D+2, dodging
Owls are stealthy, nocturnal hunters owl in a barn a boon to a farmer.
4D, flying 5D, stealth 3D+2
common to most regions. They typi- They are generally encountered alone,
sometimes in mated pairs near a nest. Coordination 1D
cally prey on rodents and other small
game, holding a place of regard with The birds ignore adventurers who do not Physique 1D+2
humanoids as agents of pest control. go out of their way to approach them. Intellect 1D
However, several societies hold many They have no penchant for fighting, and
Acumen 3D: search 5D, tracking 5D+2
superstitions regarding this small they retreat from any threat as large or
larger than themselves. For those who Charisma 1D: mettle 3D
predatory bird. For some, it is thought
a symbol of wisdom, and others, a por- manage to capture an owl, they collect Strength Damage: 1D
tent of death. a high price from any wizard seeking a Move: 32 (flying)/15 (gliding)
The common owl can be found in familiar. Aside from the ability to fly,
Fate Points: 0
wooded areas, usually near fields or owls are receptive to the rituals used
to make a familiar and thus the magical Character Points: 0
clearings, and open structures, such
as barns, stables, and towers. There it components are not as complicated as Body Points: 7 Wound levels: 1
perches, watching for a brave mouse to with other species of bird. Natural Abilities: beak (damage
appear, when it swoops down upon the Owls come in a variety of plumages, +2); talons (damage +1D; may attack
unsuspecting meal and snatches it up most often similar to their surround- the same target twice per round with
with its talons. The wings of the owl are ings. Snow owls are white and black no penalty), night sight (no penalties
lined with very soft feathers, which are while horned owls, which are gener- in dim conditions); diving attack (+35
virtually silent during flight. This makes ally tree dwelling, are brown and gray to flying total and +2D to initiative roll
the approach of the bird difficult to with reddish faces. These birds do for 1 round when charging 1 target from
detect if not seen before it takes flight. not migrate, another asset to mages, sufficient altitude); quiet flying (+2D
Coupled with amazing eyesight, any instead maintaining their territory stealth to ambush by air); wings; small
barnyard vermin, including snakes, find year-round. size (scale value 7)
it difficult to survive for long in the open.
Bird’s Eye Spell
Skill Used: Divination
Difficulty: 28
Effect: 20 (4D+1 Perception)
Range: 10 kilometers (+20)
Speed: +20
Duration: 10 minutes (+14)
Casting Time: 1 minute (-9)
Other Aspects:
Components (-6): Avian (common),
feathers from same avian type (com-
Gestures (-3): Hold avian (fighting
difficulty of 11) while using feathers
to trace avian and caster
Bird’s eye allows the caster to see
through an avian’s eyes. The caster holds
the bird and traces its body with feathers
of the same type of avian. She then traces
the feathers across her own face and eyes
and releases the avian. The caster can see
through the bird’s eyes if the Acumen die
code given by the spell is greater than
the avian’s Acumen. The caster uses the
avian’s Acumen or search to view what
the bird sees, but she cannot use her
own vision at the same time. If the bird
flies out of range, the spell ends.
D6 Fantasy Creatures • Page 65

Pegasus pegasus is a peaceful creature, it will

challenge anything that threatens its
Body Points: 18 Wound levels: 3
Natural Abilities: bite (damage +2);
A pegasus is a winged horse, believed nest, no matter what the odds. hooves (damage +2); sensitivity to good
to be a distant relative of the unicorn. The pegasus is also an extremely will- (dislike being near impure thoughts
Like its horned cousin, the pegasus is a ful creature. It will not take part in any and people, and particularly vile people
symbol of purity and honor, and a fierce action it considers to be evil, and will can cause them to become enraged and
fighter when roused. buck its rider if he attempts to force attack); can detect impure beings with
Very little is known about the origins it to do so. an Easy tracking success; trample (dam-
of the pegasus. Some believe they spring age +2D; must charge); wings; large size
full-formed from the blood of certain
Typical Pegasus (scale value 3)
slain monsters, but this has never been Agility 4D+2: dodge 5D+1, fight-
proven. They are known for their abil- ing 5D, flying 5D+2, jumping
ity to maneuver while in flight, which 5D
gives them and their riders a distinct Coordination 1D
advantage when battling other creatures Physique 4D+1: lifting 4D+2,
of the air, such as rocs. running 5D
The pegasus prefers high places for
Intellect 2D+1
its home, and it can often be found in
caverns on mountaintops. A pegasus Acumen 3D+1: tracking 4D
remains with one mate all his life, and she Charisma 3D: intimidation
gives birth to one foal, which accounts 4D+1, mettle 4D+1
for the relatively small number of the Strength Damage: 2D
beasts in existence. This is balanced
Move: 25 (land)/30 (air)
somewhat by the fact that the pegasus
is extremely long-lived, often surviving Fate Points: 0
until the age of 1,000. Although the Character Points: 1

Peryton to pretend to be tame in order to lure a

prospective rider/dinner within reach.
Character Points: 0
Body Points: 19 Wound levels: 3
The peryton is believed to be a dis- An interesting aspect of the peryton is
Natural Abilities: antlers (damage
tant relative of the pegasus, somewhat that the shadow it casts resembles that of
+1D); bite (damage +1D); hooves (dam-
similar in appearance though nowhere a human man. Why this is so is unknown,
age +2); hide (Armor Value +1); trample
near as benevolent in temperament. but sailors have learned to fear the shade
(damage +2D; must charge); wings; large
The peryton is a reindeer-like creature of a man cast on the waters.
size (scale value 3)
with great brown wings, a carnivore
that swoops down on sailing ships and Typical Peryton
plucks mariners from the decks. Agility 3D+1: dodge
The peryton stands 1.5 meters tall, 4D+1, fighting 4D+2,
with a wing span of three meters. It flying 5D, jumping 4D,
nests on mountain peaks, and travels in stealth 4D+1
flocks of a dozen or more. The peryton Coordination 1D
is strictly a daytime hunter, preferring
to dive from out of the sun and take its Physique 6D: lifting 6D+1,
prey by surprise. Many abandoned ships running 6D+1
that have crashed on shores have come Intellect 1D+2
to that sorry end due to the predations Acumen 3D: search 3D+2,
of the peryton upon their crew. tracking 4D
Attempts have been made to domes- Charisma 3D+2: bluff
ticate the peryton, with some success, 4D+1, intimidation 5D,
particularly on the part of the Dwarves. mettle 5D
However, when the peryton has been
too long without a meal, it has no qualms Strength Damage: 3D
about tossing its rider and devouring Move: 25 (land)/35 (air)
him. The peryton has even been known Fate Points: 0
Page 66 • D6 Fantasy Creatures

Pixie Objects may answer questions,

although they cannot provide details
Advantage: Equipment (R2), small
lantern that always returns; Size: Small
Pixies are a little over a meter tall, about things with which they have no (R1), scale value 3
somewhat chubby, jolly-looking human- practical experience. (For example, a Disadvantages: Enemy (R1), ver-
oids that dress in homemade, practical barrel that has never held a liquid can- min; Hindrance: Short Stride (R1), 2
clothing — droopy but pointed red caps, not describe such when asked to do so. meter reduction to running, swimming,
navy-blue sailor peacoats, straight-leg If shown an example, it might say that and jumping Move; Quirk (R1), mischie-
brown trousers, and black, curled-toe a liquid is a clear, flimsy item that has vous when bored
boots — and they always seem to have trouble standing on its own. This is why Special Abilities: None
a small lantern at their disposal (if taken objects do not make reliable witnesses in
away from them, it magically returns criminal proceedings.) Freeing an object Chatterbox Spell
whenever they desire it). Pixies are soli- isn’t always a good thing, as many objects Skill Used: Conjuration
tary by nature but prefer to live only in only complain about their lot in life, but Difficulty: 11
the largest cities (ones with thousands of some have entertaining tales to tell, and Effect: 15 (speaking at 5D)
inhabitants, which provide the anonym- a very few excel at telling jokes. Pixies Range: 2.5 meters (+2)
ity that Pixies prefer, since they can pass call these rare comedic objects “gifts” Speed: +2
for children in the streets and remain — when one is identified, a Pixie will Duration: 10 minutes (+14)
ignored by the general populace). do anything, even risk its own life, to Casting Time: 1 round (-4)
Pixies like to make their homes in ensure that the gift remains safe from Other Aspects:
storerooms. They prefer food shops, damage (or disassembly, in the case of Components (-4): A nearby object
woodcarving shops, or shops dealing complicated devices such as clocks or (ordinary); a sentient being who can
in books and scrolls. All they require is siege engines). speak (common)
a barrel to conceal their possessions, a Gesture (-1): Touch the object
sack of flour or something soft to rest
Typical Pixie (simple)
their heads on, and a few things to do Agility 2D+1: acrobatics 3D, climbing Other Condition (-2): Being whose
to pass the time when they can’t risk 2D+2, dodge 4D, jumping 4D, stealth voice was borrowed may not speak for
appearing in the street. 5D+2 duration of spell
Pixies do not like vermin and actively Coordination 3D: lockpicking 3D+2, The Pixie touches an object and trans-
drive all rats, fleas, and other biting sleight of hand 4D, throwing 3D+1 fers the voice from a nearby humanoid
insects from their local environs. For Physique 2D: running 3D+1 swim- into the object. The object may speak for
this reason, shopkeepers who suspect ming 2D+1 up to 10 minutes as if it had the speak-
that a Pixie has taken up residence in ing skill at 5D. A successfully cast spell
Intellect 2D+2: cultures 3D+2, read-
their store would be well advised to tie with a Critical Success indicates that the
ing/writing 4D, scholar 3D, devices
up their dogs at night. Woe to the pro- object also has a charm score equal to
3D, trading 3D, traps 3D+2
prietor that causes a Pixie’s death, for one-half of the result point bonus (round
once word of the tragedy spreads, Pixies Acumen 4D: artist 4D+1, hide 5D, up, minimum of 1D), allowing it to tell
for miles around will lead thousands of streetwise 6D, survival 5D+1 entertaining stories and jokes.
rats and billions of fleas to the offending Charisma 2D: animal handling 3D,
shopkeeper’s door. charm 2D+2, persua-
Pixies have the ability to temporar- sion 4D, mettle
ily borrow any sentient being’s “voice” 3D+1
(something the typically laconic Pixies Magic 2D: altera-
call a chatterbox) and use it to grant an tion 2D+1, con-
object the power of speech. Pixies call juration 2D+1
this “freeing” an object. Rescued from
the eternal night of thought without
expression, objects immediately begin
to talk about every subject that comes Move: 8
to mind (the first few minutes of a newly Fate Points: 0
freed object can be hard to comprehend, Character Points:
as the words of a lifetime of existence 3
come spilling out in a torrent of enthu-
Body Points: 15
siastic babble). Subjects for discussion
vary with the object, which is why Pixies Wound Levels: 2
truly enjoy this particular pastime.
D6 Fantasy Creatures • Page 67

In their true form, Rakshasas are
demonic creatures with long slits for
eyes, long talons on its hands, hair of
fire and flesh colored blue, green, yel-
low, or any combination of wild colors.
The creatures also are disgustingly fat.
Fortunately for them (and unfortu-
nately for their victims), Rakshasas are
shapechangers and can take the form of
beautiful humans of either sex and any
existing animal.
These creatures keep to their own kind,
and their society mimics a rigid caste sys-
tem. Rakshasas are born into their social
class, and they can never move from it.
It is frustrating for the lowest of these
creatures, but they consider themselves
above all other humanoids.
Most Rakshasas are extraordinarily
polite, even to those that they consider
beneath them. Any humanoid that bests horses. They can eat other food, but Disadvantages: Infamy (R3)
a Rakshasa should watch his back because they prefer these delicacies. For espe- Special Abilities: Longevity (R1);
this would be a humiliating defeat for the cially scrumptious horses or people, Natural Hand-to-Hand Weapon: Claws
creature that it could not live down. the creatures have been known to trade (R2), +2D damage with Additional Effect
Rakshasa live among humans in the valuable magic secrets. (R3), injects poison on a successful
most crowded cities. They can wield attack (take 3D damage per day) and
great magic power that can animate Typical Rakshasa Restricted (R1), poison neutralized
corpses. They also use their magic to pull Agility 2D: fighting 3D, melee combat by a Moderation stamina roll or the
elaborate and mean pranks on human- 3D poisoning Rakshasa dies first; Natural
oids to humiliate them. Rakshasas Coordination 2D: charioteering 2D+2, Hand-to-Hand Weapon: Teeth (R1),
particularly enjoy disrupting religious marksmanship 3D, throwing 3D +1D damage
rituals and stealing horses.
Even the poorest of these monsters Physique 4D: lifting 5D, running Simple
is rich by Human standards. Very rarely, Shapechanging
one might take a liking to a humanoid Intellect 2D: cultures 3D, reading/
and give away some of its wealth. How- writing 3D, scholar 3D, speaking 3D, Spell
ever, is this always done with a mind to trading 3D+1 Skill Used: Conjuration
disrupting the local economy or making Acumen 3D: disguise 5D, gambling Difficulty: 16
the humanoid’s friends insanely jealous. 3D+1, streetwise 3D+2 Effect: 10 (Shapeshifting (R1) Addi-
Rakshasa society is extremely catty. Their tional Effect (R1), can change to normal
Charisma 3D: bluff 3D+1, command animal size)
squabbles are often petty social rivalries 4D, intimidation 4D, persuasion
involving who slighted whom. Range: Self (0)
3D+1, mettle 3D+1 Speed: 0
Rakshasas have almost any equip-
ment they want, but they are notori- Magic 5D: alteration 7D, conjuration Duration: 1 hour (+18)
ously under prepared. They tend to wait 7D Casting Time: 1.5 seconds (-1)
to the last minute to obtain important Strength Damage: 3D Move: 10 Other Aspects:
items. If given an inordinate amount of Fate Points: 0 Focused (+5)
time to prepare for a battle, they come Character Points: 2 By casting this spell with a quick
well-equipped. Rakshasa often have thought, the magic user can change into
so many magic items that they loose Body Points: 35 Wound levels: 5 any one form for one hour or more. Add
track of them. Advantages: Wealth (R4); Equip- any result point bonus to the duration
Rakshasas love to consume the flesh ment (R4), various magical items; value and look up the new time on the
and blood of intelligent beings and Contacts (R2), other Rakshasas “Spell Measures” table.
Page 68 • D6 Fantasy Creatures

Giant Rat
In the sewers and dungeons left
unattended by civilization lurk many
monstrous creatures including these
rodents of unusual size. Many believe
giant rats are the result of the accumula-
tion of mystical components, potions,
and untold magical waste making its
way in the bowels of the cities and
spawning mutations of the common rat.
Regardless, the origin of these creatures
is considered relatively unimportant to
the problem of their existence.
Like their smaller cousins, the giant
rat is a scavenger living off of the refuse
of people. Unfortunately, as one giant
rat can eat 100 times or more than a
typical rat, they quickly turn to preda-
tory behavior to survive if food is not
plentiful. They even eat other rats when
starvation sets in.
The giant rat’s fur is thick and dirty,
usually dark brown or black in color. It’s
prized by goblins and other minions of claws and bites until the enemy stops
evil, who use it for clothing. Each speci- thrashing. Survival, however, is always
men is about 20 to 45 kilograms with a the primary goal of the giant rat, and Typical Giant Rat
body about three-quarters of a meter, it will retreat if it feels outmatched. Agility 3D: acrobatics 3D+1, climbing
making them more than able to drag a Many hunters consider this creature a 3D+2, dodge 4D+1, fighting 4D+2,
child into the sewers. They often lie in “cowardly” fighter, sometimes trying to jumping 4D+1, stealth 5D+2
ambush near underground entrances barrel past groups of attackers to escape,
Coordination 1D
and snatch anything they can get their even when cornered.
claws on and quickly drag it, alive, to a Given a large enough food supply, the Physique 3D
safe place for consumption. Unless the giant rat can become a great threat to any Intellect 1D+2
meal fights back effectively, a giant rat heavily populated areas. Packs of 100 or Acumen 3D+1: hide: self only 4D,
seldom takes the time to kill its meal more have been recorded, but smaller search 5D+1
before beginning to eat it. groups of 10 to 20 are more common
Charisma 1D: intimidation 4D, mettle
Though fearsome in appearance and when their population goes unchecked.
marginally intelligent, giant rats are In a pack, giant rats are far more clever
not particularly brave. They have an and organized than the solitary rat. Strength Damage: 2D
instinctive fear of fire, and they avoid Often one pack member will be forced Move: 9
open flames and any creature affiliated to sacrifice himself as bait for hunters, Fate Points: 0
with elemental fire. while the others flank their attackers
Character Points: 1
When encountered on its home and ambush them from behind. The pack
ground, swarms of common rats often leader, the largest male, avoids combat Body Points: 18
surround the giant rat, which can direct in these situations and remains behind Wound levels: 3
them to attack by squealing an alarm. the bulk of his pack. If a hunter appears Natural Abilities: bite (damage
It then attacks any intruder having dif- to be weakening, he attacks, hoping for +1D+2); claws (damage +1D); dark
ficulty handling the swarms. The giant first taste of a new meal. vision (no penalties in dim conditions),
rat prefers to bring its enemies to the Like normal rats, giant rats are widely small size (scale value 3)
ground before fighting them, biting at believed to be carriers of disease — some
the legs or hunching back on its hind even say they can transmit magical ail-
legs to tackle its foe. Once down, it ments with a single bite.
D6 Fantasy Creatures • Page 69

The largest of all raptors is the roc.
Legendary tales of these enormous
avians recount them hauling away two
and sometimes three elephants in their
talons. The truth of it is that they can
rarely make off with more than one
elephant, but tales flow from river to
ocean by the fire of the tavern.
The roc weights about 11 to 13 met-
ric tons with a wingspan of 40 to 60
meters. The appearance, especially the
plumage, of these creatures depends on
their territory. Desert or mesa rocs are
white or black, sometimes a mix of both.
Forest and mountain rocs are brown
and gold, and jungle and tropical island
rocs are the most colorful and varied able to hit the hovering roc, even with female roc. Thankfully, the desire to
with a flurry of blues, reds, and greens. spears, as the bird hovers just out of mate strikes only every few years.
Despite their differences in appearance, range. Those using thrown or ranged
they all generally attack and nest in the weapons face a penalty of +10 to the Typical Roc
same fashion. difficulty to hit a roc, if shooting from Agility 3D: dodge 4D+1, fighting 6D+2,
Unlike other raptors, which generally below, due to the force of its wings flying 5D
only make a diving pass or two at prey, buffeting. Additionally, if the roc’s prey Coordination 2D
a roc continues to fight if its quarry has battles on sand or loose dirt, they have a
Physique 8D+2: lifting 12D
been lucky enough to dodge its talons. +5 penalty to all sight-based difficulties
However, the roc generally avoids land- (including attacks) from the dust clouds Intellect 1D+2: crafting: nest build-
ing to fight, preferring to hover and rake the roc tends to kick up. ing 3D+2
at potential prey while keeping its body Besides the peril from having to Acumen 2D: search 4D, tracking
away from harm. Defenders without face a hungry Roc swooping down on 3D+1
ranged weapons will most likely not be horses and meaty adventures, there Charisma 1D: intimidation 8D, mettle
is another threat the roc poses: 6D
nest building. To lure a mate,
Strength Damage: 6D
the male roc builds a large nest
on top of mountains, hills, Move: 60 (flying)/30 (gliding)
mesas, or sturdy tree canopies. Fate Points: 0
He collects lumber and rocks Character Points: 0
from many different sources,
Body Points: 65
especially those that appear to
have useful shapes or interest- Wound levels: 7
ing colors. Many times, a roc Natural Abilities: beak (dam-
snatches houses, barns, fences, age +2D); diving attack (+35 to flying
towers, and — disturbingly too total for and +2D to initiative roll for
often — outhouses. Stories of 1 round when charging 1 target from
entire villages disappearing sufficient altitude); talons (damage
can often be attributed to an +2D; two attacks to the same target
amorous male roc keen on a per round with no penalty); large size
matching set of cottages to (scale value 18)
ring his bachelor pad, with a Note: When soaring, using thermal
handy wharf for a squatting layers in the air to stay aloft, a roc can
perch. It is a macabre, though fly for about 2,000 kilometers before
very alluring, hatchery for the requiring rest.
Page 70 • D6 Fantasy Creatures

Sasquatch, Typical Sasquatch

Agility 3D: fighting 3D+2, melee com-
Typical Yeti
Agility 3D: fighting 5D, melee combat
Yeti bat 3D+1, stealth 4D
Coordination 3D: throwing 2D
4D, stealth 4D
Coordination 3D: throwing 2D
Sasquatch (or Bigfoot) and Yeti are
Physique 3D: lifting 5D, running Physique 3D: lifting 5D, running
ape-like humanoids with nearly Human
6D+2 5D+1
faces. Fur covers them, brown or black
for Sasquatch and white for Yeti. Yeti Intellect 2D: scholar: territory 4D Intellect 1D:
also have large fangs. Both types stand Acumen 3D: hide 6D, search 3D+2, Acumen 3D: hide 2D, survival 4D
about 2.1 meters tall when fully grown. survival 4D Charisma 2D
Sasquatches are omnivorous, but Yetis Charisma 2D Strength Damage: 3D
are strictly carnivores.
Strength Damage: 3D Move: 10
Bigfoots live in small, close-knit
family units. They are friendly, gentle Move: 10 Fate Points: 0
creatures that only fight to protect their Fate Points: 0 Character Points: 1
young. Their culture is only slightly Character Points: 1 Body Points: 32
more advanced than the Stone Age,
Body Points: 29 Wound levels: 5
so they may have simply made stone
tools. They prefer the temperate clime Wound levels: 5 Advantages: None
of the forest. They often sleep under Advantages: None Disadvantages: Learning Problems
the stars or among the branches of very Disadvantages: Devotion (R1), to (R1), Quirk (R3), easily provoked to
large trees. anything young and helpless; Learning attack
The Sasquatch’s arctic counterparts, Problems (R1) Special Abilities: Environmental
the Yeti, are more aggressive and may Special Abilities: Endurance (R1), Resistance (R2), +6D to Physique to
attack travelers that venture too close +3D to Physique when performing resist effects of extreme conditions;
to their ice caves. Yetis are solitary fatiguing actions; Natural Armor: Fur Natural Armor: Fur (R1), +1D to damage
creatures. Their family units break down (R1), +1D to damage resistance total; resistance total; Natural Hand-to-hand
as soon as the young are old enough to Natural Hand-to-hand Weapon: Claws Weapon: Claws (R1), +1D damage;
forage on their own. With their sharp (R1), +1D damage Natural Hand-to-Hand Weapon: Fangs
fangs and strong hands, they don’t find (R1), +1D damage
tools necessary.
If approached in a friendly manner,
the Sasquatch may respond to an offer
of food, but they are extremely wary
of outsiders. Their society is primitive,
and even the wisest among will not
understand the ways of outsiders. Still,
they know their local forests well and are
excellent guides if bribed with food.
Yetis will devour the food offered
to them and then attack to find more.
Although they know much about the
local terrain, they do not have the
mental capacity to communicate their
knowledge. The best strategy to escape
these beasts is to drop fresh meat and
Native peoples have a great respect
for these noble creatures and give them
a wide berth. Nonetheless, they consider
slaying a Sasquatch or a Yeti to be a
despicable act and can assuredly harm
social relationships with such groups.
D6 Fantasy Creatures • Page 71

f ro l i c k i n g , a n d their hilarious burlesques of established

physical dalliances. social mores spawned the entire dra-
Although Satyrs matic and narrative tradition of “satire.”
can only produce Regardless, the anything-goes seasonal
offspring with each Satyrical performances often form the
other, that doesn’t lynchpin of festivals and cultural events,
stop most of them much to the dismay of some prudish
from attempting communities.
to seduce ... well, While most Satyrs revel in their baser
anything. Satyrs instincts, a few have dedicated their
reach maturity at lives to more intellectual or altruistic
age 13 and live pursuits. Indeed, a small number have
about as long as formed a loose guild, the Hirci Heroici,
Humans; for some dedicated to helping others, mostly by
reason, their hard- providing advice or support for their
living lifestyles kin who choose to adventure. Some
do not adversely cynical Satyrs claim these do-gooders
affect their health. merely use self-denial as a different kind
Satyrs are omniv- of sensual experience, and predict the
orous, although inevitable submission to their primal
they favor light natures will prove explosive.
fare such as fruits,
vegetables, and Typical Satyr
cheeses. Agility 3D: acrobatics 4D, dodge
Satyrs prefer 3D+2
living in forests Coordination 2D+2, slight of hand
or mountainous 3D
regions, but are
adaptable to other climes. As a whole, Physique 2D: running 2D+1, stamina

Satyr Satyrs tend toward laziness, and they

often sleep outdoors in warm environ-
Intellect 2D; cultures 3D
Passionate and wild, mercurial and ments or within simple huts in less Acumen 2D+1: artist 3D+1, know-how
free, the Satyr is perhaps best symbol- hospitable areas. Satyr villages never 3D, reading/writing 3D+1, scholar
ized by the whimsical fluttery jigs they have an organized power structure, 3D
often play on their panpipes. A Satyr although they will seek their elders’ Charisma 3D+1: bluff 4D, charm 5D+1,
possesses the upper half-body of a wisdom in times of crisis. persuasion 5D+1
Human while the lower half consists Despite their simple way of life, Satyrs
are not above the finer things — espe- Strength Damage: 1D Move: 10
of the haunches, legs, and hooves of a
goat. Slightly shorter and smaller than cially pleasurable possessions. Although Fate Points: 0
Humans, most Satyrs possess extraor- some Satyrs delight in thievery, most Character Points: 3
dinary grace. Although their legs have prefer to barter for what they want, Body Points: 17 Wound levels: 3
goat-like fur, the rest of their bodies offering tunes, crafts, or diversions.
Despite their Advantages:
are typically less hairy than other half-
carefree ways, None
Human crossings (such as Minotaurs
Satyrs possess
“I met a Satyr once. She handed Disadvantages:
and Centaurs), and they are generally
me a bottle and said, ‘Here; drink D e votion (R2),
quite alluring. They possess horns on a rich culture;
this.’ My memories of the encounter debaucher y ; Hin-
their heads, which start as nubs in young besides hav-
get distinctively fuzzy after that drance: Delicate (R1),
Satyrs and can grow to dozens of centi- ing a penchant
point.” -2 to damage resis-
meters long, especially on males; these for bever-
— Caelest the Sage tance totals
are largely ornamental and are only used age brewing
and musical Special Abilities:
as piercing weapons in dire emergencies
instruments Skill Bonus: Charis-
or as part of courtship play.
(especially woodwinds), matic (R1), +1 to bluff,
Satyrs, as a rule, devote themselves
many Satyrs are accomplished writers, charm, and persuasion rolls
entirely to hedonistic pleasure. They
bards, and actors. In fact, they claim Equipment: panpipes
take delight in alcohol, music, dance,
Page 72 • D6 Fantasy Creatures

Wound levels: 1
Natural Abilities: chitin armor
(Armor Value +2); pincer claws (damage
+2D; +4 to grapple); vibration sensors
(+2D to search for moving objects on or
in ground); multiple eyes (+1D to search
for nearby objects on sides or behind);
stinger (damage +1D; venom injected
when fighting success beats difficulty by
5 or more); venom (+5 to all difficulties
for 10 minutes; Moderate stamina roll
to resist; failure with Critical Failure
on stamina roll means that the victim
is paralyzed for 3D minutes); small size
(scale value 12)

Typical Giant
Agility 2D: dodge 4D, fighting 7D,
jumping 6D, stealth 2D+2
Coordination 2D
Physique 5D: lifting 8D, running
Intellect 1D
Scorpion The unique neurotoxin of various
scorpion subspecies is designed for both
Acumen 2D: hide 4D, survival 6D,
search 2D+1
The dreaded scorpion, symbol of hunting and defense, usually to paralyze
treachery in the desert lands, is prey. In the case of giant scorpions, Charisma 1D: intimidation 8D, mettle
renowned for its ability to kill with a such as massive dose of toxin is easily 5D
quick, hidden sting. They are noctur- enough to kill. Strength Damage: 4D
nal predators, feeding on a variety of Move: 19
insects, snakes, lizards, and mice. They Typical Small
Fate Points: 0
can be found in many climates, such as Scorpion
grasslands, savannahs, forests, jungles, Character Points: 0
Agility 2D: dodge 4D, fighting 4D,
and caves. jumping 3D, stealth 5D Body Points: 40
Study by druids and other naturalists Wound levels: 5
Coordination 2D
has revealed that scorpions locate prey Natural Abilities: chitin armor
by sensing vibrations and touch. They Physique 1D: running 3D, swimming
2D (Armor Value +1D); pincer claws (damage
also have two forward eyes and from +2D; +4 to grapple); vibration sensors
two to five pairs of eyes located laterally Intellect 1D (+2D to search for moving objects on or
along the head and forward body seg- Acumen 2D: hide 4D, survival 6D, in ground); multiple eyes (+1D to search
ments to sight nearby objects. search 2D+1 for nearby objects
With life spans ranging from three to on sides or behind);
Charisma 1D:
15 years, scorpions can easily produce stinger (damage
intimidation 3D, The effects of the neuro-
hundreds of offspring over their life- +1D; venom injected
mettle 3D toxin of scorpions depends on
time, which molt periodically as they when fighting success
grow to adulthood. In the case of giant Strength Damage: the subspecies. Gamemasters
beats difficulty by
scorpions, created by dark druids or 1D may substit ute alterna te
5 or more); venom
insane wilderness magic, such scores of Move: 9 effects for the ones listed with
(causes 10 points
offspring can threaten entire towns. the typical descriptions here.
Fate Points: 0 of damage every 5
Scorpions are generally solitary minutes, until victim
Character Points:
arthropods, but some species form dies or is treated;
temporary groups or even extended Diffi cult stamina roll to resist); large size
family nests. Body Points: 5
(scale value 7)
D6 Fantasy Creatures • Page 73

Sea Serpent Sea serpents normally prefer to

remain below the sea, although they
such creatures more docile, and some
bards believe more than one lakeside
Long-time sailors realize that the sea have a natural curiosity that can attract community have such a reclusive giant
embodies contradiction. The orderly them to the surface. They generally lurking beneath its loch.
attack by biting, using their massive jaws
rhythm of the ocean clashes sharply
with the chaos of each individual wave. and teeth to chop lesser prey into pieces. Typical Sea
Has that wave traveled halfway around They also know they have bulk on their Serpent
the world, only to crash against our side, and are not above bringing their Agility 4D: fighting 5D
vessel? Will that wave reach our home full weight against victims or Human
vessels. Despite Coordination 2D
shore, long before
having dexterous Physique 6D: swimming 7D
we do? And why
does that wave Sailors have learned to watch for heads, in general Intellect 1D
coming at us have the frothing waters that signal the they do not engulf Acumen 2D: search 3D, tracking 3D
fins?! approach of one of these or other a n d co n s t r i c t
giant their foes. None- Charisma 2D: intimidation 8D, mettle
Sea serpents are great sea beasts, such as the
theless, it is pos- 3D
probably the most squid and Water Giants.
sible that some Strength Damage: 3D
well-known mon-
strous danger a have adapted this Move: 20 (swimming)
sailing ship might giant-eel-like tac- Fate Points: 0
encounter. Unlike harmless two-meter tic to drag Human victims below the
water, drowning them before eating Character Points: 0
sea snakes that resemble their larger
them. Body Points: 26 Wound levels: 5
cousins from afar, true sea serpents can
reach from 10 to 30 meters in length, Most common in oceans, scholars Natural Abilities: breathe in water;
with a mouth that can swallow a Human believe that serpents can also live com- jaws (damage +3D); ramming attack
victim whole. They generally have dark- fortably in large bodies of fresh water. (+7D damage against ships or other
green or gray skin that provides some Th ey theorize that such “lake serpents” easy-to-target victims); thick hide
camouflage, although sea serpents do grow slightly smaller than their sea- (Armor Value +1D; can be bypassed
not generally favor subtlety. dwelling cousins. The closed confines or through mouth); large size (scale modi-
Sea serpents can survive in nearly lack of salt water likewise seem to make fier of 13)
any oceanic environments except the
most frigid. Being omnivorous, they
prefer to eat large fish and other aquatic
fare, although they can supplement or
even supplant their diet with seaweed.
Humans provide good nourishment
for serpents; fortunately few have
developed a taste for those land-bound
morsels. Tales tell of at least one fero-
cious sea serpent that attacks anything
Human-related it can find, in order to
sate its desire for flesh.
Sea serpents are not particularly
territorial, and some reports indicate
that a dozen or more sea serpents can
survive in seas that contain enough
food. They generally live solitarily until
they find a suitable partner, at which
point they become mates for life. Such
a couple produces offspring about once
every three to five years; the female sea
serpent protects its young eggs — lain
in batches of three to six — in undersea
grottoes. The young reach maturity in
about three years, at which point it
swims off on its own.
Page 74 • D6 Fantasy Creatures

Skeletons are the magically or
supernaturally animated bones of dead
humans and animals. They sometimes
wear the tattered remains of the clothes
and armor they wore in life and often
carry broken weapons. The eye sockets
of skeletons sometimes glow with an
eerie red light.
These undead creatures have no
magical powers of their own, but they
may wield simple magic items for attack
purposes. However, skeletons can only
be given simple commands of 20 words
or less. They follow these instructions
until their creator gives them another
or they are destroyed. They will follow
suicidal commands.
If left to their own devices, they attack
any moving target (alive, undead, or oth-
erwise) that crosses their path, except
others who were animated with them, Range: 1 kilometer (+10)
until they or it are destroyed. Sunlight Charisma 1D Speed: +10
does not damage them, but they tend Duration: 25 minutes (+16)
Strength Damage: 2D Move: 10
to dwell in places of darkness. Casting Time: 1 minute (-9)
Skeletons do not eat, although they Fate Points: 0 Other Aspects:
will bite and scratch an opponent if no Character Points: 0 Components (-9): Bone from the
weapon is available to them. Having no Body Points: 12 Wound levels: 2 type of skeleton to be raised (com-
flesh, they have no need for clothing to mon, destroyed); place with skeletons
Advantages: Size (R1–R2), small
keep the skin in place. They carry the bro- (common)
scale value 3, large scale value 3, or
ken weapons and shields that they held Gestures (-2): Break bone
large scale value 6 (some skeletons do
in life. Sometimes, they have an item of Multiple Targets (+18): 6 targets
not have this)
value upon them, such as a necklace or Other Alterant (+4): Unseen targets
Disadvantages: None
crown. Very rarely, a necromancer or The caster traces the outline of the
Special Abilities: Skill Bonus:
other commander of an undead army creature’s skeleton and smashes the
Mindless (R1), +3 to mettle totals; Skill
will better equip the creatures and direct bone. Any skeletons of that type within
Bonus: Painless Wounds (R1), +3 to
them to operate siege weapons. the range of the spell are animated, and
stamina total
The bony nightmares dwell in dark they stay animated until either the dura-
Equipment: short sword (damage
places, especially crypts. In an undead tion runs out or they leave the spell’s
+1D+1); small shield (Armor Value +2);
army, they are the cannon fodder.Their area of effect to chase after a target. The
valuable jewelry or belt (if formerly a
masters sometimes bury them so that mage may direct the skeletons with the
they can surprise opponents by bursting command skill that the spell provides.
from the ground. Minor Raise The result points of the spell deter-
These creatures cannot be healed
except through magic.
Skeleton Spell mine the attributes, Body Points, and
Wound levels of the skeletons. The attri-
Skill Used: Conjuration
butes equal in dice the points above the
Typical Skeleton Difficulty: 35
difficulty. Body Points equal the result
Agility 2D: fighting 3D, melee combat Effect: 30 (3D command: undead for
points plus 10. Wound levels equal the
3D caster; +2D to Physique for skeleton;
half of the result points (round up).
+1D to attribute for fighting and melee
Coordination 2D The Physique attribute also gets +2D to
combat for skeleton; two rank 1 Skill
Physique 4D it, while fighting and melee combat each
Bonus Special Abilities for skeleton;
equal +1D above the Agility score.
Intellect 1D attributes for skeleton based on result
This spell is for raising skeletons with
Acumen 2D points)
a scale value of zero.
D6 Fantasy Creatures • Page 75

Snake Physique 1D: running 3D, swimming

4D, stamina 4D
Typical Giant
Venomous Snake
Another prolific creature with an Intellect 1D
Agility 3D: fighting 7D, stealth 6D
amazing record of survivability and Acumen 1D: hide: self only 4D, survival
diversity, the limbless snake is a peerless Coordination 2D
5D, search 2D, track 2D
hunter in its own environments. Nor- Physique 5D: lifting 12D, running 5D,
Charisma 2D: intimidation 3D, mettle
mally too small to bother humanoids, swimming 8D, stamina 12D
except through attacks triggered by a Intellect 1D
defensive response, there are some spe- Strength Damage: 1D
Acumen 2D: hide: self only 4D, survival
cies grown to enormous size and power. Move: 18
5D, search 5D
Some even possess strange magical or Fate Points: 0
unnatural abilities. Charisma 1D: intimidation 3D, mettle
Character Points: 0 2D+2
For example, the giant snake’s need
for prey can quickly depopulate a jungle Body Points: 7 Strength Damage: 6D
or forest. Such beasts are often wor- Wound levels: 1 Move: 14
shipped by primitive humanoids, who Natural Abilities: cold-blooded Fate Points: 0
feed it a steady diet of captives. (lethargic in cold; +7 to difficulties of
Character Points: 0
all actions until warmed up); fangs
Typical (damage +1D; venom injected when Body Points: 25
Constrictor Snake fighting success beats difficulty by 5 or Wound levels: 5
Agility 3D: climbing 5D, fighting 4D, more); venom (causes 5 points of dam- Natural Abilities: cold-blooded
stealth 7D age every 10 minutes until victim dies (lethargic in cold; +7 to difficulties of
or is treated; Very Difficult stamina roll all actions until warmed up); fangs
Coordination 1D
to resist); heat sensing (+3D to search); (damage +1D; venom injected when
Physique 2D: lifting: constriction 3D, small size (scale value 9). fighting success beats difficulty by 5 or
running 5D, swimming 5D, stamina Note: Many have a rattle tail (+2D more); venom (causes 3D damage for
4D to intimidation). 3 rounds; Very Difficult stamina roll to
Intellect 1D resist); heat sensing (+3D to search);
Acumen 1D: hide: self only 4D, survival large size (scale value 8)
5D, search 3D
Charisma 1D: intimidation 3D, mettle
Strength Damage: 2D
Move: 8
Fate Points: 0
Character Points: 0
Body Points: 11
Wound levels: 2
Natural Abilities: cold-blooded
(lethargic in cold; +7 to difficulties of all
actions until warmed up); heat sensing
(+3D to search); constriction (victim
rolls vs. snake’s lifting: constriction to
escape or suffer 2D damage per round);
small size (scale value 3)

Typical Small
Venomous Snake
Agility 4D: fighting 4D+1, stealth 6D
Coordination 1D
Page 76 • D6 Fantasy Creatures

These creatures have limited magi-

cal abilities, and they sometimes have
several powerful magic items they have
accumulated from their travels or previ-
ous victims. Even the most evil Snake-
women are level-headed individuals that
can be reasoned with. However, they do
not suffer fools gladly and will often kill
and eat those they consider to be of low
intelligence unless the potential victims
can prove otherwise.

Typical Snake-
Agility 3D: fighting 3D+1: constriction
4D, melee combat 3D+1, stealth 4D
Coordination 3D
Physique 3D: swimming 4D
Intellect 3D: cultures 5D, reading/writ-
ing 3D+2, scholar 5D: arcane lore +1,
speaking 5D
Acumen 3D: artist 4D+1, investigation
4D, mettle 3D+1
Charisma 3D: charm 5D
Magic 2D: alteration 2D+1, conjura-
company. If she is good, she will take tion 2D+1
Snake- the human to her lair for what seems
like several years, but when he emerges,
Strength Damage: 2D
Move: 10
Woman it will be hundreds of years later. If a
Snake-Woman becomes pregnant, she
Fate Points: 0
This creature has the head of a woman will always birth another female of her Character Points: 2
and the body of a gigantic constricting kind. The creatures prefer educated Body Points: 24
snake, which puts it into the half-snake males, especially those that practice Wound levels: 3
class of folk called naga. She can appear magic and the arts.
Advantages: Size: Large (R1), scale
as a Human woman, but she prefers The strange reptiles can be found in
value 3
her snake form. When appearing as any desolate area, but they make their
Disadvantages: Advantage Flaw
Humans, they often dress simply and lairs at the bottom of deep bodies of
(R1), when using a shapechanging spell,
sometimes sport tattoos that are sug- water. Their actual living quarters con-
cannot change facial features
gestive of their true natures. Whether tain air. These creatures are sometimes
Special Abilities: Longevity (R1);
appearing as Humans or their true form, convinced to become guardians of magic
Natural Hand-to-Hand Weapon: Con-
the creature can never change her facial portals, treasure vaults, or other impor-
stricting Body (R3), on a successful
features by shapeshifting. tant items. Occasionally, they guard
grab attempt, the Snake-Woman deals
Snake-women are social, but they the previous home of a former lover,
Strength Damage +3D for each con-
avoid large populations. They enjoy friend, or tutor.
secutive round she squeezes her victim;
the company of Human men and will Snake-women have the same diet
Shapeshifting: Human Female (R1)
sometimes promise them magic items as large snakes, they prefer to make
with Restricted (R1), cannot changer
to get the men to marry them. This is a their lairs near places with fresh game
her face; Water Breathing (R2), +2D to
dangerous proposition for the man for to offer. Snake-women constrict their
two reasons: If the Snake-Woman is evil, victims and swallow them whole. They
she will eat him at the first opportunity eat a man-sized creature approximately
or whenever she grows bored of his once every three to six months.
D6 Fantasy Creatures • Page 77

Sphinx tests may be difficult, they are always fair,

and Sphinxes abide by the results.
Charisma 3D: intimidation 5D, mettle
Mysterious and alien, Sphinxes are as As oracles, Sphinxes sometimes freely Strength Damage: 2D (+3)
dangerous as they are inscrutable, and provide insight and knowledge, presum-
Move: 26
none but the bravest adventurers would ably to further their own goals. Other
times they only reveal what they know in Fate Points: 0
face one willingly. Possessing the body
of a lion, the upper portion of a Human, exchange for payment, such as a unique Character Points: 5
and large flowing wings, the Sphinx are artifact or a seemingly impossible task Body Points: 22 Wound levels: 3
frightening; in fact, some believe they (the purr of a cat, the first dawn of last
Advantages: Size: Large (R2), scale
are somehow an embodiment of fear. spring, or the like). In this regard, they
value 6
Sages note that Sphinxes represent an favor cleverness and intellect. While
Disadvantages: Devotion (R3),
odd juxtaposition of intellect and ani- mystifying, Sphinxes still have their own
to keeping her word and fulfilling her
malistic power and cunning, combined personalities; some are talkative and
with wings that put them in regions and affable (while still remaining vigilant
Special Abilities: Combat Sense
worlds where neither is expected. to their duties), while others are gruff
(R1), combat modifier from surprise is
Even the most learned of scholars and quick to anger.
at -2; Fear (R3), +3 to intimidation and
know very little about Sphinxes. The They are never known to attack at ran-
combat defense difficulties; Flight (R1),
average Sphinx is somewhat taller dom or without provocation, although
flying move of 52; Hypermovement
than a Human when sitting on all four several accounts have linked Sphinxes
(R8), +16 to base Move; Increased Attri-
legs, and its body extends about three to focused violence and destruction. In
bute: Acumen (R3), +3 to related totals;
meters. However, they can grow much all these cases, their mysterious devasta-
Increased Attribute: Intellect (R3), +3
larger. They seem unaging, and some tion either ended as quickly as it began,
to related totals; Increased Attribute:
reports state they can continue growing or else clever adventurers determined
Physique (R3), +3 to related totals
throughout their lives; one bard tells of what arcane goal the Sphinx sought to
(including Strength Damage); Longev-
a band of adventurers who struggled accomplish, and appeased it through
ity (R1); Natural Armor: Fur (R1), +1D
to climb a large sandy mound, only to some other means.
to damage resistance rolls; Natural
discover they were atop a giant — and If attacked, a Sphinx responds with
Hand-to-Hand Weapon: Claws (R1)
ill-amused — ancient Sphinx. a dispassionate precision, using its
+1D damage; Natural Hand-to-Hand
Sphinxes never sleep and do not seem claws to slash or strangle and its maw
Weapon: Teeth (R1), +1D damage
to require food, although they can eat to mangle the prey. It uses its flight
if they are so inclined; an irked Sphinx to its advantage and
might scoop up a clueless adventurer will pursue its victims.
and devour him whole, just to make a However, its primary
point. Although they can reside any- duty is always to its
where that can support their size, they mission, and it will not
most often live in deserts, labyrinths, abandon that under
or atop mountains, spending their time any circumstance.
as guardians, oracles of hidden lore, or
otherwise waiting ... waiting for what,
sages can only nervously speculate. They Sphinx
are invariably solitaire, except for those Agility 3D+2: fighting
remarkably rare occasions when a male 5D, flying 4D+1
and female Sphinx have been spotted Coordination 2D
high overhead, circling in a seeming
Physique 3D (+3)
courtship ritual of sharp angles and
stamina 5D
impossible altitudes. The results of these
interactions — including offspring, if Intellect 3D (+3):
any — are the deepest mysteries of a cultures 5D, read-
secretive race. ing/writing 4D+2,
When serving as guardians, Sphinxes scholar 6D, speak-
have a code of behavior both honorable ing 4D+2
and mysterious. They present those they Acumen 3D (+3):
encounter with a challenge, sometimes as investigation
simple as a riddle or as complex as a maze 4D+2,search4D+1,
of tests or series of trials. Although these tracking 5D
Page 78 • D6 Fantasy Creatures

The tunnel spider is Strength Damage: 2D

about two meters in Move: 12
diameter with eight legs
Fate Points: 0
three-quarters of a meter
in length. More aggres- Character Points: 0
sive and durable than the Body Points: 10 Wound levels: 2
standard jump spider, a Natural Abilities: pincers (damage
tunnel spider frequently +1D+1); small size (scale value 3)
attack Dwarves and Earth
Giants. Tunnel Spider
Tunnel spiders rely on Agility 4D+1: climbing 4D+2, dodge
their poisonous venom and 4D+2, fighting 5D, jumping 4D+2,
their webbing to capture stealth 5D
victims. The spider can spin
Coordination 2D: marksmanship:
nearly one square meter of
webbing 4D
webbing per round, and it
Giant often leaves prey in its sticky trap for
days before coming to feed.
Physique 3D+1: lifting 3D+2, run-
ning 4D
Spider Tunnel spiders are carnivores, eat-
ing everything from small animals to
Intellect 1D+2: traps 2D
Acumen 3D: hide: self only 4D+1,
Of the many types of giant spiders large humanoids. Giant is a delicacy survival 3D+2, search 4D, tracking
roaming mountain tunnels and dismal, that tunnel spider rarely enjoys, as 3D+2
dying forests, the jump spider and most giants are strong enough to snap
the tunnel spider exist as the most Charisma 1D+2: bluff 5D, intimidation
its webbing.
common. 4D, mettle 2D+2
Tunnel spiders dislike bright light,
The jump spider is roughly one meter and if suddenly exposed to torches or the Strength Damage: 2D Move: 10
in diameter, with eight legs one-third of like, it becomes disoriented and unable Fate Points: 0
a meter long. Its fur is a dingy brown in to act for a few rounds. The spiders will Character Points: 0
color, with yellow and black markings. usually try to attack from ambush and
The jump spider is a solitary crea- Body Points: 12 Wound levels: 2
snuff out the light first before attack-
ture, highly territorial in nature. It is ing its foes. Natural Abilities: bite (damage +1;
by nature afraid of folk, but has been While some can be found in rural venom injected when bite attempt with
known to attack children who wander mountainous areas (especially on the fighting is successful); venom (causes 4D
into its domain. outskirts of Dwarven and Giant settle- points of damage per round until victim
The jump spider is not a web spinner, ments), they seem to prefer the sewers dies or is treated; Very Difficult stamina
instead relying on its agility, stealth, and of cities, where prey is more plentiful. roll to resist); heat sensing (+1D to search
speed. It will remain in hiding until prey in dim/dark conditions); sticky webbing
is very near, then jump out and attack Jump Spider (Physique difficulty of 15 to break)
(hence its name). Agility 3D: climbing 4D+2, dodge 4D,
The ichor of a jump spider is highly fighting 3D+2,
prized by many sorcerers, who use it as a j u m p i n g 4 D,
component in jump spells in place place stealth 4D+2
of frog or cricket legs (it is considered a Coordination 1D
very rare component).
Jump spiders live for approximately Physique 3D: lift-
10 years, and that mate twice in that ing 3D+1, running
span. The female has a three-month ges- 4D
tation period, laying 50 eggs at a time. Intellect 1D+2
After the eggs hatch, the female aban- Acumen 3D: hide:
dons the young, leaving them to fend self only 4D, sur-
for themselves. Only about 10 percent vival 3D+2, search
of the litter survives to maturity. 4D, tracking 4D
They can be found in urban and rural Charisma 1D+2: bluff
areas, and prefer sewers and empty 4D, intimidation
warehouses when living in cities. 3D+2, mettle 2D+2
D6 Fantasy Creatures • Page 79

Sprite Fire Sprites sometimes

choose to appear as Human
Sprites are often mistaken for play- female children, because
ful, harmless nature spirits sometimes their tactic is slightly differ-
encountered by travelers moving ent. Like their name implies,
through rural areas. These fanciful Fire Sprites delight in fires
images do a great disservice, for Sprites — whether setting them,
are mischievous, malicious entities with convincing others to set
an unquenchable desire to lead victims them, or simply watching
astray. They appear as fantastically a roaring blaze that hap-
beautiful human women, paragons of pened to ignite by accident.
physical desire dressed in sheer gowns Fire Sprites find it easiest
trimmed in silver. Sprites can change to lead children astray, so
their size at will, and can choose to be they often appear as a child
anywhere from several centimeters in order to convince their
in height to almost two meters tall, if targets to experiment with setting
desired (those that shrink down to their small fires “for the fun of it.” Naturally, Air Sprite draws up a whirlwind of handy
smallest height gain the amazing ability she contrives to build these small fires debris — whether dust, sand, powdery
to fly, but few Sprites see any benefit in where they will quickly get out of hand glass, or even dandelion seeds — to sting
this and choose to remain humanoid- and cause the most damage, such as in the victims’ eyes and clog their noses and
sized most of the time). Few people have a hay barn or on a ship at sea. Thank- fill their lungs. It is very unpleasant to
ever seen a Sprite’s true form, as Sprites fully, Fire Sprites are among the rarest drown in dust, or the stories say.
are hideous creatures that guard their of their kind.
real appearance with murderous zeal, Earth Sprites enjoy crawling around Typical Sprite
hiding it under a potent glamour. in dark spaces, whether underground or Agility 5D: acrobatics 6D+1, dodge
Water Sprites are never encountered under a stage in a theatre, seeking lost 6D+2, stealth 6D+1
far from the wells, streams, or other bod- treasures. They would appear to share Coordination 2D: throwing 3D, sleight
ies of relatively calm water in which they the goal of many adventuring groups of hand 5D+1
live, and which potential victims always except for one small detail — Earth
Physique 2D+1
must cross in order to approach. When Sprites want others to remain under-
ground forever. They will use any ruse Intellect 2D+2
a likely victim comes into view, the wily
Water Sprite engages in a craft that the imaginable to convince their victims Acumen 3D: disguise 4D+1, hide 5D,
chosen mark deems important, and to enter that old abandoned mine, or know-how 5D+1, search 4D, survival
pretends to be hard at work on a master- rappel into the sinkhole that mysteri- 4D, tracking 5D+2
piece. To make her ruse convincing, she ously opened up last week outside of Charisma 3D: charm 4D+1, persuasion
conjures up elaborate equipment, which town. Then, when her victims are well 4D+2, mettle 3D+2
often seems so wildly incongruous for and truly cut off from outside help,
Magic 3D: apportation 3D+1, conjura-
the surroundings that the victim should she extinguishes their lights, cuts their
tion 3D+1
immediately spot her true identity and rope, steals their maps, and otherwise
does whatever is needed to confuse her Strength Damage: 1D Move: 10
intentions. However, at this point most
victims are thoroughly charmed (lead victims while she works at collapsing the Fate Points: 0
a Human blacksmith to a nearly naked entrance or obscuring the exit, entomb- Character Points: 2
sex-goddess diligently working iron on ing everyone in darkness. She remains
Body Points: 13 Wound Levels: 2
a forge in the middle of nowhere, and underground, gleefully watching from
a distance while everyone struggles Advantages: None
his first thoughts are not likely going
to fight off panic and escape. Once Disadvantages: Quirk (R3), mis-
to be, “I wonder how she got her anvil
her victims finally stop moving, the chievous and malicious
here?”). Once her trap is sprung, the
Earth Sprite takes from them whatever Special Abilities: Atmospheric
Water Sprite reaches into her victim’s
baubles interest her, and then simply Tolerance (R1), dust (Air only) or little
mind and gives him a vision of a passion-
burrows out of the artificial tomb to air (Earth only); Attack Resistance: Non-
ate embrace, all the while dragging him
begin seeking new victims. enchanted Weapons (R6), +6D to related
to his watery death. Victims of Water
Air Sprites are the most direct and damage resistance rolls; Shapechanging:
Sprites (strong and capable men, some
least patient of all Sprites, for they can- Size (R1), can alter size but not form
of them) have been found drowned in
not stand any delay in tormenting their with Additional Effect (R6), gain Flight
puddles only centimeters deep, with no
victims. Once they spot a likely target, the (R1) when very small
signs of struggle in evidence.
Page 80 • D6 Fantasy Creatures

emerge from wrapping them in its arms and stuffing

the inky depths them into its maw.
to breech the Fortunately for those who brave the
surface waves. seas, the giant squid remains a rare
This happens if phenomenon. However, it has been
a kraken chases theorized that, should adventurers
some particu- venture deep beneath the surface of the
larly interest- water, encounters with these creatures
ing prey, or if would become much more likely.
a ship fool-
ishly attracts Typical Giant
the attention Squid
of what lives Agility 4D: fighting 6D
in the waters
Coordination 2D
Giant squids Physique 5D: lifting 7D, stamina 6D,
are carnivo- swimming 8D
rous, gener- Intellect 1D
ally feeding on Acumen 2D: search 3D, tracking 3D
large marine
Charisma 2D: intimidation 7D
animals. Its
only natural Strength Damage: 4D
predator is the Move: 26 (swimming)
giant sperm Fate Points: 0
whale, and
Character Points: 0
specimen tentacles recovered from
Giant whale stomachs provide the only physi-
cal evidence of the kraken’s existence to
Body Points: 28 Wound levels: 5
Natural Abilities: bite (damage
Squid the surface world.
The giant squid attacks most prey by
+1D); tentacle clubs (damage +7D);
arms (damage +3D; successful tackle can
Most captains who return from long first catching it with huge clubs on the continue applying damage each round
ocean voyages say ship-devouring giant ends of its tentacles; suckers and vicious as a free attack until victim breaks free;
squids are nothing but myths. Most sages swiveling hooks along the clubs’ surface maximum of eight arms); tough skin
point out that the captains who don’t draw the victim close. Then it wraps its (Armor Value +2; does not cover eyes);
return may have a different tale to tell. quarry in its other eight arms to ensure large size (scale value 15)
In fact, while giant squids — or it can’t get away, and rips into it with Note: Giant squids can attack once
kraken — remain incredibly rare, almost the beak. with its bite or tentacle club, or twice
no other single seafaring encounter The most vulnerable point on the with its arms each round.
poses a greater threat to a ship or its kraken is its eyes. If blinded, it will
crew. The giant squid can grow 18 meters break off an attack and
or larger, with a body four meters long, a submerge, where it will
From a memo by Admiral Hidded harder,
head and eight arms extending another eventually be slain by one
Director of Special Projects to Professor Nakka
eight meters, and two vicious tentacles of its own kind.
Aquaregia, Gnomish Inventor
that can reach another six meters Encounters with
I have reviewed your plans for a giant sealed
beyond that. Lesser sailors often panic Human ships progress
“sub-ocean” vessel, to be lashed to a giant squid.
at first sight of the head alone, with its similarly. First the kraken
While this would be a wonderful addition to the
two eyes the size of dinner plates and strikes the vessel with its
fleet, I note two problems.
a parrot-like beak that can chop a man tentacle clubs, damaging
First, where would we find a group of adventurers
in half. Underwater, its skin glows with it so it cannot escape.
crazy enough to go undersea to hunt the largest,
bioluminescence in order to find prey. Then it wraps the ship
most dangerous aquatic creature alive — even if
Outside of rare mating cycles, giant with its arms, crushing it
your plans for the bathypelagic armored entangler
squids usually travel alone, far beneath to pieces. Should it find
designed to catch it do look feasible?
the frigid seas at the poles. However, resistance — usually in
Second, upon scrutinizing your plans for this
they occasionally wander briefly to more the form of terrified sail-
sub-marine vessel, I note the cabin designated
temperate regions. They might even ors — it attacks them by
“Admiral’s Quarters” is a smidge too small.
D6 Fantasy Creatures • Page 81

Stympalian Fate Points: 0

Character Points: 0
while heating over a flame (fairly

Bird Body Points: 21

Wound levels: 3
Focused (+6)
Variable Duration (+8): On/off
These annoying avian creatures
Natural Abilities: beak (damage By combining a few components in a
appear to be a combination of stork and
+1D); fear of noise (immediately attempt glass beaker and heating them over an
ibis with bronze or iron beaks, claws,
to fly away from any loud noise); feather open flame, a wizard can create a draft
and feathers. They are only slightly
burst (shoot burst of metal feathers for that, when imbibed, allows the user to
smarter than the average stork. Named
3D damage to anyone within 7 meters fly at a rate equal to 40 times her base
for the swamps in which they were first
of the bird; once per day); metal feath- Move. The key to the spells simplicity
encountered, these flesh-eating birds
ers (Armor Value +2D); talons (damage is a pinch of feathers from a rare Stym-
attack any living creature that wanders
+2D); vulnerable spot (the undersides palian bird.
into their territory.
of the wings have only an Armor Value The result point bonus may be applied
Stympalian birds prefer to attack as
of +1D; targeting them requires a called in one of two ways: Add any result point
a group. Only by killing better than half
shot with +3 to the difficulty); small size bonus to the duration value and look up
of their number or making a loud racket
(scale value 3) the new time on the “Spell Measures”
can a combatant hope to rid themselves
of the flying fiends. The birds defend table. Or, for every six points in the
Stympalian Flying result point bonus (rounded down),
their nests to the death if they have eggs
or hatchlings in it. Otherwise, they flee Potion Spell the user may increase the Flight Special
until they think it’s safe to return. Skill Used: Conjuration Ability received by one rank. Thus, a
These birds prefer fresh meat, but Difficulty: 13 result point bonus of 5 would permit no
they have been known to eat carrion to Effect: 15 (Flight (R2) plus flying skill increase in Flight ranks, while a result
survive. If a victim is injured, they may at +1D) point bonus of 6 to 11 would allow an
track the blood trail a short distance Range: Self (0) increase of one rank. The bonus may not
and wait a few hours for a creature to Speed: 0 be split between the two options.
bleed to death. Duration: 1 hour
These creatures only live in marshy (+18)
and swampy areas where they can build Casting Time: 1
their nests. They cannot survive in cold round (-4)
or arid regions. Other Aspects:
The feathers from a Stympalian bird Charges (+2): 1
are highly valuable. Most merchants charge with ward
will pay handsomely for them. Wizards to go off when
often use the feathers when concocting potion is drunk
potions that allow the imbiber to fly. Com
Comp p onent
one nt s
Domesticating the birds is almost (-17): a few Stym-
impossible. They are foul-tempered palian bird feath-
beasts that think nothing of literally ers (extremely
biting the hand off that feeds them. rare, destroyed),
pure water
Typical Stympalian (very common,
Birds destroyed),
thick glass bea-
Agility 3D: fighting 5D, flying 3D+1
ker (uncom-
Coordination 3D: marksmanship: mon), small
feathers 5D heating fire
Physique 6D ( o rd i n a r y,
Intellect 1D destroyed)
Gesture (-2)
Acumen 3D
Stir together
Charisma 2D components
Strength Damage: 3D in beaker
Move: 4
Page 82 • D6 Fantasy Creatures

Fighting a swarm with hand weap-

ons, especially gunpowder arms, is
pointless. A pass of a sword through
a swarm may succeed in killing many
of them, but it does not reduce
their numbers significantly. Unless
the character is impervious to
the attacks of the swarm, it soon
becomes obvious the combat is
hopeless. The only effective way
of doing damage to a swarm is
with attacks that target areas
rather than individuals, such as
gunpowder bombs or spells with
area effects. These attacks ignore
the scale modifier completely,
calculating the combat result
and dealing damage as if the
swarm had the same scale as
the attacker. An area attack
that misses means that no
significant impact was made on
the swarm — a few are dead, a
few move out of the way, but
the group remains basically
In attacking a swarm can
take as many actions per round as it
has Wound levels with no multi-action
that a swarm makes are often muffled, penalty. (It will not take more than
Swarms if audible at all. When the path is clear
to the swarm, they are easily spotted.
that number.) Swarms generally do not
dodge, though magically enhanced ones
Swarms, or plagues, of small creatures Should an adventurer stumble into a might. To flee a swarm simply requires
form for a number of reasons, but the swarm unawares, the most effective an opposed running roll, though the
more common is devastation of habitat. tactic is to run. Swarms will not chase swarm can attack while on the move.
Nests of rats, fleeing sewer flood waters, after a fleeing target if at least one other Small animal swarms are composed
may combine and storm city streets, potential target remains in the area, nor of creatures with a small scale value
creating havoc and spreading disease. does the swarm split to follow potential between 8 and 14. Insect swarms are
Forest fires may drive wasps or bees from victims heading in different directions. made of bugs or other tiny critters with
neighboring hives into one destructive Instead, they go after the most injured a small scale value of 15 to 22.
unit. Once a swarm forms, it lasts as long or the weakest one.
as the food supply can sustain it or until
it moves into a new area with abundant
resources. Swarms may slip through any The game characteristics are for the swarm as a whole, not for the typical
opening that several members of the individual member.
swarm could fit in. Clever adventur- Some creatures also have venom or poison, which is injected when the
ers will seek ways to cause swarms to fighting total beats the difficulty by 5 or more. The venom or poison infl
every two minute s with a
loose strength through starvation and 1D or more damage (depending on the animal)
survival, rather than by combat. Moderate or higher stamina roll to resist.
Unfortunately for most travelers, When a swarm comes across something smaller than an individual mem-
swarms most often are not detected ber of the swarm — such as a Fairy trying to get through a group of
until they are very close. With any kind — treat these situations as a stampede (see the introduction of this book
of intervening terrain such as hills, for more information).
trees, walls, and buildings, the sounds
D6 Fantasy Creatures • Page 83

Injury to Swarms and Swarm Size

Use this chart to determine various characteristics related to injury for a swarm, as well as its approximate size. When
using the Wound levels system, ignore the game mechanic effects of each level. When using the Body Points system, a
swarm receives a damage resistance roll equal to its Physique score. The increasing number of Wounds and Body Points
do not indicate an increased toughness but rather an increased resistance to dispersion. Once the swarm has no Body
Points or receives one Wound beyond its maximum, too few members remain alive or unshaken to keep the group
together. The remaining members flee.
Wound Body Physique Strength Scale Number of Number of
Levels Points Damage Small Animals Insects
2 14 2D 1D 6 5–20 50–200
3 21 3D 2D 9 50–200 500–2,000
4 28 4D 2D 12 500–2,000 5,000–20,000
5 35 5D 3D 15 5,000–20,000 50,000–200,000

Typical Small Move: 1 (ground) or 5 (flying) After the cleric performs the invoca-
tion according to his religious require-
Animal Swarm Fate Points: 0
ments, the target of the miracle is pro-
Agility 2D: fighting 2D Character Points: 0
tected from insects for one meter around
Coordination 1D Body Points: (see chart) his person. (The target may move.) To
Physique (see chart) Wound levels: (see chart) find out if the invocation repels the
Natural Abilities: pincers/sting/ insects, use the intimidation received with
Intellect 1D
bite (Strength Damage only); strength the spell versus the insect’s or swarm’s
Acumen 2D: search 4D+2 mettle. If the spell’s intimidation total is
in numbers (+1D to mettle rolls per 7
Charisma 1D: intimidation 5D, mettle Body Points/1 Wound level); swarm greater than the insect’s or swarm’s total,
2D attack (+5 to fighting total per 7 Body the creatures veer off to another, more
Strength Damage: (see chart) Points/1 Wound level) tempting target. Otherwise, they attack
Note: Winged insects also have as they had intended.
Move: 6 (ground) or 15 (flying)
flying 2D, while ground insects have The result point bonus of the invoca-
Fate Points: 0 tion skill roll may be added either to the
running 2D.
Character Points: 0 intimidation total or to the duration value.
Body Points: (see chart) Insect Repellent (If added to the duration value, look up
Wound levels: (see chart) Invocation the new measure on the “Spell Measures”
table in the rulebook.)
Natural Abilities: claw/bite (dam- Skill Used: Favor
One possible component and gesture
age +1); strength in numbers (+1D to Difficulty: 18
combination is for the cleric to wave a
mettle rolls per 7 Body Points/1 Wound Effect: 15 (intimidation: insects 5D)
willow twig quickly through the smoke
level); swarm attack (+5 to fighting total Range: Self /touch (0)
of a fire, until the twig becomes sooty.
per 7 Body Points/1 Wound level) Speed: 0
The twig, which crumbles when the
Note: Winged animals also have Duration: 10 minutes (+14) invocation ends, becomes the focus of
flying 4D, while ground animals have Casting Time: 1 round (-4) the miracle. The components provide a
running 4D. Other Aspects: -6 Spell Total modifier (or a -3 difficulty
Area Effect (+5): sphere with 1-meter modifier), while the gestures of waving
Typical Insect radius and holding it give a -3 Spell Total modi-
Swarm Focused (+5) fier (or a -2 difficulty modifier).
Agility 1D: fighting 2D
Coordination 1D Gamemasters also can use this information for swarms that don’t bite,
Physique (see chart) such as butterflies. As these creatures don’t have teeth or the like to speak
Intellect 1D of, they do not receive any Strength Damage bonus indicated in the natural
Acumen 1D: search 3D abilities section. Instead of doing damage, the nonviolent swarms inflict
ficulty modifiers. Making a fighting attack as normal, but halve the damage
Charisma 1D: intimidation 5D, mettle total for a successful attack (round up). This is the difficulty modifier
2D that
is applied to all of the target’s actions for the rest of the current round
Strength Damage: (see chart) into the next round, until the swarm’s turn in the new round.
Page 84 • D6 Fantasy Creatures

Toad Intellect 1D
Acumen 2D: hide: self only 3D, survival
Fate Points: 0
Character Points: 0
“Eye of newt, tongue of toad ... where 3D, search 2D+1 Body Points: 15 Wound levels: 3
are my toads?!” is the oft-heard lamenta- Charisma 1D: mettle 3D Natural Abilities: dry warty skin
tion of the swamp witch, whose use of Strength Damage: 2D Move: 3 (Armor Value +1); claws (damage +2),
toads as components and companions poison glands (contact poison; causes
makes for a curious mix. Toads, unlike Fate Points: 0
3D damage for 3 rounds; Moderate
their watery cousins the frog, have dry Character Points: 0
stamina roll to resist); swallow whole
and warty skin and are not designed for Body Points: 5 Wound levels: 1 (+5 to combat difficulty to attempt; may
jumping long distances. Most do not Natural Abilities: claws (damage only be attempted against a target of
have teeth or long sticky tongues and +2 ); wide-vision eyes (+1D to search); smaller size; may swallow 1 target per
must stalk their prey until they chance small size (scale value 12) 8 hours; if swallowed, target suffers 2D
upon it, swallowing it whole. Note: Some toads (and frogs; gen- from suffocation and acid damage per
Mystically, toads have many symbolic erally, the brightly colored ones) have round until cut free; target may only use
(and real) meanings. They are associ- poison glands (contact poison; +5 dif- daggers while inside the toad’s stom-
ated with damp weather and bringing ficulty of all action for 4 hours; Easy ach); wide-vision eyes (+1D to search);
rain, thunder, clouds, and, of course, stamina roll to resist). large size (scale value 6)
warts. Some see the toad as the symbol
of poison and concealed danger, good Typical Giant Toad Typical Frost Toad
or bad luck, or even Demons (some
Agility 2D: dodge 4D, fighting 4D, Agility 4D: dodge 7D, fighting 5D,
Demon princes are definitely amphib-
jumping 3D, stealth 5D jumping 3D, stealth 5D
ian in appearance). An army of toads
or rain of frogs is a common means of Coordination 2D Coordination 2D: marksmanship 5D
divine retribution, and some travelers Physique 1D: running 3D, swimming Physique 1D: running 3D, swimming
say such horrible events do take place 2D 2D
in distant lands. Intellect 1D Intellect 1D
Typical Small Toad Acumen 2D: hide: self only 4D, survival Acumen 2D: hide: self only 2D, survival
6D, search 2D+1 8D, search 2D+1
Agility 2D: dodge 3D, fighting 2D+1,
stealth 4D Charisma 1D: intimidation 3D, mettle Charisma 1D: intimidation 3D, mettle
3D 3D
Coordination 2D
Strength Damage: 1D Move: 13 Strength Damage: 1D Move: 9
Physique 2D: running 3D, swimming
6D Fate Points: 0
Character Points: 0
Body Points: 5 Wound levels: 1
Natural Abilities: white-and-grey
mottled skin (+1D to hide in snowy
climes); dry warty skin (Armor Value
+2); claws (damage +1D); swallow whole
(+5 to combat difficulty to attempt; may
only be attempted against a target of
smaller size; may swallow 1 target per
8 hours; if swallowed, target suffers 2D
from suffocation and acid damage per
round until cut free; target may only
use daggers while inside the toad’s
stomach); wide-vision eyes (+1D to
search); night vision (no penalties in
dim conditions); cold resistance (may
live in arctic climes; Armor Value +2D
vs. cold-based attacks); frost breath
(damage 4D; 3 times per day); small
size (scale value 6)
D6 Fantasy Creatures • Page 85

Tritons take their name from the
ancient god that created them as a
race of servitors. Even though Triton
was Human in appearance, he made
his servitors in the form of half-man,
half-fish. All Tritons, from the waist up,
possess well-developed Human torsos
with dark, curly hair (male Tritons
do not possess facial hair). From the
waist down, however, all possess the
lower bodies of various fish-like sea
creatures. Their Human-like features
and physiques are well proportioned,
well defined, and smooth.
At first glance, Tritons have a uniform
appearance, but they actually differ in
significant ways. From the waist down, but the reality is much different — while beneath the waves, never to be heard
one variant has the scaled body of a Tritons are often considered alluring by from again.
large fish, complete with ventral and Human females, Human males cannot
dorsal fins and a broad tail. A second abide the thought of such “unnatural” Typical Triton
variant has, instead of a single fish unions. Discoveries of terrestrial incur- Agility 3D+1: fighting 4D, dodge 4D+1,
tail, two serpent-like tails that end in sions by Tritons often leads to severe melee combat 4D+2
needle-sharp spines. The third variant retaliation, and few Tritons escape back Coordination 2D+1: throwing 3D+1
has a fish tail, like the first variant, but to the sea in one piece.
Physique 4D: stamina 4D+2, swim-
possesses fins running down his human Triton society as a whole deems the
ming 6D
forearms and back, and his fingers are victims of such punishments to have
webbed. All can maneuver on dry land brought it upon themselves, and thus Intellect 2D+1: reading/writing 3D
almost as well as a Human, despite their turn a blind eye. Occasionally, however, Acumen 2D+1: crafting: carving 3D,
apparent icthyian handicaps. an overzealous (and jealous) group of know-how 3D+1
If male Tritons love anything more land-dwellers gets it into their heads to Charisma 3D+2: animal handling: sea
than lounging on a sandy ocean beach, capture and kill every Triton they can creatures 4D, charm 4D+2, persua-
drinking wine from amphorae, and eat- find, sending out special raiding boats sion 4D, mettle 4D+1
ing figs and stuffed grape leaves, it must armed with barbed nets. Often dozens
Strength Damage: 2D Move: 10
be the pursuit of human females. Triton of Triton are caught and killed before
created his servitors out of a sea-going Triton society can muster its forces for Fate Points: 0
people who turned their backs on land a counterattack on the land-dwellers. Character Points: 3
and offered themselves to the gods of Tritons arm for war much the way Body Points: 32 Wound Levels: 3
the sea. Female Tritons found a paradise Humans do, with large, round shields,
Advantage: Cultures (R1), Human
beneath the waves in their new forms, Spartan-style helmets, and spears, all
but it is said that male Tritons secretly fashioned from bronze that almost
Disadvantage: Hindrance: Atypi-
regret the decision. Nowadays, when- glows green with verdigris from expo-
cal Movement (R1), can only “walk”
ever they get the chance, male Tritons sure to saltwater. Attacks on humanoid
(crawl) or climb 1 meter per round out
go ashore in search of human female settlements begin at the height of
of water
companionship. storms, when the gods of the sea are
Special Ability: Hypermovement
One famous story tells the tale of a at their strongest. Even though their
(R4), +8 to base Move with Ability Loss
male Triton named Nikos who wooed wrath, once invoked, is legendary,
(R1), only in water; Water Breathing
and won the hand of a human female Tritons don’t actually kill many people
(R1), +1D to swimming
named Rina. Together they swam to during such battles. It is said that they
Equipment: trident (damage +2D);
an uninhabited island and lived their seek justice, not revenge, and can smell
short sword (damage +1D+2); amphorae
days in bliss, far from the world of men the blood of their kin on the hands
of wine
and fish. Many male Tritons dream of of those responsible. Guilty individu-
securing such a future for themselves, als are dragged out to sea and pulled
Page 86 • D6 Fantasy Creatures

Troll stone. This damage is not regenerated

and must be healed normally. Trolls
Charisma 1D: intimidation 4D
Strength Damage: 4D
Accounts vary widely about the that live on or near the surface world
Move: 10
abilities and descriptions of these hor- spend the daylight hours lurking under
bridges, hiding in abandoned castles, or Fate Points: 0
rible beasts. The version of the Troll
recounted here exhibits some of the crouching in dark caves. They come out Character Points: 2
best and worst accounts, presenting a at night to hunt, and they eat any living Body Points: 40
powerful adversary. thing they find, although they seem to
Wound levels: 5
Trolls are humanoid, averaging two prefer sentient creatures for food.
Trolls are usually solitary hunters, Advantage: Size: Large (R1), scale
to three meters in height and 115 to value 1
180 kilograms in weight. They have long but they can be found as mated pairs
occasionally. If food is plentiful, they Disadvantage: Achilles’ Heel:
spindly arms and legs and soft-looking Sunlight (R4), loses 8 Body Points/1
pot bellies. Skin tone varies, ranging may join together into packs, ruled by
the strongest, oldest member. These Wound level per round of exposure,
from nut brown to fish belly white, and turns to stone when reaches the Dead
most Trolls have little or no hair on their packs seldom last long and often end in
cannibalism as the stronger Trolls eat level; Hindrance: Ugly (R3), +3 to bluff,
head or body. Despite their appearance charm, and persuasion difficulties
of softness, Trolls are devilishly strong, the weaker after they have devoured all
the other food in an area. Special Ability: Accelerated Healing
with have powerful claws and teeth. (R2), +2D to natural healing rate with
They are strictly carnivorous and require
a lot of meat to fuel their heightened
Typical Troll Ability Loss (R2), may not be used dur-
Agility 4D: fighting 6D, stealth 5D ing the day; Natural Armor: Skin (R1),
metabolism. +1D to related damage resistance total,
Most often found in dark caverns or Coordination 2D: throwing 4D with Ability Loss (R2), may not be used
deep forests, a Troll’s greatest weak- Physique 5D: lifting 7D during the day; Natural Hand-to-Hand
ness is the light of day. Each round Weapon: Claws (R2), +2D damage;
Intellect 1D+2
of exposure to the daylight (even on Natural Hand-to-Hand Weapon: Teeth
an overcast day) causes a Troll harm, Acumen 3D: hide 4D, survival 4D+1,
tracking 4D+1 (R1), +1D damage
eventually hardening the Troll into
D6 Fantasy Creatures • Page 87

White full conversations

and chaste embraces

Unicorn with a unicorn, while

a noble father might
be able to sense its
Even when confronted with over-
mood and a vague,
whelming evidence, some scholars
general message from
steadfastly refuse to admit the exis-
afar. A cold and heart-
tence of so-called “fantastic” creatures,
less killer might per-
dismissing them entirely as fictional
ceive it as nothing but
embodiments of various fears. However,
a dumb animal with a
even they will grudgingly admit that
valuable horn ... one
at least one creature defies this mold,
he could lure with his
stemming not from a world of terror
unwitting young son.
and despair, but one of honor, purity,
They are usually
and hope — the unicorn.
encountered alone,
At a casual glance, it may be possible
although it is possible
to mistake a white unicorn for an ordi- Acumen 3D: investigation 4D, search
to encounter a group
nary — if remarkably regal and beauti- 4D+1, tracking 4D+2
— called a blessing — in certain cir-
ful — horse. Physically, the unicorn is Charisma 4D: charm 5D, command
cumstances, especially during eminent
quite similar to a fine equine specimen. 4D+1, intimidation 4D+2, mettle 5D,
threats to good and love. Most notably,
However, it also possesses a spiraling persuasion 6D
bards speak of a meeting held once a
horn on its head; at a mere half-meter
decade called the Parliament of Vir- Miracles 2D: favor 5D
long, this outward appendage marks its
tue, where dozens or even hundreds Strength Damage: 3D Move: 30
true pedigree, as well as the source of all
of unicorns gather for one night; the
its power. unicorns also have goat-like Fate Points: 1
purpose of this assembly — if true
beards and cloven hooves. Character Points: 10
— is unknown, although one minstrel
Naturalists debate the exact magical
claims to have witnessed the Parlia- Body Points: 22 Wound levels: 3
abilities of unicorns. At a bare minimum,
ment bestowing some kind of boon on Natural Abilities: sensitivity and
all unicorns seem to possess healing
a Human, apparently summoned and devotion to good (dislike being near
and curative abilities, including the
charged with defending their virtues in impure thoughts and people, and par-
neutralization of poisons and disease.
places where unicorns cannot tread. ticularly vile people can cause them to
Some unicorns, especially older ones,
Scholars are unsure how the majestic flee or suffer 1D damage per round);
seem to possess other magical abilities,
beasts come into being, although they cannot be surprised by impure beings;
and many miraculous deeds have been
generally agree that unicorn numbers can detect impure beings with an Easy
attributed to them. Regardless, the
are dwindling. A popular hypothesis tracking success; bite (damage +2); horn
hypnotic glow of a unicorn’s horn always
maintains that one in a million births (damage +2D; magical); hoof (damage
signifies a moment of powerful good.
among wild horses is actually a unicorn; +1D; magical); high intelligence (uni-
unicorns are herbivores, subsisting
another theory states that an act of great corns may not be controlled through
on grass and other plants. They live
selflessness, love, or sacrifice might cause the Animal Control or similar Special
almost exclusively in temperate forests,
one to spontaneously come into being. Ability); trample (damage +2D; must
but tales have placed them rarely in cold
mountain valleys or blistering deserts.
Although androgynous, a white unicorn
Typical White charge); large size (scale value 3)
Note: Unicorns can attack the same
is typically perceived as the gender most Unicorn target twice in one round with their
desirable to its viewer. Agility 3D: fighting 4D, jumping 4D hooves (two front or two back) at no
White unicorns are inexorably Coordination 1D penalty, or they can bite or use their
tied to purity and virtue, and they horn once. All invocations performed
Physique 5D:
only approach the by a unicorn must involve touching the
running 5D+2,
truly innocent. horn to the target of the invocation;
O, unicorns and innocen ts — stamina 5D+1
They communi- beings of charitable or innocent natures
cate telepathically, Both rarities in white. Intellect 4D: and those who believe in the unicorn’s
Caught one of ‘em in my bed last eve, h e a l i n g 6 D, power can act as casual or confirmed
depending on the
purity of its audi- And I’m huntin’ horns tonight! reading/writing believers of the unicorn’s faith (depend-
ence. Thus a young — Antony the Lyre 4D+2, scholar ing on the being’s goodness and his
maid could have 5D belief in unicorns).
Page 88 • D6 Fantasy Creatures

Valkyrie but all of them answer directly to their

sworn god. At times the god selects a
as their god’s messengers, and they
carry his commands and warnings to
The Valkyries, immortal warrior- particular Valkyrie for an assignment. people all across the globe. They rarely
maidens, serve ruling and war gods by When he requests that they complete interfere in mortal affairs unless directly
selecting warriors to aid them. They visit a task without specifying which one ordered by the god himself, and so they
battlefields and carry off the heroes who should perform it, individual Valkyries are rarely seen directly except on the
died in battle — the name “Valkyrie” can volunteer for the mission, and the field of battle.
means “choosers of the slain.” leader only steps in when she feels
These tall, powerfully someone else would be a better choice, Typical Valkyrie
built women have long or when two or Agility 3D+2 (+4): fighting 6D+1, dodge
golden hair, pale skin, In Earth mythology, Val- more Valkyries 5D+1, jumping 5D+2, melee combat
and piercing gray or kyries serve the Norse king-god want a task and 6D, riding 7D+2
blue eyes. They dress Odin. Brunhilde acts as their no one will step Coordination 3D (+4): marksmanship
for battle in scale or leader. They bring slain war- down. 5D, throwing 7D
mail shirts and horned riors to Valhalla. The Valkyries
do not age and Physique 3D (+4): lifting 5D, running
helmets. They dye their 5D
protective shirts, or can heal most
d am a ge s u s - Intellect 2D: cultures 3D, navigation
corselets, the color of
tained in battle, but in every other 3D
fresh blood. They wield throwing spears,
swords, and axes, and carry shield for way they are Human. Th ey eat, drink, Acumen 3D (+4): search 4D, survival
additional protection. Each Valkyrie also breathe, and sleep. Like most winter- 6D+1, tracking 8D+1
wears a white fur cape, with a clasp in land warriors, their food consists of Charisma 3D+1: animal handling 4D,
the form of a white swan. meat, bread, and some vegetables, and bluff 4D+2, command 5D, intimida-
Though few claim to know their exact they drink ale or wine. tion 6D+1, mettle 5D
number, witnesses have seen only 13 Valkyries are great lovers of combat,
and they often fly to a battlefield just Miracle 2D: strife 5D
Valkyries at one time. Thanks to their
to watch the conflict. If any warrior Strength Damage: 3D (+4)
winged steeds and their own abilities,
these women are enough to handle their demonstrates great valor and skill Move: 30
tasks. The Valkyries consider themselves at arms, the Valkyrie may grant him Fate Points: 5
a sacred sisterhood and work closely added strength or stamina. If he dies,
they claim his soul and bring him back Character Points: 25
together, living and fighting as a single
to their god’s domain to join the other Body Points: 45
unit. The eldest and strongest of the
group acts as nominally the leader, heroes there. The Valkyries also serve Wound levels: 5
Advantages: Authority (R3); Equip-
ment (R3), winged horse; Fame (R2);
Patron (R3), her sworn god
Disadvantages: Devotion (R3), to
her duty to her god and her sisters;
Employed (R2), to her god; Enemy (R2),
her god’s enemies
Special Abilities: Accelerated Heal-
ing (R1), +1D to natural healing rate;
Immortality (R1), can only be killed at
the end of time; Increased Attribute:
Acumen, Agility, Coordination, Phy-
sique (R4 each), +4 to related totals.
All Special Abilities have Debt (R1),
owed to god.
Equipment: battle axe (damage
+3D); fur cloak (Armor Value +1);
mail shirt (Armor Value +2D); shield
(Armor Value +2); spear (damage +2D);
longsword (Damage +2D+2); winged
horse (see pegasus entry on page 65
in this book)
D6 Fantasy Creatures • Page 89

towns, ruins, manor Wound level per round of exposure,

houses, and the like. It turns to ash when reaches the Dead
is rare to find a Vampyr level; Advantage Flaw: Infection (R3),
that does not have several passes on all Special Abilities and
dozen safe houses in Disadvantages to target after having
place for emergencies. used Life Drain to bring the target to
Vampyrs usually live Mortally Wounded or less than 10% of
within a short travel to Body Points; Advantage Flaw: Sunlight
highly populated, urban Weakness (R5), all scores, except Intel-
areas, as these locations lect, are at -1D from sunrise to sunset;
make for the best hunt- Infamy (R1), most people would hate
ing grounds. the Vampyr if they knew he was one;
Va m p y r s c a n n o t Quirk: Counting (R2), distracted by
digest food, only blood tiny items, such as grains of rice, beans,
from a living being. The or tiny beads; must stop to pick them
creatures can subsist up and count them as long as he is not
on animal blood, but in combat; Quirk: No Reflection (R1),

Vampyr the blood of intelligent beings tastes

much better.
does not reflect in mirrors; Quirk: Day
Sleep (R2), must sleep during the day
Vampyrs were once Human, Elves, and will not awaken unless physically
or another similar race who have trade
Vampyr attacked
their mortality for a near-immorality Agility 3D: dodge 5D, fighting 5D, flying Special Abilities: Animal Control
and all the fears and power that goes 3D+1, stealth 5D (R1), +10 to animal handling to one of
with it. Their skin is pallid and their Coordination 3D: marksmanship the following: rats, bats, wolves, and
canines are slightly longer. Some older 3D+1, throwing 4D spiders; Flight (R1), flying Move 10
Vampyrs have claws and animal facial with Restricted (R4), 10-minute time
Physique 3D (+3): infection 5D, lifting
features. Most Vampyrs were beautiful limit and Move restricted to walking
5D+1, running 5D+2
when they were alive, but their undead Move; Hardiness (R2), +2D to damage
Intellect 3D: scholar 4D, speaking 4D, resistance totals; Increased Attribute:
status adds treachery to that beauty.
trading 4D Physique (R3), +3 to Physique totals;
Most Vampyrs prefer to dress in the
same clothes they wore when they were Acumen 3D: hide 4D Intangibility (R1), can turn to mist
alive. The older a Vampyr gets, the more Charisma 3D: intimidation 6D, persua- and pass through small openings, +3D
lavish the creature’s taste in clothing sion 5D, mettle 7D to damage resistance totals vs. physi-
and other luxury items. cal weapons, with Ability Loss (R1),
Strength Damage: 3D (+3)
These creatures follow complicated can be trapped in an item that would
Move: 10 Fate Points: 1 collect mist, like a bellows or a bottle;
social structures based on what their
sires were accustomed to when they Character Points: 5 Life Drain: Body Points/Wounds (R2),
were alive. These organizations range Body Points: 40 Wound levels: 5 drains 6 Body Points/1 Wound level
from tribes and clans to fifes and guilds per successful biting attack; Longevity
Advantages: None
to clubs and gangs. Most Vampyrs share (R1); Shapeshifting (R2), wolf or bat
Disadvantages: Achilles’ Heel:
the same view that they are superior to with Additional Effect (R1), can change
Blessed Weapons (R4), take double
mortal creatures. Vampyrs treat their to normal animal size; Skill Bonus:
damage from holy items or items that
servants well, but they are ultimately Charming Gaze (R1), +3 to charm totals
are specially purified and blessed;
expendable. with Restricted (R1), limited to opposite
Achilles’ Heel: Faith Aversion (R3), will
These creatures of the night often sex; Skill Bonus: Invitation (R2), +6 to
not approach any true believer boldly
employ a cover persona to explain their persuasion with Additional Effect (R3),
holding a holy symbol of any major
nocturnal habits. They are well aware inviting Human cannot exploit weak-
religion (gamemaster’s discretion on
of their many weaknesses and often nesses, and Ability Loss (R1), only works
holder’s level of faith); Achilles’ Heel:
go to elaborate lengths to prove their on one Human inviting the Vampyr into
Garlic (R3), loses all actions in the first
humanity to the suspicious. a house; Skill Bonus: Painless Wounds
round exposed to the herb; Achilles’
More often than not, a Vampyr uses (R4), +12 to stamina total with Ability
Heel: Fire (R4), takes double damage
intermediaries on all foes except those Loss (R1), may not be used on Wounds
from any fire-based attack; Achilles’
he wishes to feed upon. from fire, sunlight, or holy items
Heel: Running Water (R3), unable to
The creatures tend to pick isolated Equipment: items required by his
cross over running water; Achilles’ Heel:
lairs: castles, cemeteries, abandoned cover profession
Sunlight (R4), loses 8 Body Points/1
Page 90 • D6 Fantasy Creatures

measure of protection from the beast,

but this is usually only enough so it will
attack another target.

Typical Wendigo
Agility 3D: fighting 5D, stealth 9D
Coordination 3D
Physique 10D
Intellect 2D
Acumen 3D: hide 9D
Charisma 3D: confusion 6D, intimida-
tion 6D, mettle 7D
Strength Damage: 5D
Move: 50
Fate Points: 0
Character Points: 0
Body Points: 45
Wound levels: 5
Natural Abilities: claws (damage
+2D); teeth (damage +4D); confusion
(on a successful confusion attempt
against the target’s Charisma or mettle,
all difficulties for the target are at +5 for
6 rounds); intangibility (+6D to damage
resistance roll against physical attacks;
can stay intangible indefinitely); invis-
ibility (+5 to dodge, hide, and stealth

Wendigo and eaten. Preferring to attack during

totals; +5 to all difficulties requiring
seeing the wendigo); only magical or
The wendigo is an angry spirit-animal. the cover of darkness, the wendigo blessed weapons can harm the wendigo;
It’s so thin, the creature cannot be seen waits until a victim is starving to death large size (scale value 13)
from certain angles. When it can be and alone to attack; this
seen, it resembles a monstrous, five- is the only time it will
meter-tall creature covered in fur, with strike. Any creature If a wendigo could somehow be killed, the remains
red eyes and enormous sharp teeth. It killed by the wendigo is would be of great interest to a magician, who could
is semi-transparent and moves as fast completely devoured, use them to craft wondrous — if dangerous — magi-
as the wind. never to be seen again. cal items, such as this one.
It is said that the wendigo is created Many believe that the Cloak of the wendigo: This thick, furry cloak
from the spirits of those driven insane soul is devoured along provides some of the abilities of the mythic crea-
by the wilderness. Native peoples greatly with the flesh of the ture, but at the risk of succumbing to the madness.
fear the monster, and those that report victim. Never more than (Intang ibility (R2), +6D to damage resistance
an encounter with it are considered one person of a group against physical attacks; Hypermovement (R20),
either extremely lucky to be alive or lives to tell the tale of +40 to base Move. All Special Abilities have Burn-out
extremely unlucky, as it is considered sighting the wendigo. (R1), can be lost or stolen; Restricted (R4), a Criti-
an omen of death and destruction. The creature will cal Failure while using the cloak’s abilities makes
A wendigo is always encountered leave behind the vic- the wearer insane and at +5 to all difficulties for 6
alone and only by groups that venture tim’s belongings as it rounds; Singularity (R2), can only use one ability at
into its territory, especially hunters and has no use for equip- a time, takes an action to switch abilities.)
loners. It whispers and teases its victims, ment, magic items, or One corpse could theoretically make four such
tracking them for days across desolate treasure. Some sha- cloaks.
wastes. It hounds its prey until the vic- mans can craft holy
tim returns to civilization or is caught items that give a small
D6 Fantasy Creatures • Page 91

changes. Werewolves is unknown the final fate of this fearsome

shift involuntarily to group. Sages posit that other sentient
their fusion form at creatures can become infected with
midnight two days lycanthropy, especially older races. It is
before the full moon, also suspected to be at least theoretically
and change again possible for a wolf to become infected
into that form every and turn into a Human, although the
midnight until two implications are troublesome.
days after the full
moon, for a total of Typical Werewolf
five days in a lunar (Fusion Form)
month. Werewolves Agility 3D: fighting 4D, dodge 3D+2
have a target of
their killing fury, Coordination 3D
which they feel Physique 4D: infection 6D, running
compelled to kill 5D
once they assume Intellect 1D+2
their fusion form. Acumen 3D: search 4D, tracking 6D
This target varies
from Werewolf to Were- Charisma 3D: intimidation 5D, mettle

Werewolf wolf; targets include family members,

children, enemies of their faith, or all
Strength Damage: 2D Move: 10
Werewolves are Humans inflicted humanity. In general its goal is broad Fate Points: 0
with lycanthropy, a mystical malady enough that the wolf has little fear of Character Points: 0
that causes involuntary transformation ever running out of quarry. Whether
this savage goal is determined randomly, Body Points: 22 Wound levels: 3
to and from a wolf. Lycanthropes have
three distinct transformation phases: by subconscious desires of the victim, or Disadvantages: Achilles’ Heel: Vul-
Human, wolf, and fusion. Their Human some other means is unknown. nerability (R3), silver weapons deal +3D
forms are identical to their pre-infec- Until the Werewolf satisfies this blood- damage, and exposure to silver causes
tious states, and their wolf forms are lust, it is apt to attack without reason 3D damage in the first round; Advan-
similar to those of regular wolves, rely- or remorse. Once it has slain one of its tage Flaw: Infection (R3), transfers all
ing on instinct and animalistic cunning targets, the madness calms. For the rest Disadvantages and Special Abilities to
to survive. The fusion form is a terrifying of the evening, the Werewolf can shift victim bitten by werewolf and success-
carnivorous amalgam of Human and between any of its three forms at will. fully infected by him; Advantage Flaw:
wolf. It stands erect on two feet, 2.5 However, if the Werewolf is wearing its Devotion (R3), to irrationally killing
meters or taller, with fur all over its wolf form when the first rays of dawn member of chosen target
body, talon-clawed hands, and a face strike it, it will retain that form until its Special Abilities: Accelerated Heal-
with truncated wolf-like jaws. With the next transformation. Otherwise sunlight ing (R1), +1D to natural healing rate
intelligence of a Human and the cunning reverts the Werewolf back to Human with Ability Loss (R1), may be only used
and ferocity of a wolf, the fusion form form, where it is likely to collapse in in Werewolf form; Fast Reactions (R1),
is the vessel of a pure killer. Although exhaustion and memory loss. +1D to initiative rolls and one extra
legends indicate that lycanthropy can There is no certain way to rid someone action per round thrice per adventure
be transmitted from being wounded of lycanthropy, although all mystics with Ability Loss (R1), may be only used
by a Werewolf, it seems that only the agree that it is possible. Cures have in Werewolf form; Natural Hand-to-
fusion form permits this. included rare plants (such as wolfs- Hand Weapon: Claws (R1), +1D dam-
While a being infected with lycan- bane from certain regions or picked at age with Ability Loss (R1), may be only
thropy creates a dangerous predator, certain times), slaying the Werewolf used in Werewolf form; Shapeshifting:
a Werewolf also possesses a number of that infected the victim, and true love. Wolf, Human (R2) with Additional Effect
drawbacks. First, it lacks much of the Death also reverts a lycanthrope to its (R1), can alter size to that of a wolf, and
self-control and reason of a Human; the breed form, although that is a less than Restricted (R4), involuntarily trans-
hunting instinct proves too powerful helpful remedy for most. forms into Werewolf during full moon,
for most victims to restrain. Second, Werewolves are always solitary, and into other form at dawn
while in fusion form, a Werewolf takes although bards tell of a group of like- Notes: Disadvantages do not transfer
considerable damage from silver. minded Werewolves who worked to wolf or Human form. Actual skills may
Third, it cannot fully control how it together as a “pack.” If this story is true, it vary from werewolf to werewolf.
Page 92 • D6 Fantasy Creatures

Wolf Wolves can live in most places that

Humans can, provided there is adequate
omega wolf, which is harried, starved,
and kept at bay by the rest of the pack.
The term “wolf” actually refers to a food. Arctic regions, deserts, forests, The pack social structure controls all
type of animal that encompasses dozens prairies, and mountains can all sup- wolf activities: what prey to attack,
of different subspecies. Powerful jaws, port wolves, as can the outskirts of what the bounds of their territory are,
quickness, and pack instincts make the villages and cities. They normally sleep and so on. Packs often break apart if the
wolf one of the most fearsome of com- outside, although they raise and protect alpha pair dies.
mon predators. Naturalists note that their newborn cubs in dens consist- Only the alpha pair is generally per-
wolves fill a niche at the top of the food ing of caves, crevices, or underground mitted to breed. Wolf litters consist of
chain, and the state of holes they dig five or six cubs, which grow to physical
the wolf population in themselves. maturity in their first year. Once a wolf
a region can often fore- As one anonymous scout put A wolf pack’s pack has grown too large, members may
tell the larger ecological it: “I hadn’t noticed until I saw territory can splinter off to form their own packs in
picture. the glinting feral eyes and heard range from new territories. Wolves have a lifespan
Male wolves can howling that the territor y around 100 square of around 10 years.
grow up to 1.5 meters me had been marked by wolf excre- kilometers in Although wolves traditionally only
long (not counting ment. In my haste to flee, I confess regions with attack weak, frail, old, or young prey,
their bushy tails) and that I might have accidentally ample prey to they have been known to attack
one meter tall, and left markings of my own in my 2,000 square Humans, especially if they feel threat-
they weigh between codpiece and tunic.” k i l o m eters ened. The first sign most explorers who
20 and 80 kilograms; or more in stumble across wolf territory have of
female wolves are usu- meager arctic their transgression is of fearsome howl-
ally smaller, ranging lands. ing, which wolves use to warn intruders,
from 15 to 55 kilograms. Wolves in Possessing a highly developed social assemble the pack, or bond socially;
cold regions grow heavier and larger structure, wolves most commonly form those who have not previously formed
than their kin in deserts or temperate packs of between two and 12 members, respectful bonds with wolves would be
areas. Thick fur covers their bodies, and although occasionally two dozen or wise to leave in that situation.
more wolves can be part of a single pack.
many hunters covet wolf pelts. Wolves
primarily eat meat — mostly herbivores The alpha male and female form the pack Typical Wolf
and smaller animals — although if prey leadership (with a beta pair forming a Agility 3D: fighting 5D, dodge 6D
is scarce, they also can subsist insects, “second in command”), and this strict Coordination 3D
nuts, and berries. hierarchy leads all the way down to the
Physique 4D: running 6D
Intellect 1D
Acumen 3D: search 4D, tracking 10D
Charisma 3D: command 4D, intimida-
tion 5D, mettle 6D
Strength Damage: 2D
Move: 10
Fate Points: 0
Character Points: 0
Body Points: 16
Wound levels: 2
Natural Abilities: claws (damage
+1D), teeth (damage +1D), thick fur
(Armor Value +2)
D6 Fantasy Creatures • Page 93

Yara-Ma- presence may leave crude

drawings of the beast in and

Yah-Who around its tree to warn off

Yara-Ma-Yah-Who do
Yara-Ma-Yah-Who appear as short,
not value treasure, but
red-skinned humanoid with oversized
they sometimes use it to
heads and toothless mouths. They have
lure victims closer to their
suckers on the bottom of their feet that
trees. If a vampire hunter
can drain the victim of blood like a leech
manages to destroy its tree,
or a lamprey. They wear the tattered
but not the creature itself,
remains of the clothes they wore when
the vampire will chase the
they were human.
hunter until one of them
Yara-Ma-Yah-Who are solitary and
is killed.
live only to feed. They ignore creatures
that do not have blood. The Yara-Ma- Typical Yara-
Yah-Who lies in wait in a fruit tree
(preferably figs or other small fruit) for Ma-Yah-
victims to pass by or stop to pick some Who
food. It then jumps on the victim with its Agility 4D: climbing
feet and begins draining the target dry. 4D+2, fighting 4D+1,
Once it has has sucked the victim dry, stealth 4D+1
they drag them up into the tree in the Coordination 3D
shade of the leaves, where it swallows
the corpse whole at its leisure. Physique 3D: lifting 5D,
These creatures always pick fruit trees infection 5D
in desolate areas as their favorite roosts. Intellect 2D
They can go years without feeding. The Acumen 3D: hide 6D
vampires do not have to feed from the Charisma 1D
tree that is their lair, but they prefer infected by the vampire but not drained
to do so. They are not harmed by the Strength Damage: 2D turns into a Yara-Ma-Yah-Who, one
sun, but they prefer the darkness when Move: 10 characteristic (attribute, skill, or char-
possible. Fate Points: 0 acter option) alters by 1D or is replaced
Victims bitten by the vampire even- by another characteristic per hour until
Character Points: 0
tually turn into one if they are not the victim’s characteristics resemble
eaten. An exorcism is needed to purge Body Points: 21 something similar to those of the typical
the victim of the vampire’s tainted bite Wound levels: 3 Yara-Ma-Yah-Who
(such as through a spell or miracle spe- Advantages: None Special Abilities: Accelerated Heal-
cifically designed to heal damage done Disadvantages: Achilles’ Heel: Stake ing (R4), +4D to natural healing rate;
by a Yara-Ma-Yah-Who). Alternatively, in the Heart (R4): can be destroyed by Skill Bonus: Spider Climbing (R2), +6
the victim must be the one to destroy driving through his heart a wooden bonus to climbing totals; Longevity
the vampire. Certain natives are familiar stake made from the tree where he (R1), these creatures can go many years
with these creatures and will work to makes his lair; without feeding.
destroy them and Advantage Flaw: Equipment: flashy pieces of treasure
cure their victims. Infection (R3), to lure victims to their doom
The Yara-Ma-Yah-W ho is an
Those who know a victim bitten
Australian Aborigine vampire.
of the creature’s and successfully
Page 94 • D6 Fantasy Creatures

Zombie can create these smarter Zombies, and

they are only dimly aware of these other
muscles completely fall off, providing
them with nothing to keep their bones
Zombies are normal humanoid impulses. together. In very rare instances, magical
corpses that have become animated. Zombies are divided into two sub- Zombies will turn into Skeletons. Only
These creature can be in any state of categories: supernatural and diseased. specially crafted magic or miracles can
decay and often still bear the fatal Supernatural Zombies are created by heal them, control them, and extend
wounds that turned the living human- supernatural means, either through their ability to survive. Zombies never
oid into a dead one. Also known as the an ancient relic or powerful spellcaster. recover from physical damage on their
Living Dead, Zombies almost always or cleric These Zombies can only be own.
remain in the tattered clothes in which stopped by destroying the magic or holy
they were created. The longer a Zombie item or person who brought them to Typical Zombie
survives, the more tattered the clothes life. Short of complete obliteration by Agility 2D: fighting 3D
and the more decayed and rotting the fire or extreme energy, these Zombies Coordination 1D
body. Some creators graft armor and continue to return and attack. These
Zombies do not create other Zombies Physique 3D: infection 5D (diseased
weapons onto their newly undead only)
followers, making them more lethal. unless that is part of the magic spell
that initially created them. Intellect 1D
Others try to make their Zombies carry
weapons, but they drop them after their Diseased Zombies are created through Acumen 1D
first successful feeding. a fatal infection that turns the victim Charisma 2D
Ninety-nine percent of all Zombies into a Zombie. It is the Zombie’s brain
that keeps the creature moving, so Strength Damage: 2D
are mindless, so they lack any noticeable
severe trauma to that area or beheading Move: 4
social structure. Existing only to feed on
the flesh of the living, Zombies can still destroys the creature. One bite from the Fate Points: 0
somehow sense other undead and will diseased Zombie can slowly transform Character Points: 0
not attack them. A tiny percentage of a victim into a Zombie unless the dis-
ease can be cured or the infected part Body Points: 12
these creatures retain a dim recollection
of the body can be amputated before Wound levels: 2
of other impulses that drove them when
they were alive. These Zombies some- it spreads. Advantages: None
times help living humanoids escape or Zombies of all types do not gain Disadvantages: Achilles’ Heel:
use their knowledge to bypass more sustenance from eating flesh, but some Means of Destruction (R4), destruc-
complex defenses. Only an extreme scholars theorize that this action some- tion of the relic, cleric, or spellcaster
emotional state at the moment of death how eases the pain of death. Some may destroy all Zombies connected
types prefer certain to it (supernatural) or decapitation
body parts, such as (disease); Achilles’ Heel: No Healing
hearts or brains, (R4), Zombies cannot be healed except
possibly because of by magic or miracles; Advantage Flaw:
the greater concen- Infection (R3), transfers all Disadvan-
tration of life force tages and Special Abilities to victim
there. injured by a zombie and successfully
Zombies not infected by him; Hindrance: Movement
preser ved by (R1), base running Move reduce to 4;
extraordinar y Reduced Attribute: Agility, Charisma
means will rot (R4 each), -1D each; Reduced Attribute:
away to skeletons Coordination, Intellect, Acumen (R7
w i t h i n a fe w each), -2D each
weeks after their Special Abilities: Fear (R10), +10 to
first death (not intimidation and combat defense diffi-
after they were culties with Ability Loss (R3), only when
resurrected). Zombies outnumber victim by several to
Zombies with- one; Increased Attribute: Physique (R5),
out direction or +4 to related totals; Natural Hand-to-
living creatures Hand Weapon: Teeth (R1), +1D damage;
to hunt wander Skill Bonus: Mindless (R5), +15 to mettle
aimlessly until totals; Skill Bonus: Painless Wounds
their flesh and (R4), +12 to stamina total
• D6 Genre Conversion •
Because the skill resolution and dam- tasy. If your D6 Adventure character has for gamemaster’s characters where you
age mechanics are the same in all of the 4D+1 in disguise and 2D+2 in Presence, aren’t concerned about the total number
genre rulebooks, the only parts you need she has 1D+2 skill adds in disguise. of dice used to make the character.
to convert to use this supplement in If two or more skills translate to a If the old skill equates to multiple
another are skills and attributes. single skill in the new genre, there are different skills in the new genre, either
As with all conversions, this one gives two methods of handling this: put all dice into the skill that best fits the
you a starting point. Once you’ve made character concept or divide the dice from
the conversion, you may want to move 1. The new genre’s single skill receives
the skill adds from the highest skill in the old skill among the various skills. If
some pips around, so that they better you have dice leftover from converting
reflect your idea of that character’s or the old genre. If this is a player’s charac-
ter, reserve the other dice for skills that multiple skills to a single skill, you may
creature’s abilities. divide the extra dice among the multiple
equate to two or more skills in the new
new skills.
Base Attributes genre. Extra dice that cannot be used
You can, of course, add any skill from
The attributes used in D6 Space to purchase skills may be converted to
Character Points on a “one pip for one any genre to any other genre, if you
do not corresponding directly to the think that it will get sufficient use in
attributes specified in D6 Adventure or point” basis. For gamemaster’s charac-
ters, ignore the extra dice. your adventures to warrant including
D6 Fantasy. The accompanying tables its ability category.
offer the best and quickest equivalents 2. The new genre’s single skill receives
for each attribute. The top one is for the skill adds from the lowest skill in the Extranormal
characters, and the bottom one is for old genre. Other skills equivalent to the Attributes and
nonsentient beings, such as animals new skill become specializations of the
and monsters. new skill with specialization bonuses Skills
equal to the difference between the Extranormal attributes and skills can
Base Skills single skill’s die code and the old skill’s be ported as-is to the new genre set.
Some skills convert smoothly from die code (minimum of +1). This is best
one genre to another, though you might
need to move them from one attribute
to another. With others, one genre rules Attribute Conversion for Characters
set represents them with one skill while
another uses two or more. (For example, D6 Fantasy D6 Space D6 Adventure
marksmanship in D6 Fantasy translates Agility Agility Reflexes
to firearms, gunnery, and missile weapons Intellect Knowledge Knowledge
in D6 Space.) The Skill Conversion List Coordination Mechanical Coordination
offers the best fit is listed first, followed Charisma Perception Presence
by other options should you want to Physique Strength Physique
have a “contemporary” version of the Acumen Technical Perception
character or creature. Attribute Conversion for Creatures
When you have to move a skill from
one attribute to another or split the D6 Fantasy D6 Space D6 Adventure
skill among multiple abilities, you need Agility Agility Reflexes
to know the number of skill adds. You Charisma Knowledge Presence
can figure out this by subtracting the Coordination Mechanical Coordination
old skill from its governing attribute. Acumen Perception Perception
This is the value of the skill adds for Physique Strength Physique
that skill. (Remember that three pips Intellect Technical* Knowledge
equal one die.) *Animals and monster receive Intellect -1D in Technical, with a
minimum of 0D (not +1 or +2).
Example: Disguise is under Presence
in D6 Adventure and Acumen in D6 Fan-
Skill Conversion List
D6 Fantasy D6 Space D6 Adventure D6 Fantasy D6 Space D6 Adventure
acrobatics (Agility) acrobatics (Agility) acrobatics lifting (Physique) lift (Strength) lifting (Physique)
(Reflexes) lockpicking sleight of hand lockpicking
animal handling riding (Agility), animal handling (Coordination) (Agility) (Coordination)
(Charisma) persuasion (Presence) marksmanship missile weapons, missile weaons,
(Perception) (Coordination) firearms (Agility), marksmanship
artist (Acumen) artist (Perception) artist (Perception) gunnery (Coordination)
bluff (Charisma) con (Perception) con (Presence) (Mechanical)
charioteering vehicle operation, piloting melee combat melee combat melee combat
(Coordination) exoskeleton (Coordination) (Agility) (Agility) (Reflexes)
operation, piloting mettle (Charisma) willpower willpower
(Mechanical) (Knowledge) (Presence)
charm (Charisma) persuasion charm (Presence) navigation navigation navigation
(Perception) (Intellect) (Mechanical), (Knowledge)
climbing (Agility) climb/jump climbing (Reflexes) astrography
(Strength) (Knowledge)
command command command persuasion persuasion, bargain persuasion
(Charisma) (Perception), (Presence) (Charisma) (Perception) (Presence)
tactics (Knowledge) pilotry vehicle operation piloting
contortion (Agility) acrobatics (Agility) contortion (Coordination) (Mechanical) (Coordination)
(Reflexes) reading/writing forgery forgery
crafting (Acumen) personal repair (Perception) (Intellect) (Perception), (Knowledge).
equipment repair, languages languages
other repair only (Knowledge) (Knowledge)
skills (Technical) riding (Agility) riding (Agility) riding (Reflexes)
cultures (Intellect) cultures, aliens, scholar running (Physique) running (Agility) running (Physique)
bureaucracy, (Knowledge) scholar (Intellect) scholar scholar
security (Knowledge) (Knowledge)
(Knowledge) search (Acumen) search (Perception) search (Perception)
devices (Intellect) computer tech (Knowledge) sleight of hand sleight of hand sleight of hand
interface/ (Coordination) (Agility) (Coordination)
repair, robot speaking (Intellect) languages languages
interface/repair (Knowledge) (Knowledge)
(Technical), comm,
stamina (Physique) stamina (Strength) stamina (Physique)
sensors, shields
(Mechanical) stealth (Agility) sneak (Perception) sneak (Reflexes)
disguise (Acumen) con (Perception) disguise (Presence) streetwise streetwise streetwise
(Acumen) (Knowledge) (Perception)
dodge (Agility) dodge (Agility) dodge (Reflexes)
survival (Acumen) survival survival
fighting (Agility) brawling (Agility) brawling (Reflexes)
(Knowledge) (Perception)
flying (Agility) flying/0-G (Agility) flying (Reflexes)
swimming swim (Strength) swimming
gambling (Acumen) gambling gambling (Physique) (Physique)
(Perception) (Perception)
throwing throwing (Agility) throwing
healing (Intellect) medicine medicine (Coordination) (Coordination)
(Technical) (Knowledge)
tracking (Acumen) search (Perception) tracking
hide (Acumen) hide (Perception) hide (Perception) (Perception)
intimidation intimidation intimidation trading (Intellect) business business
(Charisma) (Knowledge) (Presence) (Knowledge) (Knowledge)
investigation investigation investigation traps (Intellect) security, security,
(Acumen) (Perception) (Perception) demolitions demolitions
jumping (Agility) climb/jump jumping (Reflexes) (Technical) (Knowledge)
know-how know-how know-how
(Acumen) (Perception) (Perception)