Enemies

Some of the monster’s statistics are slightly better or worse than a simple number of dice. For example, “Mind 1D–2” means roll 1D and subtract 2 to obtain the result. Regardless of modifiers, no result can be lower than zero.

Animals have relatively low intellect. Subtract 4 from any Mind rolls they make. In addition, their Skill can only be used for things appropriate to the animal's type – climbing for a spider, flanking tactics for wolves, etc.

Constructs are not truly alive and lack weak points. Fighting tricks (Skill tests in combat) do not work on them, nor do any Mind effects that don’t work on undead.

Incorporeal creatures lack physical bodies. Such creatures can be seen, but heard only if they want to be. Non-magical physical attacks that successfully hit the creature’s Defense have a 50% chance (1-3 on 1D) of harmlessly passing through, causing no damage.

Undead are often soulless servants, with Mind and Skill 0 regardless of what the statistics block says. These puppets do not hesitate, flee or surrender. Spell-casting undead have normal stats as listed, are intelligent and free willed.

Weak Ennemies

  • Body: 1D + 1
  • Mind: 1D
  • Skill: 1D
  • Damage: 1D
  • Defense: 3
  • HP: 8

Bandit: About half of bandits also carry a ranged weapon.

Bat, Giant: Animal. Can fly.

Dire Rat: Animal. Often move in packs of 3-5.

Goblin: Nasty little buggers that favor setting traps and ambushes over direct confrontation. One-fourth also have a ranged weapon.

Skeleton: Undead.

Viper, Giant: Animal. If damaged by a giant viper, the victim must roll Body 3+ or takes 2 additional points of damage from poison.

Will O' Wisp: Tiny floating fuzz-ball of pale light. Damage it causes is electrical, but Will o' Wisps avoid fighting and prefer to lure foes into dangerous areas such as bogs/swamps, quicksand, or a predatory beast’s domain.

Wolf: Animal. Often travels in packs of 3-5.

Swarm

  • Body: 1D+1
  • Mind: 1D
  • Skill: 1D
  • Damage: 1
  • Defense: 0/3
  • HP: 1

A swarm consists of 4+1D individual creatures, which act in unison as if they were a single weak enemy. By using an action a swarm may separate into several smaller swarms, or several swarms can join to form a larger one.

An attack by a swarm deals damage equal to the number of creatures in the swarm. Any magic or melee attack against a swarm automatically hits and kills one creature, while ranged attacks must hit Defense 3.

Ants, Giant: Animal.

Bats: Animal. Can fly.

Rats: Animal.

Snakes: Animal. Any foe damaged by an attack must roll Body 3+ or take 2 additional points of damage from poison.

Spiders, Giant: Animal.

Average

  • Body: 1D+2
  • Mind: 1D
  • Skill: 2D
  • Damage: 1D+2
  • Defense: 6
  • HP: 12

Beetle, Giant: Animal. Thick shell acts as 1D armor. Can fly for one turn per combat.

Dire Wolf: Animal. Often leads usual wolves.

Harpy: Can fly. Cowardly beasts, harpies onlyattack in groups of 3 or more and might flee if their numbers drop below that.

Ghoul: Undead. Fast and vicious: Body 2D for melee attacks. Solitary.

Lizard, Giant: Animal. Carnivorous. 20 HP.

Lizard Man: Barbaric tribesmen who usually hunt in pairs, and eschew ranged weapons.

Orc: Barely civilized yet intelligent brutes, they often work in teams of 2 or 3.

Soldier: Uses 1D armor.

Spider, Gargantuan: Has Skill 3D.

Wraith: Undead. Incorporeal.

Zombie: Undead.

Hard

  • Body: 2D
  • Mind: 2D
  • Skill: 2D
  • Damage: 2D
  • Defense: 9
  • HP: 17

Chimera: Huge beast with 3 heads (dragon, lion, goat). Can breathe fire once per combat as a ranged attack targeting all foes at once.

Giant: One thrown boulder per combat is the only ranged attack giants generally make.

Golem: Construct. Made of stone: physical attacks only do 1 point of damage per power die. Magic damages them normally.

Minotaur: Wields a giant axe; never uses ranged weapons. Has a special ram attack: If it hits, victim takes double damage. But if the minotaur misses with a ram it cannot make any attack during its next turn.

Mummy: Undead.

Scorpion, Giant: Animal. No more than once every other turn, it can attack with its stinger; damaged foes must roll Body 6+ or take 3 additional points of damage from poison.

Shadow: Undead. Incorporeal.

Troll: Their thick skin, along with the ability to rapidly regenerate, together effectively acts as 1D armor. They fight with claws and clubs.

Werewolf: Anyone damaged by a werewolf must roll Body 6+ or become infected. They will become a werewolf (same stats and all) whenever they are faced with combat unless they make Mind 3+ at the start of each turn. Werewolves cannot use weapons, equipment, or magic. There is no known obvious cure.

Wyrmling: Thick hide acts as 1D armor. If a wyrmling rolls matching numbers on both Body dice when attacking, it breathes fire. This acts as a 2D Fireball spell.

Deadly

  • Body: 2D+2
  • Mind: 2D
  • Skill: 2D
  • Damage: 2D+2
  • Defense: 9
  • HP: 25

Death Knight: Undead. 2D armor.

Dragon: The dragon’s thick hide acts as 2D armor. If a dragon rolls matching numbers on its attack dice, it breathes fire. Treat this as a 3D Fireball spell.

Lich: Intelligent undead. May cast any spell at 1D power, or Wish at 2D. May cast Reanimate up to 4 times per day.

Tentacle Horror: Can attack twice per turn, if it targets two separate combatants. This un-natural, bizarre beast is immune to all Mind effects, and all types of fire.

Ooze: Construct. Non-magical weapons and armor touching or touched by an ooze disintegrate if they cause or receive 5 points of damage or more in a single hit.

Vampire: Intelligent undead. Can fly. Has Mind 3D. Knows Command and Stun, both 3D.

Wizard: Knows all spells at a power of 2D.